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Thanks for the advice, looks like we have some work to do. :)
I would say the question now is, will we end up running into any problems
not having engine access?

Thanks again

Ryan

On Jan 29, 2008 6:23 AM, Garry Newman <[EMAIL PROTECTED]> wrote:

> The problem is there's too much info in the string tables. You can see
> the contents of the string tables using dumstringtables - but I've
> found that to be unreliable, so here's a couple of commands I made:
>
> http://pastebin.ca/878546
>
> Basically you want to keep the total string table size quite a bit
> under 96000 bytes.
>
> There's a bunch of ways I've tried to do this:
>
> Sounds aren't precached anymore, so they don't get added to the string
> table until they're actually used.
>
> Same with particles.
>
> Same with scenes.
>
> The models seem to take an entry even if they don't exist now. And it
> doesn't correct backslashes in the model name etc (so models/error.mdl
> and models\error.mdl are stored as seperate entries, doubling the
> space it uses). So I hacked a function to try to correct this in
> CBaseEntity:PrecacheModel().
>
> That's all I can remember. I don't think most of these things would be
> an issue unless you were like GMod and mounting a bunch of other
> content (like sounds from cs, dod, tf2, ep2, portal etc).. but
> something must be going wrong for you to be overflowing.
>
> Hope that helps
>
> garry
>
> On Jan 29, 2008 6:59 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> > --
> > [ 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
> > --
> >
> > _______________________________________________
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> >
> >
>
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>


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