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ProQuake 4.70 PSP Build

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Postby Team Xlink » Wed Jan 12, 2011 2:01 pm

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.
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Postby Jukki » Wed Jan 12, 2011 3:04 pm

Hey baker noticed bug on hlbsp. Idk if it just mine mod.But it seems that setsize(self, NUMBERS, USE NUMBERS); This however DO work when in Qbsp
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Postby Spike » Wed Jan 12, 2011 5:09 pm

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.
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Postby Jukki » Wed Jan 12, 2011 5:13 pm

In n00b l337 language?

if i got it right i am doing it wrong?
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Postby Biodude » Fri Jan 14, 2011 10:04 pm

weird, my coder coded in a new weapon, and the crashing seems to have completely stopped. I am going to stick with your engine for a little while, just need to get in fully working md3
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Psp proquake engine for slim???

Postby mrgreezy3 » Fri Jan 28, 2011 12:06 am

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????
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Re: Psp proquake engine for slim???

Postby Baker » Fri Jan 28, 2011 2:24 am

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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Postby Jukki » Fri Jan 28, 2011 3:38 am

well it didnt first work for me (compling slim) But idk what i did. It just magicaly started compling recently
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Postby Baker » Fri Jan 28, 2011 3:45 am

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.
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Postby Jukki » Fri Jan 28, 2011 4:56 am

Now when i think. It Worked after i had messed lil with makefile. Could the problem be there?


Btw still working on this engine?
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Postby Baker » Fri Jan 28, 2011 5:10 am

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.
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Postby Ghost_Fang » Sat Jan 29, 2011 6:11 pm

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.
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Postby Baker » Sat Jan 29, 2011 9:47 pm

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.
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Postby Ghost_Fang » Sun Jan 30, 2011 5:46 am

i get "unknown directive define" in doors.qc for #define HL_MAP 1 and #define HALFLIFE
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Postby Baker » Sun Jan 30, 2011 11:27 am

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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