After looking at Dystopia's cache files with the "Game Extractor" tool
from that wiki page, I can't help but wonder why they're so messy
compared to the CS:S/DOD/etc counterparts.

Perhaps creating these caches manually could give better performance?

On 12/4/05, Evan Braa-Heidner <[EMAIL PROTECTED]> wrote:
> the sound cache is for preloading the first second of every sound so that
> they play while loading
>
> http://developer.valvesoftware.com/wiki/Soundcache
>
> it is very buggy and does not always work
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Garry Newman
> Sent: Saturday, December 03, 2005 4:46 AM
> To: [email protected]
> Subject: [hlcoders] Soundcache.. what is it for?
>
>
> To cache sounds presumably.
>
> If I search my entire Steam folder for ".cache" I get an interesting
> insight.
>
>  _sharedprecache.cache:
>
> CSS:        ~6 mb
> HL2MP:    ~19mb
> HL2:         ~19mb
> LC:           ~8mb
> dystopia:   1kb
> gmod:       1kb
> smod:       1kb
>
> I'm assuming that sharedprecache is exactly what it says, a shared precache.
>
> Now if we look at individual maps
>
> Dystopia's map has a 7mb soundcache
> All of GMod's maps have ~18mb soundcaches
> SMod's maps have ~19mb soundcaches
> Non mods have caches generally under 500k
>
> The map's soundcaches appear to be created on the first run of the
> map, then saved on a succesful exit. This can take quite a long time
> the first time that you run the map.
>
> So I added this hack in DLLInit..
>
>
>         if ( filesystem->Size( "maps/soundcache/_sharedprecache.cache", "MOD"
> ) < 1000000 )
>         {
>                 filesystem->RemoveFile( 
> "maps/soundcache/_sharedprecache.cache", "MOD" );
>                 if ( filesystem->FileExists(
> "maps/soundcache/_sharedprecache.cache", "GAME" ) )
>                 {
>                         if ( filesystem->Size( 
> "maps/soundcache/_sharedprecache.cache",
> "GAME" ) > 1000000 )
>                         {
>                                 char To[MAX_PATH];
>                                 Q_snprintf( To, MAX_PATH,
> "%s/maps/soundcache/_sharedprecache.cache", g_GMODFolder );
>                                 Msg( "Copying _sharedprecache.cache..\n" );
>                                 engine->CopyFile( 
> "maps/soundcache/_sharedprecache.cache", To );
>                         }
>                 }
>         }
>
> This copies the _sharedprecache.cache file if it's over a certain size
> and the current file is under a certain size.
>
> When running GMod with this I found that the maps loaded a ton faster
> on their first load. And the cache file generated were averaging under
> 500kb.
>
> So, my question is what are we doing wrong?
>
> Should we be shipping a _sharedprecache file with our mods or are we
> not shipping files to properly generate one?
>
> (Thanks to TomEdwards for the heads up on this)
>
> ~garry
>
> _______________________________________________
> 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
>
>

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to