Hmm nope the assert existed at least as far back as 2005-03-22, possibly longer.
My initial thought was that these must be model bugs related to episodic vs non episodic models, but maybe it's just that Valve didn't test with debug mode so they didn't see this. This is maybe slightly off topic, but what is the intended difference between HL2_EPISODIC the define and hl2_episodic the console variable? At 2006/08/27 03:17 PM, Garry Newman wrote: >-- >[ 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

