Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Well I tested your concommands and its amazing actually to see so many
unused strings being added to the table. In a map with no scenes actually
being used its:

14: Scenes
strings: 1952
strdata: 75791
databts: 0

Valves command shows tones of unused scenes like fisherman scenes from lost
coast. I see what needs to be done now.
Thanks again for the help. :)


On Jan 29, 2008 3:34 PM, Hyperjag 3 <[EMAIL PROTECTED]> wrote:

>
> We do mount a lot of other games' gcfs in our mod as you do in GMod, so it
> sounds like that's what is causing it.  Thanks for your help, hopefully we
> can get it fixed up!
>
> Jory
>
> > From: [EMAIL PROTECTED]
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Host_Error: Overflow error writing string table
> baseline Scenes
> > Date: Tue, 29 Jan 2008 23:04:58 +
> >
> > You should be ok. I don't ship any edited engine binaries with GMod,
> > so I'm really in the same boat as normal modders.
> >
> > Are you adding new string tables or something (Maybe adding a lot to
> > the downloadables table)? Hard to imagine how you're overflowing
> > unless you're doing some out of the ordinary stuff..
> >
> > garry
> >
> > On Jan 29, 2008 7:32 PM, Ryan Sheffer  wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Thanks for the advice, looks like we have some work to do. :)
> >> I would say the question now is, will we end up running into any
> problems
> >> not having engine access?
> >>
> >> Thanks again
> >>
> >> Ryan
> >>
> >>
> >> On Jan 29, 2008 6:23 AM, Garry Newman  wrote:
> >>
> >>> The problem is there's too much info in the string tables. You can see
> >>> the contents of the string tables using dumstringtables - but I've
> >>> found that to be unreliable, so here's a couple of commands I made:
> >>>
> >>> http://pastebin.ca/878546
> >>>
> >>> Basically you want to keep the total string table size quite a bit
> >>> under 96000 bytes.
> >>>
> >>> There's a bunch of ways I've tried to do this:
> >>>
> >>> Sounds aren't precached anymore, so they don't get added to the string
> >>> table until they're actually used.
> >>>
> >>> Same with particles.
> >>>
> >>> Same with scenes.
> >>>
> >>> The models seem to take an entry even if they don't exist now. And it
> >>> doesn't correct backslashes in the model name etc (so models/error.mdl
> >>> and models\error.mdl are stored as seperate entries, doubling the
> >>> space it uses). So I hacked a function to try to correct this in
> >>> CBaseEntity:PrecacheModel().
> >>>
> >>> That's all I can remember. I don't think most of these things would be
> >>> an issue unless you were like GMod and mounting a bunch of other
> >>> content (like sounds from cs, dod, tf2, ep2, portal etc).. but
> >>> something must be going wrong for you to be overflowing.
> >>>
> >>> Hope that helps
> >>>
> >>> garry
> >>>
> >>> On Jan 29, 2008 6:59 AM, Ryan Sheffer  wrote:
> >>>> --
> >>>> [ Picked text/plain from multipart/alternative ]
> >>>> Hey
> >>>>
> >>>> I hope everyone is having fun with the new sdk, it's been ok to us so
> >>> far
> >>>> but there is a massive issue we are experiencing with the new engine.
> >>> This
> >>>> problem existed before, but now it's out of control.
> >>>>
> >>>> The dreaded!
> >>>> BING*
> >>>> Host_Error: Overflow error writing string table baseline Scenes
> >>>>
> >>>> I was attempting to make the various Breencast and Kleiner monitor
> >>> scenes
> >>>> work again, as I had fixed it in the previous codebase. When I tried
> to
> >>> do
> >>>> my fix again in the new engine, I receive that error upon every
> server
> >>>> join. The exact code I changed was in sceneentity.cpp, in the
> >>>> DispatchStartSpeak function. I made the
> >>>>
> >>>> CPASAttenuationFilter filter( actor );
> >>>>
> >>>> into
> >>>>
&g

RE: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Hyperjag 3

We do mount a lot of other games' gcfs in our mod as you do in GMod, so it 
sounds like that's what is causing it.  Thanks for your help, hopefully we can 
get it fixed up!

