Re: [hlcoders] CUtlLinkedList overflow
On Tuesday 11 July 2006 10:21 pm, John Sheu wrote: On Tuesday 11 July 2006 8:56 pm, Alfred Reynolds wrote: Loading the minidump in windbg shows the assert coming out of client+0x67db62, so that would be your code (perhaps it comes from one of the libraries that you link with, in particular the VGUI2 one?) The call is inside the SolveTraverse() VGUI2 logic so it is applying scheme settings, doing the OnThink() calls and working out dialog positioning on the screen (which is separate to the rendering pass). Check your ApplySchemeSettings() and OnThink() VGUI2 calls. Whoops, wrong dump. And I conveniently can't find the right one. I'll post up the new one when I get it again. Very strange. The crash I referred to occured in animation code, doing some slerps. And yet, I took the hint and moved some CreateTextureID calls out of ApplySchemeSettings and into the constructor, and the crashes disappeared. So I guess CreateTextureID doesn't belong in there. All's well that ends well. Thanks for the tip. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CUtlLinkedList overflow
-- I'm having an issue with random crashing with the CUtlLinkedList overflow! dialog. The stack trace has got quite a bit of engine code, and a look at our mod code isn't helping. I was wondering if I could get a pointer or two from somebody who has access to engine code (we know who you are...). Thanks. Don't need a hand-holding, just some idea of what kind of errors we're coming up against. Memory dump attached. -John Sheu -- [ dump.mdmp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
I see that the mailing list despises attachments. Download link below: http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid=42562 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
The last time I was getting an error along these lines, I was creating a new BitmapImage in a HUD each frame instead of reusing the same object or deleting the old one first. You should be able to place a breakpoint somewhere in utllinkedlist.h to watch for when the list becomes filled. John Sheu wrote: -- I'm having an issue with random crashing with the CUtlLinkedList overflow! dialog. The stack trace has got quite a bit of engine code, and a look at our mod code isn't helping. I was wondering if I could get a pointer or two from somebody who has access to engine code (we know who you are...). Thanks. Don't need a hand-holding, just some idea of what kind of errors we're coming up against. Memory dump attached. -John Sheu -- [ dump.mdmp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
On Tuesday 11 July 2006 8:20 pm, Justin Krenz wrote: The last time I was getting an error along these lines, I was creating a new BitmapImage in a HUD each frame instead of reusing the same object or deleting the old one first. You should be able to place a breakpoint somewhere in utllinkedlist.h to watch for when the list becomes filled. Tried that already, and it never breaks. I think it's in the version of the Utl classes that's compiled into the engine DLL. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
It appears that in my minimap code, I was creating a new BitmapImage() in a loop and not reusing it or deleting it. I guess it could only take so many new BitmapImages before the list it is added to overflowed. I changed it to reuse the same BitmapImage over, only changing the file name for each new use of it, and it is stable so far. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
Thanks for the response, but that doesn't help at all. Do you have experience with this error at all or can you tell me anything about what CUtlLinkedList is? Adam amckern Mckern wrote: It sounds like your sending to many commands, or useing to much memory with the same asset Look at your code, and see if you put a function in the wrong spot Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
On the Garry's Mod forum, I managed to find a post about this: http://forums.facepunchstudios.com/showthread.php?t=19383. It mentions that basically this is from the physics system coming under too much load. Can anyone at Valve comment on this? Is there anything I can do to minimize this error? It's bizarre because the game world is completely still when the error can occur. No physics collisions should be occurring. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
It sounds like your sending to many commands, or useing to much memory with the same asset Look at your code, and see if you put a function in the wrong spot Adam --- Justin Krenz [EMAIL PROTECTED] wrote: I think I'm in need of some serious help. I have a bug in my mod that seems to randomly show up, mainly when I'm not really doing anything/the player is just standing still and nothing is happening in the game world. A small dialog box will appear saying CUtlLinkedList overflow!. The call stack points to the error being in the engine.dll. The next call is for vphysics.dll, and the third call is for a function ConcatTransforms, towards the bottom of this function. I take it this has something to do with my vehicles even though there's only one, and it's just sitting there. I can only assume that the math operations being done in ConcatTransforms is doing something bad that the engine.dll doesn't like. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders