problem was that the terrain was removed from memory (level_free!) and the decal routine seems to lag one frame behind. Of course it accessed the non existant terrain then.

That was the only plausible reason I found. it is directly related to a decal on a terrain.

Code:
ent_purge(map__sLevel.entTerrain); /* remove decals */
		ptr_remove(map__sLevel.entTerrain);

		wait (2); /* decals seem to need time... */
		level_free();



Last edited by Firoball; 03/05/12 19:07.