GMOD Overflow (Models Invisible)

Status
Not open for further replies.

AbeBatJes

Member
Joined
Oct 12, 2015
Messages
166
Reaction score
387
Upon entering the map Rp_City11_Night_V1B, the following was shown in the console:

env_cubemap used on world geometry without rebuilding map. . ignoring: maps/c11_003/concrete/blenddebris001a_wvt_patch
Error! Variable "$basetexture" is multiply defined in material "models/tnb/heads/avp_facemap1"!
Error! Variable "$basetexture" is multiply defined in material "models/tnb/heads/avp_facemap2"!
Error! Variable "$basetexture" is multiply defined in material "models/tnb/heads/avp_facemap3"!
env_cubemap used on world geometry without rebuilding map. . ignoring: decals/prodflrlghta
unrecognized conditional test gameconsole?$muloutputbyalpha in particle/particle_glow_05_add_15ob
unrecognized conditional test SonyPS3?$intensity in particle/particle_glow_05_add_15ob
unrecognized conditional test GPU<2?$STARTFADESIZE in particle/vistasmokev1_min_depth_nearcull
unrecognized conditional test GPU<2?$ENDFADESIZE in particle/vistasmokev1_min_depth_nearcull
unrecognized conditional test GPU<2?$BLENDFRAMES in particle/vistasmokev1_min_depth_nearcull
unrecognized conditional test GPU<2?$DEPTHBLEND in particle/vistasmokev1_min_depth_nearcull

Then next this appeared after a few other various things, which repeated for several times.

CUtlLinkedList overflow! (exhausted index range) (65535)

A few others have been having this issue which props/doors/models are disappearing from their screen, but some aren't. I'm unsure if it's mostly a clientside issue, or whether or not there's a problem that's going on within the map. Figured that I should have this posted to see if this issue could be resolved for this map.
 
CaptainDeathdealer said:
CUtlLinkedList overflow! (exhausted index range) (65535)
That error generally means that someone is using emitters. I don't remember this map ever causing that error on it's own.
 
I'm having this problem on this night time map and it's really annoying.
 
That error generally means that someone is using emitters. I don't remember this map ever causing that error on it's own.

That'd make sense; I played on this map before on another CC community, and it worked just fine. Just figured I'd show this in case it was somethin' that would be a problem along the road.
 
does it happen when the server is at a low playercount?

usually it's an entity overflow that causes this - which increases as the playercount does. the only way about it is just rejoining and hoping for the best. some people say "record a;stop" in console can also fix this, though it might take multiple attempts also and has a pretty high chance of just crashing your client outright.
 
does it happen when the server is at a low playercount?usually it's an entity overflow that causes this - which increases as the playercount does. the only way about it is just rejoining and hoping for the best. some people say "record a;stop" in console can also fix this, though it might take multiple attempts also and has a pretty high chance of just crashing your client outright.

There was about 46 people on at the time, but I've been in communities that had around the same amount or more, and the only problem I get is a bit of lag, since we have to spawn defenses and shit for specific factions.
 
Status
Not open for further replies.

Users who are viewing this thread