At the current moment, they can't add new unusual hat effects as it'd overflow the stringtable we were talking about. So... it has a direct impact on potential future key sales. :P

On 10/1/2012 4:25 PM, Eli Witt wrote:
Are you kidding? Then they wouldn't be able to add more hats.

On Mon, Oct 1, 2012 at 3:57 PM, Michael Johansen <michs...@live.no> wrote:

Valve seriously needs to remove the unneeded particle effects and all that
shizzle, too bad we have to use 3rd party fixes for fixing this.
Also, thanks!

Date: Mon, 1 Oct 2012 15:52:28 -0400
From: rbemr...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects from
TF2 ParticleEffectNames stringtable?
I attached the new version to this post:
https://forums.alliedmods.net/showpost.php?p=1810648&postcount=60 It's
compiled from this Source:
https://dl.dropbox.com/u/99606/nomvm/nomvm2_source.zip  using a slightly
modified Makefile from the SourceMod sample_ext extension.

My addon-less system has 1006 particle effect names loaded.  On my Freak
Fortress 2 server with this loaded, it has 970 particle effect names
loaded.
Still not ideal, but there aren't that many MvM particles in the
stringtables dump, so a large gain wasn't expected.

On 10/1/2012 3:33 PM, Michael Johansen wrote:
Oh nice, could you reply back on the mailinglist when you've done it?


Date: Mon, 1 Oct 2012 15:32:02 -0400
From: rbemr...@gmail.com
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Remove unneeded particle effects
from TF2 ParticleEffectNames stringtable?
*sigh* I just checked the extension version in the console, and it's
reporting the old NoMvM version, despite being from nomvm2_binary.zip.
I assume that a new Linux version was never compiled.

Fine, I'll compile it myself and post it to the SourceMod thread; I
also
pointed out that it's the wrong version over there.

On 10/1/2012 3:21 PM, Kyle Sanderson wrote:
Hi Ross,

Check out https://forums.alliedmods.net/showthread.php?t=193515

Thanks,
Kyle.

On Mon, Oct 1, 2012 at 12:08 PM, Ross Bemrose <rbemr...@gmail.com
<mailto:rbemr...@gmail.com>> wrote:

      On my stock TF2 server with addons directory, dumpstringtables
      says this:

      Table ParticleEffectNames
        1006/1024 items

      Meaning that maps and addons have a grand total of 18 particle
      effects they can use.

      It's not uncommon to see errors when loading custom maps because
      they use more than 18 particle effects.  Additionally, on maps
      that use more than 18 effects, clients tend to crash immediately
      after the map change, even on maps that previously worked fine
      (such as pl_cashworks).  Can this please be fixed, perhaps by
      removing the MvM particle names on non-MvM maps like we did with
      sounds?

      I'm also confused from this same log.  In my log, at the top, I
      see this:
      soundprecache: 7872/8192 (96% full)

      Then later down, I see this:
      Table soundprecache
        4064/8192 items

      One of these numbers has to be wrong.  Are the MvM sounds being
      removed from the precache post-server start?  If so, is it
      possible to use an SDK call to remove sounds from the precache?
  I
      can think of at lease one SourceMod plugin that could
desperately
      use this functionality.

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