The only thing different is the zone is populated when I enter it. I do a /depop so there are no spawns, and attempt suicide (trying to test a theory that spawn proximities are killing the client during revive). And now, of course, another bug shows up. Nice.
and absolutely useless call stack:
Code: Select all
ntdll.dll!76eb15de()
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
ntdll.dll!76eb15de()
ntdll.dll!76ea014e()
> EQ2World__Debug.exe!_heap_alloc_dbg_impl(unsigned int nSize, int nBlockUse, const char * szFileName, int nLine, int * errno_tmp) Line 507 + 0x7 bytes C++
EQ2World__Debug.exe!_nh_malloc_dbg_impl(unsigned int nSize, int nhFlag, int nBlockUse, const char * szFileName, int nLine, int * errno_tmp) Line 239 + 0x19 bytes C++
EQ2World__Debug.exe!_nh_malloc_dbg(unsigned int nSize, int nhFlag, int nBlockUse, const char * szFileName, int nLine) Line 302 + 0x1d bytes C++
EQ2World__Debug.exe!malloc(unsigned int nSize) Line 56 + 0x15 bytes C++
2b35da1c()
37ad4590()