Nooope. MiniHeapSize issue is caused by SP loading a transform-heavy Ghoul2 model. The memory pool for Ghoul2 transforms in base SP is exactly half as large as it is for MP. OpenJK corrects this issue.
Duel of Fates map? You mean a server with mb2_dotf? That's Movie Battles II, which will commonly throw that error at you if you don't have it installed.
You could, yeah. You just need to amass that many images. And that also means again, you have to load a super high-res image every day. Bing manages to pull this off quite well on phones, though.
Neither one would impact load times significantly, supposing it's coded correctly. The most significant load times will come from the actual caching/loading of the images on the user's end, which should only happen once. I'm concerned that this might be more distracting than anything though.
I'm too tired to think right now, but you have a point. Nobody is really gaining (or losing) money by doing this. However it's more about the principle than anything.
Again: just because other people break the law doesn't mean we should too. Also worth bearing in mind that Steam does almost no content checking prior to stuff being put up. Steam is simply too big to allow for that sorta content checking. I suspect that a clause stating that the legal responsibility of files belongs to the uploader might suffice though.
As a general rule, music is in stereo, sound effects are in mono. That's the only distinction between them. Stereo .wavs aren't supported at all (not even for music I don't think) MP3 code is a bit of a touchy subject as you technically have to pay for a license to use the format (it's proprietary). I don't know how the general sound code works however, so I can't really comment on this issue.
- Wholly ported content (e.g. a ported model with its original sounds + textures) is not allowed. - Semi-ported content (ported model with new textures; original model with ported sounds, etc) is allowed. (I really do hate having to repeat what I'm saying, I've said this at least 3 times in this same thread)
Entity limit: 1024 (actual limit lower due to players, bodyque, lightsabers, projectiles, etc) Model limit: none (gets converted to brushes during compile process) Object limit: ? Lights aren't entities unless they have a targetname