ProQuake 4.70 PSP Build
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Downsider wrote:They're standard QMB particles.
Yes, it shouldn't be too difficult too port them, even eaiser then usual because there already in a PSP engine.
- Team Xlink
- Posts: 368
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- Location: Michigan
hull size differences.
you can move an ent up or down by changing mins_z inversely. note that maxs_z should also change.
a quake engine probably ought to ensure that -24 puts it on the ground (the correct value for q1bsp), however, -36 is the actually 'correct' value for halflife bsp.
which sucks.
you can move an ent up or down by changing mins_z inversely. note that maxs_z should also change.
a quake engine probably ought to ensure that -24 puts it on the ground (the correct value for q1bsp), however, -36 is the actually 'correct' value for halflife bsp.
which sucks.
- Spike
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Psp proquake engine for slim???
sorry if i posted in the wrong section but i was wondering if it was possible to compile a slim eboot to utilize the extra ram in the psp 2000/3000/go????
- mrgreezy3
- Posts: 28
- Joined: Wed May 26, 2010 9:21 pm
Re: Psp proquake engine for slim???
mrgreezy3 wrote:sorry if i posted in the wrong section but i was wondering if it was possible to compile a slim eboot to utilize the extra ram in the psp 2000/3000/go????
The Slim build of the ProQuake 4.70 compiles just fine. As I don't have a Slim I cannot verify else about it, but I'm rather confident it works A++. The differences between the Phat and Slim builds are so minor that I did attempt to make a combo build, but shelved that idea since I have not found a reliable way to determine the success or failure of the main memory allocation.
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Baker - Posts: 3666
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Jukki wrote:well it didnt first work for me (compling slim) But idk what i did. It just magicaly started compling recently
You were not properly mentally aligned with the Bakersphere, but now you are. That it is why it worked now when you failed in the past. The alternative is blame user error, which I find quite offensive.
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
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Jukki wrote:Btw still working on this engine?
I never quit working on anything. I can only get "very inconveniently delayed". I am quite stubborn that way.
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
I may of missed it, but does the current version of Proquake (4.70) support rotating brushes in HLBSP? If so what method? And does it support skyboxes? I assume that it does because it supports kurok, i havent had time to test.
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Ghost_Fang wrote:I may of missed it, but does the current version of Proquake (4.70) support rotating brushes in HLBSP? If so what method? And does it support skyboxes? I assume that it does because it supports kurok, i havent had time to test.
1. Rotating brushes = yes (you have to write the QuakeC). If you download this ( http://www.quake-1.com/docs/rotate/rotate.rar ), for example, and add -game rotate +map rotate_example to the quake.cmdline file you can watch rotation in action. You can also make things spin by setting avelocity for an entity, like "avelocity" "0 2 0" in the map source. You will really need to read threads like viewtopic.php?t=2376 to see how it works.
2. Skyboxes with an independent 256-color skybox palettte just like Kurok. I believe Kurok had the skybox as an .lmp file with some sort of palette file, you'd need to dig through Kurok's datafiles to see what MDave did.
The night is young. How else can I annoy the world before sunsrise?
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Baker - Posts: 3666
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Ghost_Fang wrote:i get "unknown directive define" in doors.qc for #define HL_MAP 1 and #define HALFLIFE
Are you using FTEQCC? I think it requires FTEQCC so if you are using FRIKQCC or something else try FTEQCC.
FTEQCC supports all those fun things engine programmers like to use.
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Baker - Posts: 3666
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