Re: [hlcoders] too many indices for index buffer...

2008-02-16 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
We aren't using any custom models or such really, its just episode 2 maps.
Since it appeared that instead of crashing out of the game, Valve made it so
no more polies would be created and an error message in the console instead.
But that only works for world geometry. It looks like the particle system
doesn't care if it goes over this limit and just continues to make polies
until the game crashes from overload.
Keep in mind I am mostly guessing, thats the problem with being so closed
off from the engine and getting vague error messages.

On Feb 16, 2008 2:48 PM, Jeffrey botman Broome <[EMAIL PROTECTED]>
wrote:

> Ryan Sheffer wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey hlcoders.
> >
> > Game crashes to a window that says:
> > "too many indices for index buffer... tell a programer to up buffer size
> > *numbers > *numbers"*
>
> There was a long thread about a similar problem just a few weeks ago...
>
>
> http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg22770.html
>
> --
> Jeffrey "botman" Broome
>
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Re: [hlcoders] too many indices for index buffer...

2008-02-16 Thread Jeffrey "botman" Broome

Ryan Sheffer wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey hlcoders.

Game crashes to a window that says:
"too many indices for index buffer... tell a programer to up buffer size
*numbers > *numbers"*


There was a long thread about a similar problem just a few weeks ago...

http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg22770.html

--
Jeffrey "botman" Broome

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[hlcoders] too many indices for index buffer...

2008-02-16 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Hey hlcoders.

Game crashes to a window that says:
"too many indices for index buffer... tell a programer to up buffer size
*numbers > *numbers"*

*Thats the problem we face. Its occurrence is only in that of a dedicated
server, and thus far hasn't shown up in Listen servers. I happens with
particle effects from the new OB SDK code. We aren't sure how to debug this
issue, and we find it odd that it only shows its ugly head on deds.

Thanks for any input.
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Re: [hlcoders] Console -> Server or Client?

2008-02-16 Thread Tom Leighton

No, wait, you cant do that in CSS, only Tf2 + ep2 games.

bl4nkeh wrote:

Or he can try it out on bots.

Mark Chandler wrote:

Its both, server and client.

Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Console -> Server or Client?

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo->SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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Re: [hlcoders] Console -> Server or Client?

2008-02-16 Thread Tom Leighton

Awesome, forgot about that :D

I'll have some more questions about VTables and functions and whatnot,
etc, soon.

Cheers

bl4nkeh wrote:

Or he can try it out on bots.

Mark Chandler wrote:

Its both, server and client.

Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Console -> Server or Client?

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo->SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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Re: [hlcoders] Console -> Server or Client?

2008-02-16 Thread bl4nkeh

Or he can try it out on bots.

Mark Chandler wrote:

Its both, server and client.

Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Console -> Server or Client?

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo->SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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RE: [hlcoders] Console -> Server or Client?

2008-02-16 Thread Mark Chandler
Its both, server and client.

Should use dedicated servers for testing. You can have it on the same
computer as the client you are using.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Sunday, February 17, 2008 1:31 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Console -> Server or Client?

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo->SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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[hlcoders] Console -> Server or Client?

2008-02-16 Thread Tom Leighton

Hey,

I was wondering, in developing a plugin for CS:S, is the console in a
listen server server or client? Can i make it one or the other?

At the moment i am trying to swap teams (using the playerinfo->SwapTeam
function) but its crashing because i believe it is passing 0 (The server
console) as the CommandClient.

Which is it? :P

Cheers

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Re: [hlcoders] Engine update broken mods?

2008-02-16 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Nope.

Ben, I did fire up Ep2 before I tried it, and it still doesn't work. I'll
give it another back tonight after a restart etc, and see how it goes.

On Sat, Feb 16, 2008 at 8:02 AM, Adam amckern McKern <[EMAIL PROTECTED]>
wrote:

> You using steam.inf?
>
> Adam
>
>
> --- Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > OB here as well. But neither AppID 420 or 218 work
> >
> > On Fri, Feb 15, 2008 at 4:33 PM, Ryan Sheffer
> > <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Which SDK? Our Orangebox mod still works.
> > >
> > > On Thu, Feb 14, 2008 at 8:33 PM, Matt Stafford
> > <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > AppFramework : Unable to load module
> > scenefilecache!
> > > > Unable to load interface SceneFileCache002 from
> > scenefilecache
> > > >
> > > > Been experiencing this problem since the update
> > today. I'm guessing the
> > > > change...
> > > > Eliminated unnecessary temporary memory
> > allocation in scenefilecache
> > > > broke this. I didn't see an SDK update either,
> > so can we get a word on
> > > how
> > > > to fix this from either Valve, or someone who
> > knows what they're doing?
> > > :)
> > > >
> > > > Cheers
> > > > Matt
> > > >
> > > > --
> > > > Matt Stafford (Wraiyth)
> > > > http://www.wraiyth.com
> > > > --
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> > >
> > >
> > > --
> > > ~Ryan
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> > >
> >
> >
> > --
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> > http://www.wraiyth.com
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http://www.wraiyth.com
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