WldPenguin Posted Friday at 07:43 AM Member ID: 2995 Group: ++++ Senior Admin Followers: 189 Topic Count: 935 Topics Per Day: 0.17 Content Count: 5046 Content Per Day: 0.93 Reputation: 8009 Achievement Points: 54393 Solved Content: 0 Days Won: 110 Joined: 11/17/11 Status: Offline Last Seen: 2 hours ago Birthday: 02/13/1966 Device: Windows Posted Friday at 07:43 AM Rotation #14 23 maps put in rotation 08/28/26 map mp_bog map mp_4t4scrap map mp_blackrock map mp_jarak map mp_mw2_term map mp_cgc_citystreets map mp_kabul map mp_fav map mp_crossroads map mp_skidrow map mp_shipment44 map mp_bog map mp_lumberyard map mp_csgo_stmarc map mp_oukhta map mp_qmx_matmata map mp_jor1 map mp_cuf_gutter map mp_broadcast2 map mp_mirage_b3 map mp_tigertown_v2 map mp_backlot map mp_rasalem map mp_blue_country Server restarted @ 3:40 a.m. EDT Enjoy! NinjaBazZa 1 Awards
++ COD4 Admin Totty Posted 8 hours ago Member ID: 30308 Group: ++ COD4 Admin Followers: 11 Topic Count: 41 Topics Per Day: 0.03 Content Count: 1186 Content Per Day: 0.78 Reputation: 1155 Achievement Points: 10298 Solved Content: 0 Days Won: 11 Joined: 07/02/22 Status: Offline Last Seen: 5 hours ago Birthday: 08/28/1973 Device: Windows ++ COD4 Admin Posted 8 hours ago 08/29/2026 There was a Segmentation error. map mp_qmx_matmata I see that @Wardogs411 and @StormCrow were reporting a segmentation error later on but am unaware of which map crashed @Ruggerxi @iboomboom Seems to think that it might be related to your updates I skipped the map today so that we could enjoy the rest of the rotation as the server restarts the rotation on crashes ShadyBrady 1 Awards
++ COD4 Admin Totty Posted 6 hours ago Member ID: 30308 Group: ++ COD4 Admin Followers: 11 Topic Count: 41 Topics Per Day: 0.03 Content Count: 1186 Content Per Day: 0.78 Reputation: 1155 Achievement Points: 10298 Solved Content: 0 Days Won: 11 Joined: 07/02/22 Status: Offline Last Seen: 5 hours ago Birthday: 08/28/1973 Device: Windows ++ COD4 Admin Posted 6 hours ago we've just had MP_Rasalem crash returning a fatal error Awards
++ COD4 Admin Totty Posted 6 hours ago Member ID: 30308 Group: ++ COD4 Admin Followers: 11 Topic Count: 41 Topics Per Day: 0.03 Content Count: 1186 Content Per Day: 0.78 Reputation: 1155 Achievement Points: 10298 Solved Content: 0 Days Won: 11 Joined: 07/02/22 Status: Offline Last Seen: 5 hours ago Birthday: 08/28/1973 Device: Windows ++ COD4 Admin Posted 6 hours ago Too many script variable @Ruggerxi Awards
ShadyBrady Posted 4 hours ago Member ID: 28695 Group: *** Clan Members Followers: 4 Topic Count: 14 Topics Per Day: 0.01 Content Count: 295 Content Per Day: 0.15 Reputation: 462 Achievement Points: 4106 Solved Content: 0 Days Won: 2 Joined: 02/07/21 Status: Offline Last Seen: 3 hours ago Device: Windows Posted 4 hours ago (edited) 2 hours ago, Totty said: we've just had MP_Rasalem crash returning a fatal error Never mind. I can't read... Was this the same map that caused the previous crash with Stormy and Wardogs? Edited 3 hours ago by ShadyBrady Awards
iboomboom Posted 3 hours ago Member ID: 20343 Group: ++ COD4 Admin Followers: 96 Topic Count: 213 Topics Per Day: 0.05 Content Count: 3652 Content Per Day: 0.78 Reputation: 3340 Achievement Points: 32189 Solved Content: 0 Days Won: 10 Joined: 10/11/13 Status: Offline Last Seen: 3 hours ago Birthday: 07/01/1983 Device: Windows Posted 3 hours ago I can address the script errors, requires a server restart. For the seg faults, unless we can modify the map sources, those maps will continue to clash with the mod. All these maps that are in the rotation, have been validated before but not with this new xi_mw2_100v2 mod. I am completely absorbed with my new job and barely have time to keep up with the forums. I do a little bit here and there but its been @Ruggerxi doing the heavy lifting on the new mod's dev. Awards
