be able to witness this personally within a few days; DoD 2.0
will have 256 sequences.
-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 23, 2002 8:17 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Models and sequences
I believe pev-sequence
PROTECTED]
Subject: RE: [hlcoders] Models and sequences
The only circumstance in which this is handled in 8 bits is network
transmission, which can be changed by modifying delta.lst. That's what
it's there for. Surprise or no surprise, it's not hard coded in the
engine and the engine
was going on. Hence
the old CS hitbox problem.
-Original Message-
From: Ken Birdwell
To: '[EMAIL PROTECTED]'
Sent: 1/23/02 4:26 PM
Subject: RE: [hlcoders] Models and sequences
Leon is mostly correct, though the engine IS limited to only supporting
4,294,967,296 sequences. :P
In any case
I have been informed that is the limit,
although I can see no reason for that belief in the code. A class
would have
-- SNIP --
Umm.. Huh? engine/studio.h says this:
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
It would seem that the limit is 256 rather than 77..
I have been informed that is the limit,
although I can see no reason for that belief in the code. A class
would have
-- SNIP --
Umm.. Huh? engine/studio.h says this:
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
It would seem that the limit is 256 rather than 77..
The only place that MAXSTUDIOSEQUENCES limit is used is in the studiomdl
code ($Src/utils/studiomdl), which can be changed if that's the tool you
use to compile models. There is no limit on the number of sequences the
engine itself is capable of using. DoD 2.0, which will be released
soon, has
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