- 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"
"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"