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Is some of the functions in quake pc, in quake psp?(hlbsp)

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Is some of the functions in quake pc, in quake psp?(hlbsp)

Postby Mexicouger » Wed Jun 16, 2010 11:14 pm

Well, I am trying to folow baners tutorial On adding HLBSP, ANd I have done all of the steps so far, and I am stuck on step 8, where it says to open up gl_vidnt.c.

That is a problem because That file isn't in kurok psp. So I went to vid.h. My search was for a .c or .h file that Had to deal with paletes. vid.h Did somewhat, But I don't know too much about.h files, except that On this one, there wasn't a vid.c. So Could I just add

Build_Gamma_Table ();

To the bottom of one of the functions? Say,

VID_SetPallete, or VID_INIT?

Please help, Because I Have to get hlbsp into the Kurok engine. I need different paletes, Because in my mod, you will be visiting many differetn planets, And they can't all share 1 pallete :p
Thanks,
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Re: Is some of the functions in quake pc, in quake psp?(hlbs

Postby Baker » Wed Jun 16, 2010 11:21 pm

Mexicouger wrote:Well, I am trying to folow baners tutorial On adding HLBSP, ANd I have done all of the steps so far, and I am stuck on step 8, where it says to open up gl_vidnt.c.

That is a problem because That file isn't in kurok psp. So I went to vid.h. My search was for a .c or .h file that Had to deal with paletes. vid.h Did somewhat, But I don't know too much about.h files, except that On this one, there wasn't a vid.c. So Could I just add

Build_Gamma_Table ();

To the bottom of one of the functions? Say,

VID_SetPallete, or VID_INIT?

Please help, Because I Have to get hlbsp into the Kurok engine. I need different paletes, Because in my mod, you will be visiting many differetn planets, And they can't all share 1 pallete :p
Thanks,


The HLBSP tutorial won't work on the PSP engine's code. The OpenGL modifications don't translate to the PSP engine's PSPGU.

Basically, the tutorial isn't going to work on the PSP as-is.
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Postby Mexicouger » Wed Jun 16, 2010 11:23 pm

Is there anywhere I can Add hlbsp? A tutorial maybe? I mean, hlbsp is a must now days....
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Postby Ranger366 » Wed Jun 30, 2010 4:42 pm

Mexicouger wrote:Is there anywhere I can Add hlbsp? A tutorial maybe? I mean, hlbsp is a must now days....


There is one Engine for PSP wich supports HL BSP (tested on slim, works with WADS) but i cant release it.

Im only saying this because its possible, i cant give the engine.
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Postby Mexicouger » Wed Jun 30, 2010 4:48 pm

Dang....

Oh well. Bakers Tutorial isn't too hard to port onto psp. I am pretty familiar with what He said in the tutorial. Well where stuff goes anyway.
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Postby Downsider » Wed Jun 30, 2010 5:28 pm

Ranger366 wrote:
Mexicouger wrote:Is there anywhere I can Add hlbsp? A tutorial maybe? I mean, hlbsp is a must now days....


There is one Engine for PSP wich supports HL BSP (tested on slim, works with WADS) but i cant release it.

Im only saying this because its possible, i cant give the engine.


Mine has it as well as Half-Life model :lol:
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Postby Ranger366 » Wed Jun 30, 2010 6:37 pm

Downsider wrote:
Ranger366 wrote:
Mexicouger wrote:Is there anywhere I can Add hlbsp? A tutorial maybe? I mean, hlbsp is a must now days....


There is one Engine for PSP wich supports HL BSP (tested on slim, works with WADS) but i cant release it.

Im only saying this because its possible, i cant give the engine.


Mine has it as well as Half-Life model :lol:


darkQuake supports HL MDL too.
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Postby Downsider » Wed Jun 30, 2010 8:03 pm

darkQuake is a closed-source mishmash of ports from various engines.
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Postby frag.machine » Wed Jun 30, 2010 8:55 pm

Downsider wrote:darkQuake is a closed-source mishmash of ports from various engines.


What ? Closed source ? But are they releasing public binaries ? :?
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 Spike » Wed Jun 30, 2010 9:06 pm

I hope they're not violating my copyrights!
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Postby mh » Wed Jun 30, 2010 10:26 pm

Eh? What's all this then? Linky please.
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Postby leileilol » Wed Jun 30, 2010 10:45 pm

I don't think a closed source "I can't release" ego is going to work here. It hasn't worked for the last few.

Teenagers vs. COPYING.TXT.... it's not like you have anything extremely unique and special to hide. John Carmack doesn't appreciate such righteousness either.
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Postby mh » Wed Jun 30, 2010 10:56 pm

I'd just like to throw the little fucker to the lions. Bottom line is - much as there is a lot about the GPL I dislike - it's still the terms and conditions under which you use the code. One does not have a choice.
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Postby Downsider » Wed Jun 30, 2010 11:46 pm

You can't find the engine in many places, all the links are dead now, but when it was released there was a bit of a discussion about it on the Kurok forums because the source wasn't released.
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Postby Ranger366 » Thu Jul 01, 2010 3:11 pm

leileilol wrote:I don't think a closed source "I can't release" ego is going to work here. It hasn't worked for the last few.

Teenagers vs. COPYING.TXT.... it's not like you have anything extremely unique and special to hide. John Carmack doesn't appreciate such righteousness either.


I hope you dont mean me with the Teenager, i asked few times for source, but noone in the intern team got it. I self can only work with the Engine for my WIP stuff, and the engine can be released when the main game wich will be made with the engine are released.

i have nothing todo with all this stuff about DQuake.
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