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bypassing the precache 512 limit


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MALON
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Join Date: Jan 2008
Old 09-04-2008 , 17:52   bypassing the precache 512 limit
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I was talking with a friend of mine and he suggested possiblycreating a resource file per map, download all the neccassaries then block the precache event through a forward and insert the models at run-time.

Now, I'm no pro, but this seems workable. I don't really want to embark on this unless I get some other people saying "yeah, that actually sounds reasonable". The downfall is that this seems like it should have already been thought of by others.

I know there is a way to bypass the precache limit because FatalisDK did it for his plugin, I just don't know what he did. At least, his changelog said he bypassed it.

If anyone knows any really awful, dirty way to use models without precaching them, I'd love to know, even though this has probably been looked at a billion times before.


Thanks,
--MALON
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stupok
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Join Date: Feb 2006
Old 09-04-2008 , 20:26   Re: bypassing the precache 512 limit
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http://forums.alliedmods.net/showthread.php?t=54117

This link describes how to allow for more than 512 entities on the map.

If you're looking to change the precache limit, like your title suggests, then the above link is useless. I don't think there's any way to change the precache limit.

Also, as far as I know, there's no dirty method for using models without precaching. Maybe someone with more experience can give you a detailed explanation.

As I stretch my imagination, I think I can see a way to use more than 512 models, even though only 512 have been precached. It's awful. You could, for example, make an "animated" sprite with hundreds of frames that would contain all of the other sprites. That way, you could consolidate all the sprites into one massive sprite and control which frames are displayed with an AMXX plugin. This means that you would precache one very large sprite instead of ~30 (I don't know how many) small independent sprites. I suppose you could use a similar method to embed several different models into one .mdl file. I've never tried such a method and it's just an idea so it could be complete bollocks in practice.
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MALON
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Join Date: Jan 2008
Old 09-04-2008 , 22:24   Re: bypassing the precache 512 limit
Reply With Quote #3

Right, I know how to change the number of entities, but unfortunately it isn't my problem and it doesn't solve my problem.

About the other guy who supposedly bypassed the limit, I got wind that he had to hack the engine to get it changed and didn't use any kind of amxx/metamod plugin method.

So, I'm out of luck unless he wants to talk to me, which is doubtful as he's not the kindliest guys (at least with my experience).

Thanks guys,

MALON
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SchlumPF*
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Join Date: Mar 2007
Old 09-05-2008 , 03:16   Re: bypassing the precache 512 limit
Reply With Quote #4

stupok the link you posted tells how to break the 1385-entity limit... the limit malon is talking about is just about sprites and models.
anyway i know xj recieved a standalone of fatalis bypass but no sourcecode ^^
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Prajch
Senior Member
Join Date: Dec 2007
Location: anger++
Old 09-06-2008 , 03:28   Re: bypassing the precache 512 limit
Reply With Quote #5

Quote:
Originally Posted by stupok69 View Post
As I stretch my imagination, I think I can see a way to use more than 512 models, even though only 512 have been precached. It's awful. You could, for example, make an "animated" sprite with hundreds of frames that would contain all of the other sprites. That way, you could consolidate all the sprites into one massive sprite and control which frames are displayed with an AMXX plugin. This means that you would precache one very large sprite instead of ~30 (I don't know how many) small independent sprites. I suppose you could use a similar method to embed several different models into one .mdl file. I've never tried such a method and it's just an idea so it could be complete bollocks in practice.
That's actually a pretty interesting idea that I might try...

Does anyone know where the 512 limit is imposed? Is it hlds.exe? I've tried some disassembly and I can't locate the error string anywhere (failed to precache bla bla bla).
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SchlumPF*
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Join Date: Mar 2007
Old 09-06-2008 , 07:00   Re: bypassing the precache 512 limit
Reply With Quote #6

i had this error a couple of times when i tried to play huge maps with plugins... just try to play surf_temple_of_toon (can be found at fpsbanana). i firstly heard of this error when i saw a thread in some surfing forum about problems between amxx and that map.
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ConnorMcLeod
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Join Date: Jul 2006
Location: France (95)
Old 09-06-2008 , 07:21   Re: bypassing the precache 512 limit
Reply With Quote #7

Plugins can be disabled for specific maps, so files are not precached and you can play the map without disabling plugins on all maps.
Read the doc ;)
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MALON
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Join Date: Jan 2008
Old 09-07-2008 , 20:17   Re: bypassing the precache 512 limit
Reply With Quote #8

Yeah, I know they can be disabled, but it's the AXN module causing it to overflow for some reason. I commented out every plugin in my plugins.ini (even the AMXX ones) and it still crashed with that error. That's why I was wondering. But it doesn't matter, as I've mostly resolved the error anyhow.
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