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Postby Ranger366 » Tue Nov 09, 2010 4:32 pm

Mexicouger wrote:It like thinks I am constantly dead or something. There IS a spawn point too. Doesn't make sense...

Thats QuakeC side/Map problem thought and Engine side way not really possible, unless you want it...
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Postby Mexicouger » Tue Nov 09, 2010 11:50 pm

Ranger366 wrote:
Mexicouger wrote:It like thinks I am constantly dead or something. There IS a spawn point too. Doesn't make sense...

Thats QuakeC side/Map problem thought and Engine side way not really possible, unless you want it...


It still doesn't make sense. I have used this QC for a while, and it works with SP and MP maps. I also tested on several maps. Oh well.
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Postby Biodude » Wed Nov 10, 2010 2:05 am

What? That never happens to me :S

Its the qc
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Postby Mexicouger » Wed Nov 10, 2010 3:24 am

Biodude wrote:What? That never happens to me :S

Its the qc


I can GUARANTEE you It is not the QC. I have tested the QC in several mods, and it only happens with this engine. Did you not read my post!? :evil:
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Postby Baker » Wed Nov 10, 2010 11:22 am

Mexicouger wrote:
Biodude wrote:What? That never happens to me :S

Its the qc


I can GUARANTEE you It is not the QC. I have tested the QC in several mods, and it only happens with this engine. Did you not read my post!? :evil:


Make sure your deathmatch and coop cvars are set to the right settings.

I noticed that the Kurok PSP Engine does some slightly irregular things with those cvars.

I'm not saying that the problem couldn't be the engine, I've seen both mods and engines have spawning problems, but always try to eliminate other factors first and/or ask others to test a problem.
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Postby Biodude » Wed Nov 10, 2010 9:25 pm

I had a problem with some qc on that engine that I didn't even know why. Try it with stock quake qc...
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Postby Biodude » Sat Dec 04, 2010 12:10 pm

Hey, I just found out dquake also has shadows! r_shadows 1 does the trick, looks great for enemies. It does not draw too much frame rate from what I can see.

I wish crowbar would release his compiler/ someone find out how to compile this engine soon. It could use a bunch of fixups
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Postby Jukki » Sat Dec 04, 2010 12:14 pm

damn. I want to complie this.
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Postby Biodude » Thu Dec 30, 2010 1:29 am

Gah, end of december, no word of how to compile still
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Postby Mexicouger » Thu Dec 30, 2010 1:52 am

Biodude wrote:Gah, end of december, no word of how to compile still


You are far behind us dude. Me and Jukki have Ported stuff from this engine into our own, Like md3, HLBSP, Shadows, DXT compression, And (PCXx &tga) support. You would be better off Learning some C and porting over features to your engine.
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Postby Baker » Thu Dec 30, 2010 2:12 am

Mexicouger wrote:
Biodude wrote:Gah, end of december, no word of how to compile still


You are far behind us dude. Me and Jukki have Ported stuff from this engine into our own, Like md3, HLBSP, Shadows, DXT compression, And (PCXx &tga) support. You would be better off Learning some C and porting over features to your engine.


Congrats! I'm glad to see others getting their hands dirty and borrowing from another engine. It is an excellent learning experience and moves someone up the ladder where you learn to dissect the implementation in others' code.

I also will say thanks again to Crowbar. Although most of the things in the engine are thing I wasn't too interested in, one thing that I did find myself poking around his source code was curiosity about the implementation of DXT compression. On desktop operating systems with something light like the Quake engine using moderately high resolution textures and a moderate texture set, texture compression really doesn't matter considering the video card capacities.

Crowbar's engine DOES have a lot of unique and good stuff in it. Just for fun, tonight I am going to do 2 PSP specific tutorials to spread the wealth: the PSP MP3 hardware player fix and --- if memory serves --- the fix to support alpha masked textures with alpha. Personally, I feel both are obvious --- but yet that is precisely the reason you write tutorials ... to give some things to play with that someone new wouldn't be able to do themselves with the concept that after a few of these they may get something concrete out of the experience.
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Postby Mexicouger » Thu Dec 30, 2010 2:27 am

Baker wrote:
Mexicouger wrote:
Biodude wrote:Gah, end of december, no word of how to compile still


You are far behind us dude. Me and Jukki have Ported stuff from this engine into our own, Like md3, HLBSP, Shadows, DXT compression, And (PCXx &tga) support. You would be better off Learning some C and porting over features to your engine.


Congrats! I'm glad to see others getting their hands dirty and borrowing from another engine. It is an excellent learning experience and moves someone up the ladder where you learn to dissect the implementation in others' code.

I also will say thanks again to Crowbar. Although most of the things in the engine are thing I wasn't too interested in, one thing that I did find myself poking around his source code was curiosity about the implementation of DXT compression. On desktop operating systems with something light like the Quake engine using moderately high resolution textures and a moderate texture set, texture compression really doesn't matter considering the video card capacities.

Crowbar's engine DOES have a lot of unique and good stuff in it. Just for fun, tonight I am going to do 2 PSP specific tutorials to spread the wealth: the PSP MP3 hardware player fix and --- if memory serves --- the fix to support alpha masked textures with alpha. Personally, I feel both are obvious --- but yet that is precisely the reason you write tutorials ... to give some things to play with that someone new wouldn't be able to do themselves with the concept that after a few of these they may get something concrete out of the experience.


Yea, I learned alot about C, and how to link things and why things are where they are. What I do is put the Big chunk of code in my engine, compile, and track down the missing definitions, floats, ints, etc. After Mass tracking, I Got a feature.

For HLBSP, I used your Proquake psp, and sided with your HLBSP tutorial. So thanks again for giving us somthing to learn off of. It is alot more accomplishing adding things to our own personal engines, rather than Using another engine. That way, we know what goes into our engine, and what comes out.
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Postby Biodude » Sun Jan 02, 2011 7:42 pm

Mexicouger wrote:
Biodude wrote:Gah, end of december, no word of how to compile still


You are far behind us dude. Me and Jukki have Ported stuff from this engine into our own, Like md3, HLBSP, Shadows, DXT compression, And (PCXx &tga) support. You would be better off Learning some C and porting over features to your engine.


Sounds like some achievement you have there :shock:

Posting some tutorials for porting md3 and such to other psp engines would be a help to many people on here :)
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Postby Jukki » Sun Jan 02, 2011 8:15 pm

Well i was extremely lucky i think. I basicaly added main functions. And fixed the errors. But i fucked it up very much. I was amazied that it did evn load a model. However only fewworked for me and no textures
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Postby Biodude » Sun Jan 02, 2011 8:29 pm

well that's a good start, is this for the nzp engine?
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