Maybe, I always thought python would have been a better choice than lua for scripting.
2009/6/14 Matt Hoffman <[email protected]>: > They are losing business! :p > > Anyways Garry: Probably bring people back to GMod. I'm sure you've got a lot > of people who are sick of the crashes, etc. Fix the crashes, announce it, > get people to come back, hooray! > > On Sun, Jun 14, 2009 at 8:20 AM, Saul Rennison <[email protected]>wrote: > >> I sent an email but got no reply. >> >> -- >> Thanks, >> - Saul >> >> On 14 Jun 2009, at 15:37, Harry Jeffery >> <[email protected]> wrote: >> >> > Talk to valve under nda about getting your own license. I was >> > wondering if they do student discounts. :P >> > >> > 2009/6/14 Saul Rennison <[email protected]>: >> >> Wait. >> >> >> >> You've got a Source Engine license but don't even modify the >> >> engine? Can I >> >> have it? I'm sick of the Source 2003 leak :( >> >> >> >> 2009/6/14 Garry Newman <[email protected]> >> >> >> >>> I wouldn't mind this. But there's a lot of things I wouldn't mind >> >>> increasing, like max edicts, and whatever causes the string table >> >>> baseline >> >>> overflow. >> >>> Maybe I should bite the bullet and try to ship with my own engine >> >>> binaries? >> >>> I really don't want to, especially just to increase these >> >>> variables.. but >> >>> maybe it's the only way. >> >>> >> >>> garry >> >>> >> >>> >> >>> On Sun, Jun 14, 2009 at 9:26 AM, Harry Pidcock <[email protected]> >> >>> wrote: >> >>> >> >>>> At the moment the maximum model precache limit in the engine is >> >>>> 1024, >> >>>> whereas with soundprecache we can load up to 8192. >> >>>> >> >>>> If you try to load more than 1024 models into the >> >>>> engine(throughout the >> >>>> entire game session) the server will crash. >> >>>> >> >>>> Games like Garry's Mod will crash regularly due to it's sandbox >> >>>> nature. >> >>>> 1024 >> >>>> models is hardly enough. >> >>>> >> >>>> I suspect this is due to the server and client having statically >> >>>> sized >> >>>> arrays rather than having dynamically expanding CUtlVectors or >> >>>> something. >> >>>> >> >>>> Please look into this, >> >>>> Haza. >> >>>> >> >>>> >> >>>> _______________________________________________ >> >>>> To unsubscribe, edit your list preferences, or view the list >> >>>> archives, >> >>>> please visit: >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>>> >> >>>> >> >>> _______________________________________________ >> >>> To unsubscribe, edit your list preferences, or view the list >> >>> archives, >> >>> please visit: >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >> >>> >> >> >> >> >> >> -- >> >> Thanks, >> >> - Saul. >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list >> >> archives, please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list >> > archives, please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

