Tiny Nexuiz 2.0?

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Tue Jun 20, 2006 4:13 pm

  • There was once a Tiny nexuz for 1.5.

    Afaik it ran better on old pc-s. Could someone make a new TinyNexuiz pack for 2.0?
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    C.Brutail
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Tue Jun 20, 2006 4:19 pm

  • It ran better because they did high compression on all of the textures, meaning lower quality but smaller filesize that was faster to load into vram. I think it was moreso popular due to 1.5's slow loading times. I dunno if it'd be as helpful with 2.0's optimization, though it'd still be handy for people who don't want to download such a big file as the main release is.
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Tue Jun 20, 2006 4:27 pm

  • Woot, that is a nice idea. /me compresses his textures.

    :D
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Tue Jun 20, 2006 5:49 pm

  • Would it help to compress the textures? Dioesnt that simply requre that they are decompressed before loading, afaik TGA is the native format of darkplaces, so jpeg has to be decompressed before used.
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Tue Jun 20, 2006 6:01 pm

  • I think that was discussed when it was being worked on. I'm not sure if they were truly compressed or just lowered in overall quality, my guess is the latter.
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Tue Jun 20, 2006 7:08 pm

  • I understood it as "resized". Not the right word but ;)
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Tue Jun 20, 2006 7:38 pm

  • two possible gains:

    smaller filesizes means files that loads faster for proccessing. I think this may be possitive for memory on some systems too since most os's have filecashing in one form or another. This would mainly be a laod time thing i think.. the 2.0 data*.pk3 is ~180 megs this is usualy to mucth to keep in cash on a system with not so mutch memory. is memory serves tiny nexuiz was ~60 megs? this seems small enought to keep the data totaly cashed.

    If the images are resampled (lowerd resi) too it will effectivly be like using gl_picmip without the overhead.
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Wed Jun 21, 2006 6:47 am

  • If I can remember correctly, it was not using sounds either (music nn stuff), so that saved some more CPU time.
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Wed Jun 21, 2006 8:38 am

  • It's got to be done better than Tinynex 1.5. That had thumbs.db files in it! I think the only way to do this reliably is to write a script to convert any version of Nexuiz into Tinynex.

    This is what it would do:
    [*]Extract the Nexuiz ZIP.
    [*]Extract the pk3
    [*]Remove music files (demos? anything else?)
    [*]Downsample all graphics
    [*]Optimise image compression (including RLE on TGA's?)
    [*]Recompress all ZIP's using better compression. Either advzip or 7za will do this.

    I can do this.[/list]
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Wed Jun 21, 2006 8:47 am

  • The pk3 IS compressed using 7pzip thanks to your tips :)
    Also all the current jpg file got recoded and i think the tga files too. However downsampling will ofcourse make them smaller..
    This saved over 20mb on the final download file compared to the previous versions of Nexuiz. Thanks to you and divVerent for doing so :)
    Last edited by esteel on Thu Jun 22, 2006 10:28 am, edited 1 time in total.
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Wed Jun 21, 2006 8:51 am

  • esteel wrote:The pk3 IS compressed using 7pzip thanks to your tips :)

    Thought so. Of course, any change to the files means they have to be optimised again.

    Is there any need to put the source code in Tinynex? The code is available in the full version so that's still OK with the GPL isn't it?
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Wed Jun 21, 2006 8:57 am

  • GPL does not require to include the source with tinynex, just that the source is made available. I am not a laywer but i THINK it is indeed ok to just point to the official download.. especialy as you do not even recompile the sources just repack them :)
    Last edited by esteel on Thu Jun 22, 2006 10:28 am, edited 1 time in total.
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Wed Jun 21, 2006 10:31 am

  • so where is is available?
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Wed Jun 21, 2006 10:42 am

  • What? TinyNex 2.0? Noone has done it sofar.. And for sure i will not do it as i think downloading 190mb is ok nowadays..

    So what are the other points of TinyNex:
    - less memory used. gl_picmip 2/3 or 4 will propably do the same but you can also choose to have better quality. OKOK.. the resampled images will be of slightly better quality then gl_picmip.
    - It does not load the not included sounds, i think even when turning down the volume they sounds are loaded nevertheless. Which saves more memory.

    As those are changed contents you are not allowed to play in the ladder then, so you will have to keep both versions if you play in the ladder. Not sure if this is worth the work.
    Last edited by esteel on Thu Jun 22, 2006 10:28 am, edited 1 time in total.
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Wed Jun 21, 2006 11:46 am

  • fronten wrote:so where is is available?

    Not yet. I'm writing a script today and will see what it can give. Once thats done I'll post the script and someone else can run it as I don't have anywhere to host it. It'll still be over 50Mb so it's not going to be that much better for dial-up users.
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Wed Jun 21, 2006 3:30 pm

  • Do i understood the thread right? You are going to write a nexuiz 2.0 which will run faster on older machines?

    Yeaaaaaaaaaah

    I can't help you :( But i can clean your pc screens and make coffee.

