Gave it a shot, no luck unfortunately.

It definitely seems like it's somehow tied to the amount of content
loaded, if we only precache half the models then we're fine... until
the rest of them are loaded at a later time and the error pops right
back up. It seems like both Garry's Mod and Obsidian Conflict has ran
into the issue in the past, being fixed by an engine update and
letting the user mount content "statically" respectively but still no
closer to finding out how to avoid running into this issue without
just plain loading less content.

On 23 August 2012 10:30, Adam "amckern" McKern <amck...@yahoo.com> wrote:
> I came across this bug in a lost coast source when working on NightFall many
> years ago, a clean rebuild of the code base seemed to fix things
>
>
> --------
> Owner Nigredo Studios http://www.nigredostudios.com
>
> ________________________________
> From: J. McBroom <jimbo...@gmail.com>
> To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
> Sent: Thursday, 23 August 2012 3:45 PM
> Subject: [hlcoders] Transition table overflow.
>
> We've ran into this issue, currently having it happen in our 2007 based mod.
>
> It seems to be tied to both the map we load and the precaching of the
> large amount of content in our mod (~35 player models, 30+ weapons ).
> It's happening 100% of the time when loading straight to dm_overwatch,
> it doesn't happen when we load up a small testing map that doesn't
> have much content.
>
> As soon as we get in game, there's a large amount of artifacting
> (along with a Transition table overflow. Grab Brian error), things
> rendering in the wrong order etc (http://i45.tinypic.com/255up10.jpg).
>
> We tried delaying the precaching of certain playermodels until we knew
> they were going to be used (which really isn't an ideal situation
> anyway as there's noticeable hitching when the model is loaded) and
> while this lets the map load and function normally, the error happens
> and it returns back to the broken state once we precache more content.
>
> Has anyone ran into this issue or know of any way to fix/avoid it?
>
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