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Did I misread something?

Postby gnounc » Wed Dec 29, 2010 5:07 am

So...you mentioned you wanted to do something in the future.....after you'd already done it?

either way, kudos.
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Postby Baker » Wed Dec 29, 2010 1:32 pm

Hazematman wrote:I was wondering how do I switch game dir in proquake psp, im trying to run scourge of armageddon on my psp. sorry if this question has been answerd before.


Edit the quake.cmdline file and add "-hipnotic -game hipnotic", save and run.

Although ProQuake on non-PSP platforms has dynamic gamedir switching, the feature is not compiled into the PSP version because of memory concerns.
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Postby Hazematman » Wed Dec 29, 2010 4:30 pm

Thanks Baker! scourge of armageddon is running and its running great!
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Postby Baker » Wed Dec 29, 2010 5:47 pm

I need to quit being perfectionist and get some sort of plan in order to get out some of the modifications I've done so people can use them.

Case in point, I quickly got sick of quake.cmdline. So I made a version that when you load up ProQuake PSP that it gives you 4 startup options and you press X, O, triangle or the square to select the starting mod. Essentially, you can have 4 command line files.

(Then I got caught up in making a fancy menu, obsessed with how pissed I am I cannot get X-Men Ravages of Apocalypse to run on the PSP no matter what --- it isn't QuakeC related but somehow the maps and I get an invalid memory address when it loads map vertexes. Then obsessed with Code::Blocks, annoyed with a Windows 7 64-bit + Intel media crash with resolution changing, mad at 64-bit Linux ... I need to get some focus and stop bouncing around and get some of the stuff out.)
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Postby Mexicouger » Wed Dec 29, 2010 7:36 pm

Baker wrote:I need to quit being perfectionist and get some sort of plan in order to get out some of the modifications I've done so people can use them.

Case in point, I quickly got sick of quake.cmdline. So I made a version that when you load up ProQuake PSP that it gives you 4 startup options and you press X, O, triangle or the square to select the starting mod. Essentially, you can have 4 command line files.

(Then I got caught up in making a fancy menu, obsessed with how pissed I am I cannot get X-Men Ravages of Apocalypse to run on the PSP no matter what --- it isn't QuakeC related but somehow the maps and I get an invalid memory address when it loads map vertexes. Then obsessed with Code::Blocks, annoyed with a Windows 7 64-bit + Intel media crash with resolution changing, mad at 64-bit Linux ... I need to get some focus and stop bouncing around and get some of the stuff out.)


And a partridge in a pear tree.
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Postby Biodude » Fri Dec 31, 2010 8:38 pm

I have been playing around with your engine, it generally runs(map loading, no lag) conscript atleast 50% more efficiently than dquake does :?

Really a great engine, but I ran into a few problems I had with the engine(might be my own fault):

-crashing, on single player maps on conscript, it will sometimes crash when I fire a weapon, or just on a new map load. Does not happen on any other engine for psp. I just tried another map, with stock quake, I took a screenshot, tried to fire a weapon, and it just crashed...

-hl1 bsp, although I was able to load some pretty awesome hl1 maps that had internal textures at full fps, I did run into some problems with others... EVERYTHING in the map is using the palette or whatever for the textures. Maybe this is because it required another wad(MOSTLY had internal textures on map, but none showed.

-I cannot get the music player working no matter what, I renamed the name of the song, even in the advanced settings too. I put in the mod's folder, in a folder named music. then I tried in a folder named "music folder". I tried cd play, cd next, nothing.

Image


A few features you should add to your engine is:

-external texture support. Ability to put a tga with the same name as a model, full color

-better particles. I fell in love with d-quake's shadows and particles.

-hl1 mdl support, that would really be great for a psp engine. Dquake has hl1 mdl, but the animation frame code is not properly made yet.
Last edited by Biodude on Fri Dec 31, 2010 8:46 pm, edited 1 time in total.
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Postby Mexicouger » Fri Dec 31, 2010 8:44 pm

I ported over HLBSP from Bakers engine just fine, except that some sprites crashed the game(Froze it). External Texture support isn't necesary :P
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Postby Biodude » Fri Dec 31, 2010 8:47 pm

you never had the problem seen in the above picture?
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Postby Baker » Fri Dec 31, 2010 8:47 pm

Biodude wrote:-external texture support. Ability to put a tga with the same name as a model, full color

-better particles. I fell in love with d-quake's shadows and particles.


I actually rewrote the Half-Life map support in the upcoming version; I got that problem you posted once in a while and killed it. The problem relates to switching between HLBSP and Q1 BSP, if I recall, if you never load both types of maps you won't get the issue. I didn't reset the palette somewhere.

The crashing thing with mods that can occur.... I inherited that it appears to be a flaw in every PSP engine. Annoying as hell. If you know of a PSP engine where it isn't crashing under the same circumstances please let me know.

Better particles: I intend to enable the Kurok blended particles via cvar, aside from that haven't put too much thought into particles.

Re external texture support: this is a feature in the next version. I don't really care about external texture support for .bsp when you have HLBSP you don't really need it. However ... you do need it for brush models and alias models otherwise you get palette locked when there isn't a good reason. However, it *will* not be TGA support it will be PCX support ... otherwise someone won't be clearly thinking about the memory implications.

What sucks as of lately is I've been very busy. And it looks like I'm gonna see more of the same for no less than 2 weeks and it could be 6. We'll see.
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Postby Mexicouger » Fri Dec 31, 2010 8:56 pm

Biodude wrote:you never had the problem seen in the above picture?


I did, And I eventually Overcame it.

And Baker, Add DXT texture compression too. If you don't know how, Look at DQuake
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Postby Biodude » Fri Dec 31, 2010 9:03 pm

any kind of external texture support would be nice, and I was talking about models btw. I would also like to see wad support in the future.

Good to hear all the new features in the new version, sorry to hear you are so busy though

I played many mods with dquake and kurok for a while, with very limited crashing.

Your engine however likes to crash on specific causes. In multiplayer, conscript never crashes, but single player almost instantly crashes when I do something for more than 5 seconds

I loaded a map in hl1 format on start, without loading any dem files or starting a map, just a fresh start. Certain maps just have that problem for me, even if they are full of internal textures

The particles I miss are the rocket firing, fire, tracers and such. Those box particles annoy me in mods :P
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Postby Mexicouger » Fri Dec 31, 2010 9:57 pm

Biodude wrote:any kind of external texture support would be nice, and I was talking about models btw. I would also like to see wad support in the future.

Good to hear all the new features in the new version, sorry to hear you are so busy though

I played many mods with dquake and kurok for a while, with very limited crashing.

Your engine however likes to crash on specific causes. In multiplayer, conscript never crashes, but single player almost instantly crashes when I do something for more than 5 seconds

I loaded a map in hl1 format on start, without loading any dem files or starting a map, just a fresh start. Certain maps just have that problem for me, even if they are full of internal textures

The particles I miss are the rocket firing, fire, tracers and such. Those box particles annoy me in mods :P


Mind screenshotting those Particles and posting em here? I am interested to see what they look like
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Postby Biodude » Sun Jan 02, 2011 7:11 pm

maybe later,

http://sourceforge.net/projects/pdquake/

download it for yourself,

toggledecals 1
toggleparticles 1
r_shadows 1

you can cycle through the types of particles

I think there is a way to cycle fire particles
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There ie

Postby UrbanKid » Tue Jan 11, 2011 3:38 am

There is a way to cycle through fire particles and explosions...but i forgot those...psp broke
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Postby Downsider » Tue Jan 11, 2011 4:22 am

They're standard QMB particles.
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