User talk:Garry Newman: Difference between revisions

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I'm not sure what that means but I'll delve into it this weekend. :/ --[[User:Garry Newman|Garry Newman]] 03:25, 29 Nov 2005 (PST)
I'm not sure what that means but I'll delve into it this weekend. :/ --[[User:Garry Newman|Garry Newman]] 03:25, 29 Nov 2005 (PST)
:I think copying Half-Life 2's <code>_sharedprecache</code> into the GM soundcache folder would do it. --[[user:TomEdwards|TomEdwards]] 00:01, 3 Dec 2005 (PST)


==Bloom==
==Bloom==
In older versions of GM (Around the time bloom was first added), bloom was supported on older cards (DirectX 8). Why was it removed or made DirectX 9 only in GM 9?
In older versions of GM (Around the time bloom was first added), bloom was supported on older cards (DirectX 8). Why was it removed or made DirectX 9 only in GM 9?

Revision as of 01:01, 3 December 2005

Soundcaches

I think I just worked out one of the reasons behind GM's long load times: it's got a huge soundcache to build for each map. It's got to load each sound file, take the first second of it, then build it into a .cache. If you worked out how to add common sounds to the _sharedprecache file I reckon it might cut down on the amount of work that has to be done for the induvidual map caches, which are currently in the region of 30MB! --TomEdwards 08:27, 26 Nov 2005 (PST)

I'm not sure what that means but I'll delve into it this weekend. :/ --Garry Newman 03:25, 29 Nov 2005 (PST)

I think copying Half-Life 2's _sharedprecache into the GM soundcache folder would do it. --TomEdwards 00:01, 3 Dec 2005 (PST)

Bloom

In older versions of GM (Around the time bloom was first added), bloom was supported on older cards (DirectX 8). Why was it removed or made DirectX 9 only in GM 9?