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ProQuake PSP 4.71

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  • #16
    Originally posted by Polarite View Post
    I do run quake on my iphone and I can connect to servers online , its just not proquake
    Tell me how? Im not tryin to play, just watch or to chat. Help me out you big beast!

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    • #17
      Originally posted by dr_mabuse1981 View Post
      i didnt found my psp yet, but is it now more stable? does it still crash with no error messages?
      From what I am gathering, stable indeed. I'll mess with it more extensively while on a road trip prolly hehe
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #18
        seems extremely stable so far for me =)

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        • #19
          Originally posted by ceriux View Post
          seems extremely stable so far for me =)
          Do you think its possible to force the PSP into running its cpu at 333mhz while running ProQuake for PSP? This would diminish battery life but I think I would prefer more fluid gameplay instead of 30extra minutes of gaming. By the time my PSP hits 1 bar I'm usually charging anyway haha.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #20
            afaik proquake changes cpu to 333mhz, at least the old build....

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            • #21
              Originally posted by dr_mabuse1981 View Post
              afaik proquake changes cpu to 333mhz, at least the old build....
              If you watch during the loadup of ProQuake system checks (open console,stop demos from playing if you want the screen to cease scrolling)


              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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              • #22
                i believe it has to do with the eboot i think theres a program which unlocks it. ill look it up.

                found this : http://dl.qj.net/psp/homebrew-applic...packer-30.html
                Last edited by ceriux; 07-30-2012, 04:32 PM.

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                • #23
                  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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                  • #24
                    sure thing =)

                    nope still says 222..

                    also it seems that lift sounds keep repeating them selfs even when they arnt moving.
                    Last edited by ceriux; 07-30-2012, 07:18 PM.

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                    • #25
                      Originally posted by ceriux View Post
                      i 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?
                      It 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.
                      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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                      • #26
                        Originally posted by Baker View Post
                        It 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.
                        Any input on how to force the engine to operate at the full 333mhz? Is this outside the realm of the engine? Do you have any ideas about this?
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                        • #27
                          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 ...

                          Comment


                          • #28
                            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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                            • #29
                              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 ...

                              Comment


                              • #30
                                so if we wanted to run a mod we would make this quake.cmdline and do (-cpu333 -mod)

                                if we wanted to run a mod?

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