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

