g_findconfigstringindex: overflow


(G0-Gerbil) #1

g_findconfigstringindex: overflow

Just got the above error - can anyone point out what the heck it might mean?
Googling brought up nothing particularly relevent, but I’ve included this from Timbo documenting some Q3 functions:

void trap_GetConfigstring( int num, char *buffer, int bufferSize )
int num: The config string to be read
char *buffer: A pointer to a buffer to fill with the config string value.
int bufferSize: The size of the buffer.

This is a server side callback used to get the value of a config string. It is only used once in the q3 source, by the G_FindConfigstringIndex function which in turn is used by the G_ModelIndex and G_SoundIndex functions.

Map stops loading after a few seconds and dumps to the main screen with the error in the thread title.

I’m just playing around with the graphics, the map itself is just a plain boxmap :???:


(G0-Gerbil) #2

BTW when I say I’m playing with the graphics, I mean I’m using remapshader to change skybox textures, trying to cycle through them to all more time of day control in it for Minas Tirith and Helms Deep.

All I can assume is that the remapshader stuff is placed in a buffer on the server that gets sent to clients. If this is the case, then it’s safe to assume the buffer size is fixed.
If true, is the buffer fixed in as much as ‘you can only do so many different remapshader calls’ or it’s fixed as in 'you can do as many as you want until the pathnames etc fill up the buffer"?
In the second case, I could of course shrink the texture paths lots to gain a few more.

Hmmm too many ‘what ifs’ and assumptions from me for one past :slight_smile:


(Rain) #3

That message means you’ve exceeded the maximum number of configstrings of some type—you’re probably over MAX_CS_SHADERS (32.) Unfortunately, that means there’s not much you can do to get more. :frowning:


(G0-Gerbil) #4

Ah ok well, not a prob.

The actual max I have is 15 - which would kind of make sense since each remapshader requires two shaders.
Just makes me curious as to what the reserved one is now :slight_smile:

Back to the drawing board on the skybox change then!


(G0-Gerbil) #5

On the plus side, I assume I can (like any tank related map) change a single shader as many times as I want since it’s not a new entry, only an update of the shader to change it to?


(G0-Gerbil) #6

you’re probably over MAX_CS_SHADERS (32.)
I meant to ask - what else is this used for? Want to know so I don’t end up creating a map that crashes because it’s used to many. Seems there’s 1 reserved automatically, but without knowing precisely what other stuff goes there, it’s a bit risky…