CUtlLinkedList overflow! (Exhausted index range)

Chaos

L1: Registered
Mar 31, 2022
38
1
Ok so I'm still really new to making maps and figured, since the map would be specifically causing this; My thing would be really specific, so I think googling the error any further would provide little results.

Backstory (actual error below, if you don't wanna read this): I'm getting into customizing my tf2 install a bit, and want to work on customizing my main menu backgrounds with sfm. I was just gonna use the default doublecross full moon image as one of my defaults, if not all of them (granted I edit the image for the actual full moon events), (mainly using a default menu background because sfm can be a pain).
But then I thought of the fact that the Halloween images would be different. So I decided I'd use a Halloween variant of ctf_doublecross for a background. Only my searches for said Halloween varient of ctf_doublecross, found nothing. So I went about making one myself. How hard could it be? (I say that knowing well what pain this program has brought me before). Things start off well. Its only until I compile it with all the tool brushes, that it starts to break. It starts with a T-juction issue, which I strain to fix, accidentally fixing it (while messing with setting stuff to entity (func_brush) and world). Now the second issue starts happening, LEAKS LEAKS AND MORE LEAKS. After messing with the terrain a bunch, props start being "leaked" taking bizarre routes through terrain to find a way out practicly. I eventually just seal up the skybox in the best lazy way I can.


Important info: I'm using the decompiled version of ctf_doublecross, and little of the terrain has structurally been changed. (other than some textures rn). I'm also running stuff in fast mode for ease of testing/compiling time


Actual Issue: The current issue is this, after fixing issues I came across (some related to events, T-junction, leaks, and the HHH). I compiled again with no compile failing errors reported (via interlopers). Only when I try loading the map ingame, it crashes giving me "CUtlLinkedList overflow! (Exhausted index range)". So a search later, and my best results gave me that it was too many entities or something specific. Ah so that's simple just reduce the entity number. So I start doing that, removing a ton of env_sprites, and props I don't want atm (pipes and futuristic props). I get the prop count to 2104 point entites, and 243 prop entities); which seems good for that 4096 entity limit, or so. (questionable for the 2048 one)

(btw feel free to suggest names in the comments if you want, "doubleghost" was the thing I came up with at first, my current idea for naming it is DeadlyTroke, with the idea that "troke" meant deal or negotiate)

Compile log below. (let me know if I need to send map file)
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf" "C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.vmf"

Valve Software - vbsp.exe (Oct  2 2021)
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.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\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ctf_doubleghost_d/nature/blendcobblestone_underworld001_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/swamp/nature/blendswampdirttograss001_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/nature/blendgroundtomud001_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/swamp/nature/blendswampmudtograss001_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/koth_viaduct_event/blendgrasstocobble_viaduct001_wvt_patch
Patching WVT material: maps/ctf_doubleghost_d/koth_viaduct_event/blendgrasstocobble_viaduct002_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 1446 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.prt...Building visibility clusters...
done (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1456.0 -1108.0 310.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 25253:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1456.0 -1108.0 278.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_SOLID CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
Candidate brush IDs: Brush 25253:

*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_harvest_night_01 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 (1) (1982117 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11663 texinfos to 6755
Reduced 134 texdatas to 124 (3460 bytes to 2848)
Writing C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 6235, actual size 4815
16 seconds elapsed
  34.239212 25.806400 0.000000
  34.239212 22.758400 0.000000
  34.239212 26.822399 0.000000
  33.451805 26.822399 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  34.239212 32.512001 0.000000
  34.239212 30.073599 0.000000
  34.239212 33.324799 0.000000
  33.451805 33.324799 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf" -fast "C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d"

Valve Software - vvis.exe (Oct  2 2021)
fastvis = true
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.log', but we don't own that location. Allowing.
8 threads
reading c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.bsp
reading c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.prt
3467 portalclusters
11364 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 559099 visible clusters (12.64%)
Total clusters visible: 4424969
Average clusters visible: 1276
Building PAS...
Average clusters audible: 2571
visdatasize:2384582  compressed from 3050960
writing c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.bsp', but we don't own that location. Allowing.
6 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf" -noextra "C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d"

Valve Software - vrad.exe SSE (Oct  2 2021)

