--
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Alright thank you, I will email them.

Info about the code: it is an entity we coded, but the error could be
anything in the many lines describing the entity. It is basically an AI
spawner that links to a path_node.

Thanks!
-Francois

On 5/5/06, Marcel <[EMAIL PROTECTED]> wrote:
>
> And a bit more information about your code would be helpful ;)
>
> - Marcel
>
> kama schrieb:
> > I think you will hit more responses if you subscribes and mail hlcoders
> > instead.
> >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > Most of us here are just 'lame' serveradmins, with no real skill of
> coding
> > mods.
> >
> > /Bjorn
> >
> > On Thu, 4 May 2006, Kiroke . wrote:
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Hi,
> >>
> >> I am trying to create a working linux version of our mod, since we are
> >> really close to release. I compiled the mod and played simple maps with
> it
> >> without any problems. When playing with maps that include specific
> entities
> >> that we coded though, the server crashes as soon as somebody joins the
> game.
> >>
> >> The reason I am emailing here is because I am running out of options to
> >> debug this crash.
> >>
> >> So here is the big question: how can I get more information about the
> >> crash, like a call stack or at least the line and file where the crash
> >> occurred?
> >>
> >> Here is what I tried:
> >> - The srcds runs fine under windows, with the same entity/code that
> crashes
> >> under linux
> >> - Add ?debug flag to ./srcds_run. The debug.log produced file is really
> not
> >> helping much:
> >> ----------------------------------------------
> >> CRASH: Fri May  5 20:00:54 PDT 2006
> >> Start Line: ./srcds_i486 -console -game /home/frank/srcds_l/troydp +map
> >> troy7 -maxplayers 16 -debug
> >> End of Source crash report
> >> ----------------------------------------------
> >>
> >> -Compiling the mod with a ?g flag, so that I would have symbols within
> the
> >> server_i486.so file. I didn't get more info in the debug.log
> >>
> >> - Compiling the mod with a debug target, in an attempt to get more
> >> information. Unfortunately the code doesn't compile because the debug
> >> version of the SDK uses a different mmaloc, which is included in
> Windows
> >> only. I could not get around it and compile the mod in debug without
> using
> >> that
> >> memory allocation.
> >>
> >> Any help appreciated, thank you!
> >> -Francois
> >> PS: I have a limited understanding of linux, but can understand most of
> the
> >> c++ related stuff
> >> --
> >> Kiroke
> >> Lead Game Designer
> >> Troy : Divine Playground
> >> http://www.troymod.com
> >> --
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>



--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
--

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