Made my day. 

> Date: Mon, 1 Oct 2012 16:29:22 -0400
> From: [email protected]
> To: [email protected]
> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from TF2 
> ParticleEffectNames stringtable?
> 
> At the current moment, they can't add new unusual hat effects as it'd 
> overflow the stringtable we were talking about.  So... it has a direct 
> impact on potential future key sales. :P
> 
> On 10/1/2012 4:25 PM, Eli Witt wrote:
> > Are you kidding? Then they wouldn't be able to add more hats.
> >
> > On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen <[email protected]> wrote:
> >
> >> Valve seriously needs to remove the unneeded particle effects and all that
> >> shizzle, too bad we have to use 3rd party fixes for fixing this.
> >> Also, thanks!
> >>
> >>> Date: Mon, 1 Oct 2012 15:52:28 -0400
> >>> From: [email protected]
> >>> To: [email protected]
> >>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
> >> TF2 ParticleEffectNames stringtable?
> >>> I attached the new version to this post:
> >>> https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's
> >>> compiled from this Source:
> >>> https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
> >>> modified Makefile from the SourceMod sample_ext extension.
> >>>
> >>> My addon-less system has 1006 particle effect names loaded.  On my Freak
> >>> Fortress 2 server with this loaded, it has 970 particle effect names
> >> loaded.
> >>> Still not ideal, but there aren't that many MvM particles in the
> >>> stringtables dump, so a large gain wasn't expected.
> >>>
> >>> On 10/1/2012 3:33 PM, Michael Johansen wrote:
> >>>> Oh nice, could you reply back on the mailinglist when you've done it?
> >>>>
> >>>>
> >>>>> Date: Mon, 1 Oct 2012 15:32:02 -0400
> >>>>> From: [email protected]
> >>>>> To: [email protected]; [email protected]
> >>>>> Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
> >> from TF2 ParticleEffectNames stringtable?
> >>>>> *sigh* I just checked the extension version in the console, and it's
> >>>>> reporting the old NoMvM version, despite being from nomvm2_binary.zip.
> >>>>> I assume that a new Linux version was never compiled.
> >>>>>
> >>>>> Fine, I'll compile it myself and post it to the SourceMod thread; I
> >> also
> >>>>> pointed out that it's the wrong version over there.
> >>>>>
> >>>>> On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
> >>>>>> Hi Ross,
> >>>>>>
> >>>>>> Check out https://forums.alliedmods.net/showthread.php?t=193515
> >>>>>>
> >>>>>> Thanks,
> >>>>>> Kyle.
> >>>>>>
> >>>>>> On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose <[email protected]
> >>>>>> <mailto:[email protected]>> wrote:
> >>>>>>
> >>>>>>       On my stock TF2 server with addons directory, dumpstringtables
> >>>>>>       says this:
> >>>>>>
> >>>>>>       Table ParticleEffectNames
> >>>>>>         1006/1024 items
> >>>>>>
> >>>>>>       Meaning that maps and addons have a grand total of 18 particle
> >>>>>>       effects they can use.
> >>>>>>
> >>>>>>       It's not uncommon to see errors when loading custom maps because
> >>>>>>       they use more than 18 particle effects.  Additionally, on maps
> >>>>>>       that use more than 18 effects, clients tend to crash immediately
> >>>>>>       after the map change, even on maps that previously worked fine
> >>>>>>       (such as pl_cashworks).  Can this please be fixed, perhaps by
> >>>>>>       removing the MvM particle names on non-MvM maps like we did with
> >>>>>>       sounds?
> >>>>>>
> >>>>>>       I'm also confused from this same log.  In my log, at the top, I
> >>>>>>       see this:
> >>>>>>       soundprecache: 7872/8192 (96% full)
> >>>>>>
> >>>>>>       Then later down, I see this:
> >>>>>>       Table soundprecache
> >>>>>>         4064/8192 items
> >>>>>>
> >>>>>>       One of these numbers has to be wrong.  Are the MvM sounds being
> >>>>>>       removed from the precache post-server start?  If so, is it
> >>>>>>       possible to use an SDK call to remove sounds from the precache?
> >>   I
> >>>>>>       can think of at lease one SourceMod plugin that could
> >> desperately
> >>>>>>       use this functionality.
> >>>>>>
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> >>>>>>
> >>>>>>
> >>>>>>
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