CUtlLinkedList overflow (exhausted index range)

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Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
All of a sudden after my latest compile of Redstone Ridge, TF2 crashes when loading the map, with this error. I ran the log through interlopers.net, got nothing. Also searched around on google, and nothing came up except to disable cl_new_impact_effects, which I did. Running with HDR lighting disabled still causes this too. Anyone know why this is happening?
Compile log:
MaterialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading e:\user folders\documents\my games\hammer files\cp_restone_ridge.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_restone_ridge/cp_sunshine/nature/blendrocktograss001_wvt_patch
Patching WVT material: maps/cp_restone_ridge/cp_mountainlab/nature/groundtograss001_wvt_patch
Patching WVT material: maps/cp_restone_ridge/nature/blendgroundtosnow001_wvt_patch
Patching WVT material: maps/cp_restone_ridge/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
fixing up env_cubemap materials on brush sides...
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
Multiple references for cubemap on texture maps/cp_restone_ridge/tile/floor_tile_003a_2050_124_449!!!
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 316 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing e:\user folders\documents\my games\hammer files\cp_restone_ridge.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 48 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (-1088.00 -512.00 192.00)
Warning: invalid neighbor connection on displacement near (-1088.00 -512.00 128.00)
Warning: invalid neighbor connection on displacement near (-736.00 -768.00 64.00)
Warning: invalid neighbor connection on displacement near (-736.00 -512.00 -64.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1124451 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4560 texinfos to 2251
Reduced 268 texdatas to 214 (10361 bytes to 7935)
Writing e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
Wrote ZIP buffer, estimated size 59152, actual size 43394
13 seconds elapsed



4 threads
reading e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
reading e:\user folders\documents\my games\hammer files\cp_restone_ridge.prt
3181 portalclusters
9871 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 27377 visible clusters (1.16%)
Total clusters visible: 2355411
Average clusters visible: 740
Building PAS...
Average clusters audible: 2755
visdatasize:1894802 compressed from 2544800
writing e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
2 hours, 50 minutes, 47 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
26787 faces
9 degenerate faces
5268197 square feet [758620416.00 square inches]
711 Displacements
909925 Square Feet [131029280.00 Square Inches]
26778 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
405038 patches after subdivision
706 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 68091488, max 1420
transfer lists: 519.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2911737, 1283258, 1153200)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(436826, 196215, 174251)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(67479, 26298, 19827)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(16181, 7552, 5404)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3906, 2013, 1229)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1287, 753, 429)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(464, 294, 151)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(190, 124, 59)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(81, 54, 23)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(36, 24, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(16, 10, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(7, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(3, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1088 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
63 of 161 (39% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 120/1024 5760/49152 (11.7%)
brushes 3043/8192 36516/98304 (37.1%)
brushsides 21805/65536 174440/524288 (33.3%)
planes 11602/65536 232040/1310720 (17.7%)
vertexes 36903/65536 442836/786432 (56.3%)
nodes 15169/65536 485408/2097152 (23.1%)
texinfos 2251/12288 162072/884736 (18.3%)
texdata 214/2048 6848/65536 (10.4%)
dispinfos 711/0 125136/0 ( 0.0%)
disp_verts 57479/0 1149580/0 ( 0.0%)
disp_tris 90816/0 181632/0 ( 0.0%)
disp_lmsamples 2064520/0 2064520/0 ( 0.0%)
faces 26787/65536 1500072/3670016 (40.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9598/65536 537488/3670016 (14.6%)
leaves 15290/65536 489280/2097152 (23.3%)
leaffaces 28551/65536 57102/131072 (43.6%)
leafbrushes 14896/65536 29792/131072 (22.7%)
areas 10/256 80/2048 ( 3.9%)
surfedges 161616/512000 646464/2048000 (31.6%)
edges 94733/256000 378932/1024000 (37.0%)
LDR worldlights 705/8192 62040/720896 ( 8.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 1565/32768 15650/327680 ( 4.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27624/65536 55248/131072 (42.2%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 41/512 14432/180224 ( 8.0%)
LDR lightdata [variable] 26832496/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1894802/16777216 (11.3%)
entdata [variable] 430778/393216 (109.6%) VERY FULL!
LDR ambient table 15290/65536 61160/262144 (23.3%)
HDR ambient table 15290/65536 61160/262144 (23.3%)
LDR leaf ambient 47207/65536 1321796/1835008 (72.0%)
HDR leaf ambient 15290/65536 428120/1835008 (23.3%)
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] 1/1126888 ( 0.0%)
dtl prp lght [variable] 1/1114 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/214410 ( 0.0%)
pakfile [variable] 12690782/0 ( 0.0%)
physics [variable] 1124451/4194304 (26.8%)
physics terrain [variable] 128097/1048576 (12.2%)

