You should be ok. I don't ship any edited engine binaries with GMod,
so I'm really in the same boat as normal modders.

Are you adding new string tables or something (Maybe adding a lot to
the downloadables table)? Hard to imagine how you're overflowing
unless you're doing some out of the ordinary stuff..

garry

On Jan 29, 2008 7:32 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> 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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> >
> >
>
>
> --
> ~skidz
>
> --
>
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