Vortigaunt QC
Moderator: InsideQC Admins
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Biodude wrote:quake life doesnot work on the psp as I understand, I do like playing with these on the psp tho
Really only a few extensions need adding to make it work.. off the top of my head:
FRIK_FILE
strzone/cat/strlen/(basically the string tools)
and an extension that sticks all property data into the .netname field of a multi_manager entity (very easily added) or alternatively use __fullspawndata from FTE.
All of which are available in the fully open-sourced MVDSV XE code on my site.
Of course, PSP has other problems with HL maps which are more quake engine limitations than other things..
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
Almost all of the half-life entities' basic functionality is no problem for standard quake engines. Quake-life supports as many functional entities as it can without needing some extreme hacks. All entities should work on standard quake engines save for multi_manager, the scripts (scripted_sequence, sentence, etc.).
Also I forgot to mention that you will also need rotating brush support for things like func_rot_door. I posted a tutorial on that on i3d not long ago. Again, not a rocket science job by any means.
Also I forgot to mention that you will also need rotating brush support for things like func_rot_door. I posted a tutorial on that on i3d not long ago. Again, not a rocket science job by any means.
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
19 posts
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