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Crashing With Debug Message


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The Specialist
BANNED
Join Date: Nov 2006
Old 12-27-2006 , 22:35   Crashing With Debug Message
Reply With Quote #1

My server keeps crashing with this message to debug the hlds.exe file .
The when I did with my Microsoft Visual Studio I got this list

Code:
'hlds.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll', No symbols loaded.
'hlds.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded.
Heres my code
Code:
#include <amxmodx> #include <rail_gun> #define MAX_PLAYERS 32 #define MAX_AMMO_SLOTS 100 #define TE_MODEL    106 new g_Switch; new g_Price; new g_Money; new g_WeaponEnt; new g_AdminFree; new Float:g_Angle[3]; new Float:g_Origin[3]; new Float:g_MinBox[3] = {-1.0, -1.0, -1.0}; new Float:g_MaxBox[3] = {1.0, 1.0, 1.0}; new Float:global_Time; new Float: g_ROF = 0.2; new Float: g_NextAttack[32]; new Float: EndOrigin[3]; new Float: W_Origin[3]; new Float: g_VecVelocity[3]; new g_Bullet; new g_AmmoPrice; new g_ArenaMode; new bool:g_restart_attempt[MAX_PLAYERS + 1]; new Class[32]; new Model[32]; new HitZones; new trace,pent; new nomonsters; new Sprite; new damage; new model = 0; new g_Ammo; new Shell; public plugin_init() {  register_plugin("The Rail Gun","0.1","The Specialist");  g_Switch = register_cvar("rg_switch","1");  g_Price = register_cvar("rg_gun_price","3000");  g_AdminFree = register_cvar("rg_admin_gun_free","1");  g_AmmoPrice = register_cvar("rg_ammo_price","500");  g_ArenaMode = register_cvar("rg_arena_on","0");    register_clcmd("say /buy_gun","buy_rail_gun");  register_clcmd("say_team /buy_gun","buy_rail_gun");  register_clcmd("say /buy_ammo","buy_rail_ammo");  register_clcmd("say_team /buy_ammo","buy_rail_ammo");  register_clcmd("drop","drop_rail_gun");  register_clcmd("fullupdate", "clcmd_fullupdate");  register_clcmd("say /trg_arena","arena_mode",ADMIN_KICK,"Starts An Arena");  register_clcmd("say /trg_end_arena","end_arena_mode",ADMIN_KICK,"Ends An Arena");  register_concmd("trg_buy_gun","buy_rail_gun");  register_concmd("trg_start_arena","arena_mode",ADMIN_KICK,"Starts An Arena");  register_concmd("trg_end_arena","end_arena_mode",ADMIN_KICK,"Ends An Arena");    register_forward(FM_PlayerPreThink,"rail_gun_bullets");  register_forward(FM_Touch,"entity_touch");  register_forward(FM_TraceLine,"calculate_hitzone",1);    register_event("ResetHUD", "event_hud_reset", "be");  register_event("TextMsg", "event_restart_attempt", "a", "2=#Game_will_restart_in");  register_logevent("remove_rail_guns", 2, "1=Round_End"); } public  plugin_precache() {  engfunc(EngFunc_PrecacheModel,"models/w_railgun.mdl");  engfunc(EngFunc_PrecacheModel,"models/v_railgun.mdl");  engfunc(EngFunc_PrecacheModel,"models/p_railgun.mdl");  Shell = engfunc(EngFunc_PrecacheModel,"models/shell.mdl");  engfunc(EngFunc_PrecacheSound,"weapons/rg_hum.wav");  engfunc(EngFunc_PrecacheSound,"weapons/rg_shoot.wav");  engfunc(EngFunc_PrecacheSound,"items/weapondrop1.wav");  engfunc(EngFunc_PrecacheSound,"weapons/reload1.wav");  engfunc(EngFunc_PrecacheSound,"items/gunpickup2.wav");  engfunc(EngFunc_PrecacheSound,"items/9mmclip1.wav");  engfunc(EngFunc_PrecacheSound,"weapons/bullet_hit2.wav");  Sprite = engfunc(EngFunc_PrecacheModel,"sprites/laserbeam.spr" ); } // client commands to buy a railgun public buy_rail_gun(id) {  if(get_pcvar_num(g_Switch))  {   g_Money = get_player_money(id);     if(g_Money < get_pcvar_num(g_Price) && (get_user_flags(id) != ADMIN_KICK ||  get_pcvar_num(g_AdminFree)==0))   {    client_print(id,print_chat,"[Rail Gun] You Do Not Have Enough Money!");    return 1;       }else if(get_user_flags(id)== ADMIN_KICK && get_pcvar_num(g_AdminFree))   {    client_print(id,print_chat,"[Rail Gun] You Get A Free Gun Admin!");      give_rail_gun(id);    ammo_handle(id,100);    return 0;   }else{    set_player_money(id,g_Money - get_pcvar_num(g_Price));    client_print(id,print_chat,"[Rail Gun] You Have Just Bought A Rail Gun!");    give_rail_gun(id);    ammo_handle(id,100);    return 0;   }  }  return 0; } // gives the user id a railgun entity public give_rail_gun(id) {  g_WeaponEnt = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));    if(pev_valid(g_WeaponEnt))  {   set_pev(g_WeaponEnt,pev_classname,"weaponbox");   set_pev(g_WeaponEnt,pev_movetype,MOVETYPE_FOLLOW);   set_pev(g_WeaponEnt,pev_solid,SOLID_NOT);   set_pev(g_WeaponEnt,pev_aiment,id);   set_pev(g_WeaponEnt,pev_viewmodel2,"models/v_railgun.mdl");   set_pev(g_WeaponEnt,pev_weaponmodel2,"models/p_railgun.mdl");   emit_sound(id,CHAN_AUTO, "items/gunpickup2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);   drop_primary_weapon(id);   return;  } } // handles attack buttons , making bullets ,and rate of fire (playerprethink)   public rail_gun_bullets(id) {  set_world_model();  is_reloading(id,Model,g_Ammo);  weapon_holster(id);    if((pev(id,pev_button) &  (IN_ATTACK  | IN_ATTACK2 )) &&  can_attack(id,Model,g_Ammo))  {   global_get(glb_time, global_Time);     if(pev_valid(g_Bullet) && global_Time  < g_NextAttack[id])   {    g_Bullet = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"));    pev(id,pev_origin,g_Origin);        if(pev(id,pev_flags) & FL_DUCKING)    {     g_Origin[2]  += 12.0;    }else{     g_Origin[2] += 17.0;    }    set_pev(g_Bullet,pev_classname,"DURounds");    engfunc(EngFunc_SetModel,g_Bullet,"models/shell.mdl");    pev(id,pev_v_angle,g_Angle);    set_pev(g_Bullet,pev_mins,g_MinBox);    set_pev(g_Bullet,pev_maxs,g_MaxBox);    set_pev(g_Bullet,pev_origin,g_Origin);    set_pev(g_Bullet,pev_angles,g_Angle);    set_pev(g_Bullet,pev_effects,EF_MUZZLEFLASH);    set_pev(g_Bullet,pev_solid,SOLID_BBOX);    set_pev(g_Bullet,pev_movetype,MOVETYPE_FLY);    set_pev(g_Bullet,pev_owner,id);    set_pev(g_Bullet,pev_velocity,2500);    set_pev(g_Bullet,pev_renderfx,kRenderFxGlowShell , 255,0,0,kRenderNormal,100);    emit_sound(id,CHAN_AUTO, "weapons/rg_shoot.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);    eject_brass(g_Origin,g_VecVelocity,0.0,0);    ++g_Ammo;    g_NextAttack[id] = global_Time + g_ROF;        if(pev(id,pev_button) & IN_ATTACK2)    {         set_pev(g_WeaponEnt,pev_effects,EF_BRIGHTLIGHT);     message_begin(MSG_BROADCAST ,SVC_TEMPENTITY);     write_byte(0);     engfunc(EngFunc_WriteCoord,g_Origin[0]);     engfunc(EngFunc_WriteCoord,g_Origin[1]);     engfunc(EngFunc_WriteCoord,g_Origin[2]);     engfunc(EngFunc_WriteCoord,EndOrigin[0]);     engfunc(EngFunc_WriteCoord,EndOrigin[1]);     engfunc(EngFunc_WriteCoord,EndOrigin[2]);     