I thought that the map was kept in memory after in was loaded by design (I don't know for sure though). I remember it being brought up at some stage - someone wanted that behaviour removed so they wouldn't have to restart the game every time they recompiled a map.
I'm not sure about preloading materials but I saw this in the Alien Swarm source: CBaseEntity::PrecacheModel("sprites/gunsmoke.vmt"); So I suppose the PrecacheModel function should work for materials too. On 15 January 2013 01:26, Mart-Jan Reeuwijk <mreeu...@yahoo.com> wrote: > > Prolly some OS caching after access. > > ------------------------------ > *From:* "tja...@comcast.net" <tja...@comcast.net> > > *To:* Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> > > *Sent:* Monday, 14 January 2013, 14:47 > > *Subject:* Re: [hlcoders] Pre-Loading Maps > > That's a shame. I did look through zone cpp/h but it might be over my > head, when it comes to memory allocation. > Also, from what I've heard -heapsize command line doesn't matter anymore > with orange box. So I'm not sure if that file is still relevant. > > Is there any cheap tricks to help performance? I'm bouncing between maps, > and users are getting frustrated with load times. > > I do have a benchmark time that shows how long a map takes to load (grab > curtime from preload and compare with curtime in postload. not sure how > accurate) and I noticed if the map has been loaded before it takes half the > amount of time to load. > So something is staying in the memory. > > ------------------------------ > *From: *"Jonatan Matějka" <jonatan1...@gmail.com> > *To: *"Discussion of Half-Life Programming" < > hlcoders@list.valvesoftware.com> > *Sent: *Monday, January 14, 2013 8:19:43 AM > *Subject: *Re: [hlcoders] Pre-Loading Maps > > Hi, > if there were not significant changes in engine after HL2 alpha leak, > there is no way to load nextmap before mapchange. You can precache it, but > it will be trashed on mapchange anyway. If you own leaked source, take a > look at zone.cpp/h where you can take a look for yourself. > > 2013/1/14 Trevor Janok <tja...@comcast.net> > > 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 > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > _______________________________________________ > 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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