This really sounds like a build system problem. The "rebuild without changing code" fix is what gives it away. Make clean and make.
On Mon, 21 Feb 2005 21:55:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > hmm .. > not that I know much but, sometimes builds get messed up for some > reasons (I don't think it's a bug in the compiler itself .. but what > do I know) but you can fix this kind of stuff by rebuilding a clean > build. > > On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry <[EMAIL PROTECTED]> wrote: > > Please bare with me while I try to explain this crash, let me begin by > > saying I'm using the very first mp sdk source with no updates... and debug > > build is not helping at all. Perhaps the most frightening aspect of this > > crash is its consistancy between game launches, and its inconsistancy > > between builds, its almost as if my compiler is messed up. Basically I'm > > encountering a crash in the client dll. When I create a server, disconnect, > > and then recreate. the debug build gives me an error in > > > > void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp > > line 413) > > > > this is the callstack.. > > > > client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ > > client.dll!CBaseViewport::~CBaseViewport() Line 432 C++ > > client.dll!SDKViewport::~SDKViewport() + 0x14 C++ > > client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ > > client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 > > C++ > > client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + > > 0x8 C++ > > client.dll!$E11() + 0x13 C++ > > client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line > > 376 C > > client.dll!_cexit() Line 318 + 0xb C > > client.dll!_CRT_INIT(void * hDllHandle=0x24000000, unsigned long > > dwReason=0, void * lpreserved=0x00000001) Line 193 C > > client.dll!_DllMainCRTStartup(void * hDllHandle=0x24000000, unsigned > > long > > dwReason=0, void * lpreserved=0x00000001) Line 312 + 0x11 C > > > > The kicker is the call stack indicates the call to this method is happening > > after a call to doExit() which is totally unrelated to anything i've been > > doing - if thats not enough for you, it gets a whole lot worse. I ported one > > single npc over nothing more, and magically the crash was fixed. Now I can > > create/shutdown servers as many times as I want without crashing > > > > It gets worse. > > > > Now when creating an npc I experience the exact same crash. then maybe 30 > > rebuilds later.. the crash is magically gone, without even going near npc or > > combat character code of anykind... another few builds later, the crash > > reappears. (totally random) > > > > Keep in mind the crashing is _consistant_ in a build, as in once the crash > > is present no matter how many times i launch the game I'll have the exact > > same behaviour, magically sometimes if I do a rebuild without changing any > > code, the crash vanishes. I checked this to make sure it wasn't something > > like accessing an invalid pointer. > > > > I wasn't even going to post about it here but I thought I'd give it a shot. > > This must be something compiler related (mvsc++7.0) OR for some messed up > > reason I couldn't understand the debugger is showing me the same (old and > > unrelated) callstack, however I don't see how this could be the case as the > > debugger shows the proper information if I crash a different way. > > > > Does *anyone* have *any* suggestions? am I missing some service pack I don't > > know about? > > Thanks in advance... > > > > _________________________________________________________________ > > Powerful Parental Controls Let your child discover the best the Internet has > > to offer. > > http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines > > Start enjoying all the benefits of MSNŽ Premium right now and get the > > first two months FREE*. > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders