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InsideQC Forums • View topic - psp engine stuff

psp engine stuff

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

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psp engine stuff

Postby sniperz227 » Sat Dec 17, 2011 6:56 pm

hey sniperz227 here, i was looking in the engine and was trying to find the function where it deifnes the players speed(im writing a sprint function) and was wondering how would i start off with the psp controls so like if i wanted a function called when i hit a certain button(ex. up arrow to call sprint function).
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Re: psp engine stuff

Postby Baker » Sat Dec 17, 2011 9:00 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: psp engine stuff

Postby sniperz227 » Sat Dec 17, 2011 9:37 pm

im familiar with impulses and i was taught how to bind but i forgot :P
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Re: psp engine stuff

Postby Baker » Sat Dec 17, 2011 9:48 pm

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Re: psp engine stuff

Postby Baker » Sat Dec 17, 2011 10:09 pm

Note:

#ifdef PSP
{"TRIANGLE", K_JOY1},
{"CIRCLE", K_JOY2},
{"CROSS", K_JOY3},
{"SQUARE", K_JOY4},
#else
{"JOY1", K_JOY1},
{"JOY2", K_JOY2},
{"JOY3", K_JOY3},
{"JOY4", K_JOY4},
#endif

#ifdef PSP
{"LTRIGGER", K_AUX1},
{"RTRIGGER", K_AUX2},
#else
{"AUX1", K_AUX1},
{"AUX2", K_AUX2},
#endif

^^^ The key names for the triangle and circle and so forth and ltrigger on the psp are ... well ... ^^ those. "circle", "square", "ltrigger" etc.

So: bind circle "say hello"
So: bind ltrigger +attack

etc ...
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Re: psp engine stuff

Postby sniperz227 » Sat Dec 17, 2011 11:05 pm

ahh i get it now and how would you bind to keys for an impulse example(square and ltrigger) or double tab up. would it be bind "SQUARE" "LTRIGGER" "impulse10" ? and "UPARROW" "UPARROW" "impulse 11" ?
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Re: psp engine stuff

Postby Baker » Sat Dec 17, 2011 11:34 pm

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Re: psp engine stuff

Postby sniperz227 » Sat Dec 17, 2011 11:35 pm

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Re: psp engine stuff

Postby Baker » Sun Dec 18, 2011 12:37 am

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Re: psp engine stuff

Postby Jukki » Sun Dec 18, 2011 7:21 am

we jus used impulses and time in qc to see if you have pressed the impulse twice ;)
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Re: psp engine stuff

Postby sniperz227 » Sun Dec 18, 2011 10:11 pm

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Re: psp engine stuff

Postby sniperz227 » Wed Dec 28, 2011 12:47 am

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Re: psp engine stuff

Postby Baker » Wed Dec 28, 2011 1:12 am

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Re: psp engine stuff

Postby sniperz227 » Mon Jan 02, 2012 3:29 am

yes i know its there but i need to use the function in qc and it wont work
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Re: psp engine stuff

Postby Baker » Mon Jan 02, 2012 1:13 pm

"Bob has a problem requiring him to do his first game modding project. He decides he will do his first modding project on a PSP. Now Bob has two problems."

Sincere advise: if you really are having problems grasping modding Quake for your purposes, you couldn't compound your problem worse than by learning on a PSP. You are having "I could solve this myself in 5 minutes on a desktop issues" but instead you are using a platform with no console that requires maybe 3 or 4 minutes to do even the slightest tweak. You'll never make any progress at that rate.

I would suggest splitting your efforts into a learning phase using FitzQuake 0.85 and then applying what you have learned to the PSP after you have figured out how it works.
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