I think it'll still trash everything at the end of the current map. On Mon, Jan 14, 2013 at 1:16 AM, Trevor Janok <tja...@comcast.net> wrote: > 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. > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >
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