Hi Dallas et al'

A couple of things; first, I should have been a little clearer. Actually, the game seems to have a finite memory allocation for its sounds, which at present, I don't know how to change, or even if it can be changed without doing an extensive mod of the game engine itself, which I'm not in a position to do right now. <smile> From what I can tell, it looks like the reason for the errors was that Quake in essence had already loaded in the sounds it needed, then loaded in the sounds for the mods, and in the process, wrote over earlier precached sound files, so the game could no longer find them. The reason it was happening in single player is that there needed to be more sounds loaded in memory for monsters on the maps that weren't there for deathmatch. I haven't worked in the engine code very much at this point, only having browsed it a bit, but I'm thinking this is what has happened and that there is probably a way to deal with it, though I don't know at the moment, what that is. <smile> Anyway, the practical upshot of all this is that even if I write mods only for deathmatch, it's just a matter of time (and a fairly short amount of time, I might add) before we run into the same sort of issue, with maps not being able to load sounds they need for ambience and such. So I'd kind of like to figure this out as soon as I can. Now, having said this, this doesn't stop mods being written that don't use new sounds. This seems to be just a memory allocation issue. So on that end, things are cool. The second thing I wanted to mention, which segways really well, <smile> is that I'm working on making the bots a little more intense to play against, so hopefully they'll be a little more difficult to beat! <smile>
  Anyway, thanks for the notes and have an awesome day!...

Smiles,

Mod Girl

At 08:4         4 AM 6/20/2006 +1000, you wrote:

Well, in this area, I am not to worried about not beeing able to play with
it offline, I prefer online games anyday. Eheheh. Those stupid bots just
aren't much against me anymore
Dallas


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Guitar Babe
Sent: Tuesday, 20 June 2006 00:59
To: AGRIP User and Developer discussion list
Subject: [AGRIP-discuss] Mod Pack 3.7 / 3.7.1 error update


                                  Hi All, well, I'm sorry to say I've found
the error.  The reason I'm
sorry is that it may mean that any further mods in the mod packs may need
to be for deathmatch and not single player as the error is being caused by
the game simply having too many sounds to load and not being able to do
so.  After commenting out some of the sound precaches I have for current
mod sounds, I was able then, to load the maps in question, in single player
mode, and have them load just fine.
   I'm honestly not sure how to deal with this effectively at the moment,
save as I've already mentioned, and simply making some current mods in the
mod pack available only in dm and having any future mods be for this as
well.
   It seems now, that mod pack 3.6 will work for single player, but as I've
only tested these in single player mode, until now, with the first map, the
same error or one similar, may occur in later maps as the game needs to
load more sounds.  So I'll need to test this further or if anyone else
would like to try it and let me know, I'd be very appreciative.  Once
Again, I'm very sorry for the inconvenience, and I'll sure let you all know
how this goes as I learn more about this limitation in the game.  If anyone
finds any documentation on this, I'd be very grateful if you'd send it my
way or point me to it, as I've never seen this written about on the web so
far.

   To Matthew and Sebby, any help or suggestions either of you might have
would also as usual, be greatly appreciated.
   Thanks so much to Ken for pointing this out, and I'll see what I can do
to fix this or work around it as I learn more about it.
   Thanks a bunch and have a great day!...

Smiles,

Mod Girl


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