Hi, Thanks for the answer. I was able to read the last lines through the
linux console (started the server in a "screen" instance) no luck there.
Darksun is not the map with the most ents either... However, I was able to
reproduce the bug on my listen server (I'm not sure because the windows
debugger couldn't tell me where he was looping) by suiciding via
trigger_hurt at the begining of a round right after mapchange when players
(bots in this case) are still joining (it only crashes in this rare
situation, that could also explain why it only crashes in darksun, no
other map has a trigger_hurt close enough to the spawn spot). The only
thing that happens is that if you have a "hacking tool" and it touches a
trigger_hurt it'll be moved to the player spawn spots. When I removed that
I was unable to reproduce the crash. How can it be possible that a simple
origin change causes an infinite loop? Somehow the area linkedlist got
corrupted, probably theres something I don't know yet about origin
changes? ^^
I solved the problem by deleting the item and respawning it at the desired
origin. This seems to work, I'm not sure though because the linux servers
took about 50h to crash :) I think it's because the chances of this
situation to occur are not very high. We'll now take the risk and release
PE, if it still crashes we'll have to make another patch...
Thanks,
Spin
On Wed, 15 Sep 2004 17:40:27 +0200, Marco Leise <[EMAIL PROTECTED]> wrote:
The log probably stops because there is still text in the buffers. If
you can get the buffers to flush after every line of text you might get
more information before the inifinite loop leaves you no option, but
terminate the process.
Is there assembler code in your mod?
What about writing the entity count into the log when it goes
dangerously high? At least you would know if the entity count is always
close to the limit when the crash occurs.
How about the visibility in darksun. Maybe the map has more entities
visible at a time?
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