I have no idea if the CRT Functions work with 3D Gamestudio or only with Visual Studio, though there might be a small probability that they work :-) So maybe you could try:
_CrtSetDbgFlag(_CrtSetDebgFlag() | _CRTDBG_CHECK_ALWAYS_DF);
(anywhere at the beginning of your code). This will check EVERY following allocation / free instruction for heap corruption and will therefore identify any mallicious function call.
If this does not work, you could try _CrtCheckMemory(); which checks the validity of the heap (though this will probably not work either in this case laugh )

Sources: http://msdn.microsoft.com/en-us/library/e73x0s4b(v=vs.71).aspx
http://msdn.microsoft.com/en-us/library/5at7yxcs(v=vs.71).aspx

PS: I'm also very interested in debugging your code with my cool editor (though it's not in work anymore frown ), so you can send it to me (if you want to) and i can check if I can find the error for you.
PS:2 this will dramatically slow down the whole game, so if you use it, try to reproduce the crash and activate the "always check heap" flag only directly before (one frame before).
If the heap-checking is just to slow, use the CrtCheckMemory function call.

Last edited by TechMuc; 03/04/12 10:57.