Daniel Hofer wrote:
LOL! Ok, thanks a lot for your help :P As I can see from your comments you
can read a lot out of this backtrace. You must be some kind of
professional debugger ^^ I suggest we create an extra mailinglist for this
issue as I see much discussion potential ^^ (at least if tei joins it)

LOL!

I am newbie, a nooob!! , but thanks :D

I know a bit about something similar the Half-Life code because i waste
my sparce time enhancing the code a quake engine (on Half-Life is based).
Somethimes i end thinking:

Humm... What if I add a separate bbox for world-model collision,
model-model collision and model-traceline collision (perpoly collision)
to enhance physics? and then BAM!...  I read at a hl-dev mail list that
hl already support two bbox, "the clipbox" and other. Dawn!.. I am the
dawn last man on earth to notice this.


Yeah, the modelcount is under control, its between 0 and 10 under the
limit ^^ The bug is not map dependant though, and as written in my
previous mail it seems to be killed. But it's still unclear why it occured.



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Reply via email to