Re: [hlcoders] CUtlLinkedList overflow
On the Garry's Mod forum, I managed to find a post about this: http://forums.facepunchstudios.com/showthread.php?t=19383. It mentions that basically this is from the physics system coming under too much load. Can anyone at Valve comment on this? Is there anything I can do to minimize this error? It's bizarre because the game world is completely still when the error can occur. No physics collisions should be occurring. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
Thanks for the response, but that doesn't help at all. Do you have experience with this error at all or can you tell me anything about what CUtlLinkedList is? Adam "amckern" Mckern wrote: It sounds like your sending to many commands, or useing to much memory with the same asset Look at your code, and see if you put a function in the wrong spot Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] memoverride.cpp voodoo!
Alfred Reynolds wrote: Your best bet would be to examine the command line used by the .vcproj files (in MSVC++ I suspect) and see what differs. To wit... IgnoreDefaultLibraryNames="LIBCD" -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Alpha testing and the shader state
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm writing a shader where I wish to utilise alpha testing however I want to alter the alpha reference value in the dynamic state block but the alpha test function is in the IShaderShadow interface (i.e. I have to alter the alpha reference value from the shadow state block). Is there any way for me to alter the alpha reference value from the dynamic state block? Also the code in the shadow state block appears to be called only once rather than during every frame, does the state you set in the shadow state block get cached and set every frame by the engine? If there is no way to alter the alpha reference value in the dynamic state block is there a way to force the shadow state block to be called so I can set it there? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders