-- [ Picked text/plain from multipart/alternative ] Hey I hope everyone is having fun with the new sdk, it's been ok to us so far but there is a massive issue we are experiencing with the new engine. This problem existed before, but now it's out of control.
The dreaded! BING* Host_Error: Overflow error writing string table baseline Scenes I was attempting to make the various Breencast and Kleiner monitor scenes work again, as I had fixed it in the previous codebase. When I tried to do my fix again in the new engine, I receive that error upon every server join. The exact code I changed was in sceneentity.cpp, in the DispatchStartSpeak function. I made the CPASAttenuationFilter filter( actor ); into CBroadcastRecipientFilter filter( actor ); I realize that's not the most efficient way to do it, but we want users to be able to play the Half-Life series' maps in our mod and scenes are pretty important. I thought that this might just be too many scenes to send across the wire in some cases though, so I made a more specific fix by checking for microphones in the world and basing the attenuation checks off of them. However, having the CPASAttenuationFilter call AddAllPlayers (skipping the engine call to Message_DetermineMulticastRecipients), I receive the same error. It seems like it's not only caused by sounds in scenes, but sounds in general. I've run out of ideas as I can't really tell what's going on here, it's all locked away in the engine. I would hate to have to leave the monitor scenes broken in my mod, it just wouldn't be the same in those maps anymore. And unfortunately, we get this error outside of those maps from time to time as well. I recently noticed that Garry Newman had corrected an issue like this, and I hope it is possible for us to correct this without engine access. Thanks for any help :) -- Ryan -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

