Melee Combat issue | Crash tracking?
by Marcus Araujo · in General Discussion · 01/29/2008 (8:45 am) · 1 replies
Well,
I'm using the melee combat resource (http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5377). The combat works fine, but the game is crashing during the combat.
I already tryied to remove the stunPlayer() call and the applyDamage() call but the crash persists. I also tryied to disable the death animation for the Player class.
I don't know how to tracking the crash source, cause I don't know where to add breakpoints and what engine class/routine I must track. I use netMercs Codeweaver IDE, and using its debug mode, when the game crashs I can't to see what script line causes the crash.
It seems that a combination of some animations cause the crash. I.E., run + look + stun, but its only a assumption.
I need help please.
Thank you and sorry for bad english.
I'm using the melee combat resource (http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5377). The combat works fine, but the game is crashing during the combat.
I already tryied to remove the stunPlayer() call and the applyDamage() call but the crash persists. I also tryied to disable the death animation for the Player class.
I don't know how to tracking the crash source, cause I don't know where to add breakpoints and what engine class/routine I must track. I use netMercs Codeweaver IDE, and using its debug mode, when the game crashs I can't to see what script line causes the crash.
It seems that a combination of some animations cause the crash. I.E., run + look + stun, but its only a assumption.
I need help please.
Thank you and sorry for bad english.
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Have you tried the trace command?
Also, if you think it's script related, a nice brute force technique I always like is doing when I'm really stumped is a binary search algorithm. Simply take out half the changes you've made at a time and see if it crashes, more or less. Isolate to one set of changes, then halve it again. Rinse/repeat until you've found the culprit.