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ProQuake PSP 4.71

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  • This only happens in ProQuake (Q1BSP) , in Kurok and in Mexis Revamped Engine not...







    Looks like your lightmap handling is messed up....

    Comment


    • Hmmm
      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


      • Maybe it will help:

        It happens on func_wall and on my func_glass brushes...

        Comment


        • Also whenyou switch on dynamic lightning you can "shoot" away the lightmap errors:





          any idea how i can fix this? It doesnt happen in Kurok and other engines,
          and i dont want to switch the engine again...

          Comment


          • Originally posted by dr_mabuse1981 View Post
            Also whenyou switch on dynamic lightning you can "shoot" away the lightmap errors:





            any idea how i can fix this? It doesnt happen in Kurok and other engines,
            and i dont want to switch the engine again...
            I don't know why it happens. Does it happen anywhere in stock Quake using the PSP engine? Like shadows in the wrong places on E1M1 etc?

            If I could get a screenshot of the issue in a stock id1 map where this happens it might shed some light. Are you using -kurok with the engine? Or not using -kurok?
            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


            • i am using -kurok, but i will test it in stock Quake now....

              Ok, i tested the map it in vanilla quake using ProQuake... Everything
              looks clean:



              also my MOD runned that map fine when i removed the kurok command
              and launched the game in quake mode:




              i think it is a error when running in Kurok mode, but thats not a big problem
              anymore...
              Moving over the modded HUD and menu is an easy task

              Comment


              • Kurok mode compresses the textures. It might be doing it "poorly" for the lightmaps.
                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


                • everything works fine, but i have problems with the rotating door stuff...

                  Inside3d Forums • View topic - Rotating Door Support progs.dat + source +example bsp

                  the example maps runs fine, but when i copy the doors to my map it wont run...
                  also you canstill see the origin brush.... how can i fix this??

                  Comment


                  • I just coded soe nice landmines in, but it oes cause problems in ProQuake..
                    When an enemy player dies on the mine ProQuake gives me some strage text i
                    dont uderstand:



                    Also the game will hang up after some "minekills"...
                    Any idea how i can fix this?

                    Comment


                    • Originally posted by Baker View Post
                      Well, first there is no way for a non-developer to load pak files on an iPhone, and then once you do, there is really no way to make it playable on an iPhone.
                      well, that`s no true baker. you can add te pak files via Itunes media sharing. if is implemented on the app.

                      for exemple some apps implemented this. exemple gameception. contains the Freedoom by default. but you can add other wads. official(doom, doom2, final doom) and unofficial. all must be vainilla doom compatible.

                      if you want you can download the sourcecode to study.

                      http://pinkeh.com/iphone/apps/gamece...ameception.zip

                      Originally posted by Baker View Post
                      You can actually play Quake on a PSP because it has a little "joystick" to aim with and several buttons. No one will confuse you for a mouse user, but it is entirely playable for, say, single player.
                      there is more avatages about this. you can build diferent control schimes and the psp does no have them...

                      anyway Exelet work baker

                      Comment


                      • dr_mabuse1981 - don't call remove() inside touch functions! You'll need to use think/SUB_Remove instead, or your touch state will get all messed up.
                        Some Game Thing

                        Comment


                        • copy/paste this to replace remove

                          Code:
                          self.touch = SUB_Null;
                          self.nextthink = time + 0.1;
                          self.think = SUB_Remove;
                          make sure it is the last thing that happens
                          Last edited by MadGypsy; 02-17-2013, 10:26 PM.
                          http://www.nextgenquake.com

                          Comment


                          • Yeah, that was indeed the problem xD

                            topic:

                            Baker, idk if you still around but can you add a function to load HLBSP map textures as 8bit CLUT?
                            That would fix the RAM problem with HLBSP...

                            Just check Solitudes source...

                            Comment


                            • Originally posted by dr_mabuse1981 View Post
                              Compiled a slim eboot last night
                              Works also for PSPGo and PSP E-1000 users:

                              http://amphedia.untergrund.net/ProQu...Slim_EBOOT.PBP
                              page is dead, anyone have a backup for the mission packs

                              Comment


                              • When i find the time i will compile a slim eboot in the next days.
                                But the fat eboot works on slim too..

                                Im not really working with ProQuake on the PSP anymore.

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