--
[ Picked text/plain from multipart/alternative ]
Well I tested your concommands and its amazing actually to see so many
unused strings being added to the table. In a map with no scenes actually
being used its:

14: Scenes
    strings: 1952
    strdata: 75791
    databts: 0

Valves command shows tones of unused scenes like fisherman scenes from lost
coast. I see what needs to be done now.
Thanks again for the help. :)


On Jan 29, 2008 3:34 PM, Hyperjag 3 <[EMAIL PROTECTED]> wrote:

>
> We do mount a lot of other games' gcfs in our mod as you do in GMod, so it
> sounds like that's what is causing it.  Thanks for your help, hopefully we
> can get it fixed up!
>
> Jory
>
> > From: [EMAIL PROTECTED]
> > To: [email protected]
> > Subject: Re: [hlcoders] Host_Error: Overflow error writing string table
> baseline Scenes
> > Date: Tue, 29 Jan 2008 23:04:58 +0000
> >
> > 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  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  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  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
> >>>> --
> >>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>
> >>> _______________________________________________
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> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >>
> >> --
> >> ~skidz
> >>
> >> --
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > _______________________________________________
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> please visit:
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> >
>
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--
~Ryan
--

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