What can cause overflow??? Created 13 years ago2010-12-04 11:06:31 UTC by Stojke Stojke

Created 13 years ago2010-12-04 11:06:31 UTC by Stojke Stojke

Posted 13 years ago2010-12-04 11:08:18 UTC Post #287647
Ok so, my map Lab16 was working perfectly, but it had some bugs, so i fixed em and replaced some traps. Now that map (fixed one) is lab16_b. Some times when its played on my server, the map kicks 15 players with message:

Player has overflowed

And it only happens on my map, in the middle of the map, and as i noticed it only happens when a certain func_train trap activates (it doesnt happen instantly, only after a few rounds)...

Can any one suggest what to do?
Stojke StojkeUnreal
Posted 13 years ago2010-12-13 19:51:42 UTC Post #287901
From my experience, it's usually caused by either a mass flow of custom textures, or the map requesting too much memory for one portion. I would reduce visibility in the area if it's too large.

You could try adding -dev and watch it go as it's played out, the console should print everything when it happens. My guess it's a memory overload. The HL engine was revolutionary at the time but now it's pretty weak of what we expect it to handle.
Posted 13 years ago2010-12-13 20:36:07 UTC Post #287903
Oh i see, well i have 5 custom textures, placed only as commercials on 2 places, nothing much. Must be the other thing.

Thanks! Im gonna test it to determine what happened.
Stojke StojkeUnreal
Posted 13 years ago2010-12-13 23:29:22 UTC Post #287912
yeah that little texturing would not do it. You must have too much for one small area, other than that it's an issue outside my level :P

Let us know how it goes.

If that doesn't work, try copying your entire level, opening up a new RMF, and pasting it. I just remember the last time I got an overflow error, I just recopied it, and it worked fine.
Posted 13 years ago2010-12-28 18:11:12 UTC Post #288280
Okay, so update on progress, so far i havent noticed what actually caused it, but when i removed the trains it stopped occurring O_o

I have replaced it with func_door and 2 multi managers contacting each other. Will see if that works.
Stojke StojkeUnreal
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