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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Or use an engine that doesn't have this silly requirement.
Edit to add: there's no reason why any source port shouldn't bump this to 128 or even 256 MB these days. Just let the OS's virtual memory management system look after it, and you can allocate up to 2 GB on a 32 bit OS. It doesn't even steal RAM from other applications as each of those can still alloc up to 2 GB, and only that which is being used will be paged-in. Quake was originally developed to run on an 8 MB machine running DOS (with no virtual memory), and there's an astonishing amount of cruft left in the engine from those days.
There are also 2 minor modifications you can make to any engine that will colossally reduce the RAM used by any map. Think I'm going to hit Inside 3D with these sometime soon...
Surfcachesize only applies to software Quake. There are a few mods out there that might need -heapsize of 256MB. Warpspasm takes a lot of memory, especially if you've run a few maps and have a lot of alias models in the cache.
I seem to be having startup demo problems in Joequake (unrelated to RAM); when I play SoA the menu demos play, but when I play regular Q or DoE, the demos won't play.
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