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Porting ProQuake To Flash in the blink of an eye
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 10, 2010 5:52 pm    Post subject: Reply with quote

Interim source code update: FlashProQuake 4.12 source (additions: rotation support, chase_active 2, sv_progs changing, other thigns I can't remember).

Also ... a look at Quake pak0.pak by the file sizes for ideas on how to minimize filesize for, say, a total conversion using a FlashQuake type of engine:

id1\gfx folder - 692 kb (small gains by having less menus)
id1\maps - 10.2 MB obviously a major component, a key to smaller filesize [smaller loading time] is likely sticking with a limited texture set of 40-50 textures.

id1\progs - 2.83 MB - With the shareware Quake monsters being 1.42 MB with the remaining being weapons models, armor and such.

id1\sound - 2.71 MB with monster related sounds being 1.14 MB

id1 1.01 MB - demos, progs.dat and such ...

FlashQuake uses the pak0.pak it is supplied in a compressed manner. The true size of pak0.pak is 17 MB but the compression process makes it 8MB.

As the compression ratio won't be the same, a general look at the compression ratio:

1. BSPs (maps) - get about 50-60%
2. MDL (monsters, weapons, ..) - get about 70-80%
3. LMP (2d gfx) - get about 75%
4. WAV (sounds) - get about 20-30%

So it would seem that a limited sound set of those that will actually be used and just in general using practices to keep the map size reasonable are the best strategies to get a low filesize.

My guess is that the biggest risk is #4.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Jun 10, 2010 6:55 pm    Post subject: Reply with quote

Baker wrote:
id1\maps - 10.2 MB obviously a major component, a key to smaller filesize [smaller loading time] is likely sticking with a limited texture set of 40-50 textures.


One option would be to break total compatibility and strip the texture lump from all .BSP files, changing the engine to load them from an unified .WAD2 file (much like DOOM/DOOM2 always did and HL after Quake). Personally, that's something I consider a bad project decision in Quake, since in practice brought more problems than advantages (see the episode of Romero having to amputate E2M9 for size restrictions).

That, or simply adding .ZIP support ala Quake3.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jun 11, 2010 2:52 am    Post subject: Reply with quote

Yeah the external .wad idea isn't really one I'm too fond of and would be rather cumbersome to implement except if supporting the Half-Life map format just because you'd have to do both engine and map compiler fussing around. [And I haven't added 24-bit color to Flash nor to a generic WinQuake yet, which means HL map format is out for now. Assuming that I can pull that off, not an absolute lock ... yet].

Still it could be a good fit a particular mod not intended for a larger broader audience that might include, say, QW or DP automatic map download (where if isolated from the .wad it needs would be bad) and maybe a good idea in some circumstances.

The Q3 zip support in THIS particular instance wouldn't help decrease file size as Rennie's implementation of Flash already compressed the pak0.pak using .zip compression.
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