-- [ Picked text/plain from multipart/alternative ] Didn't the muzzle flashes always use attachments?
I'm sure this assert is triggered because the type of muzzle flash isn't in the select-case (the type is 0 I think). I don't know much about models and animation events, but I think this is part of that. The model is kicking off an animation event to do a muzzle flash - but it's wasting everyone's time because it's saying "make a muzzle flash but don't really, cya". I think it used to just show a default muzzle flash - which'd be wrong for the RPG, right? On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I just found another model breakage. The RPG model appears to somehow be > triggering a muzzle flash, which causes the following assert: > > c_te_legacytempents.cpp (1679) : Assertion Failed: 0 > > Recent Valve SDK code changes seem to imply that muzzle flashes have been > reworked using attachments, but the intent is unclear. It seems if anything > to be a bug in the model, not the code. > > Valve? > > At 2006/08/27 11:23 AM, [EMAIL PROTECTED] wrote: > >The client hits "Assert( i >= 0 && i < GetNumSeq() );" in studio.cpp with > the 357 model, i = 4, and numseq = 2. This seems to indicate a bug in the > model itself. Those numbers are apparently originating in > IStudioRender::LoadModel(), which is closed-source and undocumented. I'm > guessing though that one of the SDK tools might be able to help track down > the problem. Any ideas? > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

