-- [ Picked text/plain from multipart/alternative ] 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 -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

