Crashes / Disconnects

Old bugs stored here for reference.
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Post by John Adams » Fri Nov 28, 2008 2:05 pm

Last one for today. These might all have the same root cause, so let me know if you need me to continue posting call stacks.

Code: Select all

 	ntdll.dll!7c81a379() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
>	EQ2World.exe!Mutex::lock()  Line 116	C++
 	EQ2World.exe!ZoneServer::RemovePlayerProximity(Spawn * spawn=0x06df6eb0, bool all=false)  Line 2309	C++
 	EQ2World.exe!ZoneServer::AddPlayerProximity(Spawn * spawn=0x06df6eb0, float distance=20.000000, std::basic_string<char,std::char_traits<char>,std::allocator<char> > in_range_function="InRange", std::basic_string<char,std::char_traits<char>,std::allocator<char> > leaving_range_function="")  Line 2285	C++
 	EQ2World.exe!EQ2Emu_lua_SetPlayerProximityFunction(lua_State * state=0x06df9670)  Line 258	C++
 	EQ2World.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2World.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2World.exe!_luaD_call()  + 0x43 bytes	C
 	EQ2World.exe!_lua_call()  + 0x65 bytes	C
 	EQ2World.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	EQ2World.exe!_luaD_pcall()  + 0x3e bytes	C
 	EQ2World.exe!_lua_pcall()  + 0x53 bytes	C
 	EQ2World.exe!LuaInterface::CallSpawnScript(lua_State * state=0x06df9670, unsigned char num_parameters='')  Line 330 + 0x18 bytes	C++
 	EQ2World.exe!LuaInterface::RunSpawnScript(char * script_name=0x06e03560, char * function_name=0x00af8964, Spawn * npc=0x06df6eb0, Spawn * spawn=0x00000000, char * message=0x00000000)  Line 678 + 0x13 bytes	C++
 	EQ2World.exe!ZoneServer::CallSpawnScript(Spawn * npc=0x06df6eb0, unsigned char type=0, Spawn * spawn=0x00000000, char * message=0x00000000)  Line 962	C++
 	EQ2World.exe!Commands::Process(unsigned int index=1, EQ2_16BitString * command_parms=0x0969fb94, Client * client=0x06d63410)  Line 1818	C++
 	EQ2World.exe!Client::HandlePacket(EQApplicationPacket * app=0x06e33f88)  Line 893	C++
 	EQ2World.exe!Client::Process(bool zone_process=true)  Line 1245 + 0xc bytes	C++
 	EQ2World.exe!ZoneServer::ClientProcess()  Line 1121 + 0xa bytes	C++
 	EQ2World.exe!ZoneServer::Process()  Line 653	C++
 	EQ2World.exe!ZoneLoop(void * tmp=0x06d72640)  Line 2439 + 0x8 bytes	C++
 	EQ2World.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2World.exe!_threadstart(void * ptd=0x06d731b8)  Line 277	C
 	kernel32.dll!77e64829() 	
This one may be the old bug I posted about SetPlayerProximityFunction, when a player disconnects/camps next to a spawn with a proximity function, you log back in and it immediately crashes the server.
Edit: After checking the /loc of the player who was online during the crash, they were in Neriak with no spawns - so I am not sure how this lua SetPlayerProximityFunction() was being called. Maybe there was a second player I missed.

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Post by LethalEncounter » Sat Nov 29, 2008 2:54 pm

John Adams wrote: What was going on here was me doing the Presence of Evil quest and all was going along great, until player #2 signs into the server - in a different zone. This is the third time today I have crashed of "froze up" when another player is created or signs in. I haven't seen it with logoffs or disconnects.
You sure you didn't /reload luasystem? Either this was crashed by a 0 pointer or a deadlock situation with the MQuest Mutex. Please let me know if you didnt issue that command and I'll take a look at the latter.

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Post by LethalEncounter » Sat Nov 29, 2008 3:00 pm

John Adams wrote: Edit: After checking the /loc of the player who was online during the crash, they were in Neriak with no spawns - so I am not sure how this lua SetPlayerProximityFunction() was being called. Maybe there was a second player I missed.
This bug was actually caused by the player killing an NPC and then being near the NPC when it respawned. It was trying to use a variable to determine player proximity that wasn't set until later on.

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Post by John Adams » Sat Nov 29, 2008 3:01 pm

It is very likely that I was using the /reload spawnscripts, /repop and/or /reload luasystem since that day I was fixing all our PlayFlavors lacking the Spawn param at the end at the Queen's Colony.

