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Posted: Thu Feb 12, 2009 6:44 am
by another_commander
I'm not even sure it's being worked on right at this moment.

You must rebuild the cache, not the application, in order to make the bug go away for a while. Start up the game with Shift pressed and you should be good for a little bit longer than just a couple of jumps.

Posted: Tue Mar 03, 2009 2:37 am
by Solas
if the problem is with cached meshes ..
either the original/reference meshes are being rescaled,
or new meshes are rescaled, not deleted, and then re-used,
or something else.

I can't see any meshes other than the originals in the cache.
is there an app or program to view/extract cache file contents ?
( on Windows )

OOCache.h line 17 .. " OOCacheManager-manged caches " ..
the cache is being 'manged' ;)

Posted: Tue Mar 03, 2009 8:49 am
by JensAyton
Solas wrote:
I can't see any meshes other than the originals in the cache.
is there an app or program to view/extract cache file contents ?
( on Windows )
Nope. I think the closest you’ll get is to change CACHE_PLIST_FORMAT to NSPropertyListXMLFormat_v1_0 at the top of OOCacheManager.m. (Note: this will increase memory usage.)

Posted: Thu Mar 05, 2009 3:33 am
by Solas
thanks Ahruman .. that's much better /00\

Is it possible to ..
specify a type/class of cache entry for generated wreckage, to allow removing wreckage cache entries when entering a new system ?
or could wreck object entries be removed by name .. splinterX boulderX etc ?

are cache objects permitted that do not yet exist on disk ?