It's a Networked String Table limit that is reached when precache limit is
reached. The big problem is there is no checking done to make all inputted
objects into the table to make sure they are all conforming to the same
conventions such as all lowercase with only one character for the path
separator. Because of this if you have some cases of using / in one place
and \ in another place or you don't always have lowercase names you can
cause duplicate entries to be created. Furthermore there are some odd
situations I found where even enforcing this that sometimes it would still
add duplicates to the table. The only thing that worked in this case was to
check IsModelPrecached() and if so return; engine->PrecacheModel() would
still seem to in some cases place it in the table even when it was already
in.

Chris

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Saul Rennison
Sent: Monday, January 05, 2009 4:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Precache limit

I'm sure you could scan the engine.dll file and find some sort of offset
like "GetPrecacheLimit()".

2009/1/5 Nick <[email protected]>

> I think valve only releases the goldsrc code if you pay them. Valve's
> history isn't very open source friendly.
>
> About the limit, the only time I've ever hit the limit was due to
> programmer error. If you hit the limit only using entities, I think
> you are mapping wrong.
>
> On Mon, Jan 5, 2009 at 9:49 AM, Andrew Lucas <[email protected]>
> wrote:
> >
> > Aw, bummer.
> >
> > Well, looks like I'll have to use some special techniques to get this
> working.
> >
> > I'd like to ask though, is Valve planning to ever release the source
code
> to
> > GoldSrc?
> >
> > I know this has been asked a lot of times, but I have never seen a clear
> answer.
> >
> > Thanks.
> > Andrew.
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>


-- 
Thanks,
- Saul.
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