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Posted: Wed Feb 06, 2008 2:36
by Enjay
Probably. :)

It's actually more like 3-4 games rolled into 1 with shared resources.

Posted: Wed Feb 06, 2008 4:00
by Skunk
Jesus.

Posted: Wed Feb 06, 2008 9:52
by Graf Zahl
Enjay wrote: Would the same technique work for sounds - ie are they in the same situation: no dedicated name space in a WAD and so having to be checked? Although, obviously, sound lumps are a lot smaller so perhaps they have less of an impact?

Yes. But it's the size of the data being loaded that makes the big difference, not the amount of lumps. 420MB is 10 times the amount of data of the largest known regular WAD minus the levels. Even with 60 MB WADs packaged into a PK3 (which means they have to be fully cached when being loaded - even in older versions) I never noticed any significant delay upon game start.

Posted: Wed Feb 06, 2008 10:56
by Enjay
OK, that's useful information. Thanks.

Posted: Wed Feb 06, 2008 13:41
by TheDarkArchon
Skunk wrote:What the hell do you need 156 mp3s and 164 skyboxes for? Commerical games don't have near as many of either.
Super Smash Brothers Brawl has more than 156 music files (IIRC, it has over 300).

Posted: Wed Feb 06, 2008 23:33
by Skunk
Bullshit! Why would you need so many?!

Seriously, you don't need that many songs.

Posted: Fri Feb 08, 2008 11:43
by TheDarkArchon
Skunk wrote:Bullshit! Why would you need so many?!

Seriously, you don't need that many songs.
Variety is the spice of life.

Posted: Fri Feb 08, 2008 16:38
by Cutmanmike
Indeed. If I played 20 levels of that wad (which isn't going to see the light of day with that much stuff in it ;)) and started hearing the same songs repeated for the rest of the 100 levels i'd get bored of the same songs.