-- [ Picked text/plain from multipart/alternative ] 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? > >> > >> _______________________________________________ > >> 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 > > _______________________________________________ > 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

