Precache Limit 512
Hello, I have a doubt that has been bothering me a lot in CS 1.6, which is an error that happens a lot to me. And I believe some of you have seen that. The following appears in the console:
"failed to precache because the item count is over the 512 limit. Reduce the number of brush models and/or regular models in the map to correct this" I would like to ask the more experienced here in the community, the reason why this happens? How to solve this? Does it only happen on dedicated/single player servers or on purchased servers too? Is the max limit 512 valid also for purchased servers? How to avoid this error? I searched a lot for this but never had a simple answer. I asked some questions and wanted to understand if possible, thanks for your attention. |
Re: Precache Limit 512
Search, there is many threads was created for the same request
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Re: Precache Limit 512
Basically, 512 is the hard coded limit. It cannot be changed. Reduce the number of items (e.g. models). Maps can have many models that take up a bunch of this limit leaving fewer to be used by plugins. Find the other threads discussing the various solutions. When this happened to me on a particular map, I simply disabled some plugins that precache models for that specific map.
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Re: Precache Limit 512
I see, I saw it here, I'm even using a precache control, but I get messages from (0) precached on my console, for example the sound when pressing the "E" button that activates parachutes, calls hostages, etc. In the parachute plugin, this sound is not used. But the console says it is precached, will this show up for other players? or prevents a file from being downloaded?
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Re: Precache Limit 512
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Re: Precache Limit 512
Using plugins that redundantly precache files is also a common issue.
Many people and plugin makers still don't know that not all files need to be precached. Player models, client-side sounds, etc, can be precached with precache_generic() that does not count towards the 512 limit. |
Re: Precache Limit 512
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Re: Precache Limit 512
It's a hardcoded limit of the engine (or maybe the dll) itself
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