Jory

> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Host_Error: Overflow error writing string table 
> baseline Scenes
> Date: Tue, 29 Jan 2008 23:04:58 +
>
> You should be ok. I don't ship any edited engine binaries with GMod,
> so I'm really in the same boat as normal modders.
>
> Are you adding new string tables or something (Maybe adding a lot to
> the downloadables table)? Hard to imagine how you're overflowing
> unless you're doing some out of the ordinary stuff..
>
> garry
>
> On Jan 29, 2008 7:32 PM, Ryan Sheffer  wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Thanks for the advice, looks like we have some work to do. :)
>> I would say the question now is, will we end up running into any problems
>> not having engine access?
>>
>> Thanks again
>>
>> Ryan
>>
>>
>> On Jan 29, 2008 6:23 AM, Garry Newman  wrote:
>>
>>> The problem is there's too much info in the string tables. You can see
>>> the contents of the string tables using dumstringtables - but I've
>>> found that to be unreliable, so here's a couple of commands I made:
>>>
>>> http://pastebin.ca/878546
>>>
>>> Basically you want to keep the total string table size quite a bit
>>> under 96000 bytes.
>>>
>>> There's a bunch of ways I've tried to do this:
>>>
>>> Sounds aren't precached anymore, so they don't get added to the string
>>> table until they're actually used.
>>>
>>> Same with particles.
>>>
>>> Same with scenes.
>>>
>>> The models seem to take an entry even if they don't exist now. And it
>>> doesn't correct backslashes in the model name etc (so models/error.mdl
>>> and models\error.mdl are stored as seperate entries, doubling the
>>> space it uses). So I hacked a function to try to correct this in
>>> CBaseEntity:PrecacheModel().
>>>
>>> That's all I can remember. I don't think most of these things would be
>>> an issue unless you were like GMod and mounting a bunch of other
>>> content (like sounds from cs, dod, tf2, ep2, portal etc).. but
>>> something must be going wrong for you to be overflowing.
>>>
>>> Hope that helps
>>>
>>> garry
>>>
>>> On Jan 29, 2008 6:59 AM, Ryan Sheffer  wrote:
>>>> --
>>>> [ Picked text/plain from multipart/alternative ]
>>>> Hey
>>>>
>>>> I hope everyone is having fun with the new sdk, it's been ok to us so
>>> far
>>>> but there is a massive issue we are experiencing with the new engine.
>>> This
>>>> problem existed before, but now it's out of control.
>>>>
>>>> The dreaded!
>>>> BING*
>>>> Host_Error: Overflow error writing string table baseline Scenes
>>>>
>>>> I was attempting to make the various Breencast and Kleiner monitor
>>> scenes
>>>> work again, as I had fixed it in the previous codebase. When I tried to
>>> do
>>>> my fix again in the new engine, I receive that error upon every server
>>>> join. The exact code I changed was in sceneentity.cpp, in the
>>>> DispatchStartSpeak function. I made the
>>>>
>>>> CPASAttenuationFilter filter( actor );
>>>>
>>>> into
>>>>
>>>> CBroadcastRecipientFilter filter( actor );
>>>>
>>>> I realize that's not the most efficient way to do it, but we want users
>>> to
>>>> be able to play the Half-Life series' maps in our mod and scenes are
>>> pretty
>>>> important. I thought that this might just be too many scenes to send
>>> across
>>>> the wire in some cases though, so I made a more specific fix by checking
>>> for
>>>> microphones in the world and basing the attenuation checks off of them.
>>>> However, having the CPASAttenuationFilter call AddAllPlayers (skipping
>>> the
>>>> engine call to Message_DetermineMulticastRecipients), I receive the same
>>>> error. It seems like it's not only caused by sounds in scenes, but
>>> sounds
>>>> i

Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Garry Newman
You should be ok. I don't ship any edited engine binaries with GMod,
so I'm really in the same boat as normal modders.

Are you adding new string tables or something (Maybe adding a lot to
the downloadables table)? Hard to imagine how you're overflowing
unless you're doing some out of the ordinary stuff..

