• cutlrbtree overflow in L4D2
    5 replies, posted
Hi, looking for some help here. I have searched the internet already for a solution and have come up with nothing for this. L4D2 works fine on all official maps I am working on a survival map at the moment and after the last recompile it seems that its giving me this error. I will play my map and sometimes it will work fine and I can attempt the map and die like normal. Sometimes while playing L4D2 will just close, windows error sound and a little notification box with 'cutlrbtree overflow' in it. It also happens if I load the map then leave it idle after a few minutes idle it will quit and present the same error. I think the only things I added since then where: Logic_timer, point_template, weapon_defibrillator_spawn, weapon_first_aid_kit_spawn, move around some 'invisible' walls and replaced some func_ladder entities. Just to be sure its not hardware, I have changed video settings, dropped my cpu clock from 3.4ghz to 3ghz, updated my gpu drivers and still it happens. Is my best bet to remove entities and retest the map? Can someone tell me what this error means because I cannot release the map until I'm sure its not a map problem. Cheers
Ctrl + A and copy it to a new map file, sometimes it does wonders for me.
[url]http://www.facepunch.com/forumdisplay.php?f=147[/url]
kill3r, thanks for your helpful post, I was unsure on whether to post this in mapping, l4d or hardware issues so I posted it here as I have no idea what is causing the error, I don't see a problem with that. [editline]02:15PM[/editline] Nah just tried the copy and paste, problem persists. hmm
[QUOTE=Scelus;22343897]kill3r, thanks for your helpful post, I was unsure on whether to post this in mapping, l4d or hardware issues so I posted it here as I have no idea what is causing the error, I don't see a problem with that. [editline]02:15PM[/editline] Nah just tried the copy and paste, problem persists. hmm[/QUOTE] I was just saying, you would probably get more help there.
I think I have found the problem, and I didn't know this could happen. My timers that where set to fire at random continuously if not killed would have a stack overflow and crash the game out. This is the first time I have encountered this. To fix I just set the timer to kill itself after its fired.
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