agreed main stream games or huge so if we need big games to have it
done right. Hell yes.

On 4/10/15, Josh K <[email protected]> wrote:
> I like big games that are half a gigabyte or more in size. alter aeon is
> very big and its a great game.
>
> follow me on twitter @joshknnd1982
>
> On 4/10/2015 5:56 PM, Valiant Galaxy Associates wrote:
>> Hi everybody from Aaron here at VGA.
>>
>> I've had a couple of helpers on our projects ask me why I don't switch
>> my audio format for our sounds to ogg instead of just using straight
>> up wav format. Interceptor (nearing release) is 256mb when installed.
>> The installer is around 130mb. If I convert to ogg the size would be
>> more like 45mb or so.
>>
>> I tested this, I converted everything to a high quality ogg format (I
>> didn't want to lose any more sound quality than necessary) and tried
>> running it.
>>
>> Keeping in mind that Interceptor uses the same speech output script
>> (voiceover) that Traders of Known Space does, that is to say lots of
>> chunks of prerecorded speech, I made some discoveries that were
>> important enough that I decided I wanted to stay with wav format.
>>
>> They tell me that ogg files decompress really quickly. Well this may
>> be true, but to my way of thinking, not quickly enough. I have latency
>> between the speech chunks that were not there with wav. Using the
>> speech file queue before end delay setting (as seen in TKS), I got rid
>> of the choppiness this introduced, but it left a slight sluggishness
>> while navigating menus that was not there originally for the first
>> time a menu item was encountered. However, after the first time
>> hearing a menu item it would be as responsive as we are used to with
>> TKS is with its wav files for all the times it was heard there after.
>> Also, the second time a sequence of files were used that were already
>> used, the choppiness eliminated with the speech file queue before end
>> delay was incorrect. So if it was choppy the first time you heard a
>> string of combined recordings, the next time it repeated that same
>> string it would be less choppy. If I fixed the queue before end delay
>> so it wasn't choppy to begin with, it would overlap itself for
>> subsequent repeats. I can make .ogg format work, but I don't really
>> want to. My purpose for this mail is to see if anyone wants to comment
>> on this. How do you feel about an audiogame that is half a gigabyte in
>> size? It doesn't bother me at all, in fact I kind of like seeing that
>> one of our creations has actually grown to be that large, but feel
>> free to let us hear your side of it. I probably won't change my mind
>> in the end, but hey if everyone backs me up on this I can say "well
>> the community seemed to think it was ok so that's what we did". *grin*
>>
>> One obvious reason to do this is server space and server bandwidth,
>> but I don't believe we've got much to worry about there.
>>
>> P.S., I did say Interceptor is nearing release. As in, development of
>> the first release version has been complete for a week or so now and
>> we are working on other things to be best prepared to deal with the
>> various aspects of doing commercial business. Once some last minute
>> things are out of the way we should be ready to roll. Just to be safe,
>> I'd hesitantly say that we will have it out before July 2015, but our
>> hope is sooner than that. It all depends on how long it takes this
>> paperwork to go back and forth and some minor last minute code
>> changes. Another game is possibly going to be release at nearly the
>> same time as Interceptor, I believe Jeremy has mentioned this on our
>> news page at http://valiantGalaxy.com.
>>
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>
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-- 
Lenron Brown
Cell: 985-271-2832
Skype: ron.brown762

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