Maybe it’s a silly question, but to be honest, I don’t understand the configstrings in detail, so here is the question, well actually there are three questions:
Q1: Does the name length of shaders, sounds, maps count to the total size of a configstring?
I was never worried when I created some assets for idtech3 games. After I read an article on ET Legacy’s wiki, I am a bit confused about the lenght of configstring sizes. Here is the article: Configstrings or the configstring
Q2: Does name length of e.g.: sounds only be a problem for map (speaker) and ‘scripted’ sounds or is the length of the name also important for ‘hardcoded’ sounds, e.g.: the weapon firing sounds etc.
Probably only assets are meant that are related to ET’s Scripting system?
Q3: If the name lenght of assets matters. Is this only the case for ET Legacy or for all idtech3 games.
I wonder if this configstring issue is also true for Spearmint, does it make sense for standalone games to name all the assets as short as possible then? Sounds, shaders, textures, and even map names?
Any help would be appreciated. Thanks in advance!