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Post by John Adams » Thu Dec 04, 2008 1:05 am

Catching another crash here;

Code: Select all

>	EQ2WorldDebug.exe!operator delete(void * pUserData=0xdddddddd)  Line 52 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::allocator<char>::deallocate(char * _Ptr=0xdddddddd, unsigned int __formal=3722304990)  Line 141 + 0x9 bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Tidy(bool _Built=true, unsigned int _Newsize=0)  Line 2038	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::~basic_string<char,std::char_traits<char>,std::allocator<char> >()  Line 868	C++
 	EQ2WorldDebug.exe!LuaSpell::~LuaSpell()  + 0x4f bytes	C++
 	EQ2WorldDebug.exe!LuaSpell::`scalar deleting destructor'()  + 0x14 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 73 + 0x31 bytes	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x00352ca8)  Line 264	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
This was me online (with Scatman) casting a spell I named "Beta Heal", which heals the target (Self) for 50-150 HP. Nothing fancy in the script, just this:

Code: Select all

function cast(Caster, Target, HealType, HealMinVal, HealMaxVal)
	if HealMinVal < HealMaxVal then
		ModifyHP(Target, math.random(HealMinVal, HealMaxVal))
	else
		ModifyHP(Target, HealMinVal)
	end
end
The params passed are String "beta", 50, 150 ("beta" not used)

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Post by John Adams » Thu Dec 04, 2008 1:17 am

Not sure what happened here, it looked like maybe EQ2Emu_lua_PlayFlavor?

Code: Select all

>	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Root()  Line 1231 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Lbound(Spawn * const & _Keyval=0x08f67048)  Line 1170 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::lower_bound(Spawn * const & _Keyval=0x08f67048)  Line 987 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!std::map<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> > >::operator[](Spawn * const & _Keyval=0x08f67048)  Line 168 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::GetClientBySpawn(Spawn * spawn=0x08f67048)  Line 1392 + 0x12 bytes	C++
 	EQ2WorldDebug.exe!EQ2Emu_lua_PlayFlavor(lua_State * state=0x081b56a0)  Line 54 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2WorldDebug.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2WorldDebug.exe!_luaD_call()  + 0x43 bytes	C
 	EQ2WorldDebug.exe!_lua_call()  + 0x65 bytes	C
 	EQ2WorldDebug.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	EQ2WorldDebug.exe!_luaD_pcall()  + 0x3e bytes	C
 	EQ2WorldDebug.exe!_lua_pcall()  + 0x53 bytes	C
 	EQ2WorldDebug.exe!LuaInterface::CallSpawnScript(lua_State * state=0x081b56a0, unsigned char num_parameters='')  Line 330 + 0x18 bytes	C++
 	EQ2WorldDebug.exe!LuaInterface::RunSpawnScript(char * script_name=0x081ce1b0, char * function_name=0x081ce22c, Spawn * npc=0x081cc900, Spawn * spawn=0x08f67048, char * message=0x00000000)  Line 678 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CallSpawnScript(Spawn * npc=0x081cc900, unsigned char type='', Spawn * spawn=0x08f67048, char * message=0x081ce22c)  Line 1012	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckPlayerProximity(Spawn * spawn=0x081cc900, Client * client=0x0a3d1f80)  Line 2272 + 0x23 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckSpawnRange()  Line 490	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 648	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x0673cbb0)  Line 2439 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06da1368)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	

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Post by LethalEncounter » Thu Dec 04, 2008 3:18 pm

John Adams wrote:Catching another crash here;

Code: Select all

>	EQ2WorldDebug.exe!operator delete(void * pUserData=0xdddddddd)  Line 52 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::allocator<char>::deallocate(char * _Ptr=0xdddddddd, unsigned int __formal=3722304990)  Line 141 + 0x9 bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Tidy(bool _Built=true, unsigned int _Newsize=0)  Line 2038	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::~basic_string<char,std::char_traits<char>,std::allocator<char> >()  Line 868	C++
 	EQ2WorldDebug.exe!LuaSpell::~LuaSpell()  + 0x4f bytes	C++
 	EQ2WorldDebug.exe!LuaSpell::`scalar deleting destructor'()  + 0x14 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 73 + 0x31 bytes	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x00352ca8)  Line 264	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
This was me online (with Scatman) casting a spell I named "Beta Heal", which heals the target (Self) for 50-150 HP. Nothing fancy in the script, just this:

Code: Select all

function cast(Caster, Target, HealType, HealMinVal, HealMaxVal)
	if HealMinVal < HealMaxVal then
		ModifyHP(Target, math.random(HealMinVal, HealMaxVal))
	else
		ModifyHP(Target, HealMinVal)
	end
end
The params passed are String "beta", 50, 150 ("beta" not used)
Check the parameters for this spell. I bet you had an extra parameter thrown in, or the spell was changed after it was read once. I have fixed the error, but that's what would have triggered it.

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Post by John Adams » Thu Dec 04, 2008 3:25 pm

If you mean the spell_tiers or spell_data params, no sir. They hadn't changed since the spell was originally created months ago.

spell_tiers:
betaheal1.jpg
spell_data:
betaheal.jpg
Previously, this spell wouldn't even work (using the old script) but I have since re-written the script itself. So maybe this data was buggy long ago and I never caught it?
Not sure what could be off. 3 params here, 3 params expected in the script. If you found something that needed correcting anyway, then great. :D
You do not have the required permissions to view the files attached to this post.

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Post by LethalEncounter » Thu Dec 04, 2008 3:41 pm

John Adams wrote:Not sure what happened here, it looked like maybe EQ2Emu_lua_PlayFlavor?

