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InsideQC Forums • View topic - ProQuake 4.70 PSP Build

ProQuake 4.70 PSP Build

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

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Did I misread something?

Postby gnounc » Wed Dec 29, 2010 5:07 am

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Postby Baker » Wed Dec 29, 2010 1:32 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Hazematman » Wed Dec 29, 2010 4:30 pm

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Postby Baker » Wed Dec 29, 2010 5:47 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mexicouger » Wed Dec 29, 2010 7:36 pm

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Postby Biodude » Fri Dec 31, 2010 8:38 pm

I have been playing around with your engine, it generally runs(map loading, no lag) conscript atleast 50% more efficiently than dquake does :?

Really a great engine, but I ran into a few problems I had with the engine(might be my own fault):

-crashing, on single player maps on conscript, it will sometimes crash when I fire a weapon, or just on a new map load. Does not happen on any other engine for psp. I just tried another map, with stock quake, I took a screenshot, tried to fire a weapon, and it just crashed...

-hl1 bsp, although I was able to load some pretty awesome hl1 maps that had internal textures at full fps, I did run into some problems with others... EVERYTHING in the map is using the palette or whatever for the textures. Maybe this is because it required another wad(MOSTLY had internal textures on map, but none showed.

-I cannot get the music player working no matter what, I renamed the name of the song, even in the advanced settings too. I put in the mod's folder, in a folder named music. then I tried in a folder named "music folder". I tried cd play, cd next, nothing.

Image


A few features you should add to your engine is:

-external texture support. Ability to put a tga with the same name as a model, full color

-better particles. I fell in love with d-quake's shadows and particles.

-hl1 mdl support, that would really be great for a psp engine. Dquake has hl1 mdl, but the animation frame code is not properly made yet.
Last edited by Biodude on Fri Dec 31, 2010 8:46 pm, edited 1 time in total.
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Postby Mexicouger » Fri Dec 31, 2010 8:44 pm

I ported over HLBSP from Bakers engine just fine, except that some sprites crashed the game(Froze it). External Texture support isn't necesary :P
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Postby Biodude » Fri Dec 31, 2010 8:47 pm

you never had the problem seen in the above picture?
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Postby Baker » Fri Dec 31, 2010 8:47 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mexicouger » Fri Dec 31, 2010 8:56 pm

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Postby Biodude » Fri Dec 31, 2010 9:03 pm

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Postby Mexicouger » Fri Dec 31, 2010 9:57 pm

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Postby Biodude » Sun Jan 02, 2011 7:11 pm

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There ie

Postby UrbanKid » Tue Jan 11, 2011 3:38 am

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Postby Downsider » Tue Jan 11, 2011 4:22 am

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