Thanks for the suggestions! Do me a favor and try adding -rogue to your quake.cmdline and see if the Dissolution of Eternity HUD works (hipnotic should be off)
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Insomnia ProQuake 4.71 Engine + MOD Compilation [Sony PSP]
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Originally posted by Izhido View PostIsn't adding -rogue kind of *the* requisite to play DoE anyway?
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Originally posted by Grzybiarz View PostOk, but im short of ideas right now :p
You can make picked up keys visible in hud, when you chose a last but one screen size.
You should delete that instruction from the bottom of the screen in menu that says "press Square to open a console" because it lies.
You can also try to repair that hud in Dissolution of Eternity. In scourge of armagon it works, if you play in hypnotic mode.
You can also add fov changing slider. That would be nice.
That is all that comes to my mind, right now. I'll let you know if i think of something else
Development Insomnia ProQuake 4.71 Revision 4.2
So, keys will now show up on that smallest visible hudview on left screen when you pick them! Directly next to armor icon (if you have armor) I also noticed in the process that the various give key commands in console do not work... I'll have to look more into that. When you physically pickup a gold or silver key it will show on the hud now
Added rogue to prompt menu
Totally gave up on trying to fix the on/off for Vertical Aim! XD I'll have to write a new function for how its drawn/operates. I spent like 30 minutes trying to do it with the current function and its impossible
Haven't added FOV slider yet but will implement that as well, keep thinking of more things!
Regarding "press square to open a console" it actually says "press square to open keyboard" which is true! When you hit select to bring up console, and hit square, you can see a mini keyboard to type in console commands.
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I believe so! Is this the problem you are referring to specifically? Will implement his listed fix if its the one you are referring to!
http://forums.insideqc.com/viewtopic.php?p=44558#p44558
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DOWNLOAD: Development Build Insomnia ProQuake 4.71 Revision 4.3
Latest build, I'm 99% sure the rune bug you mentioned is fixed! InsideQC forum saves the day.
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If you want to understand how colored .lit file support works, if you go to forums.insideqc.com and then go to the bottom and select the Programming Tutorials sub-forum and then the top topic "QuakeSrc.org Tutorials, The Return Of ..." and then click the link Quake Standards Group - Tutorial and search for ".lit" on the page there is a tutorial for that.
If I remember ...
a) The tutorial doesn't work and never quite did --- not even on the original GLQuake it was supported to work on, but Windows ProQuake 3.50 would be have almost entirely the same rendering code as GLQuake. (This doesn't make the tutorial useless --- if you look at the tutorial and the associated code, you may understand more how colored light works -- the lighting in Quake is fairly complex --- it's not the kind of thing that is easily understood).
b) If wouldn't work with (Windows) ProQuake 4.93 anyway because I rewrote some of the rendering to increase the frames per second and fixed several original GLQuake bugs/issues. (short version: it's too modified)
However, that being said --- context ---
The intention of ProQuake is the original GLQuake with zero changes except that it works right and is more convenient. ProQuake is still very widely used by players who just want to play RuneQuake or CRMOD the original way they always remembered Quake. ProQuake doesn't have the radically enhanced limits of other modern engines and couldn't play hardly any of the recent single player releases. So colored light support wouldn't make any sense, the players that use it wouldn't want it and the engine can't do Arcane Dimensions or hardly any of the single player releases made in the last 10 years. It's not that kind of engine.
The PSP ProQuake was a bit different in the sense it was a modification of Kurok PSP, and I didn't want to break Kurok compatibility. The Kurok QuakeC used an evil music looping cheat to avoid the MP3 music playback crash.
And some of the PSP modders like Juki + co. used ProQuake PSP as a basis for making a game, like Nazi Zombies Portable ---- so it was kind of a better Kurok engine with mp3 fixes, Half Life map format support and some of the base ProQuake enhancements.
/Wall of text for the dayQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by Baker View PostIf you want to understand how colored .lit file support works, if you go to forums.insideqc.com and then go to the bottom and select the Programming Tutorials sub-forum and then the top topic "QuakeSrc.org Tutorials, The Return Of ..." and then click the link Quake Standards Group - Tutorial and search for ".lit" on the page there is a tutorial for that.
