Extras R4 and GLquake
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Extras R4 and GLquake
Is there any known incompatibilities with basic Glquake? The engine I am working with is ID's GLquake source ported to the iphone. And i used Frank Condello (p0x)'s Extras R4 as my base for the iHalo game I'm working on. And i have found that if i have any map extras in my map it just crashes. Something as simple and func_explobsp. Any ideas anyone? (Yes i put all the models in the pak0, yes I put the progs.dat in there too.)
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
I had that Crashing problem when I started making Sprites in FIMG. It Bugged The flipping Crap outta me. I should listened to the ERROR message that popped up saying it would crash GLQUAKE. sigh..
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Downsider wrote:I don't believe there's any GLQuake port for the iPhone. Every one I've seen uses software rendering.
Haven't you seen the GLquake port by Tmsoft?
http://www.youtube.com/watch?v=IufqdiWWn5s
They never released it. But i found them on facebook and asked them if they would release it, no sense in having it waste space on their hard drive. And they said sure and released it on Google Code. http://code.google.com/p/quake1-iphone/
@leileilol, I'll edit those sprites and see is that works, cause i know for sure i was using drip.spr
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Ghost_Fang wrote:Downsider wrote:I don't believe there's any GLQuake port for the iPhone. Every one I've seen uses software rendering.
Haven't you seen the GLquake port by Tmsoft?
http://www.youtube.com/watch?v=IufqdiWWn5s
They never released it. But i found them on facebook and asked them if they would release it, no sense in having it waste space on their hard drive. And they said sure and released it on Google Code. http://code.google.com/p/quake1-iphone/
@leileilol, I'll edit those sprites and see is that works, cause i know for sure i was using drip.spr
Yeah, I didn't know they had released the source. Maybe I'll mess with it some day. I like developing for mobile platforms.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Ghost_Fang wrote:If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned from leil that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Ghost_Fang wrote:Ghost_Fang wrote:If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned from leil that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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