      Valve Radiosity Simulator
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.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\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.bsp
Setting up ray-trace acceleration structure... Done (9.47 seconds)
24580 faces
5 degenerate faces
3668919 square feet [528324384.00 square inches]
291 Displacements
408701 Square Feet [58853056.00 Square Inches]
24575 patches before subdivision
255039 patches after subdivision
sun extent from map=0.034899
549 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (60)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (109)
transfers 14433770, max 682
transfer lists: 110.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(243972, 197619, 163895)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(42333, 30191, 21696)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(9186, 5750, 3578)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2185, 1205, 657)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(555, 269, 129)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(146, 63, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(39, 15, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(11, 4, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2013 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (27)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
3 of 14 (21% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (60)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  48/1024         2304/49152    ( 4.7%)
brushes               5345/8192        64140/98304    (65.2%)
brushsides           46079/65536      368632/524288   (70.3%)
planes               35598/65536      711960/1310720  (54.3%)
vertexes             43663/65536      523956/786432   (66.6%)
nodes                16845/65536      539040/2097152  (25.7%)
texinfos              6755/12288      486360/884736   (55.0%)
texdata                124/2048         3968/65536    ( 6.1%)
dispinfos              291/0           51216/0        ( 0.0%)
disp_verts            9627/0          192540/0        ( 0.0%)
disp_tris            13344/0           26688/0        ( 0.0%)
disp_lmsamples     1112800/0         1112800/0        ( 0.0%)
faces                24580/65536     1376480/3670016  (37.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            14579/65536      816424/3670016  (22.2%)
leaves               16894/65536      540608/2097152  (25.8%)
leaffaces            30186/65536       60372/131072   (46.1%)
leafbrushes          13814/65536       27628/131072   (21.1%)
areas                    4/256            32/2048     ( 1.6%)
surfedges           179498/512000     717992/2048000  (35.1%)
edges               109669/256000     438676/1024000  (42.8%)
LDR worldlights        549/8192        48312/720896   ( 6.7%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips           2002/32768       20020/327680   ( 6.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         40056/65536       80112/131072   (61.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    11570960/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     2384582/16777216 (14.2%)
entdata               [variable]      236131/393216   (60.1%)
LDR ambient table    16894/65536       67576/262144   (25.8%)
HDR ambient table    16894/65536       67576/262144   (25.8%)
LDR leaf ambient     43571/65536     1219988/1835008  (66.5%)
HDR leaf ambient     16894/65536      473032/1835008  (25.8%)
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]           1/250740   ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/126058   ( 0.0%)
pakfile               [variable]        4815/0        ( 0.0%)
physics               [variable]     1982117/4194304  (47.3%)
physics terrain       [variable]       51755/1048576  ( 4.9%)

Level flags = 0

Total triangle count: 71840
Writing c:\users\chaos\desktop\ctf_doubleghost\ctf_doubleghost_d.bsp
4 minutes, 32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chaos\Desktop\ctf_doubleGhost\ctf_doubleghost_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\team fortress 2\tf\maps\ctf_doubleghost_d.bsp"
 
Last edited:

Chaos

L1: Registered
Mar 31, 2022
38
1
Have you loaded a pointfile? If there is a leak in your map a pointfile will be created, which when loaded, will draw a line from what is leaking to where it is leaking out of. You can find this option in the Map menu.

Also, please read the stickies regarding posting compile logs. Paste your logs into Interlopers Error Checker[\Url] and that will usually point you in the right direction
Don't wanna assume things, but leaks aren't the issue, and I already checked the log using interlopers, no major complile failing errors came up.

Issue is the game crashes upon trying to load the map, giving me the error seen in the title of the post.
 

Chaos

L1: Registered
Mar 31, 2022
38
1
Ok so I took another shot at moving the compile into interlopers and realized my mistake....you don't realize at first glance somethings amiss, you'd think "oh its fine". Apparently not. I read back through the results and my issue may have been staring me in the face, based on the fact that it said fastvis could cause unexpected crashes and poor optimization. So I'm trying to compile it with it set to normal. My only concern now is the possibility of compile times being absurd. I'm terrible at optimization, not to mention lazy.
 
T

The Asylum

Have you put all of the HHH's assets and model somewhere in your map? It's been awhile but if I recall correctly you need a prop_dynamic of the HHH, along with ambient_generics of all his associated sounds. I think you have to compile your map with all that in it at least once without the actual HHH spawning entities first.

It's been awhile so I could be wrong. Compiling on fast vvis shouldn't be that much of an issue, at least not to the point where the map is unstable
 

Chaos

L1: Registered
Mar 31, 2022
38
1
Well I already tested it once... The hhh worked fine from what I know. I only have the hhh model and the necessary spawning tools in. Game did the rest if I remember correctly.

Only odd thing that occurred is he wasn't moving. Which is more a nav_mesh issue then a map problem, course I have no idea if you can force hammer to have nav_mesh generated. (Multiple we're spawning as well, since I used a timer. I'm hoping I fixed that.)

(I'm also learning that leaks will take the most absurd and most crazy routes through stuff to find a way of escape. If it can find even the tiniest of holes to escape. It will!)
 
Last edited:
T

The Asylum

To create a nav mesh all you need to do is compile your map and type nav_generate in console, then nav_edit 1 to see your nav mesh. Then you can bind keys to nav_split and nav_delete to edit your mesh.

Here's a much more in depth explaination:


The mesh will be a separate file (.nav) so remember to pack it in to the final compiled map with VIDE or Compile Pal