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Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
I just played on de_nuke with PB 2.1 and got the NUM_FOR_EDICT error.. so now we know its not only happens on cs_office..
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Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
Oh no, not only cs_office is affected. It's really odd, though. With the old release, I hardly if ever got this error - maybe once in a week.
Since I updated to R2.1, I can't even test my waypoints any more, because CS is so likely to crash now! The last two days alone, I got the error in cs_industrywest, de_arizona, de_bahrain, de_rock, de_arboretum_v4... sometimes it appeared after 2 or 3 seconds, sometimes after 5 map changes (but rarely). Sometimes I got it while waypoints were displayed, sometimes while they weren't. It crashed when I was alone on the map, checking on existing WPs, it crashed when I spectated a map and added a bot to check WPs with debuggoal command, and it crashed during bot matches when WP display was off. Come to think of it, the only situations when I'm safe are 1) when I'm making waypoints (editing mode fully active, no bot on server) 2) when I'm alone on the map and WP display is OFF. However, I experience frequent crashes when 1) either there are bots on the server 2) or WP display is on (NOT editing mode, only finished WPs displayed with danger indicator bars, which I don't see when I'm editing)... or both of them, of course. But one is really sufficient... :( (Win32 CS 1.5 listenserver) |
Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
AHH I need mental help!
http://www.mapzap.org/L0517003.log Why did that crash take so long?!?!?! it usually crashes within the first 15 mins of cs_office... errr.... Putting checks in/before ENTINDEX don't seem to help... and with T_Wreak's observations... NOTHING makes sense anymore... :( doesn't seem to have a pattern anymore.. and it used to be thought that this error happens during intense shoot outs.... [edit] and also the map that the server is on affects when this error appears too.. can this possibly be a waypoint code error? it's the waypoint file that I rarely look at... because I know nothing about A* and stuff and navigation.. [/edit] |
Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
Try disabling all grenades. Comment out all the grenade code. Run the bots without EVER throwing a single grenade and see if it helps.
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Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
Code:
Bot Logo spraying turned off This is PMB last version of PB. Getting this error after +-3h. (Dedicated server 4.1.1.1e + StatsMe) /EDIT Did some more testing: |
Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
Quote:
Dang, it seems this error behaves totally differently depending on whether you are on 1.5 or 1.6, Win32 or Linux, Dedicated Server or listenserver. Does this make sense at all? |
Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
i dont know about exact changes recently to the code, but to me it sounds like some memory leakage (or bug). Try via the old-fashioned way, comment out recently added code until it stops crashing, and then slowly re-add pieces.
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Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
Its A Virus Man Its A Virus!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
I seriously think it's a waypoint code problem.
How else can it be map dependant? How else did T_Wreaks crash with no bots in game? And It's the place I look at least and Even PMB's release crashes.... I'll try commenting out waypoint code first... Perhaps there was a typo when making such great enhancements to the waypoint editor. except I see no way a bug in waypoint code can create this crash.. Gotta start somewhere at least... [edit] and also since this bug has existed since PMB's release I don't know what he's changed since this bug appeared :( [/edit] |
Re: Bug-NUM_FOR_EDICT Error: Bad Pointer
I am 90 % sure it is a waypoint problem cause i took a map that i map waypoints for befrore podbot 2.1 came out. But 18 bots in it and it crashed in like 30 seconds. So i redid the waypoints using using 2.1 and put 18 bots in the game and it didn't crash once. same map same amount of everything just different waypoints
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