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Sorry for all the emails.  I think this might be the problem though.
Here's what my call stack looks like:

#0	0x20d2109c in newkey at ltable.c:425              <----------crash
#1	0x20d21638 in luaH_set at ltable.c:503
#2	0x20d24510 in luaV_settable at lvm.c:142
#3	0x20d25f04 in luaV_execute at lvm.c:454
#4	0x20d08aa4 in luaD_call at ldo.c:377
#5	0x20cfa8ac in f_call at lapi.c:796
#6	0x20d076e8 in luaD_rawrunprotected at ldo.c:116
#7	0x20d08fa8 in luaD_pcall at ldo.c:461
#8	0x20cfa998 in lua_pcall at lapi.c:817
#9	0x20816f84 in nearCallback at lua_ode.cpp:2302
#10	0x208e2cac in collideAABBs at collision_space_internal.h:81
#11	0x208e4e50 in dxHashSpace::collide at collision_space.cpp:575
#12	0x208e5c48 in dSpaceCollide at collision_space.cpp:738
#13	0x20809ce0 in ode_dSpaceCollide at lua_ode.cpp:2278
#14	0x047aef5c in luaD_precall
#15	0x047c026c in luaV_execute
#16	0x047af020 in luaD_call
#17	0x047ae554 in luaD_rawrunprotected
#18	0x047af32c in luaD_pcall
#19	0x047a6ca4 in lua_pcall
#20	0x04795f48 in jit_gl_lua_call_luafunction
#21	0x04796074 in jit_gl_lua_draw

I have 2 entry points into the lua_State.  Is this  problem?  It seems
that some calls get hosed in this siutation.

wes