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Battlefield Modding Tutorials BFMODS • View topic - Smig objects and the PreCache.con

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Jul 10, 2009 8:58 pm 
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Posts: 170
Hmm ok so I went to the smig site to download a bunch of objects. I put them in my map, they work fine, but how do I add these new objects to the PreCache.con of my map so I can play online? Now smig made two maps with these objects but only a couple of them are actually used in the maps PreCache.con, so I was wondering, how do I add objects to the PreCache.con?


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PostPosted: Fri Jul 10, 2009 9:01 pm 
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you cannot do this serverside just so ya know unless they already exist in the game but to add them to the precache uhm 1st why do that? 2nd Ide say all you gotta do is putt it in the like create


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PostPosted: Fri Jul 10, 2009 10:02 pm 
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You have a wrong idea of what precache.con does.

PreCache.con does what it says...the stuff you add in this file will be preloaded during map loading. This increases map load duration (very slightly on modern machines, a bit more on older ones), but prevents small ingame lags/freezes that can occur (on weak machines) when a object appears in sight for the first time and has to be loaded. Precache was implemented in BF42 with a patch as back when BF42 was released many people had sucky computers and Precaching actually helped.

Nowadays you can forget about this file, as 99% of graphic cards (more the whole rig) only yawn when you run BF42...even the cheaper laptops with crappy onboard graphics won't profit much from Precaching (though the game might still have FPS problems...Precaching only really helps when you have low video memory).

If you want to add these objects, you have to make a patchfile or implement them clientside into your map.rfa. Search a bit, I'm sure this has been discussed before. It's not magic. Remember these moddings never can be SSM, only CSM!

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