CUtLinkedlist overflow! Created 17 years ago2006-07-22 09:21:46 UTC by Ansith Ansith

Created 17 years ago2006-07-22 09:21:46 UTC by Ansith Ansith

Posted 17 years ago2006-07-22 09:21:46 UTC Post #191257
I have a problem, a big problem.

I've been working on a map its not too big or anything, well not at the moment. So yesterday I was just doing a few little changes after a big test I did with a few others, after I was done I compiled then started up the game and started a server to find after loading the map it crashed to desktop giving me this message: CUtLinkedlist overflow!

I have no Idea what it is or how to fix it I ahve searched around for hours trying to get an ansewer but there was nothing.

Could someone help me out please?
Posted 17 years ago2006-07-22 09:57:12 UTC Post #191260
Post the compile log so I can check.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-22 10:07:14 UTC Post #191265
** Executing...
** Command: "c:program filessteamsteamappsansithsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsansithhalf-life 2 deathmatchhl2mp" "c:program filessteamsteamappsansithsourcesdkrp_city_35_005"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappsansithhalf-life 2 deathmatchhl2mpmaterials
Loading c:program filessteamsteamappsansithsourcesdkrp_city_35_005.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program filessteamsteamappsansithsourcesdkrp_city_35_005.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (687314 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (1080113 bytes)
Error! prop_static using model "models/props_c17/clock01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/clock01.mdl"!
Error! To use model "models/props_lab/ScrapyardDumpster.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/ScrapyardDumpster.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1816 texinfos to 1011
Reduced 59 texdatas to 55 (1613 bytes to 1430)
Writing c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp
6 seconds elapsed
Memory leak: mempool blocks left in memory: 10

** Executing...
** Command: "c:program filessteamsteamappsansithsourcesdkbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappsansithhalf-life 2 deathmatchhl2mp" -fast "c:program filessteamsteamappsansithsourcesdkrp_city_35_005"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
1 threads
reading c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp
reading c:program filessteamsteamappsansithsourcesdkrp_city_35_005.prt
1498 portalclusters
4144 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 93749 visible clusters (0.00%)
Total clusters visible: 822783
Average clusters visible: 549
Building PAS...
Average clusters audible: 1159
visdatasize:468980 compressed from 575232
writing c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp
7 seconds elapsed

** Executing...
** Command: "c:program filessteamsteamappsansithsourcesdkbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappsansithhalf-life 2 deathmatchhl2mp" "c:program filessteamsteamappsansithsourcesdkrp_city_35_005"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp
5297 faces
1067421 square feet [153708672.00 square inches]
5 displacements
29145 square feet [4196959.50 square inches]
5297 patches before subdivision
36001 patches after subdivision
99 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (184)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (61)
transfers 2453843, max 491
transfer lists: 18.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(310839, 288921, 164339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(46110, 43174, 21937)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(9742, 8778, 3780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2355, 2024, 711)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(596, 488, 146)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(160, 125, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(44, 34, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(13, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0327 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 55/1024 2640/49152 ( 5.4%)
brushes 1534/8192 18408/98304 (18.7%)
brushsides 9506/65536 76048/524288 (14.5%)
planes 2560/65536 51200/1310720 ( 3.9%)
vertexes 10324/65536 123888/786432 (15.8%)
nodes 3459/65536 110688/2097152 ( 5.3%)
texinfos 1011/12288 72792/884736 ( 8.2%)
texdata 55/2048 1760/65536 ( 2.7%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1445/0 28900/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 76658/0 76658/0 ( 0.0%)
faces 5297/65536 296632/3670016 ( 8.1%)
origfaces 3074/65536 172144/3670016 ( 4.7%)
leaves 3515/65536 112480/2097152 ( 5.4%)
leaffaces 6029/65536 12058/131072 ( 9.2%)
leafbrushes 2729/65536 5458/131072 ( 4.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 37078/512000 148312/2048000 ( 7.2%)
edges 21524/256000 86096/1024000 ( 8.4%)
LDR worldlights 98/8192 8624/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 342/32768 3420/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5685/65536 11370/131072 ( 8.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1801304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 468980/16777216 ( 2.8%)
entdata [variable] 136188/393216 (34.6%)
LDR leaf ambient 3515/65536 84360/1572864 ( 5.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/21492 ( 0.0%)
pakfile [variable] 15312/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 687314/4194304 (16.4%)

Total Win32 BSP file data space used: 4619052 bytes

Linux Specific Data:
physicssurface [variable] 1080113/6291456 (17.2%)

Total Linux BSP file data space used: 5011851 bytes

Total triangle count: 14198
Writing c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp
4 minutes, 11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:program filessteamsteamappsansithsourcesdkrp_city_35_005.bsp" "c:program filessteamsteamappsansithhalf-life 2 deathmatchhl2mpmapsrp_city_35_005.bsp"
Posted 17 years ago2006-07-22 10:19:39 UTC Post #191266
Well, from a programming standpoint, a linked list is a bunch of memory addresses tied together.....maybe HL has a limit on just how much memory you can allocate at once?
Posted 17 years ago2006-07-22 13:14:56 UTC Post #191272
Probably won't fix your problem, but I do suggest that you never run fast vis. Tons of problems can result because of fast vis.

As for your problem, deffinatly looks engine side.
Posted 17 years ago2006-07-22 14:25:23 UTC Post #191288
I noticed it said "No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt""

When putting in your skybox texture name in the Map Properties window, you want to remove that "rt" and the folder name from it's name. It should look like this:

Skybox texture name: sky_day01_01

Give that a shot
Posted 17 years ago2006-07-22 20:00:03 UTC Post #191311
Probably won't fix your problem, but I do suggest that you never run fast vis. Tons of problems can result because of fast vis.
I have no choice but to run Fast vis, Portalflow (Which it skips with Fast vis) Takes way too long.

and yeah ok I'll try that.

EDIT: The texture for the skybox had no rt next to it, I don't think that would have changed much anyway because I was using the same one before.
Posted 17 years ago2006-07-22 20:34:53 UTC Post #191315
"Probably won't fix your problem, but I do suggest that you never run fast vis. Tons of problems can result because of fast vis."
Are you kidding me? When you are testing your map you need to run fast vis to save LOTS of time. NEVER running fast vis is just stupid.
Posted 17 years ago2006-07-22 23:29:42 UTC Post #191322
What?

Fast vis takes shortcuts that hurt the performance and the portal structure of your map. If it takes a long time, then you need to optimise your map better.

The only exception may be a huge map, but I have never ran into problems with vis taking ages, it's always rad.
Posted 17 years ago2006-07-23 00:06:29 UTC Post #191324
Same, if you properly optimize VIS shouldn't be chugging at all.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-23 02:43:26 UTC Post #191336
:( this problem is really annoying, I really need to test but I can't.
Posted 17 years ago2006-07-23 05:23:45 UTC Post #191344
Ok I fixed it, the problem was there were too many sprites, and the Fix is Get rid of em.
Posted 17 years ago2006-07-23 08:19:54 UTC Post #191358
Also fix those models that are assigned to static...Or they wont show.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-24 03:02:20 UTC Post #191412
Yep already did. Thanks for noticing though.
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