If I remember ...
a) The tutorial doesn't work and never quite did --- not even on the original GLQuake it was supported to work on, but Windows ProQuake 3.50 would be have almost entirely the same rendering code as GLQuake. (This doesn't make the tutorial useless --- if you look at the tutorial and the associated code, you may understand more how colored light works -- the lighting in Quake is fairly complex --- it's not the kind of thing that is easily understood).
b) If wouldn't work with (Windows) ProQuake 4.93 anyway because I rewrote some of the rendering to increase the frames per second and fixed several original GLQuake bugs/issues. (short version: it's too modified)
However, that being said --- context ---
The intention of ProQuake is the original GLQuake with zero changes except that it works right and is more convenient. ProQuake is still very widely used by players who just want to play RuneQuake or CRMOD the original way they always remembered Quake. ProQuake doesn't have the radically enhanced limits of other modern engines and couldn't play hardly any of the recent single player releases. So colored light support wouldn't make any sense, the players that use it wouldn't want it and the engine can't do Arcane Dimensions or hardly any of the single player releases made in the last 10 years. It's not that kind of engine.
The PSP ProQuake was a bit different in the sense it was a modification of Kurok PSP, and I didn't want to break Kurok compatibility. The Kurok QuakeC used an evil music looping cheat to avoid the MP3 music playback crash.
And some of the PSP modders like Juki + co. used ProQuake PSP as a basis for making a game, like Nazi Zombies Portable ---- so it was kind of a better Kurok engine with mp3 fixes, Half Life map format support and some of the base ProQuake enhancements.
/Wall of text for the day
10/10 wall of text for the day! Great information, even if the tutorial isn't totally reliable. At worst, it will still help me better understand the Kurok implementation of .lit support.
I do understand that ProQuake is more of an "original" Quake engine focused on optimizing netplay while keeping to the core gameplay/aesthetic as much as possible. A very purpose built engine. Which is why I'm going to butcher it by trying to add .lit supportI'm not intending on releasing it to the public at all, it's mainly a for-fun project project/exploration and because Sgt-PieFace was interested in it. Out of curiosity, what version of Visual Studio were you using for ProQuake 3.50 and ProQuake 4.93 respectively?
The PSP was definitely limited on availability in terms of quality Quake ports. There is a pretty clear progression starting with the best engine from the first batch of ports starting with Peter Makcay [base build] ---> Chris Swindle[adhoc support] ----> Jurak Styk [optimization/better control support] ----> MDave [Kurok builds] ----> BAKER [netcode improvement/proquake features] and then later on the NZP crew.
You know, have you ever thought about writing a book on the progression of Quake over the years and various iterations? We need some damn Quake history articles!
I need to find out more about this evil music loop hack to avoid MP3 playback crashing. Reminds me of:Code://evil floating point bit level hacking //what the fuck?
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On another other sidenote, I found this old post of yours
In theory, would it be possible to take, say Arcane Dimensions[maps/sources available], remove the lightmaps and transparent textures, replace high poly count models with low ones/smaller textures and compile it to be able to run between 20-30 fps on PSP? If you think it's feasible, I genuinely may make that my next big project. I haven't played Arcane Dimensions before but after watching some gameplay, it would be probably the best Quake mod for PSP [if I could get it working]. If you don't think its feasible, I won't look into it. I've honestly never messed with Quake mapping whatsoever. Putting aside the difficulty factor from lack of experience, is it FEASIBLE?Last edited by Dark_Duke; 07-08-2016, 11:56 PM.
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Originally posted by Dark_Duke View PostOut of curiosity, what version of Visual Studio were you using for ProQuake 3.50 and ProQuake 4.93 respectively?
That being said, it is Visual Studio 6. And it would be living nightmare to try to compile that in modern Visual Studio, now that I think about it. It'd be like jumping in a stack of needles.
Welcome to C. There are million things that you may want to do. There are things that should be easy. Unfortunately, it's brutal and ruthless.
Choices:
1) Stay on the Yellow Brick road.
2) Don't stay on the Yellow Brick road.
You might need to stay on the Yellow Brick Road. ProQuake for Windows is not like that "easy to compile FitzQuake" I linked you --- which I made back at the time so people who wanted to experiment with engine coding could at least get started.
MP3 hack
Originally posted by Dark_Duke View PostArcane Dimensions?Last edited by Baker; 07-09-2016, 01:06 AM.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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