iboomboom Posted 3 hours ago Member ID: 20343 Group: ++ COD4 Admin Followers: 96 Topic Count: 213 Topics Per Day: 0.05 Content Count: 3652 Content Per Day: 0.78 Reputation: 3340 Achievement Points: 32189 Solved Content: 0 Days Won: 10 Joined: 10/11/13 Status: Offline Last Seen: 3 hours ago Birthday: 07/01/1983 Device: Windows Posted 3 hours ago I looked at the latest crash log, unfortunately, this is HUD Elements, this isn't the script variables that I initially thought could be addressed easily. Sorry folks, we will have to make cuts. Awards
Ruggerxi Posted 2 hours ago Member ID: 6 Group: ++++ Senior Admin Followers: 193 Topic Count: 2844 Topics Per Day: 0.46 Content Count: 12817 Content Per Day: 2.06 Reputation: 14323 Achievement Points: 109398 Solved Content: 0 Days Won: 166 Joined: 09/01/09 Status: Offline Last Seen: 59 minutes ago Birthday: 08/25/1976 Device: Windows Posted 2 hours ago I'm working on it, but we might need to get rid of the defroster streaks, but let me see what I can do Awards
Wardogs411 Posted 59 minutes ago Member ID: 20698 Group: *** Clan Members Followers: 29 Topic Count: 14 Topics Per Day: 0.00 Content Count: 483 Content Per Day: 0.10 Reputation: 439 Achievement Points: 3793 Solved Content: 0 Days Won: 1 Joined: 12/18/13 Status: Offline Last Seen: 35 minutes ago Birthday: 04/03/1990 Device: Windows Posted 59 minutes ago (edited) @Ruggerxi i did some research and not sure if its possible, but a one of my colleague devs at toplitzz send me some info. If its gonna be usefull or not idk. Quote you can bypass the newHudElem() limit and eliminate segmentation faults and internal variable script errors by altering how you build and display your UI elements. The standard Call of Duty 4 engine allows a global max limit of 1024 engine-allocated HUD elements across all players. When a Freeze Tag mod frequently creates, destroys, or updates text and progression bars for frozen states, it exhausts the engine's internal array, causing memory leaks, string corruption, and hard crashes 1. The Best Alternative: Switch to Client-Side Menus (.menu / .inc) Instead of using GSC-based engine HUDs (maps\mp\gametypes\_hud_util::createFontString), you should move static and dynamic text elements into client-side UI menus. Why it fixes the crash: .menu files do not allocate engine variables via newHudElem(). They process entirely inside the UI system of the client, which bypasses the script limits completely. How to update dynamically: You can link menu text elements to player or server Dvars via GSC. In your .menu item definition, set your text using a Dvar data source: text dvar "ui_freezetag_status" In your GSC scripts, update that text instantly per player using: self setClientDvar("ui_freezetag_status", "Frozen by " + attacker.name); 2. Implement the "Drawstring" Method (CoD4x API Extensions) If your server runs on the custom CoD4x binary, you can use specialized plug-ins or native CoD4x script functions designed to draw elements on a player’s screen without registering them as standard GSC objects. Look up or implement custom Drawstring/Drawshader functions available in the CoD4x Server Github Repository. These functions bypass the internal element structure completely, rendering strings to the client view screen directly during the frame draw loop rather than registering persistent script objects. 3. Immediate GSC Optimizations to Stop Crashes If you must keep using GSC HUD elements temporarily while recoding, you need to radically restructure your script to keep elements alive rather than recreating them: Pool and Recycle Elements: Never use destroy() and newHudElem() within looping freeze/thaw conditions. Instead, allocate a static pool of HUD elements once when the player connects (onPlayerConnect). Toggle Visibility via Alpha: Hide or show elements by toggling hud.alpha = 0; and hud.alpha = 1;. This method uses exactly 0 extra variables. Pre-clear Strings: Constant text concatenation (e.g., hud setText("Frozen: " + time);) generates thousands of un-garbage-collected strings in CoD4's internal memory string table, leading directly to your variable script errors. Use localized string entries inside your _localization.str files or reuse predefined engine strings. Edited 34 minutes ago by Wardogs411 tagging rugger just incase Awards
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