Speaking of frequent crashes, does anyone else get this stack trace? It has been happening for about a year now, and I thought Valve would fix it, but maybe I am the only one with this problem.
Program terminated with signal 6, Aborted. 0xf779f430 in __kernel_vsyscall () 0xf779f430 in __kernel_vsyscall () 0xf74eec4f in raise () from /lib32/libc.so.6 0xf74f2175 in abort () from /lib32/libc.so.6 0xf752621c in ?? () from /lib32/libc.so.6 0xf7530f02 in ?? () from /lib32/libc.so.6 0xf7532897 in ?? () from /lib32/libc.so.6 0xf75347c1 in malloc () from /lib32/libc.so.6 0xf775daa3 in CStdMemAlloc::Alloc(unsigned int) () from bin/libtier0.so 0xf3db4d86 in CUtlVector<CUserCmd, CUtlMemory<CUserCmd, int> >::InsertBefore(int, CUserCmd const&) () from orangebox/tf/bin/server.so 0xf3d9d451 in CBasePlayer::ProcessUsercmds(CUserCmd*, int, int, int, bool) () from orangebox/tf/bin/server.so 0xf3f3a498 in NextBotPlayer<CTFPlayer>::PhysicsSimulate() () from orangebox/tf/bin/server.so 0xf3f33980 in CTFBot::PhysicsSimulate() () from orangebox/tf/bin/server.so 0xf3d7259b in Physics_SimulateEntity(CBaseEntity*) () from orangebox/tf/bin/server.so 0xf3d72964 in Physics_RunThinkFunctions(bool) () from orangebox/tf/bin/server.so 0xf3c5c670 in CServerGameDLL::GameFrame(bool) () from orangebox/tf/bin/server.so 0xf6c87bac in CServerPlugin::GameFrame(bool) () from orangebox/bin/engine.so 0xf6c82890 in SV_Think(bool) () from orangebox/bin/engine.so 0xf6c83aa0 in SV_Frame(bool) () from orangebox/bin/engine.so 0xf6bdadac in _Host_RunFrame_Server(bool) () from orangebox/bin/engine.so 0xf6bdbb2a in _Host_RunFrame(float) () from orangebox/bin/engine.so 0xf6bdc46f in Host_RunFrame(float) () from orangebox/bin/engine.so 0xf6be7c32 in CHostState::FrameUpdate(float) () from orangebox/bin/engine.so 0xf6be7f78 in HostState_Frame(float) () from orangebox/bin/engine.so 0xf6c9f5a0 in CEngine::Frame() () from orangebox/bin/engine.so 0xf6c9b55a in CDedicatedServerAPI::RunFrame() () from orangebox/bin/engine.so 0xf705719e in RunServer() () from bin/dedicated.so 0xf7056ea8 in CDedicatedExports::RunServer() () from bin/dedicated.so 0xf6c9be56 in CModAppSystemGroup::Main() () from orangebox/bin/engine.so 0xf6cb7138 in CAppSystemGroup::Run() () from orangebox/bin/engine.so 0xf6c9cc5a in CDedicatedServerAPI::ModInit(ModInfo_t&) () from orangebox/bin/engine.so 0xf7057376 in CDedicatedAppSystemGroup::Main() () from bin/dedicated.so 0xf705aea8 in CAppSystemGroup::Run() () from bin/dedicated.so 0xf705cb8c in CSteamApplication::Main() () from bin/dedicated.so 0xf705aea8 in CAppSystemGroup::Run() () from bin/dedicated.so 0xf70577dd in main () from bin/dedicated.so 0xf7058cc5 in DedicatedMain () from bin/dedicated.so 0x080488ad in main () On Sun, Mar 25, 2012 at 3:06 AM, Kyle Sanderson <[email protected]> wrote: > Has to be one of the most common crashes today. Except for vphysics of > course, then the countless race conditions when threading is enabled. > > Kyle. > > On Sun, Mar 25, 2012 at 1:20 AM, ics <[email protected]> wrote: > >> No free edicts is usually caused by a map or you have some plugins that >> spawn extra entities. That option to increase them works only in HLDS, not >> SRCDS. Limit is 2047 and when the entities hit 2048, boom. >> >> -ics >> >> 25.3.2012 10:01, Emil Larsson kirjoitti: >> >> -nocrashdialog might be what you're looking for here. >>> >>> On Sun, Mar 25, 2012 at 8:59 AM, E3pO<[email protected]> wrote: >>> >>> My server has been crashing into a dialog box that says Engine Error, >>>> "ED_Alloc: no free edicts". I googled for a possible solution and I came >>>> across this page >>>> http://www.gamebanana.com/**threads/140329<http://www.gamebanana.com/threads/140329>that >>>> says to >>>> add -num_edicts to the command line.. I'm guessing this is only for >>>> clients, not servers. I tested it anyway and the server still crashes to >>>> the dialog box. >>>> >>>> Because it is a dialog box the server wont automatically restart on >>>> crash... Is there a way to bypass this? >>>> http://www.wmclan.net/i/**images/52686724435814126767.**png<http://www.wmclan.net/i/images/52686724435814126767.png> >>>> >>>> >>>> Also.. It would be nice to be able to have clients reconnect to the >>>> server >>>> if the server crashes. It says "retrying" in the upper right hand corner >>>> of >>>> the screen. If it was just a connection issue then it will connect them >>>> back up, if it was an actual server crash but the server was fully >>>> restarted before the countdown ended, i believe it should reconnect to >>>> the >>>> server. >>>> ______________________________**_________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>>> >>>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>> >> >> >> ______________________________**_________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

