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I think the assert is new, rather than the model.



On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Well my best guess is that the model used to request AE_MUZZLEFLASH and
> now it requests CL_EVENT_MUZZLEFLASH0?  I don't understand why the game
> would be loading different models now though, just because the SDK got
> updated.
>
> Yes the type was 0 because the options is "", which atoi converts to 0.
>
> At 2006/08/27 02:37 PM, Garry Newman wrote:
> >--
> >[ 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.cppwith
> >> 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?
> >>
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> >>
> >>
> >--
> >
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