> Try debugging it in Visual C++ and checking the call stack to see where the
> problem is coming from.  Those numbers are really unhelpful in locating the
> source or nature of the error unless you've decompiled HL and memorized all
> the compiler-generated assembly instructions in it. You could use some other
> debugging program if you want, VC++ is simply more efficient if you're using
> it to compile the code in the first place. The problem is obviously more
> difficult to solve if the call stack doesn't help, but it's a good place to
> start any bug-squashing run.

Obviously, to have gotten the assembly routine, I must have been debugging :)

I should however have mentioned that the stack only contained a reference to
CSTRIKE!

These numbers are helpful if you have a debug version of the engine and the
source, like say a valve employee, as you can simply go to the memory location and
see what the code is, it will be the same location for any mod. While this may not
give the exact problem, it would be useful in determining what kind of problem it
is. Like with messaging or spawning etc.

> > > I get a crash in cstrike.exe every time a level changes, CSTRIKE!
> 01da7c55().
> > > 01DA7C55   call        dword ptr [edx+4]

Just to add to my paranoia the crashing has stopped ... I started debugging the
messages, which involves putting a wrapper around the definition of REG_USER_MSG
to get it to print out the message name/number pairs, and when I compiled it no
longer crashed.

Yes I did do try a full recompile of both client and server before I posted here,
in fact I did a clean on both, then a full compile. No I didn't make any other
changes.

Wonder if I fully patched VC++ since I last reinstalled windows ... I hate it when
things fix themselves, you never know when they will decide to unfix themselves
again :{

Jeff.

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