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ProQuake PSP 4.71

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  • #91
    nice looking map, i wish i already had textures available to me. but i'v been making all custom textures. the map looks a little bear and dark atm. but once i get more done there will be more things to lighten it up.

    however i am using hlbsp.

    maybe my compiler settings is what is allowing me to use dynamic lighting? i'm also keeping my structures fairly low in detail for the most part.





    as you can see i have a lot more to be finished on my map, hopefully i dont run into the problems you're having.

    i also make my textures as small as i possibly can.

    oh yeah and i believe i have slim, i run pro B.
    Last edited by ceriux; 08-18-2012, 03:29 PM.

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    • #92
      The house ruins are scaled down to 80x80 now and the rest too, only a few textures are 128x128 but i avoid to use them...

      I also modified my HUD now showing the equipped weapon name and i have also plans to remove the "Sbar_DrawNum" and "DrawPic" to save memory and use the conchars to showing ammo/health stuff, only 2 or 3 pics for health/armor etc.. icons..

      I will post a screenshot soon but i fucked up my weapon "#define" stuff... hehe..

      EDIT: HUD shows weaponnames using "DrawString" (yes, kinda inspired from NZP):

      Needs to be aligned but it works and i will do that with the ammo too


      Last edited by dr_mabuse1981; 08-18-2012, 04:18 PM.

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      • #93
        anyone had this issue with changing the view ofs?

        i tested it in darkplaces and didnt have this issue.

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        • #94
          fov??

          never had problems with that, fov and scr_ofsy commands works like a charm here...

          EDIT: maybe you can come to our nzpmaps forum and start a private chat so we dont need to spam
          this topic xD

          I am online there sometimes, just ignore the "kids" there...
          Last edited by dr_mabuse1981; 08-18-2012, 11:17 PM.

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          • #95
            the view ofs is qc not fov, basically when you alter the ofs it changes the height of where the player sees from not the distance back/forward. normally when you alter it the view model follows it, apparently not in this case. also it cannot be changed via the console.

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            • #96
              ahh, ok... i know xD
              i still have the default view ofs (22)..

              I also found a strange thing with "Kurok Fence" textures:

              Behind the prisondoors is a cell, but you see the skybox instead, not the rooms:



              It looks also strange sometimes (too bright or too dark):



              BTW:

              I just LOVE that fog command, it gives the map a complete different feeling,
              this map is based in Africa and with the correct fog setting the skybox (is blue) will look matching to the map

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              • #97
                yeah, i read something about that, is this also in proquake?

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                • #98
                  Yes, it happens in ProQuake and also NZP (uses ProQuake too)...
                  I am not sure about Kurok.

                  EDIT: i removed the numbers for health and added a "bar based" hud for health,
                  and i also messed up my weapon/ammo stats xD




                  @Baker: I run my mod on the pc with FitzQuake, and i have the zoomfunction from kurok ported
                  to my mod, but i only runs on the pc, the psp doesnt zoom in multiplayer, how can i re-activate it?
                  EDIT2: Nevermind, it works now, i just forget to add the impulse functions to the engine xD
                  Last edited by dr_mabuse1981; 08-21-2012, 06:45 AM.

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                  • #99
                    also a good tip:

                    NEVER NEVER NEVER NEVER use that shitprogram called AdqEdit!!!
                    That stupid program just deleted my gfx folder from my mod, thanks god i have a backup!
                    is there another way to make skyboxes? whats with FIMG?
                    Last edited by dr_mabuse1981; 08-21-2012, 10:17 AM.

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                    • i use wally and fimg im a little busy now. but when im not later tonight ill try n write out how i did it.

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                      • Yeah, i used Fimg now and MDaves tutorial...
                        You will laugh but i already forget how i did it but
                        at least i have now a own skybox on my snowmaps:

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                        • Sorry for doublepost, but i read something about the so called "BSP2" format...
                          Is it possible to add it to the engine? and whats the exact difference from Q1BSP and BSP2?

                          I just found this:

                          [remakequake] View of /engine/Experimental/BSP2Tools/BSP2 for Engine Coders.txt

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                          • BSP2 map format supports a massive number of lightmaps. Any map large enough to need BSP2 is going to have tons of lightmaps (these are each textures), which would require a ton of memory. So a PSP couldn't do that.

                            However, I made a BSP compiler build of txqbsp that supports rotation and all the other fun stuff in MH's BSP2 compiler EXCEPT massive lightmaps counts. It should support everything Quake Remake did, but be compatible with every Quake engine (except the huge lightmap counts, obviously).

                            It is available here (.exe and source code):

                            http://quake-1.com/docs/utils/txqbspbjp_rotate_skip.zip

                            I cannot recall if I added rotation support to PSP ProQuake. My guess is that I did (about 80% certain).
                            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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                            • Ahh thanks for the compiler
                              i had indeed plans for rotating brushes in my mod.
                              But afaik it worked in ProQuake 4.70, at least for my ceiling ventilators

                              EDIT: You have a fat psp right? i could need a fatuser for testing our little mod,
                              we have only slims

                              But we need to fix our menus first

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                              • If you make it a simple zip file that I can easily just unzip to the PSP, sure I can try your mod on my Phat PSP at whatever time you need someone to see if it works.
                                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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