Transition tables aren't related to string tables. They're used to store
the renderer's state (the SHADOW section in shaders).

garry


On Thu, Aug 23, 2012 at 12:08 PM, J. McBroom <jimbo...@gmail.com> wrote:

> Yep, checked it out and everything looks normal, not that close to
> hitting the limit of any of the stringtables and can't see any
> duplicate entries. Thanks though.
>
> On 23 August 2012 11:49, Tobias Kammersgaard
> <tobias.kammersga...@gmail.com> wrote:
> > Did you try these commands to check for duplicates etc. in your string
> > tables?
> >
> > http://pastebin.ca/878546
> >
> > (Thanks to Garry for posting the snipets)
> >
> > - ScarT
> >
> >
> >
> > On 23 August 2012 12:46, J. McBroom <jimbo...@gmail.com> wrote:
> >>
> >> 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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> >> >
> >> >
> >> >
> >> >
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> >> >
> >> >
> >>
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> >>
> >
> >
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