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High-res stuff and very large files | ||
Posted By: Forrest of B.org | Date: 8/17/06 4:38 p.m. | |
In Response To: Re: The politics/philosphy of mapping (RyokoTK) : They look nice, but I can't really judge them without some in-game screens.
Well, these look abysmal in Anvil, but that's just because I haven't made custom CLUTs yet. (I play and develop with hires textures and intend the game to be played that way, though I plan to have the final version not require OpenGL to run, mostly for the sake of people like Blayne). Speaking of hires stuff and things... I have a poll for everyone. A while back, my plans for Eternal X's release were to have three versions, one ("Limited Edition") with lores textures and no music, another ("Standard Edition") with medres textures and no music, and another ("Extended Edition") with hires textures and music. This was originally both for playability and for download size, though since now the new DDS whatever texture format allows automatic mipmapping the playability concerns don't matter so much (or am I misunderstanding something?), so it would only be for file size. My question is, does file size really matter to people now? The current alpha of EX online is about 350MB, which is as big as I expect it to get, though I'm not sure why it's so much bigger than Mk V (by 150MB). Maybe it's the music, and the fact that I'm using PNG instead of JPEG for some texture sets at the moment. Those will all be DDS-compressed eventually, which may reduce the package size, but the whole thing will still be fairly huge. So, is it worth it to make smaller versions of the game (that will still be nearly 100MB), or will people on dialup just leave it on overnight anyway so it doesn't really matter?
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