write_short(Sprite);     write_byte(0);     write_byte(0);     write_byte(50);     write_byte(10);     write_byte(10);     write_byte(0);     write_byte(0);     write_byte(250);     write_byte(127);     write_byte(0);     message_end();         g_Ammo += 3;    }   }  }  return 1; } // handles buying rail ammo from a client command public buy_rail_ammo(id) {  if(get_pcvar_num(g_Switch))  {   g_Money = get_player_money(id);     if(g_Money < get_pcvar_num(g_AmmoPrice) && (get_user_flags(id) != ADMIN_KICK  || get_pcvar_num(g_AdminFree)==0))   {    client_print(id,print_chat,"[Rail Gun] You Do Not Have Enough Money!");    return 1;     }else if(get_user_flags(id)== ADMIN_KICK  && get_pcvar_num(g_AdminFree))   {    client_print(id,print_chat,"[Rail Gun] You Have Been Given Ammo For Free Admin!");    emit_sound(id,CHAN_AUTO, "items/9mmclip1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);    ammo_handle(id,100);    return 0;   }else{    set_player_money(id,g_Money - get_pcvar_num(g_AmmoPrice));    client_print(id,print_chat,"[Rail Gun] You Have Just Bought More Ammo!");    emit_sound(id,CHAN_AUTO, "items/9mmclip1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);    ammo_handle(id,100);    return 0;   }  }  return 1; } // handles ammo for the rail gun public ammo_handle(id,ammo) {  g_Ammo -= ammo;    if(g_Ammo == MAX_AMMO_SLOTS)  {   emit_sound(id,CHAN_AUTO, "weapons/rg_hum.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);   ++g_Ammo;   return;  }else if(g_Ammo > MAX_AMMO_SLOTS)  {   set_pev( id, pev_button, pev(id,pev_button) & ~IN_ATTACK );   return;  } } // if weapon is not being used set models to 0 else set the railgun models public weapon_holster(id) {  if(no_weapon_set(id))  {   set_pev(g_WeaponEnt,pev_viewmodel2,"models/v_railgun.mdl");   set_pev(g_WeaponEnt,pev_weaponmodel2,"models/p_railgun.mdl");  }else{   set_pev(g_WeaponEnt,pev_viewmodel2,model);   set_pev(g_WeaponEnt,pev_weaponmodel2,model);  }  return; } // eject a shell from the weapon every shot public eject_brass(Float: vecOrigin[3],Float:   vecVelocity[3],Float: rotation,soundtype ) {  engfunc(EngFunc_MessageBegin, MSG_BROADCAST, SVC_TEMPENTITY, vecOrigin);  write_byte( TE_MODEL);  engfunc(EngFunc_WriteCoord, g_Origin[0]);  engfunc(EngFunc_WriteCoord, g_Origin[1]);  engfunc(EngFunc_WriteCoord, g_Origin[2]);  engfunc(EngFunc_WriteCoord, g_VecVelocity[0]);  engfunc(EngFunc_WriteCoord, g_VecVelocity[1]);  engfunc(EngFunc_WriteCoord, g_VecVelocity[2]);  engfunc(EngFunc_WriteAngle, rotation);  write_short( Shell);  write_byte( soundtype);  write_byte ( 25 );  message_end(); } // get touch for player touching ground gun , bullets touching players or world public entity_touch(ptr,ptd) {  pev(ptr,pev_classname,Class,31);  pev(ptr,pev_model,Model,31);  if(is_rail_bullet(Class))  {   pev(ptr,pev_origin,EndOrigin);   calculate_hitzone(g_Origin,EndOrigin,nomonsters,pent,ptd,trace,damage);   engfunc(EngFunc_RemoveEntity,ptr);   return FMRES_SUPERCEDE;  }else if( contain(Model,"w_railgun.mdl") && contain(Class,"player"))  {   give_rail_gun(ptd);   engfunc(EngFunc_RemoveEntity,ptr);   emit_sound(ptd,CHAN_AUTO, "items/gunpickup2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);   return FMRES_SUPERCEDE;  }else if (contain(Model,"laserbeam.spr") && contain(Class,"player"))  {   calculate_hitzone(g_Origin,EndOrigin,nomonsters,pent,ptd,trace,10);   engfunc(EngFunc_RemoveEntity,ptr);   return FMRES_SUPERCEDE;  }  return FMRES_SUPERCEDE; } // get hitzones using trace then do damage public calculate_hitzone(const Float:v1[3], const Float:v2[3], noMonsters, pentToSkip, id,TraceResultPtr,damage) {  HitZones = get_tr(TR_iHitgroup);  engfunc(EngFunc_TraceLine, v1, v2, noMonsters, pentToSkip, TraceResultPtr);  emit_sound(id,CHAN_AUTO,"weapons/bullet_hit2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);    if(is_user_connected(id))  {   switch(HitZones)   {    case HIT_CHEST :fake_damage(id,75 + damage,50 + damage);    case HIT_STOMACH : fake_damage(id,55 + damage ,30 + damage);    case HIT_HEAD : fake_damage(id,120 + damage,100 + damage);    case HIT_LEFTARM ,  HIT_RIGHTARM :fake_damage(id,25 + damage ,10 + damage);    case HIT_LEFTLEG , HIT_RIGHTLEG : fake_damage(id,20 + damage,0 + damage);   }  }  return FMRES_SUPERCEDE; } // catch the client command "drop" and drop the railgun to hte floor public drop_rail_gun(id) {  pev(id,pev_viewmodel2,Model);  if(holding_rail_gun(Model))  {   engfunc(EngFunc_DropToFloor,g_WeaponEnt);   emit_sound(id,CHAN_AUTO,"items/weapondrop1.wav" , 1.0, ATTN_NORM, 0, PITCH_NORM);   return 1;  }  return 1; } // if the rail gun entity is on the ground set the w model ,lie flat,and make trigger public set_world_model() {  if(pev(g_WeaponEnt,pev_flags) & FL_ONGROUND)  {   set_pev(g_WeaponEnt,pev_model,"models/w_railgun.mdl");   W_Origin[1] = 0.0;   W_Origin[2] = 0.0;   set_pev(g_WeaponEnt,pev_origin,W_Origin[1] );   set_pev(g_WeaponEnt,pev_origin,W_Origin[2]);   set_pev(g_WeaponEnt,pev_movetype,MOVETYPE_TOSS);   set_pev(g_WeaponEnt,pev_solid,SOLID_TRIGGER);   return;  } } // remove the railguns on the ground every round end public remove_rail_guns() {  if(pev(g_WeaponEnt,pev_flags) & FL_ONGROUND)  {   engfunc(EngFunc_RemoveEntity,g_WeaponEnt);   return;  } } public client_putinserver(id) {  if(get_pcvar_num(g_Switch))  {   g_NextAttack[id] = 0.0;   g_Ammo = 0;   return;  } } public client_disconnect(id) {  if(get_pcvar_num(g_Switch))  {   g_NextAttack[id] = 0.0   g_Ammo = 0;   return;  } } // start an arena public arena_mode(id,level,cid) {  if(cmd_access(id,level,cid,0) && get_pcvar_num(g_Switch))  {   set_cvar_string("sv_restartround","1");   set_cvar_string("rg_arena_on","1");   return 1;  }  return 1; } // end arena public end_arena_mode(id,level,cid) {  if(cmd_access(id,level,cid,0))  {   set_cvar_string("sv_restartround","1");   set_cvar_string("rg_arena_on","0");   return 1;  }  return 1; } public clcmd_fullupdate() {  return 1; } public event_restart_attempt() {  new players[32], num  get_players(players, num, "a")  for (new i; i < num; ++i)  {   g_restart_attempt[players[i]] = true;  } } public event_hud_reset(id) {  if (g_restart_attempt[id])  {   g_restart_attempt[id] = false;   return;  }  event_player_spawn(id) } public event_player_spawn(id)  {   if(get_pcvar_num(g_ArenaMode))  {   give_rail_gun(id);   return;  } }
Heres my inc file
Code:
