Players randomly crashes(CUtlLinkedList overflow! (exhausted index range))

Macanick1

L1: Registered
Apr 11, 2022
6
0
I'm currently developing a MVM map. When running it on the server and playing it, players randomly crashes with this error message :

CUtlLinkedList overflow! (exhausted index range)

It doesn't blow up server itself. It's the clients playing on the map that randomly crashes. (usually 1~3 people at a time.)
Crash gets frequent when a lot of robot dies in short amount of time. I already optimized the map much as I can with areaportal and hint/skip and fade distance etc.
Beside crashing, It doesn't lag that much even right before crashes. Compile log says waterindices and entdata is very full but I have no idea what those are meaning :((((((
Map has few vscript included. But Its usually caused by robot death or Robots and players starting to spamming alot. executing vscript itself never has been trigger of the crash so I'm not sure.

Here's the compile log:

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\dhckd\Desktop\tf2 mapping\hourglass.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jan 4 2023)
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\dhckd\Desktop\tf2 mapping\hourglass.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\dhckd\Desktop\tf2 mapping\hourglass.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/hourglass/industry/blend_sand04toibeam003b_edit_black_wvt_patch
Patching WVT material: maps/hourglass/industry/blend_brickwall028toibeam003b_edit_black_wvt_patch
Patching WVT material: maps/hourglass/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/hourglass/egypt/sphinx/blend_sand04tomud002_wvt_patch
Patching WVT material: maps/hourglass/construction/concrete/concreteblendground001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2376 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\dhckd\Desktop\tf2 mapping\hourglass.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (2) (1687819 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8851 texinfos to 4975
Reduced 135 texdatas to 124 (3327 bytes to 2927)
Writing C:\Users\dhckd\Desktop\tf2 mapping\hourglass.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\dhckd\Desktop\tf2 mapping\hourglass.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 3596, actual size 2846
7 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\dhckd\Desktop\tf2 mapping\hourglass"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Jan 4 2023)
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\dhckd\desktop\tf2 mapping\hourglass.log', but we don't own that location. Allowing.
12 threads
reading c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
reading c:\users\dhckd\desktop\tf2 mapping\hourglass.prt
1560 portalclusters
3861 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (46)
Optimized: 8301 visible clusters (1.34%)
Total clusters visible: 618079
Average clusters visible: 396
Building PAS...
Average clusters audible: 1326
visdatasize:485975 compressed from 624000
writing c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp', but we don't own that location. Allowing.
46 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\dhckd\Desktop\tf2 mapping\hourglass"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Jan 4 2023)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\dhckd\desktop\tf2 mapping\hourglass.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
Setting up ray-trace acceleration structure... Done (5.90 seconds)
18396 faces
4 degenerate faces
9738629 square feet [1402362624.00 square inches]
182 Displacements
261082 Square Feet [37595860.00 Square Inches]
18392 patches before subdivision
425868 patches after subdivision
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 600.000000 600.000000
can't solve quadratic for light 400.000000 400.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 300.000000 300.000000
sun extent from map=0.139173
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 300.000000 300.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 300.000000 300.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 800.000000 800.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 400.000000 400.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 400.000000 400.000000
459 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 47931131, max 1115
transfer lists: 365.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2375153, 1245703, 607107)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(448078, 198005, 83940)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(65639, 25061, 9470)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12980, 4259, 1398)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2669, 771, 217)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(669, 165, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(178, 39, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(58, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(17, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(7, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0733 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 128 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 101/1024 4848/49152 ( 9.9%)
brushes 4527/8192 54324/98304 (55.3%)
brushsides 31908/65536 255264/524288 (48.7%)
planes 12410/65536 248200/1310720 (18.9%)
vertexes 34654/65536 415848/786432 (52.9%)
nodes 5242/65536 167744/2097152 ( 8.0%)
texinfos 4975/12288 358200/884736 (40.5%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 182/0 32032/0 ( 0.0%)
disp_verts 14518/0 290360/0 ( 0.0%)
disp_tris 22912/0 45824/0 ( 0.0%)
disp_lmsamples 344204/0 344204/0 ( 0.0%)
faces 18396/65536 1030176/3670016 (28.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11919/65536 667464/3670016 (18.2%)
leaves 5344/65536 171008/2097152 ( 8.2%)
leaffaces 24531/65536 49062/131072 (37.4%)
leafbrushes 9786/65536 19572/131072 (14.9%)
areas 20/256 160/2048 ( 7.8%)
surfedges 142231/512000 568924/2048000 (27.8%)
edges 93132/256000 372528/1024000 (36.4%)
LDR worldlights 459/8192 40392/720896 ( 5.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2967/32768 29670/327680 ( 9.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57501/65536 115002/131072 (87.7%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 103/512 36256/180224 (20.1%)
LDR lightdata [variable] 31108460/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 485975/16777216 ( 2.9%)
entdata [variable] 352756/393216 (89.7%) VERY FULL!
LDR ambient table 5344/65536 21376/262144 ( 8.2%)
HDR ambient table 5344/65536 21376/262144 ( 8.2%)
LDR leaf ambient 21290/65536 596120/1835008 (32.5%)
HDR leaf ambient 5344/65536 149632/1835008 ( 8.2%)
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] 1/252540 ( 0.0%)
pakfile [variable] 2846/0 ( 0.0%)
physics [variable] 1687819/4194304 (40.2%)
physics terrain [variable] 57962/1048576 ( 5.5%)

