Hey, does anyone know why in a OB SP mod the "cl_new_impact_effects" causes a crash? I find it very odd that for some reason this works in TF2 but not in my mod. I did notice that if I did not precache (in the particle manifest file) the particles it would yell at me (because it was trying to find non-existing systems) but it would not crash. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

