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Precache 512 Smart Solutions (?)


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MeliMeli
Senior Member
Join Date: Apr 2022
Location: Brazil
Old 05-16-2022 , 21:29   Re: Precache 512 Smart Solutions (?)
Reply With Quote #21

Quote:
Originally Posted by Celena Luna View Post
There is no template. It as simple as it is.
"If sound used emitsound, you must use precache_sound. If it used mp3 or spk, you can use precache_generic"

If about the model, I haven't experenemt with it yet but it should be as simple.
This I know, but is it possible to convert an emit_sound to client_cmd without causing problems in the plugin?

I know servers that are full of models, sprites... and I wonder how they managed to abuse so much precache_generic

Last edited by MeliMeli; 05-16-2022 at 21:30.
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AdrenalinesWrath
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Join Date: Aug 2017
Old 05-16-2022 , 22:48   Re: Precache 512 Smart Solutions (?)
Reply With Quote #22

best ways I found so far:

-creating submodels for anything as much as possible (pickups,hats,player models,v_models,p_models...etc)
-blocked unnecessary half life precaches
-using generic for mp3 and wav files(ONLY ones that plays on client side, not emit sound)
-modifying models and plugins to use default hl models/sounds/sprites...Etc
-evoiding huge maps or ones with a lot of resources

there is no other working around other than this.

sincerly, someone managing a zombie server since 2012.

edit:
Quote:
Originally Posted by OciXCrom View Post
With player models it's very possible.
not a good idea, precaching models using generic will crash the server if you attempt to retrieve their model for other purposes.
its only good if you're sure you wont use a plugin to get their model information.
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Last edited by AdrenalinesWrath; 05-16-2022 at 22:50.
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MeliMeli
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Join Date: Apr 2022
Location: Brazil
Old 05-17-2022 , 14:56   Re: Precache 512 Smart Solutions (?)
Reply With Quote #23

I was told once to configure sound files per map, there are maps that don't use a specific sound. Is there any plugin to disable sound by map?
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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 05-17-2022 , 17:02   Re: Precache 512 Smart Solutions (?)
Reply With Quote #24

Quote:
but is it possible to convert an emit_sound to client_cmd without causing problems in the plugin?
emit_sound() emits a sound from a specific entity/location to nearby players.
client_cmd() plays a sound directly to player(s) (cannot set origin).

So it basically depends what the sound is supposed to do. Of course you wouldn't want the sound coming from your knife to be played without a origin, not being able to determine where it's coming from.

Quote:
not a good idea, precaching models using generic will crash the server if you attempt to retrieve their model for other purposes.
That is an extremely rare scenario for very specific plugins that can easily be avoided. I personally have never stumbled upon the need to use player models for anything else, thus never needed to use precache_model() for them.
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Last edited by OciXCrom; 05-17-2022 at 17:02.
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MeliMeli
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Join Date: Apr 2022
Location: Brazil
Old 05-17-2022 , 17:49   Re: Precache 512 Smart Solutions (?)
Reply With Quote #25

I get it, thanks again. Can you tell me if you can disable map-specific sounds? for example, the map will not use these sounds:


player/pl_snow1.wav
player/pl_snow2.wav
player/pl_snow3.wav
player/pl_snow4.wav
player/pl_snow5.wav
player/pl_snow6.wav

disable them on a specific map to save precache, any plugin for this?
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