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ProQuake 4.70 PSP Build

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Postby Jukki » Sun Oct 17, 2010 5:20 pm

shiit. we are not nearly done ye. we have just basic hud done :(
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Postby DusterdooSmock » Sun Oct 17, 2010 7:29 pm

Mexicouger wrote:I appreciate the offer, But I actually want to do it myself, and Understand how it works and why you had to goto those Locations.

But Beings that your source is based more off quake than Kurok, The code is Harder to Read.


Yeah, same here. I'd like to do it for myself. ;)
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Postby Biodude » Mon Oct 18, 2010 12:05 am

About what you said baker, if I did have the source of my engine, and I knew where the heck my engine coder ran off to months ago, I would let you check out all the features of dquake, and try to add them into your engine.

You have done a great job on your own engine by the way :)
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Postby Biodude » Mon Oct 18, 2010 2:08 am

Hmm, a bunch of bugs I see

-mp3 player isn't working, its playing chips of the song, then crashing in a bit.

-random crashing, bunch of misc bugs that you probably already know of
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Postby Jukki » Mon Oct 18, 2010 4:07 am

found bug. Sometimes normal maps textures are fucked up. This ocured for me when halflifemap didnt load (multiplayer mode)
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Postby Baker » Mon Oct 18, 2010 10:48 am

Biodude wrote:Hmm, a bunch of bugs I see

-mp3 player isn't working, its playing chips of the song, then crashing in a bit.

I haven't experienced this one, but thanks for pointing it out. I need to fix.

-random crashing, bunch of misc bugs that you probably already know of

This happens in PSP Quake and Kurok PSP when running Quake on occasion. I'm not entirely sure why, especially since Kurok seems to run as solid as a rock in Kurok PSP. Trapping the crashes, it appears that both could be caused by the way the code is written handing memory allocation and pointers. I need to investigate this further.

Jukki wrote:found bug. Sometimes normal maps textures are fucked up. This ocured for me when halflifemap didnt load (multiplayer mode)

Because I got tied up fighting a bizarre crash, I didn't have as much time to do thorough testing as I would wanted but also wanted to get it out.

I also need to quickly fix the brush model texturing which is wrong.

Thanks for the info guys.
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Postby Biodude » Mon Oct 18, 2010 11:38 am

yea, I was playing kurok at the time on it. The smoke is not transparent/alpha anymore.

I was playing kurok 0.3
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Postby Jukki » Mon Oct 18, 2010 3:04 pm

Baker wrote:Thanks for the info guys.


no problem ;)
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Postby Baker » Mon Oct 18, 2010 8:08 pm

I have completely repaired the MP3 end-of-file crash. It will included in the next release and I put some basic notes in the psp\mp3.c file.

Some of you guys know, MDave cheated around this issue by having the QuakeC restart the track 1 second before the end of file was hit.

As a result, playing mp3 music with a non-Kurok progs.dat + Kurok's music would crash.

No more ...

@ Biodude

That's for extra information. Admittedly, I'm not testing against Kurok mod 0.3 but Kurok 0.4.
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Postby Biodude » Mon Oct 18, 2010 9:43 pm

alright, Its just I had kurok on my psp at the time, and it was 0.3

Can you make it so that you can turn on mp3 shuffle mode? or maybe a background menu music?
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Postby Mexicouger » Mon Oct 18, 2010 10:10 pm

Biodude wrote:alright, Its just I had kurok on my psp at the time, and it was 0.3

Can you make it so that you can turn on mp3 shuffle mode? or maybe a background menu music?


I am sure you will be able to control the Music being played by Cvars.
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Postby Baker » Tue Oct 19, 2010 1:59 am

Biodude wrote:alright, Its just I had kurok on my psp at the time, and it was 0.3

Can you make it so that you can turn on mp3 shuffle mode? or maybe a background menu music?


You could feed the engine Cbuf_Exec ("cd play track004.mp3\n"); to achieve this. Or use rnd.

