CUtlLinkedList overflow! (exhausted index range) (65535) - Max entities? Work around?
11 replies, posted
I've seen this thread and we've attempted the fix in it. It didn't help [URL]http://facepunch.com/showthread.php?t=1309577[/URL]
Anyone know of a fix/work around to this issue turning all entities invisible other than simply "use less entities"? The last discussion about it dates from mid 2013 so I was hoping someone may have found a solution to it since then?
The fix is out-dated. The issue was because Finish wasn't releasing the Particle Emitter, it is now though...
I use a new fix ( I use LocalPlayer( ):GetEmitter( _pos, _use3D ) instead now... BUT, the Linked List issue comes up for one to many reasons.
I've seen issues with SPECIFIC Particles ( smoke-grenade, the one that is 0001 to 0016 or so ), Issues with ClientsideModels and them not being released ( I've seen some of the most popular weapon addons adding ClientsideModels but never removing them ), Eventually entities start disappearing on the map.... Are you creating fonts inside of a render / HUD hook? Are you calling Material( ) inside of a render / HUD hook?
Maybe too many particles are added but Finish is never called. Etc etc etc.
It could be one of many problems, without knowing more information we can't help you fix it.
What game-mode are you running? Is it a custom game-mode or major release? If major-release, did you edit base-files? If you edited base-files, did the issue occur before, after, or before and after the edits? List of addons?
Etc etc... We need more to go on.
Acecool, CUtiLinkedLists aren't just exclusively used for particles, so are used in many areas of the source engine.
Without knowing exactly which list overflowed, there is no way of knowing how to fix it.
Tips on how to figure out which list is overflowing? This is happening on a couple of our gamemodes now.
could it be a pointshop/othershop issue? lots of clientside models come to mind. I get this problem as well.
I looked into that and after disabling hats, it doesn't seem to happen anymore. I'm not sure if it's a specific hat causing it or simply the amount of players on the server, all of them wearing hats causing extra entities to be created and overflowing it or something along those lines?
[QUOTE=MonkeysLP;45659444]I looked into that and after disabling hats, it doesn't seem to happen anymore. I'm not sure if it's a specific hat causing it or simply the amount of players on the server, all of them wearing hats causing extra entities to be created and overflowing it or something along those lines?[/QUOTE]
I feel like if that was the cause GMTower would have that issue all the time, but it has never happened to me any of the times I've played there.
Couldn't the problem be related to garbage collection.
Most likely
Managed to fix this by reducing the render distance on our hats. We increased it and forgot to test.
Just posting in case anyone stumbles on this thread from google, might help.
Aren't clientside models automatically garbage collected? Isn't that what it warns about on the wiki?
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