I get the "EmitSound: pitch out of bounds = X" it seems like after getting a
kill sometimes, and it'll be a series of about 100 of them all in a row with
X increasing by 1 each time. It'll literally scroll a full screen in my
console before anything else writes to the log. I haven't paid close enough
attention to determine if its the same range of #'s each time, or which
circumstances exactly trip it.

On Thu, Oct 15, 2009 at 5:50 PM, DontWannaName! <[email protected]>wrote:

> and
>
> EmitSound: pitch out of bounds = 284 (or any random #)
>
> Both have been happening for a long time and I dont know how they affect
> the
> game.
>
> On Thu, Oct 15, 2009 at 3:21 PM, DontWannaName! <[email protected]
> >wrote:
>
> > I am still getting this spammed in my client console:
> >
> >
> > Model '(null)' doesn't have attachment 'trail' to attach particle system
> > 'rockettrail' to.
> >
> >
> > On Thu, Oct 15, 2009 at 1:25 PM, ics <[email protected]> wrote:
> >
> >> 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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> >> archives,
> >> >>>>> please visit:
> >> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >> >>>>>
> >> >>>>>
> >> >>>>>
> >> >>>>>
> >> >>>> _______________________________________________
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> >> archives,
> >> >>>> please visit:
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> >> >>>>
> >> >>>>
> >> >>>>
> >> >>> _______________________________________________
> >> >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> please visit:
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> >> >>>
> >> >>>
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> archives,
> >> please visit:
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> >> >>
> >> >>
> >> >
> >> > _______________________________________________
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> >> please visit:
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> >> >
> >>
> >>
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> >> please visit:
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> >>
> >
> >
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