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[L4D2] Game Files Precacher


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Lux
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Old 03-01-2017 , 00:31   Re: [L4D2] Game Files Precacher
Reply With Quote #11

Quote:
Originally Posted by cravenge View Post
I'm sure this plugin isn't the one causing it. I think it has to do something with your SQLite database extension as it is the faulty module being detected by the system.

Nope not that i get this issue and nothing as solved it so far
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phoenix0001
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Old 03-07-2017 , 12:21   Re: [L4D2] Game Files Precacher
Reply With Quote #12

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Originally Posted by cravenge View Post
I'm sure this plugin isn't the one causing it. I think it has to do something with your SQLite database extension as it is the faulty module being detected by the system.
Yes, the collapse is not caused by this plugin, I would like to ask you to help me see what is the cause of this collapse?
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Dragokas
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Old 10-06-2020 , 14:30   Re: [L4D2] Game Files Precacher
Reply With Quote #13

Hi, cravenge, do you have a time, and are you interested in cooperating to include "late precache" models of a modern Last Stand by merging our plugins?

I have a similar plugin, that includes L4D1, + L4D2 "late precache" models reported from my console.log solely from Last Stand update + iHx save weapon mdls + mdl from today's crash.


1. Also, can somebody explain the mechanic of the game related to PrecacheModel() function "true/false" argument, causing precaching before level init?
PHP Code:
int PrecacheModel(const char[] modelbool preload)

const 
char[] model
Name of the model to precache
.

bool preload
If preload is true the file will be precached before level startup
What if I set false, but the model is compiled on the map?
What is mean "false" at all? - my understanding: actually - do not load model in memory and load it when only required. Will it cause "late precache" problems too?

What is a correct way...
Last Stand introduced expanding client side model table up to 2048,
so, in such case I think we can no longer worry about too many additional precaches in our "Game Files Precacher" fix?
I thought to divide list of precaches depending by map, where they are actually used,
however, it is too much work. And considering 2048 limit, no more sense, I think.

2. Also, is it really required to check IsModelPrecached() before actual PrecacheModel(), like other people do?
I see no sense here. Anyway, no duplication. Some engine's time saving or so? I don't think so.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_Precacher.sp - 618 views - 11.1 KB)
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Last edited by Dragokas; 10-06-2020 at 14:34.
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DeathChaos25
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Old 10-07-2020 , 22:18   Re: [L4D2] Game Files Precacher
Reply With Quote #14

Quote:
Originally Posted by Dragokas View Post
2. Also, is it really required to check IsModelPrecached() before actual PrecacheModel(), like other people do?
I see no sense here. Anyway, no duplication. Some engine's time saving or so? I don't think so.
This is to avoid precaching a model that has already been precached before by another plugin.

A good example of this is survivor models, a lot of plugins like Character Select plugins tend to already come with code to precache survivor models, because for example, L4D1 models are not precached on L4D2 set, so it is VERY common for a lot of plugins to try and precache these models.
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HarryPotter
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Old 10-07-2020 , 23:45   Re: [L4D2] Game Files Precacher
Reply With Quote #15

Quote:
Originally Posted by DeathChaos25 View Post
This is to avoid precaching a model that has already been precached before by another plugin.
Just a Question, what will happen if precache a model that has already been precached by another plugin.
There are lots of plugins which not use IsModelPrecached() in alliedmods.

For example, I have 100 plugins, each plugin precaches the same model "models/infected/witch.mdl".
So there are 100 same "models/infected/witch.mdl" models in server memory?
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Last edited by HarryPotter; 10-07-2020 at 23:49.
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DeathChaos25
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Old 10-07-2020 , 23:50   Re: [L4D2] Game Files Precacher
Reply With Quote #16

Quote:
Originally Posted by HarryPotter View Post
Just a Question, what will happen if precache a model that has already been precached by another plugin.
There are lots of plugins which don't use IsModelPrecached() to check in alliedmods.

For example, I have 100 plugins, each plugin precaches the same model "models/infected/witch.mdl".
So there are 100 same "models/infected/witch.mdl" models in server memory?
I honestly don't know what happens, but it costs nothing to check the precache and prevent the server load of precaching an already precached model.
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Lux
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Old 10-08-2020 , 00:08   Re: [L4D2] Game Files Precacher
Reply With Quote #17

Quote:
Originally Posted by HarryPotter View Post
Just a Question, what will happen if precache a model that has already been precached by another plugin.
There are lots of plugins which not use IsModelPrecached() in alliedmods.

For example, I have 100 plugins, each plugin precaches the same model "models/infected/witch.mdl".
So there are 100 same "models/infected/witch.mdl" models in server memory?
Nothing bad will happen it will just return you the stringtable index in "models", no need to check if it's precached if you just precaching models anyway, I think you will know if you need to check if something is precached or not.
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