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.****
>  ****
>
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