by Baker » Mon Sep 20, 2010 11:08 am
I think modding the PSP is a neat thing. There is something about being able to play something you made on a PSP.
That being said, the fact you have go through hassles to hack it and that some PSP are hard or damn near impossible to hack is a pain.
But all of this is in its infancy.
At this stage, there is a lot of pettiness in the PSP community to be quite honest --- people's whose self-esteem depends on being a YouTube star without the wisdom or foresight to realize that taking the high road is far more rewarding. I know weapon_crowbar put a lot of work into his [GPL violating] engine, and doesn't get the idea that if he took the legitimate road he could have "more".
And the PSP community is filled with a lot of unqualified modders. At the same time, all modding is a good thing as it attracts the desire to create and attempt to use skills in an effort to make something and expand horizons.
You can find humor is analogy and sometimes you can find humor in dis-analogy.
John Carmack ended up becoming a living legend not because he vigilantly protected and guarded all his work, but because he didn't. That takes self-esteem.
And the authors of these little scruffy illegal engines, it is lack of perspective and history holding them back. You can't get respect and praise when you can't even follow the license agreement of someone you should be emulating.
Looking through the directory structure of this DQuake version, it is just a port of several features of JoeQuake or Qrack or FuhQuake to the PSP ... it has all those JoeQuake/Qrack/FuhQuake pak0.pak particles like the water caustics .png (except in TGA format) and the same with the decals. This isn't to say there wasn't a ton of hard work involved in porting the 3D API from OpenGL to PSPGU.
The night is young. How else can I annoy the world before sunsrise?

Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..