Update readme to add information about precache.
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103
README.md
103
README.md
@@ -43,6 +43,109 @@ You can recompile the source code under g++ 4.8 and use the newly generated bina
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Alternatively, you can "remove" the outdated library to force HLDS to use the libstdc++ provided by the linux distro, which is generally more up to date. You might need to install GCC/G++ on the operating system if it doesn't work.
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## MonsterMod and ReHLDS
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Usage of ReHLDS is highly recommended, as you can use the command `rescount` which will reveal the current number of precached models and sounds. You can also use `reslist model` and `reslist sound` to see the entire list of precached content.
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Keeping track of the number of precached content will allow you to maximize the number of monsters you can use without risking going over the limits.
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## Using MonsterMod on Counter-Strike
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Counter-Strike is the worst offender when it comes to precached content, it precaches non trivial sounds of all weapons. That means sounds such as "clip-ins", "clip-outs" are added to the list. Since those sounds are handled client-side by the models themselves, theres is no need to be kept precached on the server. Only the weapons fire sounds are needed.
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MonsterMod does not have an integrated "Unprecacher" to remove those sounds, but you can remove them manually with AMX Mod X, using Fakemeta. Register forward **FM_PrecacheSound** and return **FMRES_SUPERCEDE** on the following sounds:
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```
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"weapons/ak47_boltpull.wav"
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"weapons/ak47_clipin.wav"
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"weapons/ak47_clipout.wav"
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"weapons/aug_boltpull.wav"
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"weapons/aug_boltslap.wav"
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"weapons/aug_clipin.wav"
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"weapons/aug_clipout.wav"
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"weapons/aug_forearm.wav"
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"weapons/awp_clipin.wav"
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"weapons/awp_clipout.wav"
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"weapons/awp_deploy.wav"
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"weapons/boltdown.wav"
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"weapons/boltpull1.wav"
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"weapons/boltup.wav"
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"weapons/clipin1.wav"
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"weapons/clipout1.wav"
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"weapons/de_clipin.wav"
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"weapons/de_clipout.wav"
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"weapons/de_deploy.wav"
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"weapons/elite_clipout.wav"
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"weapons/elite_deploy.wav"
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"weapons/elite_leftclipin.wav"
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"weapons/elite_reloadstart.wav"
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"weapons/elite_rightclipin.wav"
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"weapons/elite_sliderelease.wav"
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"weapons/elite_twirl.wav"
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"weapons/famas_boltpull.wav"
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"weapons/famas_boltslap.wav"
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"weapons/famas_clipin.wav"
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"weapons/famas_clipout.wav"
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"weapons/famas_forearm.wav"
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"weapons/fiveseven_clipin.wav"
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"weapons/fiveseven_clipout.wav"
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"weapons/fiveseven_slidepull.wav"
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"weapons/fiveseven_sliderelease.wav"
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"weapons/g3sg1_clipin.wav"
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"weapons/g3sg1_clipout.wav"
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"weapons/g3sg1_slide.wav"
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"weapons/galil_boltpull.wav"
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"weapons/galil_clipin.wav"
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"weapons/galil_clipout.wav"
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"weapons/m4a1_boltpull.wav"
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"weapons/m4a1_clipin.wav"
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"weapons/m4a1_clipout.wav"
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"weapons/m4a1_deploy.wav"
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"weapons/m4a1_silencer_off.wav"
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"weapons/m4a1_silencer_on.wav"
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"weapons/m249_boxin.wav"
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"weapons/m249_boxout.wav"
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"weapons/m249_chain.wav"
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"weapons/m249_coverdown.wav"
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"weapons/m249_coverup.wav"
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"weapons/mac10_boltpull.wav"
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"weapons/mac10_clipin.wav"
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"weapons/mac10_clipout.wav"
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"weapons/mp5_clipin.wav"
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"weapons/mp5_clipout.wav"
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"weapons/mp5_slideback.wav"
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"weapons/p90_boltpull.wav"
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"weapons/p90_clipin.wav"
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"weapons/p90_clipout.wav"
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"weapons/p90_cliprelease.wav"
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"weapons/p228_clipin.wav"
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"weapons/p228_clipout.wav"
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"weapons/p228_slidepull.wav"
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"weapons/p228_sliderelease.wav"
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"weapons/scout_bolt.wav"
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"weapons/scout_clipin.wav"
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"weapons/scout_clipout.wav"
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"weapons/sg550_boltpull.wav"
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"weapons/sg550_clipin.wav"
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"weapons/sg550_clipout.wav"
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"weapons/sg552_boltpull.wav"
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"weapons/sg552_clipin.wav"
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"weapons/sg552_clipout.wav"
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"weapons/slideback1.wav"
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"weapons/sliderelease1.wav"
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"weapons/ump45_boltslap.wav"
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"weapons/ump45_clipin.wav"
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"weapons/ump45_clipout.wav"
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"weapons/usp_clipin.wav"
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"weapons/usp_clipout.wav"
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"weapons/usp_silencer_off.wav"
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"weapons/usp_silencer_on.wav"
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"weapons/usp_slideback.wav"
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"weapons/usp_sliderelease.wav"
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```
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Doing this will free **85** sounds from the precache list that you can now use for additional monsters.
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## Known Bugs
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There are a few bugs that to this day I'm unable to find out why it happens:
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