CUtlLinkedList overflow! (exhausted memory allocator)

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Pengegg

L1: Registered
Oct 3, 2017
5
0
Hello, I am very new to the mapping scene and I've encountered a problem: I have made a map that upon compile will crash when loaded into the game. The crash occurs only when facing in a certain direction whilst standing in certain spots, when it crashes it simply gives the error:

"CUtlLinkedList overflow! (exhausted memory allocator)".

Despite my best efforts and the best part of about 4 hours I can't seem to locate the issue, despite using both the compile logs/interlopers/alt+p.
Any help would be appreciated.

Oh and here is my log for those wondering:


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "G:\Maps\cp_hillside_A4.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading G:\Maps\cp_hillside_A4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_hillside_a4/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/cp_hillside_a4/cp_mountainlab/nature/groundtograss001_wvt_patch
Patching WVT material: maps/cp_hillside_a4/nature/blendconcretetograss001_wvt_patch
Patching WVT material: maps/cp_hillside_a4/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 1470 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing G:\Maps\cp_hillside_A4.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (561262 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3578 texinfos to 2263
Reduced 134 texdatas to 125 (3207 bytes to 2861)
Writing G:\Maps\cp_hillside_A4.bsp
Wrote ZIP buffer, estimated size 215593, actual size 214173
9 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "G:\Maps\cp_hillside_A4"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading g:\maps\cp_hillside_A4.bsp
reading g:\maps\cp_hillside_A4.prt
991 portalclusters
2792 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 (30)
Optimized: 1873 visible clusters (0.76%)
Total clusters visible: 247500
Average clusters visible: 249
Building PAS...
Average clusters audible: 651
visdatasize:183372 compressed from 253696
writing g:\maps\cp_hillside_A4.bsp
31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "G:\Maps\cp_hillside_A4.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_hillside_A4.bsp"
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
For me it was a prop that caused that to happened earlier this week. It was the white mvm_pedestal found in the ABS prop pack. Which is kinda odd because I have used them multiple times in other maps with no issues.
 

Pengegg

L1: Registered
Oct 3, 2017
5
0
For me it was a prop that caused that to happened earlier this week. It was the white mvm_pedestal found in the ABS prop pack. Which is kinda odd because I have used them multiple times in other maps with no issues.

I did try turning props off and it worked fine, but then again I also disabled the displacements visgroup (in a separate attempt) and it also worked fine. On a side note It only seems to occur if I compile the whole map, using the cordon state to isolate the issue doesn't work.

Also, should I upload my vmf file so people can look at the map itself for issues?
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
I had the same problem a year or so ago in one of my first attempts at mapping. The map was horrible optimized as you could see the hole map at once and I didn't knew what a func_detail is. I looked at your compilelog and for me over 2500 numportals seem pretty many. Did use func_details? Maybe two much of your maps gets loaded at once and causes the crash? Note that I may be wrong as I couldn't solve the problem, but maybe these information can help you.
 

Pengegg

L1: Registered
Oct 3, 2017
5
0
It's certainly not crashing due to my game loading too much (It's still running at a smooth 250fps so I doubt that's the problem), compared to a fully detailed map it has only a fraction of the entities and in addition to this I have been turning complex geometry/objects that don't block visibility into func_details. Also, how many is considered too many areaportals? This is a rather large map and most of it's geometry is complete so I would assume there would be quite a few.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
When your map is finished 2500 are ok, I guess. I just thought you still were in alpha stage. If you can't solve the problem you could go back to the last stable version of the map and check what changed, or if it isn't that different, quickly redo it from there. I know this isn't a real solution, but maybe you will notice sth.
 

Pengegg

L1: Registered
Oct 3, 2017
5
0
I've listed it as alpha because I'm moving through things fairly quickly, mostly skipping over the "balance the map so that it's fair" part purely becasue it's a proof of concept for an assignment. Unfortunately, I've already gone back to previous versions of the map to check and I can't nail down the source of the problem and I don't have enough time to rebuild to the current version of the map from the previous one.