The engine limits are there for a reason.

I've hit pretty much every one of them... and every time i think "Dammit, what a stupid
limit" but in retrospect it makes me redesign my map/model/sound/code/whatever so that
it will fit in the limits.

If there were no precache limit people would have a thousand models and it would take
older computers 6 min to load.

Limits are gooood!

-av

Cale Dunlap wrote:

> I'm hoping you don't precache that many, jesus. You played CStrike? The user
> needs like, 384MB of ram to get into a server on a single try. The preaches
> are so big and so many that it takes up so much time to precache for the
> average user. Figured I'd just have ya consider that into whatever your
> trying to do. Nothing more annoying than a complex mod precaching a billion
> things and having the client time-out during connect. Be careful... the game
> can also crash, I've had that expereince on computers with not enough ram to
> handle the precaches.
>
> -Cale 'Mazor' Dunlap
>
> >From: "[DRP]Avatar-X" <[EMAIL PROTECTED]>
> >Reply-To: [EMAIL PROTECTED]
> >To: [EMAIL PROTECTED]
> >Subject: Re: [hlcoders] Half Life engine limitations.
> >Date: Sat, 16 Mar 2002 20:34:51 -0500
> >
> >Well studiomdl.exe is coded for a max of a 2mb model, but i increased it to
> >4mb and HL had no problem loading it.
> >
> >Max of 512 models, including map models (doors, triggers) and sprites
> >Max of 512 sounds, including (i believe) things that are said with "speak"
> >
> >-av
> >
> >Christopher Long wrote:
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > pheew third and final post.
> > >
> > > Just wondering what the half life engine can handle as far as precaching
> >of models, sounds and sprites go.
> > >
> > > Is there a certain size limit a model can be ie 3Mb but like one would
> >get that big.
> > > Is there a limit as to how many models can be precached before no more
> >can?
> > > sounds i think i remember someone talking about this a while back 500
> >sounds or something?
> > >
> > > Also has anyone here got the source code to the old school scoreboard?
> >(not sdk 1.0 one the sdk2.0 one) i think i remember there beind a time when
> >there was the old school scoreboard but it had a vgui scroll element if
> >there was more then 22 players or something so they'd fit and also the
> >voice column added in? Was this ever around or am i imagining things?
> > >
> > > If someone has it around could they hook me up with the scorepanel.cpp
> >and scorepanel.h ???? Cause i kinda dislike the new ones look and wanna
> >replace it with the old one.
> > >
> > > thanks in advance.
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >--
> >---------
> >[DRP]Avatar-X
> >SillyZone Homepage: www.thesillyzone.com
> >SillyZone Forums: forum.thesillyzone.com
> >My Homepage: www.cyberwyre.com
> >
> >
> >_______________________________________________
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
> "Even in death, feelings carry on; love -- the ultimate power -- will stay
> within me, as I will stay with thee."
> -Me
>
> _________________________________________________________________
> Chat with friends online, try MSN Messenger: http://messenger.msn.com
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
---------
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to