I fnally had a chance to solve this problem. And the only way I could get
all my effects to properly display was to have the weapon firing code
coexisting on server and client. In fact I also have the weapon pose
parameter adjustment being performed on both the server and client. This
alone
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I seem to have maxed out the modelprecache table, and the only way to fix
the problem is to increase the modelprecache table. Unfortunately for me,
this portion of code is not exposed in the SDK. Any chance we can expose
this in a future version,
I hear you ... I maxed out the entity limit on one map and it was only the
beginning of what I wanted to do there.
Yahn was kind enough to define the limit for the source engine:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11
// # of bits needed to represent max edicts
I'd also like to throw my hat into this ring. The max edicts too.
On 9/6/07, Minh [EMAIL PROTECTED] wrote:
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I seem to have maxed out the modelprecache table, and the only way to fix
the problem is to increase the modelprecache table.
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I'm not getting anything from the HLDS list since 8/29. I am getting mail
from the coders and mappers list to the same address.
I have posted to the HLDS list a few times in the past few days. Not only
I have no idea what any of this stuff means. But more is better so I
will go along with it, for now.
On 9/6/07, Garry Newman [EMAIL PROTECTED] wrote:
I'd also like to throw my hat into this ring. The max edicts too.
On 9/6/07, Minh [EMAIL PROTECTED] wrote:
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I too haven't received anything from there since the 29th.
Strange...
-Original Message-
From: Mike Munoz
Sent: Thursday, September 06, 2007 9:35 AM
Subject: [hlcoders] Is there a problem with the HLDS list?
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The limits in general are seem so stupidly low it makes things frustrating.
The entity/edict limits, the brush count limits for maps, etc. We haven't
run into the entity limits, but I think every single map we've done has been
an exercise of our
On 9/6/07, Jeremy [EMAIL PROTECTED] wrote:
The limits in general are seem so stupidly low it makes things frustrating.
The entity/edict limits, the brush count limits for maps, etc. We haven't
run into the entity limits, but I think every single map we've done has been
an exercise of our
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I doubt simply raising the brush limits and such would have insignificant
performance effect and system requirements of already existing maps and
mods. Maybe a couple megs of ram for the raised static buffer sizes and
maybe larger indices, if
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I think these limits were put in place to accomodate for the machine specs
that were common during 2003. I think the average system these days has
atleast a gig of RAM.
Anyways, I'm hoping these limits can be increased to better reflect the
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look at the system stats thing that gets updated every few months.
that's why valve isn't updating dx7 anymore.
On 9/6/07, Minh [EMAIL PROTECTED] wrote:
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I think these limits were put in
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Valve uses the results from their hardware survey
(http://www.steampowered.com/status/survey.html)
for a lot of their things, eventually their survey is going
to show such low amount of low end users, its pointless
still focusing on them that
I haven't received anything either. I just assumed that nothing was going
on.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Thursday, September 06, 2007 6:52 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a problem
I think it's because that function is in an interface only for the client
DLL. Can you not use IPlayerInfo?
//--
---
// Purpose: Interface exposed from the engine to the client .dll
Our IT department is trying to figure out what is going on with that
list. I'll let you know.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, September 06, 2007 10:15 AM
To: hlcoders@list.valvesoftware.com
Subject: RE:
Nah I was looking for the spray CRC so I could log it in my plugin for a
server admin.
The server does know what this CRC is because the file name in the downloads
is derived from it.
Ahhh well, I'll keep digging. Maybe I can find something. I am too used to
working on my mod and have to shift
I've just noticed something setting up my character models.
It seems that the iris texture which you set-up via the QC is ignored
and the engine renders all the eyes with the default pupil_r and
pupil_l colour.
I've used my MDLTextureInfo too to confirm that it's writing the
correct iris
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