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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