garry

On Jan 29, 2008 7:32 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks for the advice, looks like we have some work to do. :)
> I would say the question now is, will we end up running into any problems
> not having engine access?
>
> Thanks again
>
> Ryan
>
>
> On Jan 29, 2008 6:23 AM, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> > The problem is there's too much info in the string tables. You can see
> > the contents of the string tables using dumstringtables - but I've
> > found that to be unreliable, so here's a couple of commands I made:
> >
> > http://pastebin.ca/878546
> >
> > Basically you want to keep the total string table size quite a bit
> > under 96000 bytes.
> >
> > There's a bunch of ways I've tried to do this:
> >
> > Sounds aren't precached anymore, so they don't get added to the string
> > table until they're actually used.
> >
> > Same with particles.
> >
> > Same with scenes.
> >
> > The models seem to take an entry even if they don't exist now. And it
> > doesn't correct backslashes in the model name etc (so models/error.mdl
> > and models\error.mdl are stored as seperate entries, doubling the
> > space it uses). So I hacked a function to try to correct this in
> > CBaseEntity:PrecacheModel().
> >
> > That's all I can remember. I don't think most of these things would be
> > an issue unless you were like GMod and mounting a bunch of other
> > content (like sounds from cs, dod, tf2, ep2, portal etc).. but
> > something must be going wrong for you to be overflowing.
> >
> > Hope that helps
> >
> > garry
> >
> > On Jan 29, 2008 6:59 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hey
> > >
> > > I hope everyone is having fun with the new sdk, it's been ok to us so
> > far
> > > but there is a massive issue we are experiencing with the new engine.
> >  This
> > > problem existed before, but now it's out of control.
> > >
> > > The dreaded!
> > > BING*
> > > Host_Error: Overflow error writing string table baseline Scenes
> > >
> > > I was attempting to make the various Breencast and Kleiner monitor
> > scenes
> > > work again, as I had fixed it in the previous codebase.  When I tried to
> > do
> > > my fix again in the new engine, I receive that error upon every server
> > > join.  The exact code I changed was in sceneentity.cpp, in the
> > > DispatchStartSpeak function.  I made the
> > >
> > > CPASAttenuationFilter filter( actor );
> > >
> > > into
> > >
> > > CBroadcastRecipientFilter filter( actor );
> > >
> > > I realize that's not the most efficient way to do it, but we want users
> > to
> > > be able to play the Half-Life series' maps in our mod and scenes are
> > pretty
> > > important.  I thought that this might just be too many scenes to send
> > across
> > > the wire in some cases though, so I made a more specific fix by checking
> > for
> > > microphones in the world and basing the attenuation checks off of them.
> > > However, having the CPASAttenuationFilter call AddAllPlayers (skipping
> > the
> > > engine call to Message_DetermineMulticastRecipients), I receive the same
> > > error.  It seems like it's not only caused by sounds in scenes, but
> > sounds
> > > in general.  I've run out of ideas as I can't really tell what's going
> > on
> > > here, it's all locked away in the engine.  I would hate to have to leave
> > the
> > > monitor scenes broken in my mod, it just wouldn't be the same in those
> > maps
> > > anymore. And unfortunately, we get this error outside of those maps from
> > > time to time as well.
> > >
> > > I recently noticed that Garry Newman had corrected an issue like this,
> > and I
> > > hope it is possible for us to correct this without engine access.
> > >
> > > Thanks for any help :)
> > > --
> > > Ryan
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~skidz
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Thanks for the advice, looks like we have some work to do. :)
I would say the question now is, will we end up running into any problems
not having engine access?

Thanks again

Ryan

On Jan 29, 2008 6:23 AM, Garry Newman <[EMAIL PROTECTED]> wrote:

> The problem is there's too much info in the string tables. You can see
> the contents of the string tables using dumstringtables - but I've
> found that to be unreliable, so here's a couple of commands I made:
>
> http://pastebin.ca/878546
>
> Basically you want to keep the total string table size quite a bit
> under 96000 bytes.
>
> There's a bunch of ways I've tried to do this:
>
> Sounds aren't precached anymore, so they don't get added to the string
> table until they're actually used.
>
> Same with particles.
>
> Same with scenes.
>
> The models seem to take an entry even if they don't exist now. And it
> doesn't correct backslashes in the model name etc (so models/error.mdl
> and models\error.mdl are stored as seperate entries, doubling the
> space it uses). So I hacked a function to try to correct this in
> CBaseEntity:PrecacheModel().
>
> That's all I can remember. I don't think most of these things would be
> an issue unless you were like GMod and mounting a bunch of other
> content (like sounds from cs, dod, tf2, ep2, portal etc).. but
> something must be going wrong for you to be overflowing.
>
> Hope that helps
>
> garry
>
> On Jan 29, 2008 6:59 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey
> >
> > I hope everyone is having fun with the new sdk, it's been ok to us so
> far
> > but there is a massive issue we are experiencing with the new engine.
>  This
> > problem existed before, but now it's out of control.
> >
> > The dreaded!
> > BING*
> > Host_Error: Overflow error writing string table baseline Scenes
> >
> > I was attempting to make the various Breencast and Kleiner monitor
> scenes
> > work again, as I had fixed it in the previous codebase.  When I tried to
> do
> > my fix again in the new engine, I receive that error upon every server
> > join.  The exact code I changed was in sceneentity.cpp, in the
> > DispatchStartSpeak function.  I made the
> >
> > CPASAttenuationFilter filter( actor );
> >
> > into
> >
> > CBroadcastRecipientFilter filter( actor );
> >
> > I realize that's not the most efficient way to do it, but we want users
> to
> > be able to play the Half-Life series' maps in our mod and scenes are
> pretty
> > important.  I thought that this might just be too many scenes to send
> across
> > the wire in some cases though, so I made a more specific fix by checking
> for
> > microphones in the world and basing the attenuation checks off of them.
> > However, having the CPASAttenuationFilter call AddAllPlayers (skipping
> the
> > engine call to Message_DetermineMulticastRecipients), I receive the same
> > error.  It seems like it's not only caused by sounds in scenes, but
> sounds
> > in general.  I've run out of ideas as I can't really tell what's going
> on
> > here, it's all locked away in the engine.  I would hate to have to leave
> the
> > monitor scenes broken in my mod, it just wouldn't be the same in those
> maps
> > anymore. And unfortunately, we get this error outside of those maps from
> > time to time as well.
> >
> > I recently noticed that Garry Newman had corrected an issue like this,
> and I
> > hope it is possible for us to correct this without engine access.
> >
> > Thanks for any help :)
> > --
> > Ryan
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
~skidz
--

