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InsideQC Forums • View topic - Descriptive Modding: The PSP Engine

Descriptive Modding: The PSP Engine

Discuss programming topics for the various GPL'd game engine sources.

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Postby MDave » Sat Jan 16, 2010 5:20 am

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Postby Baker » Sun Jan 17, 2010 1:20 am

Revision "KurokQuake 1":

This is the first beta quality download in this thread ... except for "Revision 22" (except that doesn't have lightmaps). This source version actually has little to do with Revision 22; this one is a code-merge from the opposite side of the equation.

This isn't perfect: I need to remove the ProQuake aim stuff from Kurok (so I can add it back in later) to make it compatible with Quake servers for connecting [unless it somehow is, but it shouldn't be].

No one reading this thread will understand what I am doing here, and that's fine (because it only matters to me ;) ) but I'm spinning 3 or 4 slightly different engines together here with the goal of:

1. A final cross-platform ProQuake, so I can maintain the PSPQuake going forward with the minimum reasonable feature set ... which is mostly defined by Kurok.

2. An "add-on" define in the build to make a Kurok build from ProQuake on any platform. This will let me maintain a modified Kurok engine off the ProQuake build as I continually add features to ProQuake. Plus I want to see Kurok hosted on servers, so I am likely to have stealth Kurok support in ProQuake. And if I ever attempt to combine ProQuake and ZQuake (the Quakeworld engine) into a single engine ... maybe late the in year ... the modified Kurok engine can take that ride too automatically. [Did I mention I *really* like Kurok and all the ideas that MDave put into that? :P ]

/I never do anything strange to ProQuake, I'm very conservative. I largely focus on better multiplatform support and keep upgrading the guts of the engine to be "better" and occasionally add optional features to it or features that never interfere with backwards compatibility.
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Postby Baker » Sun Jan 17, 2010 2:30 am

Revision "KurokQuake 2":

Can connect to regular Quake servers; NAT fixed.

Rather stable.

Now I should be able to more quickly integrate all of the rest of this together. The "revision 22" and this are sort of opposites of each other.
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Postby ceriux » Sun Jan 17, 2010 5:07 am

is that quake 2? o.O or like an updated Kurok? the names a bit confusing.
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Postby Baker » Sun Jan 17, 2010 12:02 pm

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Postby Baker » Tue Jan 19, 2010 6:22 am

3rd Revision "KurokQuake":

/Note: default the idlesway to off sometime
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Postby Baker » Tue Jan 19, 2010 9:02 am

4rd Revision "KurokQuake":

More improvements. Working through some of the network code oddities of original Quake -- the mess of bad stuff in it.

Case in point, I connected to rage.quakeone.com with 3rd revision and voted practice-mode. This restarts the map, which causes a "reconnect".

Original Quake likes to do a reverse DNS lookup that takes 6 seconds (for what reason?).

In those 6 seconds, the Rage servers figures I'm not there and resets to default mode that occurs when all players leave. So I can't actually vote practice mode because it won't stay on.

And these great network code features of original Quake get ported to every platform every time. :D
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Postby Baker » Tue Jan 19, 2010 6:37 pm

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Postby Baker » Tue Jan 19, 2010 7:04 pm

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Postby Baker » Tue Jan 19, 2010 9:18 pm

6th Revision "KurokQuake":

This revision is pretty solid.

ip:port connecting works, NAT fixed.

Many more changes to go (still no ping in scoreboard) but this ProQuake/Kurok/PSPQuake 2.0 combo revision is very nice.
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Postby Team Xlink » Mon Jan 25, 2010 2:17 am

I thought I might mention this since you are using combining Kurok with it.

When you get to the end of a song the engine just locks up. I don't know why but I suspect it might still be trying to play the song when there are no bytes left to play. I am probably totally wrong about this.
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Postby Baker » Mon Jan 25, 2010 2:39 am

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Postby Team Xlink » Tue Jan 26, 2010 1:34 am

Are you going to eventually completely combine the PSP Quake with ProQuake? I suspect you would achieve this by doing #ifdef PSP just like you do for the Windows, Mac OSX, and Linux builds.

Also, if that is the case after it gets fully integrated are you planning on doing more PSP specific parts or such continue working on ProQuake as a whole?

Thank you, I look forward to the next revision.
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Postby Baker » Tue Jan 26, 2010 1:53 am

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Postby Team Xlink » Wed Jan 27, 2010 9:31 pm

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