Re: [hlcoders] Pre-Loading Maps

2013-01-16 Thread Chris Green
, January 15, 2013 1:55 AM To: Mart-Jan Reeuwijk; Discussion of Half-Life Programming Subject: Re: [hlcoders] Pre-Loading Maps I thought that the map was kept in memory after in was loaded by design (I don't know for sure though). I remember it being brought up at some stage - someone wanted

Re: [hlcoders] Pre-Loading Maps

2013-01-15 Thread Tom Schumann
. -- *From:* tja...@comcast.net tja...@comcast.net *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com *Sent:* Monday, 14 January 2013, 14:47 *Subject:* Re: [hlcoders] Pre-Loading Maps That's a shame. I did look through zone cpp/h but it might be over my

Re: [hlcoders] Pre-Loading Maps

2013-01-14 Thread tjanok
half the amount of time to load. So something is staying in the memory. - Original Message - From: Jonatan Matějka jonatan1...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, January 14, 2013 8:19:43 AM Subject: Re: [hlcoders] Pre-Loading

Re: [hlcoders] Pre-Loading Maps

2013-01-14 Thread Mart-Jan Reeuwijk
Prolly some OS caching after access. From: tja...@comcast.net tja...@comcast.net To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, 14 January 2013, 14:47 Subject: Re: [hlcoders] Pre-Loading Maps That's a shame. I did

[hlcoders] Pre-Loading Maps

2013-01-13 Thread Trevor Janok
Hello HLCoders. I have no idea how Source loads/renders the BSP levels. Since I assume most (if not all) of this is done in the engine which we don't have access to. But is there anyway to load a BSP into memory so the client can switch maps faster? I mean, if you're running on decent

Re: [hlcoders] Pre-Loading Maps

2013-01-13 Thread Pizza
Interesting. _ From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor Janok Sent: Sunday, January 13, 2013 6:55 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pre-Loading Maps Hello HLCoders. I have

Re: [hlcoders] Pre-Loading Maps

2013-01-13 Thread Trevor Janok
if it actually saves time when loading the new level. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Pizza Sent: Sunday, January 13, 2013 7:45 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Pre-Loading Maps

Re: [hlcoders] Pre-Loading Maps

2013-01-13 Thread Asher Baker
...@list.valvesoftware.com] On Behalf Of Pizza Sent: Sunday, January 13, 2013 7:45 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Pre-Loading Maps Interesting. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun

Re: [hlcoders] Pre-Loading Maps

2013-01-13 Thread Trevor Janok
Subject: Re: [hlcoders] Pre-Loading Maps The longest part about loading levels is all the assets that get rendered on top of the brush work. You could have a set texture set, and ensure that this texture set is loaded every time the game is loaded in an example, you could have say 2,000 brushes