Code: Select all

>	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Root()  Line 1231 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Lbound(Spawn * const & _Keyval=0x08f67048)  Line 1170 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::lower_bound(Spawn * const & _Keyval=0x08f67048)  Line 987 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!std::map<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> > >::operator[](Spawn * const & _Keyval=0x08f67048)  Line 168 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::GetClientBySpawn(Spawn * spawn=0x08f67048)  Line 1392 + 0x12 bytes	C++
 	EQ2WorldDebug.exe!EQ2Emu_lua_PlayFlavor(lua_State * state=0x081b56a0)  Line 54 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2WorldDebug.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2WorldDebug.exe!_luaD_call()  + 0x43 bytes	C
 	EQ2WorldDebug.exe!_lua_call()  + 0x65 bytes	C
 	EQ2WorldDebug.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	EQ2WorldDebug.exe!_luaD_pcall()  + 0x3e bytes	C
 	EQ2WorldDebug.exe!_lua_pcall()  + 0x53 bytes	C
 	EQ2WorldDebug.exe!LuaInterface::CallSpawnScript(lua_State * state=0x081b56a0, unsigned char num_parameters='')  Line 330 + 0x18 bytes	C++
 	EQ2WorldDebug.exe!LuaInterface::RunSpawnScript(char * script_name=0x081ce1b0, char * function_name=0x081ce22c, Spawn * npc=0x081cc900, Spawn * spawn=0x08f67048, char * message=0x00000000)  Line 678 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CallSpawnScript(Spawn * npc=0x081cc900, unsigned char type='', Spawn * spawn=0x08f67048, char * message=0x081ce22c)  Line 1012	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckPlayerProximity(Spawn * spawn=0x081cc900, Client * client=0x0a3d1f80)  Line 2272 + 0x23 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckSpawnRange()  Line 490	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 648	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x0673cbb0)  Line 2439 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06da1368)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
This was caused by the LUA script trying to call a function that couldnt be called until the player was fully connected.

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Post by John Adams » Thu Dec 04, 2008 4:01 pm

I may need your debugging prowess on this healing thing. I just made a new heal/buff script from scratch (Mystic: Minor Aid) and crashed the world after 3 casts. May be a coincidence caused by someone else online, but I am hookin up the ol debugger to see if it looks the same as above.

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Post by John Adams » Thu Dec 04, 2008 4:09 pm

Hmm, scratch that. I just logged into debug server and cast that sucker 12 times in a row, no crashes. So it has to be something other connections are doing - which is why players crash me constantly and I cannot crash myself :D
I even tried logging in 3 different accounts, so it can't just be the connections.

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Post by John Adams » Thu Dec 04, 2008 8:19 pm

My goal is to make this the longest thread on the forum. :)
Here's a Buy From Merchant when you have no cash. Crashes the world.

Code: Select all

>	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Myptr()  Line 2055 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::c_str()  Line 1585	C++
 	EQ2WorldDebug.exe!Client::BuyItem(unsigned int item_id=463, unsigned char quantity='')  Line 2811 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!Commands::Process(unsigned int index=87, EQ2_16BitString * command_parms=0x0969fb94, Client * client=0x0914ff58)  Line 1393	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x09bace60)  Line 895	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1247 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1121 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 653	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x08fc2860)  Line 2439 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x082cbd08)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Hanna Deeppockets (2530078) Merchant_ID: 4 in the TessDB

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Post by John Adams » Thu Dec 04, 2008 8:53 pm

This may have been caused by what you mentioned earlier - I had the server up and running, and changed the spell_tiers data for 2 templar spells (the cast time was 200 instead of 20) and when I /reload spells, the server crashed.
Should I not be able to change the data and reload the spells? I have been doing that all day, with no crashes. Only just now /reload spells crashed. :/

Code: Select all

>	EQ2WorldDebug.exe!Player::ModifySpellStatus(Spell * spell=0x065193d8, short value=66, bool all_spells=false, unsigned short recast=0)  Line 811 + 0x15 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::UnlockSpell(Client * client=0x0894dd08, Spell * spell=0x065193d8)  Line 315	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 133	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x00352ca8)  Line 264	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Edit: Hrmm... wasn't cast_time 10ths of a second? It's 100ths of a second now, so 200 was right for 2.0 second cast heh. Oop...

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Post by John Adams » Fri Dec 05, 2008 12:29 pm

This crash (I think!) is caused by having a fade_message set on a DOT, but the mob had already died to melee, so when the duration wore off, the fade message fires? It's the only change I made to this spell, which worked before adding the messaging.

Code: Select all

>	EQ2WorldDebug.exe!SpellProcess::DeleteCasterSpell(Entity * caster=0x09207080, Spawn * target=0x08d4e010, Spell * spell=0x08dbc6c8, bool lock=false)  Line 217 + 0x19 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 78	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x00352ca8)  Line 264	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Reproduce it by creating a 24s DOT spell, and killing the mob before 24s timer expires.
Wizard: Cold Whorl (230000) in TessDB
(I am removing messaging for now)

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Post by LethalEncounter » Fri Dec 05, 2008 3:19 pm

Keep them coming :) I think I have all of these fixed now.

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