DQuake PSP
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Everything eats time. October and November pretty much virtually deleted for that Engoo colored lighting thing. Can't avoid it - I even go to sleep at night to dream of FUNCTIONS AND METHODS in my programming.
As the little teen you are you have more free time than most of us here.
As the little teen you are you have more free time than most of us here.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
leileilol wrote:Everything eats time. October and November pretty much virtually deleted for that Engoo colored lighting thing. Can't avoid it - I even go to sleep at night to dream of FUNCTIONS AND METHODS in my programming.
As the little teen you are you have more free time than most of us here.
That is crazy, because when I goto sleep on an unfinished code, I do the same thing. Makes it alot harder to sleep too
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Hey, Crow_bar, I know I'm a bit late to the party, but thank you for releasing the source, I like reading code from other coders, it gives me a new perspective on the way things are done. You have some awesome things in this engine, great work.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Re: DQuake PSP
Anybody found out how to compile dquake with cygwin?
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
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dr_mabuse - Posts: 80
- Joined: Sat Sep 03, 2011 6:07 pm
Re: DQuake PSP
dr_mabuse wrote:Anybody found out how to compile dquake with cygwin?
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
No one have been able to compile it, but lots of us have managed to port some of its features to Kurok..
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
Re: DQuake PSP
Now would probaply be good time to mention that i actualy got it complie (and i think kt worked ingame too)
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
Re: DQuake PSP
Mind sharing how you did it?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: DQuake PSP
Been a while. (also it is midnight and i am typing this from phone, thank you for waking me up
)
Of i remember right i just downloaded the source and it compiled. There might had been a error that i fixed.
Of i remember right i just downloaded the source and it compiled. There might had been a error that i fixed.
- Jukki
- Posts: 214
- Joined: Wed Apr 07, 2010 4:59 am
Re: DQuake PSP
I have tested the SLIM build with Vanilla Quake and my mod and MD3 models, and i was like this:
It seems to lag in lager maps with skyboxes, but i am still impressed by the features.
The only thing i dont like is the vectrices limit on MDL models, and HLBSP maps needs the texture wads -.-
It seems to lag in lager maps with skyboxes, but i am still impressed by the features.
The only thing i dont like is the vectrices limit on MDL models, and HLBSP maps needs the texture wads -.-
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dr_mabuse - Posts: 80
- Joined: Sat Sep 03, 2011 6:07 pm
Re: DQuake PSP
Are there files missing in the source?
I just want to remove the 200 vectrices limit on quake MDLS -.-
I just want to remove the 200 vectrices limit on quake MDLS -.-
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dr_mabuse - Posts: 80
- Joined: Sat Sep 03, 2011 6:07 pm
Re: DQuake PSP
This is the Engine im using its great!
- thommoboy
- Posts: 95
- Joined: Mon Nov 21, 2011 6:35 am
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