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Plutonium

RETR0 EDIT

RETR0 EDIT

@RETR0 EDIT
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  • Temporary ban — external memory tool used while debugging an asset-limit freeze on my own local server Hello,
    RETR0 EDIT RETR0 EDIT

    70f038eb-775f-4b76-9466-2001f07f3653-image.jpeg

    Hello,

    My account was temporarily banned today (26/09/2026), and I want to explain exactly what caused it.

    I run a CodJumper mod and server for IW5. The map mp_radar froze my client on load every time. I analysed a memory dump of the frozen game: the asset entry pool (the 42,999-entry XAssetEntry pool) was completely full, and the allocator then hands out the null slot instead of failing cleanly, which corrupts memory and freezes the game.

    To confirm this diagnosis, I wrote a small local tool that enlarged that pool in memory, from 42,999 to 65,535 entries, which is the limit of its 16-bit indices. It only moved the pool and updated the instructions that reference it. It does not touch gameplay, other players, aim, movement, visibility, damage or anything competitive. I first ran it on my client, then on my own local dedicated server, and then connected to that local server to load mp_radar. No public server was involved, and there were no other players.

    I understand that any external write into the client's memory triggers the anti-cheat, whatever the intent, and I accept that it was a mistake to do it on a client logged into Plutonium. I will not use it on the client again. I am happy to send the tool's source code and the dump if that helps you check what it did.

    If there is a supported way to raise this limit, or if you would rather know about the freeze itself (a full pool leads to memory corruption instead of an error message), I would be glad to share the details.

    Could you please review and lift the ban?

    Thank you,

    Launcher Support

  • Custom maps showing players as a red "FX" sprite: it's the .arena limit, not your files
    RETR0 EDIT RETR0 EDIT

    Hi all,

    We run a CodJumper server with lots of custom maps, and hit a bug worth sharing.

    Symptom

    On some custom maps, players show up as the red "FX" sprite instead of their model.

    500fa53f-919c-4c1b-92e3-90a05d5f28f7-image.jpeg

    a5008ea3-df39-4124-8ff1-e0f4b63c5663-image.jpeg

    Cause

    The engine only keeps about 200 .arena map declarations (mp\ + usermaps<map>\ combined) and silently ignores the rest, roughly in alphabetical order. A dropped map loses its allieschar / axischar, so players have no model.

    The client's table counts: our server read the factions correctly, but a player whose game folder had 354 declarations (an old grouping file plus one arena per map) still saw the bug.

    Fix

    Stay under ~190 declarations, on the server and on the client side.
    One arena per map, no duplicates, no leftover grouping file.
    One big .arena for every map doesn't work: it gets truncated around 55 KB.
    Forcing factions in GSC doesn't help, because the client uses its own table.
    After dropping to 163 declarations, the bug was gone:

    ad215ebf-5bbd-4ab1-90c2-11eb52856a7b-image.jpeg

    Suggested fix for the Plutonium team:
    When a usermap loads, the client and the server could read that map's own usermaps\<map>\<map>.arena directly, instead of depending on the global table built at startup. The loaded map would always get its factions, no matter how many maps are installed.
    Players who download lots of custom maps and servers with big rotations would no longer run into this limit.

    Exact threshold unknown (between 192 and 223 in our tests). If anyone knows more, we're interested!

    MW3 Client Support
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