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
> > --
> >
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