Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-10 Thread laurie . cheers
I just checked the install EULA: 7. Limited Warranty. SIERRA, ID SOFTWARE AND SIERRAS LICENSORS EXPRESSLY DISCLAIM ANY WARRANTY FOR THE PROGRAM, EDITOR, AND MANUAL(S). THE PROGRAM, EDITOR, AND MANUAL(S) ARE PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING,

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-10 Thread Sniper
10, 2003 6:11 AM Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird I just checked the install EULA: 7. Limited Warranty. SIERRA, ID SOFTWARE AND SIERRAS LICENSORS EXPRESSLY DISCLAIM ANY WARRANTY FOR THE PROGRAM, EDITOR, AND MANUAL(S). THE PROGRAM, EDITOR

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-10 Thread jc
Of Sniper Sent: March 10, 2003 2:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird Well, Half-Life Single Player and Multiplayer / Counter-Strike is obviously within the model count limit. Otherwise, it wouldn't be able to run! So

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread D. Hofer
I've got exactly the same problem. When I comment out some mapoject code so that it loads less models into the memory it works. Probably we reached the HL limit for memory used by models. On Sun, 9 Mar 2003 02:39:35 -0600, Mazor [EMAIL PROTECTED] wrote: This is a multi-part message in MIME

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread botman
What the H-E-double hockey sticks does this mean: Host_Error: PF_precache_model_l: 'models/w_ammobox.mdl' overflow That ONLY happens when the map runs in multiplayer mode. not in single player, JUST multiplayer. And the other maps run fine, WTF?!?!?! The Half-Life engine version of this

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Avatar-X
-- [ Picked text/plain from multipart/alternative ] The HL model limit is 512. This includes any precached models using PRECACHE_MODEL, and it also includes all map-based solid models, like func_walls. So if you have 400 solid ents (the max) in your map, you can only have 112 other precached

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Sniper
:57 AM Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird -- [ Picked text/plain from multipart/alternative ] The HL model limit is 512. This includes any precached models using PRECACHE_MODEL, and it also includes all map-based solid models, like func_walls. So

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Avatar-X
, 2003 11:57 AM Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird -- [ Picked text/plain from multipart/alternative ] The HL model limit is 512. This includes any precached models using PRECACHE_MODEL, and it also includes all map-based solid models, like func_walls

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Chris Foss
[ Picked text/plain from multipart/alternative ] Oh, I'd love to have it increased *ELBOWS VALVE IN THE RIBS* However I asked Eric about it, 2 years ago. He said they couldn't increase it because Half-Life must remain compatible with the specs listed on the original cardboard box. For the

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Daniel Koppes
This was an idea I had a while ago - Valve could up the HL engine to latest tech, bump mapping, pixel shaders, higher poly limits etc, then release the upgrade as a retail product (testing for Steam perhaps?), but have it compatible with current HL (so netcode remains same etc), thus they would

Re: [hlcoders] Yet another svc_bad error message... this one is weird

2003-03-09 Thread Jeff \Codiac\ Fearn
This was an idea I had a while ago - Valve could up the HL engine to latest tech, bump mapping, pixel shaders, higher poly limits etc, then release the upgrade as a retail product (testing for Steam perhaps?), but have it compatible with current HL (so netcode remains same etc), thus they