After looking, you can call "PrecacheModel" with a preload option.

 

         // Add to the server/client lookup/precache table, the specified
string is given a unique index

         // NOTE: The indices for PrecacheModel are 1 based

         //  a 0 returned from those methods indicates the model or sound
was not correctly precached

         // However, generic and decal are 0 based

         // If preload is specified, the file is loaded into the
server/client's cache memory before level startup, otherwise

         //  it'll only load when actually used (which can cause a disk i/o
hitch if it occurs during play of a level).

         virtual int                        PrecacheModel( const char *s,
bool preload = false ) = 0;

         virtual int                        PrecacheSentenceFile( const char
*s, bool preload = false ) = 0;

         virtual int                        PrecacheDecal( const char *name,
bool preload = false ) = 0;

         virtual int                        PrecacheGeneric( const char *s,
bool preload = false ) = 0;

 

I can read the raw BSP and find all the models needed, and start precaching
them before the level transitions. 

I'll have to see if it actually saves time when loading the new level.

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Pizza
Sent: Sunday, January 13, 2013 7:45 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Pre-Loading Maps

 

Interesting.

 

  _____  

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor Janok
Sent: Sunday, January 13, 2013 6:55 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Pre-Loading Maps

 

Hello HLCoders.

 

I have no idea how Source loads/renders the BSP levels. Since I assume most
(if not all)  of this is done in the engine which we don't have access to.

But is there anyway to load a BSP into "memory" so the client can switch
maps faster? 

 

I mean, if you're running on decent hardware Source maps load fast. But it
would be nice to start "preloading" maps when players near completion of the
current level.

The gameplay of my mod would help greatly from this, as maps are broken up
into multiple levels running on a master server. 

 

I guess I can't really assume what it's "preloading" as I'm not sure of what
Source is doing when it's switch to a different map.

 

Anybody have any insight? Thanks.

 

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