Actually we stop as many functions as possible before each level_load.

So there are less than 10 functions running in background all the time.
I checked all of them by removing them one by one with no change at all.

Then I removed all actions from the entities of the level that crashes ... no change either.

Question 1): If the issue is "inside" the level (e.g. bad texture) would the engine crash while processing the level_load command? Currently the crash occurs just with the first wait after the level_load.

Question 2): Is it possible to get an ordered functions list (queue) from the engine. If so I could check all functions in the queue. Unfortunately "engine_gettaskinfo" doesn't help as functions are only listed there after their first wait.