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DQuake PSP

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Postby Jukki » Sun Jan 02, 2011 8:32 pm

It was gona be, but i scraped the idea cause it did eat my time.
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Postby leileilol » Sun Jan 02, 2011 9:09 pm

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.
i should not be here
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Postby Jukki » Sun Jan 02, 2011 9:18 pm

Well i had alot of other stuff to code in.

I could try to get md3 working againg soon :)
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Postby Mexicouger » Mon Jan 03, 2011 11:35 pm

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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Postby Team Xlink » Tue Jan 04, 2011 12:40 am

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.
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Re: DQuake PSP

Postby dr_mabuse » Sun Jan 22, 2012 9:38 pm

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...
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Re: DQuake PSP

Postby DusterdooSmock » Mon Jan 23, 2012 8:41 pm

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..
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Re: DQuake PSP

Postby Jukki » Mon Jan 23, 2012 9:09 pm

Now would probaply be good time to mention that i actualy got it complie (and i think kt worked ingame too)
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Re: DQuake PSP

Postby Spirit » Mon Jan 23, 2012 9:19 pm

Mind sharing how you did it?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: DQuake PSP

Postby Jukki » Mon Jan 23, 2012 9:28 pm

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.
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Re: DQuake PSP

Postby dr_mabuse » Mon Jan 23, 2012 9:47 pm

I have tested the SLIM build with Vanilla Quake and my mod and MD3 models, and i was like this: :shock: :shock: :shock:
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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Re: DQuake PSP

Postby dr_mabuse » Mon Feb 06, 2012 9:15 pm

Are there files missing in the source?
I just want to remove the 200 vectrices limit on quake MDLS -.-
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Re: DQuake PSP

Postby thommoboy » Sun Feb 12, 2012 2:43 am

This is the Engine im using its great!
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Re: DQuake PSP

Postby Jukki » Sun Feb 12, 2012 7:22 am

:roll:
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