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Descriptive Modding: The PSP Engine

Discuss programming topics for the various GPL'd game engine sources.

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Postby Jukki » Sun Sep 05, 2010 11:37 am

sry for recovering this. But new links are dead. Could someone reuplload them?
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Postby Baker » Mon Sep 06, 2010 1:28 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby DusterdooSmock » Mon Sep 06, 2010 4:28 pm



In the link that you posted, which file contains the newest psp engine?
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Postby Jukki » Mon Sep 06, 2010 5:07 pm

yeah same thought. But i have problems with them. I cant complie slim versions
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Postby Baker » Wed Oct 06, 2010 7:23 am

This is about to receive an update.

Every once in a while, I build and update all the ProQuake builds (OS X, Flash, PSP) and the PSP version is eating a huge chunk of ProQuake enhancements like chase_active 2. And it will support Half-Life BSP like the Windows and OS X versions do.

When exactly it gets an update is more a question of how testing goes and where I decide to draw the line. Although some of this might interest some PSP modders, this upcoming PSP update is more for the sake of making code maintenance easier on me than anything else plus I am preparing for Kurok support in Engine X. The PSP build of ProQuake isn't much of priority for me but more for the sake of doing housecleaning with my ProQuake code as I slowly spin ProQuake and Engine X into alternate builds of the same engine.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Baker » Thu Oct 07, 2010 8:54 pm

After a couple of annoying setbacks, this is going exceedingly well.

Adding saved command history capability makes testing on the PSP lightspeed faster, plus you can edit the history file if you want ( viewtopic.php?t=2386 ).

Some of the work on this was mindnumbingly tedious, but a welcome change from debugging or trying to write new features.

A few more hours later today and I'll have a new version and I have taken some extra time to polish it up a bit.

Funny how with enough experience you can get a gut feeling of things the PSP is going to hate, it crashes of course with some new code, you revert it and then it is like --- yeah, I knew it wasn't going to like that for some reason.

A side benefit: I found a missing link in the PSP interpolation code that ProQuake/Engine X needed to solve annoying interpolation issue that had been annoying me for months.
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