On CSS i've had cases where custom map used custom models and textures and if the model was re-textured and saved same name, they go in one map to the other if that map is next in line that also uses them. Red sofa's become black, file cabinets, shiny ones become also black if the previous map had them changed to black (good example de_nightfever -> cs_office).

So propably stringtable for particles isn't cleared either. Some maps break the server easier than others, i've located few that make the server crash later after that map has been on previously (de_crane, de_cross_strike).

-ics

19.1.2013 4:47, Kyle Sanderson kirjoitti:
Depending on the table, it's never cleared from map to map. I know in CS:S,
the particle stringtable is never cleared. Playing one custom map can
destroy another, for the lifetime of the server. At least this is what I
was told months ago, it stands to reason this bug is present in other games
as well.

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald <[email protected]> wrote:

Can't do anything else but bump this. Everyone's servers suffer from this.
Is there any good reason Valve can't just increase the size?

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun <[email protected]>
wrote:

I just think it's pathetic that you can't even tell anymore what is at
fault. Is it the clients? Is it the servers? Who knows. Both crash with
just about as much frequency and you can bet your bottom dollar that
every
big update will be replete with crashing issues. Steam going down,
Quickplay logging out, crashing on map changes, crashing on MOTD,
crashing
for being in spectator, crashing due to stringtable overflows, it never
ends.

*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
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