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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 » Tue Jan 10, 2012 2:33 am

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Re: ProQuake 4.70 PSP Build

Postby mh » Tue Jan 10, 2012 7:21 pm

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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Fri Jan 20, 2012 2:13 pm

You are going too much offtopic :lol: :lol: :lol:

I found another strange bug in ProQuake 4.70 PSP:

Image

This enemy is a normal Quake MDL, textured and it looks normal on the PC with any Quakeclient, but not on the PSP.
All maps are in HLBSP format, and it doesnt happen to my other 3 enemys.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Tue Jan 24, 2012 1:12 am

Status: At least a week but I'm guessing 2 weeks ... I assure everyone an update to this will happen WILL happen. I'm juggling a lot of stuff right now.

(I know a couple of ppl are wanting this. And I want it.)
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Tue Jan 24, 2012 1:26 am

Nice to hear ;)

Will we able to use external skyboxes as jpg/pcx??
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Re: ProQuake 4.70 PSP Build

Postby Baker » Tue Jan 24, 2012 1:31 am

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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Tue Jan 24, 2012 2:15 am

Nice, PCX is ok :)
Making skyboxes for Kurok and ProQuake was always a pain:



PCX should do the job ;)

EDIT: i love the Engine X HUD :D
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Re: ProQuake 4.70 PSP Build

Postby ceriux » Fri Feb 10, 2012 8:39 pm

another request i would like would be to add extra buttons such like button0 and to have them bindable via the options menu like any other button. my psp doesn't like to save binds (even through cfg,) and binding impulses to buttons on the psp is tedious. not to mention sometimes impulses don't work out too well when trying to code certain things.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Sun Feb 12, 2012 7:29 pm

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Re: ProQuake 4.70 PSP Build

Postby ceriux » Sun Feb 12, 2012 9:46 pm

well once i tried to code a secondary fire for some gun for someone and the way we wanted it to work wouldn't because it was impulsed based button press instead of a button calling the impulse i suppose? basically regular fire was semi automatic while secondary was supposed to be fully automatic. so with out hacky qc (my opinion) it wasn't achievable. i'm not sure of a good example, but i'v come across it a couple times. (i was also told that a +use button is the proper way to make a use/interact feature, that impulses work, but aren't ideal.)
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Re: ProQuake 4.70 PSP Build

Postby Baker » Sun Feb 12, 2012 9:59 pm

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Re: ProQuake 4.70 PSP Build

Postby ceriux » Sun Feb 12, 2012 11:52 pm

i'm sorry i don't -.-
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Re: ProQuake 4.70 PSP Build

Postby Baker » Mon Feb 13, 2012 2:01 am

I'm looking at this tutorial and thinking ...

http://www.quakewiki.net/quakesrc/112.html

I don't inherently have a problem with the idea of button support, but I'm not seeing it fix the problem you mentioned and it seems a bit odd to bust compatibility with stock Quake for a solution that wouldn't solve a particular problem.

Or am I still missing something obvious here?

I'm not arguing the "impulse system is good" because it isn't, but ... well ... I can't think of a good reason to bust up backwards QuakeC compatibility with stock Quake engines for something that doesn't seem to have a net gain.

As an example, since time immemorial, CTF or Artifact Quake or RuneQuake servers have used impulse 97/98 as +hook and -hook.

Starting QuakeC section thread seeking input ...
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Re: ProQuake 4.70 PSP Build

Postby ceriux » Mon Feb 13, 2012 8:22 pm

well, if the buttons were added to the option menu the players on the psp with my same problem , would be able to bind they're buttons and play with out taking 30 mins to slowly type in all the impulse binds they need to play the game (getting fed up and just turning off their psps.) to me it's more of a fix that will make certain games playable for certain people. i was making a side scroller/fighter which i needed use of all the buttons on the psp but was held back because i was forced to only have the 2 available buttons (which i had to high jack already in certain parts of my code and restore later on) which in the end, ended up killing my progress.

also, anything played on your engine would be compatible with quake even if you were to add these features? so why not add them? now any mod/game made using these features wouldn't be compatible yes, but to be honest if you do happen to look at the tc's on the indiedb site, none are just qc mods. they're tcs so none would play on vanilla quake anyways? the psp scene is far different than that of the pc. psp modders want/need expansion where they can get it.
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Re: ProQuake 4.70 PSP Build

Postby Baker » Mon Feb 13, 2012 8:56 pm

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