Bottom of the stack is RunThinkFunctions (or whatever the name is). It
allocates fixed list of entities before thinking and runs think
functions on all of entities added to the list. If an entity is
removed not using UTIL_Remove() but instantly using delete then think
function will be "called" on i
Run a debug build, and stick an assert in there - see if you can find out whats
going on :)
Owner Nigredo Studios http://www.nigredostudios.com
--- On Thu, 28/10/10, Andrew Watkins wrote:
From: Andrew Watkins
Subject: [hlcoders] Understanding a confusing crash dump
To: hlcoders
http://www.nigredostudios.com
--- On Tue, 26/10/10, Andrew Watkins wrote:
From: Andrew Watkins
Subject: [hlcoders] Understanding a confusing crash dump
To: hlcoders@list.valvesoftware.com
Received: Tuesday, 26 October, 2010, 6:26 AM
Source SDK Base 2007, and Modular Combat. Ta
Date: Mon, 25 Oct 2010 18:
Source SDK Base 2007, and Modular Combat. Ta
Date: Mon, 25 Oct 2010 18:24:53 +0100
> From: Saul Rennison
> Subject: Re: [hlcoders] Understanding a confusing crash dump
> To: Discussion of Half-Life Programming
>
> Message-ID:
>
> Content-Type: text/plai
What game and engine is the crash occurring in?
On Monday, October 25, 2010, Andrew Watkins wrote:
> Hey list, I'm getting another dedicated server crash I don't know how to
> approach fixing. Its another access violation error where the call stack
> frame in question just contains a memory addre
Hey list, I'm getting another dedicated server crash I don't know how to
approach fixing. Its another access violation error where the call stack
frame in question just contains a memory address, the exact error message is
this:
"Unhandled exception at 0x040a000b in 040a000b.mdmp: 0xC005: Acces
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