hmmm a metric f*ckton of pokemon. Sounds like an orgy made in heaven. -- to
the point -- when you program for hardware, like gameboy advance, you have
certain limits, and sometimes they are pretty low. You have to deal with
what you got or find new ways of resource-management in order to work around
those limits.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Daniel Koppes
Sent: Thursday, June 20, 2002 12:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Out of SFX_T - hmm...


... 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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>

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