My focus right now is the 3 bugs, making a couple of awesome features and get bug reports. I'll probably post some code for you on how to achieve the goal you want here if I hit a dry spot where I need to sit back and think.
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Postby Mexicouger » Tue Oct 19, 2010 4:33 am

Baker wrote:
Biodude wrote:alright, Its just I had kurok on my psp at the time, and it was 0.3

Can you make it so that you can turn on mp3 shuffle mode? or maybe a background menu music?


You could feed the engine Cbuf_Exec ("cd play track004.mp3\n"); to achieve this. Or use rnd.

My focus right now is the 3 bugs, making a couple of awesome features and get bug reports. I'll probably post some code for you on how to achieve the goal you want here if I hit a dry spot where I need to sit back and think.


Why didn't you start and make proquake off of Kurok? The framerate in Proquake is horrible to be honest. It just seems smarter to use Kurok, and port all of Proquakes features onto that engine. But you have already done so much. I think it would be better to salvage the features and stick them in our own personal engines, then to use This, which in turn, is a slower engine, with some quality features.
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Postby Baker » Tue Oct 19, 2010 5:18 am

Mexicouger wrote:Why didn't you start and make proquake off of Kurok? The framerate in Proquake is horrible to be honest. It just seems smarter to use Kurok, and port all of Proquakes features onto that engine. But you have already done so much. I think it would be better to salvage the features and stick them in our own personal engines, then to use This, which in turn, is a slower engine, with some quality features.


Explain that statement in further detail.

In Windows, ProQuake for some video cards easily gets in excess of 600 frames per second.

If the frame rate of this engine isn't matching Kurok PSP for you, I can fix that. In some ways, this engine is an initial release for the PSP and all initial releases have a few issues that have to be rectified.

But with quality feedback I can make these issues a thing of the past. You have to take into account that there have been, in fact, NO publicly released open source PSP engines since Kurok PSP so if you seem overly worried, don't be, it is just that you PSP guys are not familiar with a traditional development cycle that involves telling the developer what does not work so it can be fixed.

And lemme tell ya ... I not only have the skills to fix whatever issues you are having, but add every DQuake feature plus 20 and throw in 50 more --- except that they will actually all work and I'll include the source code. It isn't even a consideration whether you use my engine or modify your own --- the latter is more of a personal growth curve and I like seeing it.

Still. if you have an issue please DO let me know ... lemme tell you, I can solve it. I already have 10 builds of my engine [and this isn't even my only engine] on 5 platforms and the idea that bugs/issues in the 11th build of engine can't be fixed is ridiculous.
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Postby Baker » Tue Oct 26, 2010 4:10 am

External texture support (pcx format = super memory efficient), true mp3 fix, ability to support alpha for transparency masked lmp textures, a couple of compilation warnings instead of several hundred ...

Enough said.

I don't think that is anywhere near the full feature list. Yet somehow I cannot recall the full feature list mostly because stuff that has been a feature for several hours is old news to me ...

Whatever ...

Oh yeah ... other stuff that makes me feel like MH getting uber-obsessive and gets me reading books like R00k ...

Did I mention [illegal and crash prone] closed source engines like DQuake are cowardly pieces of shit? Or do I even need to? Any released closed-source Quake engine is a piece of shit by default (I don't care the excuse --- I've seen 'em all] and DQuake is a knobster tutorial engine --- I am not someone who requires tutorials to engine code.

Screenshots coming. Binaries and source coming. When I get time ...

This might be today. Or maybe tomorrow or Thursday. Real life has been trying to own me recently. But real-life fails and Baker wins ... just like every other time in the past ...

Is this a beer post? Well ... yes it is ... but that doesn't change the reality of it. I cannot lose, like Sir Launcelot I am cursed to always win ... and my capabilities always scale up to the challenge ... in part because I am not alone and also noble. /End beer post
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