We have reached the precache limit also long time ago.
In the past we were just a server side addon ( with amxx ). We removed 
every unused model/sprite/sound that are precached by the engine through 
some hooks to gain more free space.
you can also use some submodels to bypass the limit.

If you can modify the client.dll I would simply suggest to modify the 
GameStudioModelRenderer and draw your own models their.

Christopher Harris schrieb:
> 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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>>     
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>>     
>
>
>   

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