, 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
.
--
*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
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
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
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
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
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
...@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
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
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