Thanks for all your hard work on this. 

On Thu, 28 Jul 2011 20:29:27 +0000, Fletcher Dunn
<fletch...@valvesoftware.com> wrote:
> It was not a gcc bug, it was just gcc behaving differently (properly?)
> from VC on some very iffy code. This caused bad damage calculations. We
> believe that this then resulted in bad forces being calculated, and then
> physics code exploding the stack, a type of crash that is notorious for
> leaving little or misleading forensic evidence behind, and preventing
all
> the usual error reporting from working. Plus, the code worked as
intended
> on VC. We also fixed a problem at a global level to prevent NaNs or any
> numbers way out of expected range getting into the physics engine to
> begin with. I am hopeful, but not 100% confident, that this same issue
> was affecting the Dr. G weapons.
> 
> - Fletch
> 
> FROM: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] ON BEHALF OF Saul Rennison
> SENT: Thursday, July 28, 2011 1:15 PM
> TO: Half-Life dedicated Win32 server mailing list
> SUBJECT: Re: [hlds] TF2 update coming this afternoon
> 
> Good job all glad you fixed the problem.
> 
> What was the GCC error by the way? It'd be interesting to share with us
> developers!
> 
> On Thursday, 28 July 2011, Fletcher Dunn  wrote:
>> We have fixed the crash related to the mantreads. (We also found a
> problem with the damage calculation.) The problem was gcc-specific and
> thus only affected Linux servers. We are mostly sure (though not 100%
> sure) that a similar problem was happening with the Dr. G weapons.
>>
>> 
>>
>> This update will probably be an optional update, since it isn't
> critical for clients. But of course all the server operators will want
to
> make sure and get it.
>>
>> 
>>
>> Further bulletins as events warrant.
>>
>> 
>>
>> Your humble servant,
>>
>> Fletch
>>
>>

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