Doesn't fix custom particle issue and i think it does not fix the hud 
error either. For the rest, it works if record demo and stop fails.

-ics

Donnie Newlove kirjoitti:
> There's a workaround for most HUD problems as well, try the
> hud_reloadscheme command.
>
> On Thu, Oct 15, 2009 at 1:02 AM, ics <[email protected]> wrote:
>   
>> Yes, old error. You can fix it by starting a demo record and then
>> stopping it. Another old thing still happening is red having blu hud and
>> vice versa but the most annoying thing is maps that use custom particle
>> effects. After map changes, all fire and smoke turn into squares and
>> there is no other way to fix it than for players to restart the game.
>> There are some pretty nice looking maps that use custom stuff so either
>> Valve could comment or should the map creators do something different so
>> this bug would not occur?
>>
>> -ics
>>
>> Ronny Schedel kirjoitti:
>>     
>>> This is an old error. Could be packet loss (the game does not get the signal
>>> to stop the effects).
>>>
>>>
>>>       
>>>> Just now I was playing KOTH and the after round crit effects (the
>>>> sparkling) got stuck on all through the next round. I have confirmed
>>>> with a friend that this is happening to him on KOTH maps too.
>>>>
>>>> Maybe this is related to Valve fiddling with the crit code?
>>>>
>>>> -TheGeekLord
>>>>
>>>> Donnie Newlove wrote:
>>>>
>>>>         
>>>>> On Wed, Oct 14, 2009 at 10:58 PM, Jason Ruymen <[email protected]>
>>>>> wrote:
>>>>>
>>>>>
>>>>>           
>>>>>> - Fixed a prediction error resulting in mis-predictions of crits
>>>>>>
>>>>>>
>>>>>>             
>>>>> Really now, false crits are finally fixed? Wow.
>>>>>
>>>>> Playing as heavy usually get you more than twice as many false crit
>>>>> streams as real ones, have anyone played for a while and can confirm
>>>>> that they have not gotten any false crits?
>>>>>
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>>>>>
>>>>>
>>>>>           
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