ProQuake 4.70 PSP Build
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"doors.qc:96: warning: Result of comparison is constant
doors.qc:96: error: expected ), found ;"
This is line 96 : "if (#HL_MAP) {"
It makes no sense, and there are a few more line that say that
doors.qc:96: error: expected ), found ;"
This is line 96 : "if (#HL_MAP) {"
It makes no sense, and there are a few more line that say that
- Ghost_Fang
- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
preqcc and thus fteqcc also support a # infront of precompiler var names to be an explicit expansion. fteqcc also accepts without the # too, for sanity's sake. :)
Its your choice whether you use a # or not.
Find the #define for HL_MAP and make sure its correctly insertable within those brackets - make sure it has no trailing semi-colon.
Its your choice whether you use a # or not.
Find the #define for HL_MAP and make sure its correctly insertable within those brackets - make sure it has no trailing semi-colon.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Ghost_Fang wrote:"doors.qc:96: warning: Result of comparison is constant
doors.qc:96: error: expected ), found ;"
This is line 96 : "if (#HL_MAP) {"
It makes no sense, and there are a few more line that say that
Seems unlikely that I'd upload a source code that doesn't compile --- I probably included the fteqccgui.exe in the source folder knowing my habits --- but I'll download and check.
That source code "works" but is not elegant. Goldenboy ("gb") has made some far more appealing refinements according to his posts in the thread and I think there even might be a source code link.
I was going for "works" with the source code, progs.dat and sample map. And I mean "works". The absolute minimum botch job that I could achieve the desired results.
Like "win at all costs even if the win is ugly" type of win. I had limited time. But the modification functioned. Which was my single goal at the time.
I favor winning and shipping over doing nothing and letting 5 years go by ... for obvious reasons. Maybe goldenboy's source is better, dig through that thread ... you should be able to find it.
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 can you please just release external texture support and pcx support. We can wait on the other fancy features, but those 2 things are in need right now
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Mexicouger wrote:Baker can you please just release external texture support and pcx support. We can wait on the other fancy features, but those 2 things are in need right now
I'll think about uploading and releasing an old version that I do not consider fully debugged tonight with both of those features.
I probably do it ... and you might hate me for it. Not at first, but eventually.
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
This is a "at your own risk" and help yourself source release.
Warning:
If I thought this should have been released, it would have been:
http://quakeone.com/proquake/interims/p ... xtures.rar
External texture support. You may need to open pspsgu\video_hardware_model.cpp and uncomment a couple of pieces of code.
I'd recommend a WinMerge against 4.70 to understand how the code works.
Limitations of external texture support:
1. Supports pcx ... 256 color paletted ... only
2. The external texture should be the same dimensions as the texture it is replacing. No scaling.
I had a crash issue not related to the code, was a memory issue of some sort --- maybe on a Slim PSP there won't be one. I cannot guarantee where I stopped or what type of debugging I had in place at the time.
Again, if I liked this version I would have released it and I was close to doing so at one point.
Warning:
If I thought this should have been released, it would have been:
http://quakeone.com/proquake/interims/p ... xtures.rar
External texture support. You may need to open pspsgu\video_hardware_model.cpp and uncomment a couple of pieces of code.
I'd recommend a WinMerge against 4.70 to understand how the code works.
Limitations of external texture support:
1. Supports pcx ... 256 color paletted ... only
2. The external texture should be the same dimensions as the texture it is replacing. No scaling.
I had a crash issue not related to the code, was a memory issue of some sort --- maybe on a Slim PSP there won't be one. I cannot guarantee where I stopped or what type of debugging I had in place at the time.
Again, if I liked this version I would have released it and I was close to doing so at one point.
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
not sure if its advisable to use pcx for hud elements i seem to remember pcx having trouble with alpha layered textures allthough i think mh fixed that in one of his engines once ? mhquake6 i think.
gonna have a look.
gonna have a look.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
I didn't do PCX replacement textures for the HUD. Since most people are writing their own sbar code and making their own .lmp files. That being said, if you look at the replacement texture code I wrote it should be very easy to adapt.
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 ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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