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InsideQC Forums • View topic - ProQuake 4.70 PSP Build

ProQuake 4.70 PSP Build

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Re: ProQuake 4.70 PSP Build

Postby Baker » Sat Dec 17, 2011 9:13 pm

I don't know. Skyboxes use a lot of memory for a system with very little of it.
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Sat Dec 17, 2011 9:37 pm

i am thinking about to fake the sky with "fog" command , it looks better than the "Quaked sky" ;)
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Re: ProQuake 4.70 PSP Build

Postby ceriux » Sun Dec 18, 2011 5:15 pm

the texture alignment thing looks bad no matter what :?
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Re: ProQuake 4.70 PSP Build

Postby Baker » Sun Dec 18, 2011 6:44 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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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Sun Dec 18, 2011 7:56 pm

it only happens in proQuake 4.70, the older ProQuake builds and Kurok didnt have this problem...
Maybe is a conflict with the HLBSP support, but i am not 100% sure.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Sun Dec 18, 2011 8:02 pm

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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Mon Dec 19, 2011 6:09 am

Looks like the error didnt happen with HLBSP maps ;)
I still got some strange PSP freezing with my mod on ProQuake and Kurok at some areas of my maps...
Removed the soldier enemy and it didnt crash anymore.. Strange :mrgreen: :mrgreen:
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Re: ProQuake 4.70 PSP Build

Postby Baker » Tue Dec 20, 2011 3:02 am

I *do not* like crashes.

In truth, there is PSP mod I will be releasing. And I will want the engine stability to match. :D

I probably have +5 skill over 1 year ago. We'll see what this means. I do know the release of this PSP mod and the next engine will be same day. We'll just have to see which day in the next 3 weeks this ends up being, but it is going to happen. I think double tap support in the engine is something I'll do just because Downsider thought it was a good idea and fleshed out his concept enough and tested it and we are only talking 10 PSP buttons, besides Jukki or Blubs (or one of those guys) thought it was a good enough idea to do QuakeC side.

I never did think that ProQuake 4.70 was good enough, but life has detours ... but detours are temporary even if they last longer than you ever thought.
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Re: ProQuake 4.70 PSP Build

Postby frag.machine » Tue Dec 20, 2011 10:21 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: ProQuake 4.70 PSP Build

Postby mh » Tue Dec 20, 2011 11:52 pm

I'll be watching this one with considerable interest. The hints I've had so far of what Baker's up to have been quite tantalizing, and anyone levelling up their skill can only be a good thing for everyone.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Wed Dec 21, 2011 12:30 am

Perhaps not the most interesting screen shots ...

Image

Image

Image

One feature in Engine X is the ability to expose tons of information to the developer / mapper ...

I thought I might as well throw at least one item from my stash out there. :D

[1. To ProQuake PSP peoples ... ^^ those shots have nothing to do with ProQuake PSP, just so you know.
2. I have max_fps set to 72. Engine X (with everything on) is faster than anything except DirectQ. MH's lightmap experiments was one part of it. Then I found another big one. Then I mtex'd everything. There are like 3 or 4 other interesting optimizations I made, I can't recall them all at the moment. I have one more in the works ... this one will result in FPS gain ... but I'm not doing it for frames per second. There is something I want badly that just isn't quite possible without it ... and it'll unlock some really great stuff :D
3. Obviously since I have FPS set to 72, screenshots above tell you I do not have client/server timing separated. Yet ... ]
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Re: ProQuake 4.70 PSP Build

Postby mh » Wed Dec 21, 2011 1:00 am

I'd love to see you beating me for performance if you can pull off that other idea. It's quite cool to see the old notion that "the Quake engine can't handle big maps/open scenes/horde combat/etc" being blown away, and another engine that can do it will be to everyone's good. :D

I suspect that you may need to go D3D to get all the way though; I've profiled OpenGL as bottlenecking CPU-side in the driver a good bit higher than D3D does (part of it may be having to support all the legacy API crap, as well as translate an API that doesn't really mirror the way modern hardware works into something that does). But I'd still love to see it (and if nothing else it would mean that I can get more speed out too!)

You're not going to beat RMQe in scenes where every surface has animating styles and there are 30+ dynamic lights going off at the same time though; I'm quite confident of that one! DirectQ can't come even close to that.

Correct, it's not just about raw performance, although raw performance in smaller maps does translate into decent performance in bigger/more complex maps so it remains a good thing to shoot for.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Wed Dec 21, 2011 12:27 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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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Wed Dec 21, 2011 8:29 pm

sounds nice so far, does Engine x supports HLBSP?
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Re: ProQuake 4.70 PSP Build

Postby Baker » Wed Dec 21, 2011 9:24 pm

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