  #if !defined _fakemeta_included  #include <fakemeta> #endif #if !defined _amxmisc_included  #include <amxmisc> #endif #if defined _rail_gun_included  #endinput #endif #define _rail_gun_included #if cellbits == 32  #define OFFSET_MONEY  115  #else  #define OFFSET_MONEY  140  #endif  #define OFFSET_LINUX      5  stock set_player_money(id,money)  {  set_pdata_int(id,OFFSET_MONEY,money,OFFSET_LINUX);  message_begin(MSG_ONE,get_user_msgid("Money"),{0,0,0},id);  write_long(money);  write_byte(1);  message_end();  }  stock get_player_money(id) {  return get_pdata_int(id,OFFSET_MONEY,OFFSET_LINUX); } stock holding_rail_gun(Model[32]) {  if(contain(Model,"v_railgun.mdl"))  {   return true;  }else{   return false;  }  return 0; } stock is_rail_bullet(Class[32]) {  if(contain(Class,"DURounds"))  {   return true;  }else{   return false;  }  return 0; } stock rail_gun_kill(id) {  new Float: frags    if (is_user_alive(id))  {   pev(id, pev_frags, frags);   set_pev(id, pev_frags, ++frags);   dllfunc(DLLFunc_ClientKill, id);   return;  } } stock fake_damage(id,health,armor) {  new Float: g_Health;  new Float: g_Armor;    pev(id,pev_health,g_Health);  set_pev(id,pev_health,g_Health - health);    pev(id,pev_armorvalue,g_Armor);  set_pev(id,pev_armorvalue,g_Armor - armor);    set_pev(id,pev_dmg,DMG_BULLET | DMG_ENERGYBEAM);  return; } stock is_reloading(id,Model[32],g_Ammo) {  if(pev(id,pev_button) &  IN_RELOAD &&  holding_rail_gun(Model))  {   set_pev(id, pev_weaponanim, CSW_M249);   engfunc(EngFunc_EmitSound,id,CHAN_AUTO,"weapons/reload1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);   message_begin(MSG_ONE, SVC_WEAPONANIM, {0, 0, 0}, id);   write_byte(CSW_M249);   write_byte(pev(id, pev_body));   message_end();   g_Ammo  -= 100;     return true;  }else{   return false;  }  return 0; } stock g_WeaponSlots[] = {         0,         2,        //CSW_P228         0,         1,        //CSW_SCOUT         4,        //CSW_HEGRENADE         1,        //CSW_XM1014         5,        //CSW_C4         1,        //CSW_MAC10         1,        //CSW_AUG         4,        //CSW_SMOKEGRENADE         2,        //CSW_ELITE         2,        //CSW_FIVESEVEN         1,        //CSW_UMP45         1,        //CSW_SG550         1,        //CSW_GALIL         1,        //CSW_FAMAS         2,        //CSW_USP         2,        //CSW_GLOCK18         1,        //CSW_AWP         1,        //CSW_MP5NAVY         1,        //CSW_M249         1,        //CSW_M3         1,        //CSW_M4A1         1,        //CSW_TMP         1,        //CSW_G3SG1         4,        //CSW_FLASHBANG         2,        //CSW_DEAGLE         1,        //CSW_SG552         1,        //CSW_AK47         3,        //CSW_KNIFE         1        //CSW_P90 }; stock drop_primary_weapon(id) {  new clip,bpammo;  new Weapon = get_user_weapon(id,clip,bpammo);    if(g_WeaponSlots[Weapon] == 1)  {   client_cmd(id,"+drop")   return true;  }else{   return false;  }  return 0; } stock can_attack(id,Model[32],g_Ammo) {  if( holding_rail_gun(Model) && pev(id,pev_waterlevel)!=3 && !is_reloading(id,Model,g_Ammo))  {   return true;  }else{   return false;  }  return 0; } stock no_weapon_set(id) {  new clip,bpammo;  new Weapon = get_user_weapon(id,clip,bpammo);    switch(Weapon)  {   // magic numbers cstrike weapon enumeratiosn   case 1,3..30 : return true   default: return false;  }  return 0; }
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Old 12-27-2006 , 23:39   Re: Crashing With Debug Message
Reply With Quote #2

I suggest you load up the binary logging core. It will help you track down which native or which function it crashed at.

Ps. If you going to have a script with custom models, sounds, etc. I suggest you post it
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Old 12-27-2006 , 23:40   Re: Crashing With Debug Message
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Quote:
Originally Posted by teame06 View Post
I suggest you load up the binary logging core. It will help you track down which native or which function it crashed at.

Ps. If you going to have a script with custom models, sounds, etc. I suggest you post it
Post what ?
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Old 12-27-2006 , 23:41   Re: Crashing With Debug Message
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Quote:
public plugin_precache()
{
engfunc(EngFunc_PrecacheModel,"models/w_railgun.mdl");
engfunc(EngFunc_PrecacheModel,"models/v_railgun.mdl");
engfunc(EngFunc_PrecacheModel,"models/p_railgun.mdl");
Shell = engfunc(EngFunc_PrecacheModel,"models/shell.mdl");
engfunc(EngFunc_PrecacheSound,"weapons/rg_hum.wav");
engfunc(EngFunc_PrecacheSound,"weapons/rg_shoot.wav");
engfunc(EngFunc_PrecacheSound,"items/weapondrop1.wav");
engfunc(EngFunc_PrecacheSound,"weapons/reload1.wav");
engfunc(EngFunc_PrecacheSound,"items/gunpickup2.wav");
engfunc(EngFunc_PrecacheSound,"items/9mmclip1.wav");
engfunc(EngFunc_PrecacheSound,"weapons/bullet_hit2.wav");
Sprite = engfunc(EngFunc_PrecacheModel,"sprites/laserbeam.spr" );
}
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Old 12-27-2006 , 23:47   Re: Crashing With Debug Message
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Most of those are in the gfc files . I found them in the HL sdk source files
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Old 12-28-2006 , 00:26   Re: Crashing With Debug Message
Reply With Quote #6

Then let me wish you the best of luck. I'm not going to look for these files nor am I going to extract them from the .gcf or hl sdk source files. I don't run my test server on a listen server. My hlds test server says I don't have it.

I give up.
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Old 12-28-2006 , 01:23   Re: Crashing With Debug Message
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Thats kinda weird they would put them in there source code but not in the game files .
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Old 12-28-2006 , 02:02   Re: Crashing With Debug Message
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Don't mix EngFunc_Write* with the write_* natives. Make sure you validate both entities in FM_Touch first (either could be world).

When exactly does the crash occur? As soon as it loads up, or when performing a specific action?
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Old 12-28-2006 , 02:43   Re: Crashing With Debug Message
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Quote:
Originally Posted by XxAvalanchexX View Post
Don't mix EngFunc_Write* with the write_* natives. Make sure you validate both entities in FM_Touch first (either could be world).

When exactly does the crash occur? As soon as it loads up, or when performing a specific action?
As soon as it loads , I get in server and it crashes with that message.
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Old 12-28-2006 , 18:53   Re: Crashing With Debug Message
Reply With Quote #10

Start commenting out your Fakemeta forward hooks, one at a time, and see if any of them stop the crash.
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