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Postby Mexicouger » Tue Oct 12, 2010 10:32 pm

You're Great Baker :D

Keep up the good work. Now what is the best way to have a fix for the transparent HUD? That is our last problem. Or maybe you could guide me in the right direction of a code that doesn't count the invisible color as an alpha color.
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Postby Baker » Tue Oct 12, 2010 10:52 pm

Mexicouger wrote:You're Great Baker :D

Keep up the good work. Now what is the best way to have a fix for the transparent HUD? That is our last problem. Or maybe you could guide me in the right direction of a code that doesn't count the invisible color as an alpha color.


I'll throw that in to the release. I might as well write it in it, besides I'd like the cl_sbar alpha to affect the Kurok HUD just as a mental exercise.
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Postby Mexicouger » Wed Oct 13, 2010 12:02 am

Can you make a thread and post your update please?
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Postby Baker » Thu Oct 14, 2010 2:32 am

Mexicouger wrote:Can you make a thread and post your update please?


Only after the release.

However, this will be in the next several hours. :D

It would be done sooner, but I insist on drinking these beers first. :D

I credit myself with having a good sense of priorities.
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Postby Mexicouger » Thu Oct 14, 2010 3:01 am

When you release, can you post a list of features that are new from Kurok? That would be very helpful. I can't wait for a release Baker :D

Good work!
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Postby Baker » Fri Oct 15, 2010 1:14 am

Slight delay. I encountered a crash issue that I needed to resolve. I've located the source of the problem so I can resolve it now ... I am thin on time but I hope to release this tomorrow before 4 PM (USA Eastern Time Zone).
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Postby Mexicouger » Fri Oct 15, 2010 1:27 am

I was so excited D:

Well, anyways, Keep it up Baker. Are you adding HLBSP?
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Postby Baker » Fri Oct 15, 2010 1:34 pm

Mexicouger wrote:I was so excited D:

Well, anyways, Keep it up Baker. Are you adding HLBSP?


Yes and that's what I am having an issue with.

Kurok supports a skybox with its own palette that isn't the Quake palette. Adding Half-Life map support to the PSP engine is essentially creating a palette file for each Half-Life map texture and setting the palette when the texture is set.

I am battling some sort of annoying crash, I thought I knew what the deal was and seemed to trap the issue.

My time quality today is a bit low, but I'm hoping I can release it later today.
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Postby Jukki » Fri Oct 15, 2010 1:38 pm

Baker wrote:
Mexicouger wrote:I was so excited D:

Well, anyways, Keep it up Baker. Are you adding HLBSP?


Yes and that's what I am having an issue with.

Kurok supports a skybox with its own palette that isn't the Quake palette. Adding Half-Life map support to the PSP engine is essentially creating a palette file for each Half-Life map texture and setting the palette when the texture is set.

I am battling some sort of annoying crash, I thought I knew what the deal was and seemed to trap the issue.

My time quality today is a bit low, but I'm hoping I can release it later today.


ok. Wel i hope you can do it (and you can do it ;) )

Just random things that would be nice to have too.

ingame keyboard (i mean when you are ingame and you can use it to chat. Idr what was the keyboard caled (danzef if i real remeber)

doupletap/hold buttons (psp stupid button limitations

md3

sry for asking thease but they would be nice to have (if you know what i mean
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Postby Mexicouger » Fri Oct 15, 2010 1:41 pm

Jukki, this isn't some engine where he is throwing crap into an engine. He is practically making Proquakes engine for the psp. So he is adding the features from proquakex, Not the features that "you" want.

His engine will be out soon, so check out the features then.
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Postby frag.machine » Fri Oct 15, 2010 2:35 pm

Jukki wrote:ok. Wel i hope you can do it (and you can do it ;) )

Just random things that would be nice to have too.

ingame keyboard (i mean when you are ingame and you can use it to chat. Idr what was the keyboard caled (danzef if i real remeber)

doupletap/hold buttons (psp stupid button limitations

md3

sry for asking thease but they would be nice to have (if you know what i mean


You forgot the part where you say "and while you're there, make me a sandwich". :lol:
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Postby Baker » Fri Oct 15, 2010 4:50 pm

Jukki wrote:doupletap/hold buttons (psp stupid button limitations


Might happen eventually. The button limitation causes problems. Another option might be treating the LTRIGGER as shift key except if it is held down for more than, say, 250 ms.

md3


If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.

md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.
Last edited by Baker on Fri Oct 15, 2010 4:53 pm, edited 1 time in total.
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Postby DusterdooSmock » Fri Oct 15, 2010 4:52 pm

Baker wrote:
md3


If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.

md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.


MD3 could be used for vehicles. Multiparts for wheels, doors, etc...
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Postby frag.machine » Fri Oct 15, 2010 5:47 pm

DusterdooSmock wrote:
Baker wrote:
md3


If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.

md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.


MD3 could be used for vehicles. Multiparts for wheels, doors, etc...


Baker wrote:If a complicated model isn't going to run well on a psp and will use a crapton of memory


Sorry, no PSP Halo clone will have Warthogs.
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Postby Baker » Fri Oct 15, 2010 6:00 pm

DusterdooSmock wrote:
Baker wrote:
md3


If a complicated model isn't going to run well on a psp and will use a crapton of memory; if the model isn't complicated than someone can convert q3 to q1 using Sajt's Qwalk in a few seconds.

md3 support on a PSP doesn't make a great deal of sense to me, unless someone knows of an actual reason to do it.


MD3 could be used for vehicles. Multiparts for wheels, doors, etc...


Without CSQC you would not be able to control any of that so it wouldn't get you anything.

I have absolutely no intention of adding CSQC.
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