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.
>> >>>>
>> >>>>
>> >>>> _______________________________________________
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>> >>>> 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
>> >>
>> >>
>> >
>> > _______________________________________________
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>> >
>>
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>>
>>
> _______________________________________________
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>
>

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