Hey Fredd, I installed your Grenade Trails v1.0 plugin onto my server, and it is working great, with the exception of one thing that I noticed. I started getting this error message each time upon throwing a random HE grenade, flashbang, or smoke grenade (any grenade) over de_dust2's platform (bomb planting radius @ bombsite A) from CT spawn towards the ramp/small hill up to the platform area:
Quote:
Engine Error:
CUtlLinkedList overflow!
hl2.exe - Application Error
The instruction at "0x00000000" referenced memory at "0x00000000". The memory could not be "read".
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I'm not sure if you've encountered this error yet or if its on your "To Fix Bugs" list, but I'm reporting it anyways ~ just incase. I might be the first one to encounter this, since no one else has seen this occurance, let alone, heard of, or commented on it yet. (Not to mention I want it fixed ASAP so I can put it back onto my server, haha. Nothing to say about helping out in the process though.)
I'm pretty sure that it isn't a random occurance either since I've tried testing multiple times (via relaunching CS:S, rejoining my server, etc), and throwing it in the same radius area towards the same destination again and again. It doesn't seem to crash when I throw any type of grenade anywhere else (or to say the least, in a spot that I haven't encountered yet ~ on any other map as well). It seems to spring that error with any grenade that I throw though, like I previously mentioned. Also, I'm not sure if its client-side, if its a programming error, or if its a plugin conflict, but I've got my ideas, since it doesn't seem to crash the server, and I'm more than likely sure my plugins are all working fine together via server-side. I'm thinking its a programming error, in relation with the engine's code and the plugin's code since it only crashes the client. The trail is overflowing since it is being multiplied/calculated or trailed/displayed multiple times over and over again, much in the same way that cjeshjoir described in his earlier post with his screenshot, thereby creating a flow error aka buffer overflow.
It's probably a small fix.
If I could, I'd have a go at looking at your code, but seeing as I have no knowledge of HL2 engine based coding, I'll have to resort to waiting for a bug fix or a re-release. (No surprise there.) ^^''
In the meantime, I'll test things out a bit more and see if I run into any other bugs worth mentioning. =P
*cough*
Time to get crackin'!! >=P!
"Go, go, go!" "MOVE!!"