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Re: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Garry Newman
The problem is there's too much info in the string tables. You can see
the contents of the string tables using dumstringtables - but I've
found that to be unreliable, so here's a couple of commands I made:

http://pastebin.ca/878546

Basically you want to keep the total string table size quite a bit
under 96000 bytes.

There's a bunch of ways I've tried to do this:

Sounds aren't precached anymore, so they don't get added to the string
table until they're actually used.

Same with particles.

Same with scenes.

The models seem to take an entry even if they don't exist now. And it
doesn't correct backslashes in the model name etc (so models/error.mdl
and models\error.mdl are stored as seperate entries, doubling the
space it uses). So I hacked a function to try to correct this in
CBaseEntity:PrecacheModel().

That's all I can remember. I don't think most of these things would be
an issue unless you were like GMod and mounting a bunch of other
content (like sounds from cs, dod, tf2, ep2, portal etc).. but
something must be going wrong for you to be overflowing.

Hope that helps

garry

On Jan 29, 2008 6:59 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Hey
>
> I hope everyone is having fun with the new sdk, it's been ok to us so far
> but there is a massive issue we are experiencing with the new engine.  This
> problem existed before, but now it's out of control.
>
> The dreaded!
> BING*
> Host_Error: Overflow error writing string table baseline Scenes
>
> I was attempting to make the various Breencast and Kleiner monitor scenes
> work again, as I had fixed it in the previous codebase.  When I tried to do
> my fix again in the new engine, I receive that error upon every server
> join.  The exact code I changed was in sceneentity.cpp, in the
> DispatchStartSpeak function.  I made the
>
> CPASAttenuationFilter filter( actor );
>
> into
>
> CBroadcastRecipientFilter filter( actor );
>
> I realize that's not the most efficient way to do it, but we want users to
> be able to play the Half-Life series' maps in our mod and scenes are pretty
> important.  I thought that this might just be too many scenes to send across
> the wire in some cases though, so I made a more specific fix by checking for
> microphones in the world and basing the attenuation checks off of them.
> However, having the CPASAttenuationFilter call AddAllPlayers (skipping the
> engine call to Message_DetermineMulticastRecipients), I receive the same
> error.  It seems like it's not only caused by sounds in scenes, but sounds
> in general.  I've run out of ideas as I can't really tell what's going on
> here, it's all locked away in the engine.  I would hate to have to leave the
> monitor scenes broken in my mod, it just wouldn't be the same in those maps
> anymore. And unfortunately, we get this error outside of those maps from
> time to time as well.
>
> I recently noticed that Garry Newman had corrected an issue like this, and I
> hope it is possible for us to correct this without engine access.
>
> Thanks for any help :)
> --
> Ryan
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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[hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-28 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Hey

I hope everyone is having fun with the new sdk, it's been ok to us so far
but there is a massive issue we are experiencing with the new engine.  This
problem existed before, but now it's out of control.

The dreaded!
BING*
Host_Error: Overflow error writing string table baseline Scenes

I was attempting to make the various Breencast and Kleiner monitor scenes
work again, as I had fixed it in the previous codebase.  When I tried to do
my fix again in the new engine, I receive that error upon every server
join.  The exact code I changed was in sceneentity.cpp, in the
DispatchStartSpeak function.  I made the

CPASAttenuationFilter filter( actor );

into

CBroadcastRecipientFilter filter( actor );

I realize that's not the most efficient way to do it, but we want users to
be able to play the Half-Life series' maps in our mod and scenes are pretty
important.  I thought that this might just be too many scenes to send across
the wire in some cases though, so I made a more specific fix by checking for
microphones in the world and basing the attenuation checks off of them.
However, having the CPASAttenuationFilter call AddAllPlayers (skipping the
engine call to Message_DetermineMulticastRecipients), I receive the same
error.  It seems like it's not only caused by sounds in scenes, but sounds
in general.  I've run out of ideas as I can't really tell what's going on
here, it's all locked away in the engine.  I would hate to have to leave the
monitor scenes broken in my mod, it just wouldn't be the same in those maps
anymore. And unfortunately, we get this error outside of those maps from
time to time as well.

I recently noticed that Garry Newman had corrected an issue like this, and I
hope it is possible for us to correct this without engine access.

Thanks for any help :)
--
Ryan
--

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