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Mike Gummelt
Raven | Programmer | Oct 10 2000, 11:32:03 (ET) |

Name: Mike Gummelt
Description: Programmer
Project: Star Trek
Tuesday, October 10, 2000

About Elite Force load times:

Our guy here who implemented the load/save system and
optimized it says that all load times on his machine
are between 10 and 30 seconds. In fact, Activision had
a strict time limit on the load times- we'd be told to
fix the level/load code if any level took longer than
a certain amount of time to load (not sure what it was,
but it was nowhere near what some people are reporting).

Overall, I haven't heard much about load times, but
a few people on our messageboard and even a couple
reviewers claim that their loading times have been
long. Sometimes, I suppose, this could be due to having
a fragmented hard drive or other problems, but
overwhelmingly, these long load times are due lack of RAM
causing the hard drive to thrash while loading. A friend of
mine had this problem and we tried a few things to fix
it. In the end, the problem was he simply didn't have
enough system/video RAM to run the game at the resolution
and detail level he was trying to. If you want to run
the game at 1024x768 in 32 bit color with all the detail
settings at "very high" with high quality sound- you
better have at least 128MB of system RAM and 64MB RAM
on your video card. Even then, EF by default allocates
56MB of RAM to loading the map, sounds, models, etc.

Short answer: If you're having long loading times, you're
pushing your system too hard- drop your resolution/detail

cut here:

Monday, September 25, 2000

As many people have been asking about Elite Force
source code and tools, here's the status and plans:

We've released so far:

The ICARUS Pack:
All our original, uncompiled ICARUS scripts.
ibize - the script compiler.
BehavEd - the graphical script writing tool
(it will call the ibize.exe to compile the script you write).
This tool should be used to view all our scripts
as in straight text form they will be unreadable.

The GUI Pack:
shaderEd - The tool used to make shader entries.
md3view - The tool we used to view our models.

Next we will release the Radiant Pack:
Q3Radiant (The map editor), the entities def file
and the textures (some of these are available now I think).

Next, I believe, will be the Holomatch source code for
the game, client game and menu DLLs.

I will also talk to James about releasing our external
data files (used for NPCs, weapons, items, objectives,
animations, animsounds, subtitles, etc.) and a readme.txt
explaining how to use them.

I will also release the ICARUS manual when I
finish updating it.

At this time, I do not think we will be releasing
Single Player source code. The game was designed
so that you can modify it significantly through
scripting, maps and the external data files- without
having to touch any actual code.

I am going to try to help and support the mod community
as much as I can. Anyone with questions about modding
can e-mail me at or ICQ me at

cut here:
James Monroe 12/9
Zachary Quarles 04/20
Rick Johnson 09/24
Bobby Duncanson 08/24
Pat Lipo 07/10
Kenn Hoekstra 07/8
Brian Shubat 04/19
Scott McNutt 03/19
Mike Renner 03/19
Kevin Long 03/19
Kim Lathrop 03/19
Jarod Showers 03/19
Ben Geisler 03/19
Robert Love 03/19
Mike Gummelt 03/19
Jon Zuk 03/19
Matt Pinkston 03/19
Chris Foster 03/19
Jim Hughes 05/23
Bryan Dube 05/23
Clem Samson-Samuel 05/23
Rob Gee 05/23
Mike Schulenberg 05/23
Brian Pelletier 05/23
John Scott 05/23
Marcus Whitlock 05/23
Eric Turman 03/1
Dan Kramer 03/1
Eric Biessman 03/1
Brian Raffel 03/1
M. Raymond-Judy 03/1
Jake Simpson 08/16
Mike Crowns 03/12
Chia Chin Lee 03/12
Josh Weier 03/12
Jeremy Statz 03/12
Jeff Lampo 03/12
Nathan Albury 01/15
William Mull 11/27
Steve Stringer 05/20

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