Originally posted by Polarite
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ProQuake PSP 4.71
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Originally posted by dr_mabuse1981 View Posti didnt found my psp yet, but is it now more stable? does it still crash with no error messages?hehe
Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by ceriux View Postseems extremely stable so far for me =)Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by dr_mabuse1981 View Postafaik proquake changes cpu to 333mhz, at least the old build....
you'll note its reporting in the bootup console riff-raff , 222mhz ! I'm betting money that the other possible 111mhz could offer a noticable performance boost. I tried forcing this setting to 166/333 through the M33 CFW menu, and it still operated at 222mhz at ProQuake PSP bootup.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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cool! hopefully you'll test run the stuff and report back to us. If it nets performance gains,then the rest of us should probably do the same.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by ceriux View Posti noticed that there is a dynamic lights option. does this mean that colored lights are possible? would you be willing to put a list of thing the engine does?
Other than the support for interpolation, the Half-Life map format (if the textures are embedded in the bsp -- i.e. no external wad support), mp3 support there are not a lot of superfluous features.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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Originally posted by Baker View PostIt supports colored lights.
Other than the support for interpolation, the Half-Life map format (if the textures are embedded in the bsp -- i.e. no external wad support), mp3 support there are not a lot of superfluous features.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Try -cpu333 (edit the quake.cmdline file which you may need to create. Goes in the base quake folder, not quake/id1)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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and inside the file will only be -cpu333
Done this, ran timedemo demo1 w/ ProQuake running at 333mhz, 222mhz results are first..
222mhz = 20.4seconds , 47.6 fps , at atart map getting 27-31 fps MAX.
333mhz = 19.7seconds , 49.1 fps , at start map getting 49-52 fps MAX.
nearly doubled the performance ! This is off 1st generation "Phat PSP" .Last edited by Mindf!3ldzX; 07-30-2012, 09:37 PM.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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That's right (since a PSP can't do command line parameters).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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