Cache bitmaps on the other hand would leave bitmaps loaded into memory and thus reserve bmpman slots which are very limited already. In the worst case scenario you may hit bmpman limits when this flag is used because bitmaps would remain in memory even if mission doesn't use them.
* Aardwolf 's ears perk up
Unless it's been changed since back when I was working on the RTS mod... disabling that flag may cause some undesirable behavior in scripts.
When enabled, calling the script function to load the same texture multiple times just retrieves the texture that's already in memory. When it's disabled, it will reload the texture every time. That is, at least as far as scripting is concerned, it wasn't just a matter of caching textures between missions
, it was a matter of caching textures in general
Maybe just sloppily written scripts that are affected, but it might cause scripts to run well for some people and badly for others. Consider that a heads-up.Only posting this here because the post which got my attention was here. If this ought to be its own topic, go ahead and split...