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
--
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
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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
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
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
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
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
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
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