Author Topic: No cache re-generation for WIP/experimental skins  (Read 343 times)

Offline moot

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No cache re-generation for WIP/experimental skins
« on: February 23, 2008, 06:07:59 AM »
At the moment, any new skin triggers a cache generation at the game startup.  A work-around would be to have a separate directory with only the files required for the skin viewer so that the cache generation doesn't trigger.  
But considering we can have 100 skins or more (e.g. La7_0 thru La7_99), could we possibly have the game ignore skins with a _## suffix higher than (e.g.) 50 or 75 or 80?

Thanks for considering it.
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Offline SD67

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No cache re-generation for WIP/experimental skins
« Reply #1 on: February 23, 2008, 06:54:19 AM »
AFAIK a new skin does not trigger a new cache generation.
A new model could conceivably do it though...
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Offline moot

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No cache re-generation for WIP/experimental skins
« Reply #2 on: February 23, 2008, 07:35:55 AM »
It does... See for yourself:  Try making a new skin using the same directory as the game.
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Offline SD67

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No cache re-generation for WIP/experimental skins
« Reply #3 on: February 23, 2008, 05:57:12 PM »
Ahhh I see what you are getting at now.
My apologies :aok
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Offline Motherland

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No cache re-generation for WIP/experimental skins
« Reply #4 on: February 23, 2008, 07:15:26 PM »
Are you talking about just using skins in the skin viewer? Or when viewing custom skins offline too?