Level flags = 0

Total triangle count: 57333
Writing c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
1 minute, 25 seconds elapsed
Valve Software - vrad.exe SSE (Jan 4 2023)

Valve Radiosity Simulator
12 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\dhckd\desktop\tf2 mapping\hourglass.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
Setting up ray-trace acceleration structure... Done (5.91 seconds)
18396 faces
4 degenerate faces
9738629 square feet [1402362624.00 square inches]
182 Displacements
261082 Square Feet [37595860.00 Square Inches]
18392 patches before subdivision
425868 patches after subdivision
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 600.000000 600.000000
can't solve quadratic for light 400.000000 400.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 300.000000 300.000000
sun extent from map=0.139173
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 300.000000 300.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 300.000000 300.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 800.000000 800.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 700.000000 700.000000
light has _fifty_percent_distance of 150.000000 but _zero_percent_distance of 15.000000
can't solve quadratic for light 700.000000 700.000000
can't solve quadratic for light 400.000000 400.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 800.000000 800.000000
can't solve quadratic for light 400.000000 400.000000
459 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 47931131, max 1115
transfer lists: 365.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2342308, 1222881, 592961)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(441977, 194636, 82117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(64775, 24653, 9275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(12830, 4198, 1371)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2644, 761, 213)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(664, 163, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(177, 39, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(58, 10, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(17, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(7, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0838 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 128 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 101/1024 4848/49152 ( 9.9%)
brushes 4527/8192 54324/98304 (55.3%)
brushsides 31908/65536 255264/524288 (48.7%)
planes 12410/65536 248200/1310720 (18.9%)
vertexes 34654/65536 415848/786432 (52.9%)
nodes 5242/65536 167744/2097152 ( 8.0%)
texinfos 4975/12288 358200/884736 (40.5%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 182/0 32032/0 ( 0.0%)
disp_verts 14518/0 290360/0 ( 0.0%)
disp_tris 22912/0 45824/0 ( 0.0%)
disp_lmsamples 344204/0 344204/0 ( 0.0%)
faces 18396/65536 1030176/3670016 (28.1%)
hdr faces 18396/65536 1030176/3670016 (28.1%)
origfaces 11919/65536 667464/3670016 (18.2%)
leaves 5344/65536 171008/2097152 ( 8.2%)
leaffaces 24531/65536 49062/131072 (37.4%)
leafbrushes 9786/65536 19572/131072 (14.9%)
areas 20/256 160/2048 ( 7.8%)
surfedges 142231/512000 568924/2048000 (27.8%)
edges 93132/256000 372528/1024000 (36.4%)
LDR worldlights 459/8192 40392/720896 ( 5.6%)
HDR worldlights 459/8192 40392/720896 ( 5.6%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2967/32768 29670/327680 ( 9.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 57501/65536 115002/131072 (87.7%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 103/512 36256/180224 (20.1%)
LDR lightdata [variable] 31108460/0 ( 0.0%)
HDR lightdata [variable] 31108460/0 ( 0.0%)
visdata [variable] 485975/16777216 ( 2.9%)
entdata [variable] 352756/393216 (89.7%) VERY FULL!
LDR ambient table 5344/65536 21376/262144 ( 8.2%)
HDR ambient table 5344/65536 21376/262144 ( 8.2%)
LDR leaf ambient 21290/65536 596120/1835008 (32.5%)
HDR leaf ambient 21290/65536 596120/1835008 (32.5%)
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] 1/252540 ( 0.0%)
pakfile [variable] 2846/0 ( 0.0%)
physics [variable] 1687819/4194304 (40.2%)
physics terrain [variable] 57962/1048576 ( 5.5%)

Level flags = 0

Total triangle count: 57333
Writing c:\users\dhckd\desktop\tf2 mapping\hourglass.bsp
1 minute, 25 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Users\dhckd\Desktop\tf2 mapping\hourglass.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\hourglass.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

I Used Hammer++ to mapping and compiling the map, also used Compile Pal for just packing the assets.

Some example of how I used Vscript:
1693153716362.png

I only used RunScriptCode and doesn't include a single .nut file in the map. most of the scripts are pretty simple.