I need server-side fix for the invisible glitch.
[QUOTE]CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
C[/QUOTE]
[B][U]Once again looked for server-side fix[/U][/B]
This is caused by having too many entities
Check any code responsible for entity creation
This is common on many servers.
The invisible glitch? I assume you mean where everything will go invisible? This was fixed awhile back.
[code]
//
// Safe ParticleEmitter Josh 'Acecool' Moser
//
// This should be placed in a CLIENT run directory - such as addons/acecool_particleemitter_override/lua/autorun/client/_particleemitter.lua
// -- http://facepunch.com/showthread.php?t=1309609&p=42275212#post42275212
//
if ( !PARTICLE_EMITTER ) then PARTICLE_EMITTER = ParticleEmitter; end
function ParticleEmitter( _pos, _use3D )
if ( !_GLOBAL_PARTICLE_EMITTER ) then
_GLOBAL_PARTICLE_EMITTER = { };
end
if ( _use3D ) then
if ( !_GLOBAL_PARTICLE_EMITTER.use3D ) then
_GLOBAL_PARTICLE_EMITTER.use3D = PARTICLE_EMITTER( _pos, true );
else
_GLOBAL_PARTICLE_EMITTER.use3D:SetPos( _pos );
end
return _GLOBAL_PARTICLE_EMITTER.use3D;
else
if ( !_GLOBAL_PARTICLE_EMITTER.use2D ) then
_GLOBAL_PARTICLE_EMITTER.use2D = PARTICLE_EMITTER( _pos, false );
else
_GLOBAL_PARTICLE_EMITTER.use2D:SetPos( _pos );
end
return _GLOBAL_PARTICLE_EMITTER.use2D;
end
end [/code]
[QUOTE=StonedPenguin;43139091]The invisible glitch? I assume you mean where everything will go invisible? This was fixed awhile back.
[code]
//
// Safe ParticleEmitter Josh 'Acecool' Moser
//
// This should be placed in a CLIENT run directory - such as addons/acecool_particleemitter_override/lua/autorun/client/_particleemitter.lua
// -- http://facepunch.com/showthread.php?t=1309609&p=42275212#post42275212
//
if ( !PARTICLE_EMITTER ) then PARTICLE_EMITTER = ParticleEmitter; end
function ParticleEmitter( _pos, _use3D )
if ( !_GLOBAL_PARTICLE_EMITTER ) then
_GLOBAL_PARTICLE_EMITTER = { };
end
if ( _use3D ) then
if ( !_GLOBAL_PARTICLE_EMITTER.use3D ) then
_GLOBAL_PARTICLE_EMITTER.use3D = PARTICLE_EMITTER( _pos, true );
else
_GLOBAL_PARTICLE_EMITTER.use3D:SetPos( _pos );
end
return _GLOBAL_PARTICLE_EMITTER.use3D;
else
if ( !_GLOBAL_PARTICLE_EMITTER.use2D ) then
_GLOBAL_PARTICLE_EMITTER.use2D = PARTICLE_EMITTER( _pos, false );
else
_GLOBAL_PARTICLE_EMITTER.use2D:SetPos( _pos );
end
return _GLOBAL_PARTICLE_EMITTER.use2D;
end
end [/code][/QUOTE]
Already have that in my server :I the directory is addons/acecool_particleemitter_override/lua/autorun/client/_particleemitter.lua
Interesting. The Particle Emitter fix fixes too many particle emitters spawning which causes the overflow from poorly coded addons, Garry's Mod holding on to the emitters after Finish if not nulling them, and other reasons. There ARE other ways for the linked list to overflow but we haven't discovered all of them. You may have found a brand-new way to overflow the linked list.
Do you know if this is happening client-side or server-side? If it's client-side it may be another rendering / particle type issue. If it's server-side it could be many different things.
What game-mode are you running? If it's a custom feel free to add me on Steam and we can maybe come up with a fix for everyone.
[QUOTE=Acecool;43153938]Interesting. The Particle Emitter fix fixes too many particle emitters spawning which causes the overflow from poorly coded addons, Garry's Mod holding on to the emitters after Finish if not nulling them, and other reasons. There ARE other ways for the linked list to overflow but we haven't discovered all of them. You may have found a brand-new way to overflow the linked list.
Do you know if this is happening client-side or server-side? If it's client-side it may be another rendering / particle type issue. If it's server-side it could be many different things.
What game-mode are you running? If it's a custom feel free to add me on Steam and we can maybe come up with a fix for everyone.[/QUOTE]
This is server-side it happens to everyone at the same time, Game-mode is DarkRP
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