callstack.png is only 2kb, utlmemoryassert.png is only 5kb, and the
third image is 13kb, all are perfectly fine to read from.
anyways i managed to fix the problem with a bit of sleep and looking
at some of the bits of code i wrote, i forgot to reset the keyvalues
pointer at the end of a for loop
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Its sorta a feature to keep debug code from getting out or perhaps letting
the coder know what dlls they are. Normally noticable with asserts and a
large file size. :p
-allowdebug as mentioned above fixes the issue.
On 8/29/06, Snakez [EMAIL
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havnt seen this, but have noticed the movetype is set to some invalid int
like 567.
On 8/24/06, TheDisturbedOne [EMAIL PROTECTED] wrote:
Uh, it twitches back and fourth while moving extremely slowy in the
direction it's supposed to move.
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Yea its toast, we are working on a way around this. Havnt been making much
progress im afraid.
On 8/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Hey,
It seems that with the new
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Yea really :p
But the problem we noticed was the movetype is set to an invalid type,
somewhere up in the 500's. There is only like 8 or something :p
Havnt figured that one out, too many other problems to squash atm.
On 8/24/06, TheDisturbedOne
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Im also wondering what this is, IsFrameLocking()... Possible problem with
our models?
On 8/26/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
AssertOnce( pModelCache-IsFrameLocking() );
This assert is always hit, both server-side
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Well, you can always write a custom saverestore-class that saves the data of
the players and entities.
On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Yea its toast, we are working on a
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Yes, the tonemap controller will need to be added to your project file.
On 8/26/06, Sylvain Rochette [EMAIL PROTECTED] wrote:
Well if you do your merge correctly you will see they are new file to add
in
the project (entity), you need to add
I believe he was being ironic.
On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:
On Tuesday 29 August 2006 10:53 pm, [EMAIL PROTECTED] wrote:
Please paste the callstack .png into a Word document, then gzip the .doc,
so it's smaller to download and easier to read.
Not to be a pain, but pasting
On Wednesday 30 August 2006 11:58 am, David Kiger wrote:
I believe he was being ironic.
On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:
On Tuesday 29 August 2006 10:53 pm, [EMAIL PROTECTED] wrote:
Please paste the callstack .png into a Word document, then gzip the
.doc, so it's smaller
Everyone knows the internet is the best place for sarcasm!
On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:
On Wednesday 30 August 2006 11:58 am, David Kiger wrote:
I believe he was being ironic.
On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:
On Tuesday 29 August 2006 10:53 pm, [EMAIL
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During recent mod testing my team has come across some issues with sound
script entries using MP3 format sound files.
This problem only occurs on Dedicated Servers which we test on. The crash is
server side.
Example script entry:
song_hl1_20
{
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Yea, thats what we are going to do sooner or later.
On 8/30/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
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Well, you can always write a custom saverestore-class that saves the data
of
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More like a problem with the calls we make to them. It seems to only show
up when initially showing a model...
On 8/30/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
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Im also wondering what this
Since there are no explicit unlock operations on the studio headers we
use a concept we call frame locking where they are guaranteed to
remain in memory (i.e. not get flushed for some other memory allocation
request) as long as the frame is in scope. There's a macro for
generating these lock
Oh a sarcasm detector, that's a REAL useful invention.
(BOOM!)
At 2006/08/30 03:49 PM, Nick wrote:
Everyone knows the internet is the best place for sarcasm!
On 8/30/06, John Sheu [EMAIL PROTECTED] wrote:
On Wednesday 30 August 2006 11:58 am, David Kiger wrote:
I believe he was being ironic.
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