UTIL_Remove does exactly what you say. It removes the entity on the
beginning of the next frame. It adds it to a list of things to
delete, and that list is checked at a certain point of the frame when
everything is supposed to be done with it. UTIL_RemoveImmediate is
the bad one. It doesn't wai
I've had something similar happen once, although not directly associated
with ragdolls.
If I had to guess, it's something to do with using UTIL_Remove in an unsafe
location in code, possibly during the an object's post-frame where something
might be expected of an object after which it has been su
The obvious question is, "Does it stop happening if you use UTIL_Remove?"
I've not run into it, though our knock down code never hit public release
and I used the SDK base, but I'm fairly sure I used UTIL_Remove and was ok
other than the god aweful bandwidth hogging.
On Mon, Dec 22, 2008 at 10:37
While working on my current mod (Smashball - www.smashball.tv), I came
across a rare server crash in physics.cpp: line 454 (int
CCollisionEvent::ShouldCollide function). This function tries to
determine if two entities should collide. The physics system has the
physics objects for each object alo
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