The main problem I have with textures not being written to the cache is choking on first-time textures. EDuke32 is set to preload map textures into memory as the level is loaded the first time, and this in theory would result in the game moving smoothly. The reality is far different. The reason for this is that not everything needed is loaded.
Weapons, blood splashes, corpse textures, bullet marks, explosion marks, projectiles, explosion and shrinker/expander effects, teleporter effects, gore, debris, surveillance camera overlay, bulletcases, elements present only on weapon reload animations, cracked windows, models of all enemies frozen, models of all enemies and hidden text under night vision effect, textures for destroyed items and possibly a lot more, are all NOT loaded when the map loads. The result is that the first time you see something new, it stutters. Everytime you shoot a new enemy or kill it, it stutters. Everytime you change to a new weapon, freeze an enemy for the first time, use a switch, etc etc etc it stutters. And it is very, very disruptive. Gradually this stuff is cached and the game stutters less and less, until you quit. And the next time you launch it, this starts all over again.
Back when the texture cache worked, these things would only stutter once, as they were cached for the first time, and never stutter again. So I'd like to know: do I have any place where I can put a script to be executed at the loading of each level that would also cache all these categories of textures into video memory? Since the cache will not work for quite some time, this is the next best solution I have. And I really wanna play Duke.
