DQuake PSP
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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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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
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!?
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
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!?
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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
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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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
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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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 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.
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 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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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 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
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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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
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