I would like to say why, in my opinion it is not such a bad idea as you think.
Of course, it does not mean that I'm trying to persuade you to implement it: it's a free project and nobody owes anyone anything. It just seems to me that we were talking about somewhat different things.
When talking about
Having this as a feature would cause mod authors to go lazy and make the problem a lot worse than what it is now.
I suppose you are talking about mappers, who should put what needs to be precached into mapinfo on a per map basis.
I am talking about general gameplay and graphical enhancement mods, and by "precaching everything" I, of course, mean "on a per map basis", not "precache everything there is". That is why an option to precache everything (meaning "everything on the map that is currently being loaded") would be an improvement over the current situation.
Such mods need all their data available for
any map, so their choice is either a moment of freezing when this data is loaded during gameplay or make a giant list and
always precache
everything. This is more or less what Beautiful Doom does and this, if I understood you correctly is precisely what you don't want: it carries with it the list of everything there is, to precache it all. (I myself also am going to do it for the mod I am working on).
Since the engine reads the map when it's loading that map, it has the information about what textures and other assets are needed for that map. Well, actors could later be replaced dynamically, but generally the engine has most of the information about what the current map has, so it can, if such an option is implemented, precache what is needed for the map without loading the extra stuff, so the proposed option for the game to precache everything that is in the
current map would be an improvement over the current situation because it would make unnecessary for the general gameplay and graphical enhancement mods to carry with them a giant list of all their assets and always precache all of that.
Regarding the concern that
it will just stash your textures and model data in CPU memory and then start swapping around at the most inopportune times
, I can only testify that on my older machine I observed the opposite picture: if I played with a mod with big textures without precaching them, I observed freezes each time that I entered a new area; but if I made a list of all those textures to precache them all (since it was a general graphics enhancement mod, I needed all of them, since it was to be used with different maps), then I didn't see any freezes. Of course, the game took longer to start, but once started it never froze upon entering a new area.
Once again: I am not saying that anyone has to implement my wishes

People can be interested in doing other things, I completely get it. I'm just saying, if it's dismissed, it should be because no one is interested in doing it, not because it's a bad idea.
I would like to say why, in my opinion it is not such a bad idea as you think.
Of course, it does not mean that I'm trying to persuade you to implement it: it's a free project and nobody owes anyone anything. It just seems to me that we were talking about somewhat different things.
When talking about [quote]Having this as a feature would cause mod authors to go lazy and make the problem a lot worse than what it is now.[/quote] I suppose you are talking about mappers, who should put what needs to be precached into mapinfo on a per map basis.
I am talking about general gameplay and graphical enhancement mods, and by "precaching everything" I, of course, mean "on a per map basis", not "precache everything there is". That is why an option to precache everything (meaning "everything on the map that is currently being loaded") would be an improvement over the current situation.
Such mods need all their data available for [i]any[/i] map, so their choice is either a moment of freezing when this data is loaded during gameplay or make a giant list and [i]always[/i] precache [i]everything[/i]. This is more or less what Beautiful Doom does and this, if I understood you correctly is precisely what you don't want: it carries with it the list of everything there is, to precache it all. (I myself also am going to do it for the mod I am working on).
Since the engine reads the map when it's loading that map, it has the information about what textures and other assets are needed for that map. Well, actors could later be replaced dynamically, but generally the engine has most of the information about what the current map has, so it can, if such an option is implemented, precache what is needed for the map without loading the extra stuff, so the proposed option for the game to precache everything that is in the [i]current[/i] map would be an improvement over the current situation because it would make unnecessary for the general gameplay and graphical enhancement mods to carry with them a giant list of all their assets and always precache all of that.
Regarding the concern that [quote]it will just stash your textures and model data in CPU memory and then start swapping around at the most inopportune times[/quote], I can only testify that on my older machine I observed the opposite picture: if I played with a mod with big textures without precaching them, I observed freezes each time that I entered a new area; but if I made a list of all those textures to precache them all (since it was a general graphics enhancement mod, I needed all of them, since it was to be used with different maps), then I didn't see any freezes. Of course, the game took longer to start, but once started it never froze upon entering a new area.
Once again: I am not saying that anyone has to implement my wishes :) People can be interested in doing other things, I completely get it. I'm just saying, if it's dismissed, it should be because no one is interested in doing it, not because it's a bad idea.