Sounds good, about the bots.
And as for the memory prob, well. Hope you figure it out lol. Glad you can,
I don't have the first idea of what its doing lol.
Dallas


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Guitar Babe
Sent: Wednesday, 21 June 2006 06:14
To: AGRIP User and Developer discussion list
Subject: RE: [AGRIP-discuss] Mod Pack 3.7 / 3.7.1 error update


   Hi Dallas et al'

   A couple of things; first, I should have been a little 
clearer.  Actually, the game seems to have a finite memory allocation for 
its sounds, which at present, I don't know how to change, or even if it can 
be changed without doing an extensive mod of the game engine itself, which 
I'm not in a position to do right now.  <smile>  From what I can tell, it 
looks like the reason for the errors was that Quake in essence had already 
loaded in the sounds it needed, then loaded in the sounds for the mods, and 
in the process, wrote over earlier precached sound files, so the game could 
no longer find them.  The reason it was happening in single player is that 
there needed to be more sounds loaded in memory for monsters on the maps 
that weren't there for deathmatch.
   I haven't worked in the engine code very much at this point, only having 
browsed it a bit, but I'm thinking this is what has happened and that there 
is probably a way to deal with it, though I don't know at the moment, what 
that is.  <smile>
   Anyway, the practical upshot of all this is that even if I write mods 
only for deathmatch, it's just a matter of time (and a fairly short amount 
of time, I might add) before we run into the same sort of issue, with maps 
not being able to load sounds they need for ambience and such.  So I'd kind 
of like to figure this out as soon as I can.  Now, having said this, this 
doesn't stop mods being written that don't use new sounds.  This seems to 
be just a memory allocation issue.  So on that end, things are cool.
   The second thing I wanted to mention, which segways    really well, 
<smile>  is that I'm working on making the bots a little more intense to 
play against, so hopefully they'll be a little more difficult to 
beat!  <smile>
   Anyway, thanks for the notes and have an awesome day!...

Smiles,

Mod Girl

At 08:4         4 AM 6/20/2006 +1000, you wrote:

>Well, in this area, I am not to worried about not beeing able to play 
>with it offline, I prefer online games anyday. Eheheh. Those stupid 
>bots just aren't much against me anymore Dallas
>
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Guitar 
>Babe
>Sent: Tuesday, 20 June 2006 00:59
>To: AGRIP User and Developer discussion list
>Subject: [AGRIP-discuss] Mod Pack 3.7 / 3.7.1 error update
>
>
>                                   Hi All, well, I'm sorry to say I've 
>found the error.  The reason I'm sorry is that it may mean that any 
>further mods in the mod packs may need to be for deathmatch and not 
>single player as the error is being caused by the game simply having 
>too many sounds to load and not being able to do so.  After commenting 
>out some of the sound precaches I have for current mod sounds, I was 
>able then, to load the maps in question, in single player mode, and 
>have them load just fine.
>    I'm honestly not sure how to deal with this effectively at the 
>moment, save as I've already mentioned, and simply making some current 
>mods in the mod pack available only in dm and having any future mods be 
>for this as well.
>    It seems now, that mod pack 3.6 will work for single player, but as 
>I've only tested these in single player mode, until now, with the first 
>map, the same error or one similar, may occur in later maps as the game 
>needs to load more sounds.  So I'll need to test this further or if 
>anyone else would like to try it and let me know, I'd be very 
>appreciative.  Once Again, I'm very sorry for the inconvenience, and 
>I'll sure let you all know how this goes as I learn more about this 
>limitation in the game.  If anyone finds any documentation on this, I'd 
>be very grateful if you'd send it my way or point me to it, as I've 
>never seen this written about on the web so far.
>
>    To Matthew and Sebby, any help or suggestions either of you might 
>have would also as usual, be greatly appreciated.
>    Thanks so much to Ken for pointing this out, and I'll see what I 
>can do to fix this or work around it as I learn more about it.
>    Thanks a bunch and have a great day!...
>
>Smiles,
>
>Mod Girl
>
>
>--
>No virus found in this outgoing message.
>Checked by AVG Anti-Virus.
>Version: 7.1.394 / Virus Database: 268.9.0/368 - Release Date: 
>6/16/2006
>
>
>_______________________________________________
>AGRIP-discuss mailing list
>[email protected] 
>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>
>
>_______________________________________________
>AGRIP-discuss mailing list
>[email protected] 
>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Anti-Virus.
>Version: 7.1.394 / Virus Database: 268.9.1/369 - Release Date: 
>6/19/2006


-- 
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.1.394 / Virus Database: 268.9.1/369 - Release Date: 6/19/2006


_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss


_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss

Reply via email to