... and now i'm worried about the SFX_T in the Pokemod... we'll be needing a
metric f*ckton of sounds.... we need more than 200 or so models as it is.


----- Original Message -----
From: "Sniper" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, June 21, 2002 3:25 AM
Subject: Re: [hlcoders] Out of SFX_T - hmm...


> Actually it's on Eric Smith's todo list, so it can be fixed hopefully.
> This is a bug rather than a limit though, because it happens too
frequently.
> The bug lies in not clearing out the old unused sounds?
>
> I'm pretty sure this [bug] (or plague rather) has been talked about many
> times before on the half-life coder's list.. hmm.
>
> ----- Original Message -----
> From: "Tom" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 20, 2002 11:21 AM
> Subject: Re: [hlcoders] Out of SFX_T - hmm...
>
>
> > its not a bug, its a limit
> >
> > it cant be fixed, cant be changed, just have to live with it :)
> >
> > ----- Original Message -----
> > From: "Sniper" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, June 20, 2002 12:37 PM
> > Subject: [hlcoders] Out of SFX_T - hmm...
> >
> >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > <off topic>
> > > So hopefully, this bug will be fixed in the next patch, right? Right??
> > > </off topic>
> > >
> > > To increase the time before the error occurs, it's necessary to keep
> down
> > the number of precached sounds - as well as to not use those neat echo
> > effects in your map.
> > >
> > > BUT, if there are 2 monsters on your map - both being the same type of
> > monster (monster_barney for example) will the sounds the monsters use be
> > precached twice?
> > >
> > > Hmm...
> > > --
> > >
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> > >
> >
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> >
>
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