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[Won't do] Only Load Things in Players Sight!

Sun, 01 Sep 2002 09:28:17

roy5050

A way of allowing larger levels to be played<br>without requiring a large amout of memory<br>would be to only allocate memory for things<br>in a players sight. (In a very large level not<br>everything can see a player.)<br><br>I think UnReal and Requium use this type of<br>feature because when the players go from<br>one aera of a level to the next a "Loading...."<br>message appers.<br><br>This should be a command option--I think the<br>tech. is called portals. (Only loading into mem.<br>the part of the level the player is in--and using<br>vertual memory and a swap disk/file to handle<br>very very extra large levels /w minimum mem. requirements.
Mon, 02 Sep 2002 11:58:22

JinnaiGuy

How "big" are you talking?  Is it possible to just link smaller sections via Hexen-ish hub type warps?  It seems like you want to create something bigger then most level editors even bother to support... or is it complexity we're after?<br><br>Most DOOM sector levels don't take up all that much RAM space anyway, at least not compared to dealing on 256MB of RAM now fairly standard.
Tue, 03 Sep 2002 10:05:38

roy5050

Not that big in level size, bigger than standard<br>doom levels, but in terms of number of mobjs<br>used in levels. (Some of the levels have <15,000 things <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> no joke.)
Wed, 04 Sep 2002 03:26:52

Janis Legzdinsh

No, it's not possible. And Unreal doesn't use this, when you see "Loading...", it loads a new level. You can do this in Vavoom using Hexen-style hubs. Ichor's CG3 is a great example on how to do this style of wrapping.

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