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Enhancing the Quake experience on consoles.

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Enhancing the Quake experience on consoles.

Postby Ranger366 » Thu Feb 03, 2011 6:47 pm

Hello mates!
We all love Quake here, mostly playing it on the PC.
The community already did ports for consoles (im talking about the PSP right now), but
we cant enhance the experience by adding the ability
to use Half-Life maps and such for them.

Something like QuakeInjector for the PSP would be great, or the ability to code QuakeC ON the PSP would be just awesome.
What about focusing on this?
This is not a request of course, its my opinion that it would be great to have something like this for the PSP.
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Re: Enhancing the Quake experience on consoles.

Postby Baker » Thu Feb 03, 2011 7:06 pm

Ranger366 wrote:Hello mates!
We all love Quake here, mostly playing it on the PC.
The community already did ports for consoles (im talking about the PSP right now), but
we cant enhance the experience by adding the ability
to use Half-Life maps and such for them.

Something like QuakeInjector for the PSP would be great, or the ability to code QuakeC ON the PSP would be just awesome.
What about focusing on this?
This is not a request of course, its my opinion that it would be great to have something like this for the PSP.


The QuakeInjector is open source (but Java based and the PSP has no Java that I know of) and as far as I know the QuakeC compilers (which are also open source) could compile for the PSP with few modifications.

There is a build of libcurl (HTTP/FTP download library) for the PSP, so something like the Quake Injector could be made.

All that being said, most of the modders/mappers/etc and people who have the skill and experience to "get things done" don't have a PSP.

So really the real question is motivating some of the PSP modders to make these things and getting some of the PSP modders to raise their ethics/standards to increase the tools and resources for the PSP part of the community.

I mean just to give an example, MDave made KurokPSP 0.4 what is getting close to 3 years ago and only in the last couple have any improved and open source PSP engines surfaced.

A quality community requires "community works" and open source --- and modders/mappers/etc without a PSP really can't help (they don't understand the differences nor can they test for the PSP).

The PSP Quake community won't have the kind of resources that the "desktop Quake community" has without participants willing to make "community works" for the greater good. That being said, you can't compile maps (or even edit them) or a PSP engine without a PC nor can someone model for the PSP without a PC so I can't see how coding QuakeC on a PSP would be that helpful.
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Re: Enhancing the Quake experience on consoles.

Postby Ranger366 » Thu Feb 03, 2011 7:12 pm

That's so true...
My main idea behind the QuakeInjector for the PSP was to start maps quickly. This can be done in the game itself thought, but havnt saw a map-browser yet (just heard of one in sooo many engines...)

For QuakeC coding we need a Notepad or sth like that, there is one for the PSP but havnt checked if it only saves with limited file extensions.
I've never worked with the PSP-SDK and cant think of porting QCC to the PSP, but im going to try.

When we have the ability to make this possible, we should try.
Last edited by Ranger366 on Thu Feb 03, 2011 7:19 pm, edited 1 time in total.
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Re: Enhancing the Quake experience on consoles.

Postby Baker » Thu Feb 03, 2011 7:18 pm

Ranger366 wrote:This can be done in the game itself thought, but havnt saw a map-browser yet (just heard of one in sooo many engines...)


The next version of ProQuake PSP has a special startup menu, one of the options is starting the "Undergate" which is a set of 104 maps without restrictive distribution stuffs in the readmes I made in 2006.

Image

That being said, I have to some degree got side tracked with trying to figure out why some of the maps crash the PSP.
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Re: Enhancing the Quake experience on consoles.

Postby Ranger366 » Thu Feb 03, 2011 7:24 pm

This looks like pure gold Baker, keep it up!
How are the informations created on the brush, manualy?
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Re: Enhancing the Quake experience on consoles.

Postby Baker » Thu Feb 03, 2011 7:53 pm

Ranger366 wrote:This looks like pure gold Baker, keep it up!
How are the informations created on the brush, manualy?


It is just a static dumb map. It doesn't read the Quake folder or anything special, although that would be something interesting to do at some point.
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Re: Enhancing the Quake experience on consoles.

Postby Ranger366 » Thu Feb 03, 2011 7:55 pm

Baker wrote:It is just a static dumb map. It doesn't read the Quake folder or anything special, although that would be something interesting to do at some point.


The "Reviewed maps" sign kept me up in some way.
Damn i love this game.

Who knows... going to port DarkPlaces to the NGP in 1 year. Everything changes.
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Postby Arkage » Thu Feb 03, 2011 9:55 pm

I can't imagine someone using a psp to code. Real keyboard > on screen psp keyboard.
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Re: Enhancing the Quake experience on consoles.

Postby frag.machine » Thu Feb 03, 2011 11:57 pm

Ranger366 wrote:That's so true...
My main idea behind the QuakeInjector for the PSP was to start maps quickly. This can be done in the game itself thought, but havnt saw a map-browser yet (just heard of one in sooo many engines...)

For QuakeC coding we need a Notepad or sth like that, there is one for the PSP but havnt checked if it only saves with limited file extensions.
I've never worked with the PSP-SDK and cant think of porting QCC to the PSP, but im going to try.

When we have the ability to make this possible, we should try.


Coding and mapping in PSP ? Why, don't you have a PC for that ? :shock:

progs.dat and all Quake artwork are 100% cross-platform, there's no reason to not develop and test whatever mod you desire in PC and just deploy the final result to the console.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Mexicouger » Fri Feb 04, 2011 12:15 am

I always thought it would be cool to have a Quakec compiler and coding suite on the psp. It would be cool to be Hanging out somewhere, get an idea for a code, and pull out your psp and code it, instead of waiting to get to your PC to do it.

Mapping however... Meh. That would be pointless because the psp screen is so small, and 4 windows wouldn't work
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Postby Downsider » Fri Feb 04, 2011 4:06 am

When I was a kid, I cloned SnakeJump in Lua on the PSP, using only the PSP as the input device :D

See, I was grounded.. :(
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Postby Jukki » Fri Feb 04, 2011 4:49 am

I agree having qc complier on psp would be nice. It would be hellhard to type yes.

But what about qcc for iphone. I am typing this reply with it. Something like qcide for ipjone would be nice ;)
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Postby leileilol » Fri Feb 04, 2011 5:31 am

programming on a PSP? sounds like an impractical waste of time but I guess it's all more for bragging points because the 'wii is gay psp isnt' and such childish console inbred shit like that. why not just focus on schoolwork instead of petty firing functions

use a computer
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Postby Ranger366 » Fri Feb 04, 2011 8:08 am

leileilol wrote:programming on a PSP? sounds like an impractical waste of time but I guess it's all more for bragging points because the 'wii is gay psp isnt' and such childish console inbred shit like that. why not just focus on schoolwork instead of petty firing functions

use a computer


you are right leilei, but im not a PSP fanboy. i got the console because of the ability to modify a multimedia console and enhance it for my own. (that was a half year ago)
Quake is a part of my life - and when i were able to code some little QC (i type very fast on the PSP Keyboard).

(at)frag.machine
i never wanted to make maps on the psp.

Something like a mapmenu, modmenu (like in DP) would be and useful feature on the PSP. I think that can be done by some people on the PC and can be easily ported to the PSP.
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Postby r00k » Fri Feb 04, 2011 8:27 am

PSP is good for watching demos or maybe QuakeTV if it could connect to the net. Other than that, screen is too small for realz
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