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Counter-Strike GoldSrc server crashing due 512 limit solded unprecaching sounds


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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-16-2015 , 08:32   Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
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Your title is misleading. Just because you unprecached some sounds doesn't mean you won't hit the limit anymore. You have the limit on models and less used generic resources as well. It also largely depends of the map and your config (amxx, plugins, modules).

If you want to avoid to hit the limit, it's all about configuring intelligently depending a given map.

Unprecaching is fine as long you know what you're doing. It's likely fine for example for any sounds which are played client-side, like most of weapons, but it would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file. If for some reasons you want to block some sounds played server-side, then as it has been said, you should hook EmitSound. Letting spamming the console is silly, especially you will run internal code for nothing.

Anyway I just wanted to nuance you did not really solved something, you just used one of possible way to configure "your" server. Your case is not a generality.
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Last edited by Arkshine; 10-16-2015 at 09:32.
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addons_zz
Veteran Member
Join Date: Aug 2015
Location: Dreams, zz
Old 10-16-2015 , 14:59   Re: [Solved for yes] Counter-Strike GoldSrc 512 limit solved or is there something wr
Reply With Quote #2

Quote:
Originally Posted by Arkshine View Post
Your title is misleading. Just because you unprecached some sounds doesn't mean you won't hit the limit anymore. You have the limit on models and less used generic resources as well. It also largely depends of the map and your config (amxx, plugins, modules).
Sorry, I fixed the title. And if i hit the models limit, I will unprechace the secure models files. And if even that does not fix, I will use the clever maps plugins managing as I said at the post:
Quote:
Originally Posted by addons_zz View Post
This is not the only approach, I can by-map plugins file, to disable almost all amxmodx plugins at problematic maps. This is better then unprecache trivial stuff? I think this is harder as I have to get to figure out all monster maps, as I have lots of them.
Quote:
Originally Posted by Arkshine View Post
Anyway I just wanted to nuance you did not really solved something, you just used one of possible way to configure "your" server. Your case is not a generality.
Sure, my server crashing is solved unprecaching sounds.

Quote:
Originally Posted by Arkshine View Post
If for some reasons you want to block some sounds played server-side, then as it has been said, you should hook EmitSound. Letting spamming the console is silly, especially you will run internal code for nothing.
Sure, thank you.

Quote:
Originally Posted by Arkshine View Post
but it would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file.
I do not take the big picture. I am unprecaching to avoid crash, as you said "Unprecaching is fine as long you know what you're doing. It's likely fine for example for any sounds which are played client-side, like most of weapons." But here you said that "would be probably safer to redirect to PrecacheGeneric in case someone doesn't have the file".

I do not know what does mean redirect to PrecacheGeneric when I am unprecaching "secure" files?

Last edited by addons_zz; 10-16-2015 at 17:12.
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