    :wink:

    That would be absolute great and i think, it will bring many new players :)

    Great idea :!:
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Wed Jun 21, 2006 7:07 pm

  • ill do it sometime soon (I did tinynexuiz 1.5 after all :) )
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Wed Jun 21, 2006 10:26 pm

  • CheapAlert wrote:ill do it sometime soon (I did tinynexuiz 1.5 after all :) )

    I've already started a script for it. I am not making Tinynex 2.0. What I am making is a script for producing Tinynex x.x out of a standard Nexuis ZIP. So in future we wouldn't be having this conversation, the script could be run on the launch of a new version and uploaded within minutes. This means less human effort, just a few minutes of computer time. I'm welcome to your suggestions everyone.

    I'm currently on 74.9Mb. I've removed all of the dedicated servers to save about 3Mb. I figured that if anyone is running a dedicated server the chances are it's on the Internet and if they have the bandwidth for a 24-7 server then they've got the bandwidth to download the full version.

    I've cut textures to 50% of their original size, that means anywhere up to 256x256 which is still nice.

    Music has gone, so have demos.

    What is the common-spog.pk3 file for? It has some textures in it for Radient which might not be that useful for a typical user, power users and editors will have the full Nexuiz anyway. Anyone mind if I get rid of this?

    There are lots of spare .cfg files. Not just low, med, high... but also physics for different Nexuiz versions. I think those should go to.

    Edit:
    What does everyone think about x86_64? Could save a bit there. Does anyone care about Mac? [Dives for cover]. It takes a lot of space up!
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Wed Jun 21, 2006 10:53 pm

  • common-spog.pk3 mapping media for radiant. delete it.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Jun 21, 2006 11:33 pm

Thu Jun 22, 2006 12:07 am

  • iirc you only need common-spog.pk3 is you are going to make your own maps, and if so, you will need the full textures anyway.. Delete it :)

    Actually delete it from full too, and we lose all those confusing not in 2D rendering stadge error msgs (iirc again)
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Thu Jun 22, 2006 5:26 am

  • Thx a lot, I'll try this tiny version when my linux comes alive again :) (on my older pc TinyNexuiz run much more better, then normal version).
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Thu Jun 22, 2006 7:38 am

  • @Cheapalert: You win this time! :wink: Can you document what you've done? I've noticed thumbs.db files everywhere again.

    Would anyone mind if the bumpmaps were removed? With the reduced resolution they won't be as good anyway and the people looking for a performance gain won't be using them anyway. It will definitely save a good chunk of space.
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Thu Jun 22, 2006 7:47 am

  • Deleting the bumpmaps will only save file size, not memory usage as they get generated by the engine if there are none. Though those are worse in quality. Guess you can delete them.
    Also why do you want to delete config files that take up 5kb in sum and that can be heavily compressed?
    But on the other hand i still do not see a gain by doing this so i just shut up :)
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    esteel
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Thu Jun 22, 2006 10:44 am

  • esteel wrote:But on the other hand i still do not see a gain by doing this so i just shut up :)


    Like I said TinyNexuiz doesn't use any music, ambient music, and has lower res textures by default. I tried 1.5 full on my older pc, and 1.5 Tiny. Tiny performed much much more better.

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Thu Jun 22, 2006 11:09 am

  • Code: Select all
    set "ambient_level" "0"
    set "bgmvolume" "0"
    set "snd_staticvolume" "0"
    set "gl_picmip" "2"

    should be about the same.. a vid_restart is needed if you change gl_picmip.
    Though yeah it might be that the sound files are still loaded and use up memory which is not the case in TinyNex because they are not present there.
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Thu Jun 22, 2006 3:00 pm

  • Ed wrote: I've noticed thumbs.db files everywhere again.


    Those are small and harmless, also I didn't produce those (I never use Paint Shop Pro browse)

    TinyNexuiz still has all the ambient sounds, by the way, as well as every other sound, just no music.
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Thu Jun 22, 2006 3:14 pm

  • CheapAlert wrote:Those are small and harmless, also I didn't produce those (I never use Paint Shop Pro browse)

    Small, yes but they're also wasteful. They're not in the original ZIP file so you must have put them in. They are not from Paintshop Pro, they are as a result of Windows XP's thumbnails. A very good reason not to use Windows XP for building downloads is these files.

    I'm ready to break under 60Mb now. All it needs is 7zip to get it smaller. This is all being scripted to rerun it, don't think I'm doing this to produce an alternative TinyNexuiz. There are some file differences though, I've not removed the Linux clients for instance.
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Thu Jun 22, 2006 8:36 pm

  • thumbs.db files are a dead giveaway of cluelessness in any distro file.. please remove them :)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Fri Jun 23, 2006 8:13 am

  • tChr wrote:iirc you only need common-spog.pk3 is you are going to make your own maps, and if so, you will need the full textures anyway.. Delete it :)

    Actually delete it from full too, and we lose all those confusing not in 2D rendering stadge error msgs (iirc again)


    They are caused by that?

    We cannot simply delete that file, GtkRadiant needs it... it's hard enough to set up that beast as is. And I wonder how common-spog can cause that, since all it contains are textures. No shader scripts or stuff like that.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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