This will be hotfixed in minutes, fastest turnaround from bug to patch.

On Mon, Oct 1, 2012 at 1:29 PM, Ross Bemrose <[email protected]> wrote:

> 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].**com<[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<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<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].**com<[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<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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