So the last update broke Steel (and a few other maps)

Apr 19, 2009
4,460
1,724
By now some of you have tried to run cp_steel and had this error spat at you in console:

Warning: Table modelprecache is full, can't add models/props_gameplay/door_grate003_top.mdl
Host_Error: CVEngineServer::precacheModel: 'models/props_gameplay/door_grate003_top.mdl' overflow, too many models

Also tr_walkway_rc won't load because of the same issue. Like tr_walkway_rc2 this happend after a big update with a lot of big changes to the engine and the game itself.

Anyone got ideas as to whats going on?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
• TF2 is released with X weapons models
• People make maps with Y unique models
• Valve more than doubles (triples? quadruples?) X by adding a bunch of shitty weapons and stupid hats.
• X+Y is now greater than the engine limit for simultaneously cached models.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Did some stat gathering. Seems to support my assumption.

|.mdl models|BSP models|total models
cp_steel|298|387|685
pl_thundermountain|299|203|502
ctf_2fort|326|146|472
pl_goldrush|257|209|466
tc_hydro|253|200|453
cp_mountainlab|368|78|446
plr_pipeline|188|237|425
cp_well|253|170|423
cp_dustbowl|308|92|400
cp_egypt_final|61|339|400
cp_freight_final1|201|176|377
pl_hoodoo_final|206|164|370
pl_badwater|223|144|367
cp_manor_event|261|91|352
ctf_well|222|116|338
cp_coldfront|165|156|321
ctf_doublecross|265|41|306
pl_upward|246|54|300
cp_granary|207|82|289
cp_badlands|149|138|287
plr_hightower|146|120|266
cp_gorge|207|58|265
cp_gravelpit|167|73|240
cp_junction_final|159|66|225
ctf_sawmill|195|27|222
cp_yukon_final|157|50|207
koth_viaduct|183|22|205
arena_well|145|41|186
koth_sawmill|156|26|182
arena_offblast_final|131|34|165
cp_fastlane|79|84|163
arena_ravine|137|16|153
arena_badlands|119|30|149
koth_harvest_event|107|38|145
arena_sawmill|135|8|143
arena_lumberyard|126|15|141
arena_granary|113|17|130
koth_harvest_final|92|36|128
cp_degrootkeep|96|26|122
ctf_turbine|66|49|115
koth_nucleus|80|34|114
arena_nucleus|74|16|90
arena_watchtower|40|41|81
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
We must add in 213 more hats.

Sure, it will break ThunderMountain and may break badlands granary upward doublecross well coldfront dustbolw egypt freight hoodoo badwater manor pipeline mountainlab hydro and goldrush, but it will fix the biggest problem of them all.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
But people don't use all the new weapons, hats and badges simultaneously...
And when you try to make a server there are none of these at all. So why does it break?
+ 2fort has more models than Hydro? You've got to be joking!
 

tyler

aa
Sep 11, 2013
5,100
4,621
It loads them all anyway. If it didn't precache every hat and weapon your game would lag while they rendered during gameplay.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Of course 2fort has more models than Hydro. 2fort is a pinnacle of TF2's original visual style with highly detailed spytech and facade buildings. Hydro is mostly large open natural space which doesn't get prop'd up as much. Keep in mind though, this is unique models. 10 different model used once each counts as 10. 1 model used ten times counts as 1.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
"Fixed an engine crash caused by too many precached models in some community maps."

heh

Gotta love that wording, huh? The cause isn't too many hats and custom items being added to the game; it's too many props in the maps. Yeah.... Yeah.... Nevermind that if there were many more hats and weapons, it would start to affect official maps too.... it's the maps' fault.
 

tyler

aa
Sep 11, 2013
5,100
4,621
Well, if you load all the weapons and hats first, then the map, then yes the map crashes the engine. Technically. Semantically.