242 on 15/9/2005 at 00:13
Just out of curiosity, what is average size of a medium-sized FM made with Doom3 Editor? Something tells me, it isn't small either, may be even bigger.
New Horizon on 15/9/2005 at 00:18
The largest mansion map we have for DarkMod is 13 megs. The map files don't contain the resources the way T3 does, they're all part of the editor. If you want to do custom stuff though, you could zip the whole thing up as a nice pk4 file...but that would only need the custom materials. Map sizes will be considerabley smaller in DarkMod.
Dram on 8/10/2005 at 08:30
uhhh...a lot has changed in that map since then NH. For one i got the AI working again, so now it includes the aas48 file too. Unpacked it is 84 megs :rolleyes: . Its huge atm, but it will be about half that when packed. I do have some *cough* leaked aas zones which ai should'nt normally be able to get to. The more areas the ai has access to, the bigger the size of the aas file.
It probably gonna get bigger too NH, considering ive only done the courtyard, basic front street, first floor and a basic second floor ;) . Hopefully won't be too huge though.
EDIT: Though the actual .map file is 10.4 meg
--Dram
New Horizon on 8/10/2005 at 15:44
Quote Posted by Dram
uhhh...a lot has changed in that map since then NH. For one i got the AI working again, so now it includes the aas48 file too. Unpacked it is 84 megs :rolleyes: . Its huge atm, but it will be about half that when packed. I do have some *cough* leaked aas zones which ai should'nt normally be able to get to. The more areas the ai has access to, the bigger the size of the aas file.
It probably gonna get bigger too NH, considering ive only done the courtyard, basic front street, first floor and a basic second floor ;) . Hopefully won't be too huge though.
EDIT: Though the actual .map file is 10.4 meg
--Dram
DAMN YOU DRAM!!! HOW DARE YOU MAKE ME LOOK THE FOOL. THOU DOS'T KNOW MY EGO RUNNETH OVER, DOS'T THOU NOT? :joke:
At any rate, things shouldn't be that bad if we're only distributing the 'custom' content...which we should be able to do.
Dram on 9/10/2005 at 03:30
lol, there goes my mapping position... :joke:
Nah, but you were right, its just that its changed now ;)
OrbWeaver on 15/10/2005 at 21:24
Offtopic I know, but I wonder to what extent the compiled data (proc, aas etc.) could be produced client-side by a custom installer invoking the game with options, rather than distributing it along with the FM.
Dram on 16/10/2005 at 04:55
im not sure i understand what you meant, but you could easily distribute a 10mb .map file and let the downloaders dmap it themselves (in console just type dmap mapname) which generates the proc/aas48/aas96 etc. this would be a good solution for 56k downloaders.
OrbWeaver on 16/10/2005 at 10:46
Quote Posted by Dram
im not sure i understand what you meant, but you could easily distribute a 10mb .map file and let the downloaders dmap it themselves (in console just type dmap mapname) which generates the proc/aas48/aas96 etc. this would be a good solution for 56k downloaders.
Yep, that's what I meant, but I was thinking an installer such as GarrettLoader could do it automatically, such as by calling "doom3.exe +dmap the_fm.map" or somesuch the first time the map is installed.