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Critical error
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Joe Loop
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Post: #1
Critical error
I get theese everytime i summon an monster/npc:

16:57:DEBUG:__ thread (508660) __ | # | _____ function _____________ | ticks passed from previous function start ______
16:57:DEBUG:>> 508660 | 0 | CWorld::OnTick | +0
16:57:DEBUG:>> 508660 | 1 | CSector::OnTick | +0
16:57:DEBUG:>> 508660 | 2 | CChar::OnTick | +0
16:57:DEBUG:>> 508660 | 3 | CChar::NPC_OnTickAction | +0 <-- exception catch point (below is guessed and could be incorrect!)
16:57:DEBUG:>> 508660 | 4 | CChar::NPC_Act_Idle | +0
16:57:DEBUG:>> 508660 | 5 | CChar::NPC_LookAround | +0
16:57:DEBUG:>> 508660 | 6 | CChar::NPC_LookAtChar | +0
16:57:DEBUG:>> 508660 | 7 | CChar::NPC_LookAtCharMonster | +0
16:57:DEBUG:>> 508660 | 8 | CChar::Fight_Attack | +0
16:57:DEBUG:>> 508660 | 9 | CChar::Memory_Fight_Start | +0
16:57:DEBUG:>> 508660 | 10 | CResource::GetDefaultMsg | +0
16:57:CRITICAL:"Access Violation" (0x7432f9ac), in CChar::NPC_TickAction() #1 "idle"



?! and i have no clue where to start looking?
01-14-2013 02:18 AM
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Mordaunt
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Post: #2
RE: Critical error
Is this not linked to the problem in the other thread?

[Image: 2nis46r.jpg]
01-14-2013 03:34 AM
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Joe Loop
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Post: #3
RE: Critical error
I thought so at first .. but now i have my doubts .. the rror comes everytime something is spawned or summoned?
(This post was last modified: 01-15-2013 03:00 AM by Joe Loop.)
01-14-2013 06:32 AM
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Joe Loop
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Post: #4
RE: Critical error
I found the source of the error.... i had by accident removed the // from the attack messegas in sphere_msgs .. and that seemed to be a big nono
01-15-2013 04:41 AM
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