If this is a single player only game not designed/expected to be played over any network you could always cheat and just share a pointer (even network the pointer if that makes it easier).
> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Michael Kramer > Sent: Thursday, November 01, 2007 7:44 PM > To: [email protected] > Subject: Re: [hlcoders] Engine Error: > SendTable_BuildHierarchy: overflowed prop buffer > > It is 1 player. Not 32. Singleplayer only. But I understand > what you mean. > > > > > On Nov 1, 2007, at 7:32 PM, "Jorge Rodriguez" > <[EMAIL PROTECTED]> wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] No. > > > > 32 players * 256 quests * 256 objectives = 2097152 entries, and the > > prop buffer is probably something like 1024. You probably > don't want > > all of that data in DT's because each field needs to be initialized > > and baselined and all that jazz, and that would take > forever and kill > > your load time and network performance. > > > > One thing I would suggest is to use the gamerules system to > do this, > > which is the job that it is supposed to perform anyways, > and the other > > thing is to use messages to do some things instead of DT's, as it > > allows you to optimize what goes over the wire. > > > > -- > > Jorge "Vino" Rodriguez > > -- > > > > _______________________________________________ > > 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

