Add Object Problem (Crash)

I have an Empty with several Objects parented to it. The Empty is set up so it’s Always doing IPO (Loop End). The IPO is just a straight extrapolated LocY line so it’ll be constantly moving forward. All of the objects have an IPO so they’re Always doing their IPO (Loop End) as well (which just consists of them rotating).

All of the objects and the empty have Actor and Ghost enabled. Their Always Sensors have only TRUE pulse mode activated. The empty’s IPO Actuator has Force, Local, and Child enabled, while all the objects have just Force and Local enabled.

I placed the Empty and all the objects on Layer 11. My Player is on Layer 1. I have it so when I click the mouse, the Empty is added.

I hit P. I click the mouse. Blender has performed an illegal operation and will be shut down. Details if anyone can make sense of them:

BLENDER caused an invalid page fault in
module BLENDER.EXE at 0167:00638156.
EAX=00000000 CS=0167 EIP=00638156 EFLGS=00010212
EBX=010c8c80 SS=016f ESP=00bbf738 EBP=00bbf7dc
ECX=010c8e60 DS=016f ESI=010c8ba0 FS=e857
EDX=00bbf760 ES=016f EDI=00bbf760 GS=0000
Bytes at CS:EIP:
8b 10 6a 00 57 8b c8 ff 52 28 eb 0b 8d 46 08 50
Stack dump:
010c8b94 010c8c80 010c8b90 3f000000 0115a1d0 0066cb3a 00000000 3ff00000 00000000 3ff00000 00000000 00000000 ffffffcd bf999987 00666640 40000000

(Also, the console has output “Detected GL_EXT_separate_specular_color,” but it does this as soon as I hit play; I don’t need to click the mouse.)

I tried simplified scenes with the same basic things and it still crashes. Does anyone have any ideas why it crashes? Also, does anyone know what the console output means? I really don’t want to set up individual links for all of the objects to be added, but if I have to I will. Any help at all would be greatly appreciated. [Edit]I’m using the 2.34 release.[/Edit]

it is normal, and not related to your problem

a recent version of blender (2.33 or 2.34) adds the specular color, after multiplying by the texture, so that a black texture can still have a specular highlight. This makes the specular highlight a lot brighter [often too much so without tweaking], but it also makes the specular highlight more usuable.

I’m not exactly sure about your problem, it is probably something simple but I haven’t read your post in enough detail to see what it could be.