Level flags = 1

Total triangle count: 69737
Writing e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
34 minutes, 2 seconds elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
26787 faces
9 degenerate faces
5268197 square feet [758620416.00 square inches]
711 Displacements
909925 Square Feet [131029280.00 Square Inches]
26778 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
405038 patches after subdivision
706 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 68091488, max 1420
transfer lists: 519.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3338639, 1460032, 1251290)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(498818, 223238, 191242)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(74040, 28041, 20742)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(17997, 8392, 5878)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(4291, 2218, 1323)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1442, 847, 469)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(524, 333, 166)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(217, 142, 65)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(94, 61, 26)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(42, 27, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(19, 12, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(9, 5, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(4, 2, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1160 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
63 of 161 (39% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 120/1024 5760/49152 (11.7%)
brushes 3043/8192 36516/98304 (37.1%)
brushsides 21805/65536 174440/524288 (33.3%)
planes 11602/65536 232040/1310720 (17.7%)
vertexes 36903/65536 442836/786432 (56.3%)
nodes 15169/65536 485408/2097152 (23.1%)
texinfos 2251/12288 162072/884736 (18.3%)
texdata 214/2048 6848/65536 (10.4%)
dispinfos 711/0 125136/0 ( 0.0%)
disp_verts 57479/0 1149580/0 ( 0.0%)
disp_tris 90816/0 181632/0 ( 0.0%)
disp_lmsamples 2064520/0 2064520/0 ( 0.0%)
faces 26787/65536 1500072/3670016 (40.9%)
hdr faces 26787/65536 1500072/3670016 (40.9%)
origfaces 9598/65536 537488/3670016 (14.6%)
leaves 15290/65536 489280/2097152 (23.3%)
leaffaces 28551/65536 57102/131072 (43.6%)
leafbrushes 14896/65536 29792/131072 (22.7%)
areas 10/256 80/2048 ( 3.9%)
surfedges 161616/512000 646464/2048000 (31.6%)
edges 94733/256000 378932/1024000 (37.0%)
LDR worldlights 705/8192 62040/720896 ( 8.6%)
HDR worldlights 705/8192 62040/720896 ( 8.6%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 1565/32768 15650/327680 ( 4.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27624/65536 55248/131072 (42.2%)
cubemapsamples 15/1024 240/16384 ( 1.5%)
overlays 41/512 14432/180224 ( 8.0%)
LDR lightdata [variable] 26832496/0 ( 0.0%)
HDR lightdata [variable] 26832496/0 ( 0.0%)
visdata [variable] 1894802/16777216 (11.3%)
entdata [variable] 430778/393216 (109.6%) VERY FULL!
LDR ambient table 15290/65536 61160/262144 (23.3%)
HDR ambient table 15290/65536 61160/262144 (23.3%)
LDR leaf ambient 47207/65536 1321796/1835008 (72.0%)
HDR leaf ambient 47349/65536 1325772/1835008 (72.2%)
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] 1/1126888 ( 0.0%)
dtl prp lght [variable] 1/1114 ( 0.1%)
HDR dtl prp lght [variable] 1/1114 ( 0.1%)
static props [variable] 1/214410 ( 0.0%)
pakfile [variable] 25357658/0 ( 0.0%)
physics [variable] 1124451/4194304 (26.8%)
physics terrain [variable] 128097/1048576 (12.2%)

Level flags = 3

Total triangle count: 69737
Writing e:\user folders\documents\my games\hammer files\cp_restone_ridge.bsp
33 minutes, 30 seconds elapsed

EDIT: Did what Crash said, as well as added Areaportals. It worked.
 
Last edited:

ficool2

L4: Comfortable Member
Oct 28, 2017
162
219
First I see these problems:

zero area child patch
zero area child patch
zero area child patch

These can have some weird issues with VRAD, don't know how to fix them

Warning: invalid neighbor connection on displacement near (-1088.00 -512.00 128.00)
Warning: invalid neighbor connection on displacement near (-736.00 -768.00 64.00)
Warning: invalid neighbor connection on displacement near (-736.00 -512.00 -64.00)

Warning: overflowed 48 displacement corner-neighbor lists.

This is what is likely causing the crashes.The error is related to a list being full and therefore overflowing, and this states that the displacement corner-neighbours list is overflowed. No idea how to fix these errors

NODRAW on terrain surface!
NODRAW on terrain surface!

Also you should fix these errors, get rid of NODRAW on any displacement
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
First I see these problems:

zero area child patch
zero area child patch
zero area child patch

These can have some weird issues with VRAD, don't know how to fix them

Warning: invalid neighbor connection on displacement near (-1088.00 -512.00 128.00)
Warning: invalid neighbor connection on displacement near (-736.00 -768.00 64.00)
Warning: invalid neighbor connection on displacement near (-736.00 -512.00 -64.00)

Warning: overflowed 48 displacement corner-neighbor lists.

This is what is likely causing the crashes.The error is related to a list being full and therefore overflowing, and this states that the displacement corner-neighbours list is overflowed. No idea how to fix these errors

NODRAW on terrain surface!
NODRAW on terrain surface!

Also you should fix these errors, get rid of NODRAW on any displacement
On the displacement issues, I will try to do some scavenging around for anything, thanks.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Nodraw on terrain in a compile breaking issue, this is the first thing I'd fix.
Ah, I just spotted this too. I thought I fixed this a while ago, but there must still be a displacement somewhere with this. I’ll try this along with what the Rare Endangered Spycrab said too.