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ProQuake 4.70 PSP Build

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Postby Downsider » Sat Mar 19, 2011 2:59 pm

PCX should be loaded with a CLUT or at least get DXT compression.
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Postby Biodude » Sat Mar 19, 2011 5:42 pm

hey downsider, what ever happened to your engine, the one with hl1 model support, and all those other fancy features? ever going to release that?
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Postby Baker » Sun Mar 20, 2011 1:35 am

Jukki wrote:baker you external texture thing is fucked up i think. Even without modifications it is just black screen. Any idea?


Self-help ... you can WinMerge against 4.70 to see the changes. It has code to load the PCX textures and to upload them instead of the map or model texture. It says in the experimental source release post that you might need to play around with it a little to get to work as you wish.

The experimental source release is entirely unsupported and states this in the post.

That's just the way it has got to be at the moment, because I am 70% into a major release of Engine X and I have no intention of being sidetracked from that goal.

When I am done with my current projects (2-3 months to wrap up all of them) I will revisit the PSP code again.
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Postby Jukki » Sun Mar 20, 2011 5:41 am

well, i meant that when i try to load game even without touching the source, it is just black screen
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Postby Baker » Sun Mar 20, 2011 1:30 pm

Jukki wrote:well, i meant that when i try to load game even without touching the source, it is just black screen


Probably out of memory.

If you trace through the changes to the code, external texture support is very elemental and is scarcely different than HLBSP support:

1. When loading textures for the .bsp or .mdl, check for an external texture by that name. If found, use the PCX file loader allocating enough bytes and get the palette and "upload" the texture after storing the palette. Free the data and recover the memory. You will find that in video_hardware_model.cpp

The PCX loader is in image.cpp or image.c or something like that.

The next time I revisit the PSP stuff, I may get a Slim or something with better memory or may implement memory saving features like DXT compression.

The Phat PSP is always walking on eggshells when handling memory, unfortunately. It'd be a moderate time investment to determine ways to cut down on memory use, and right now I have other engine coding stuff I am doing.

But I will be revisiting the PSP in a few months.
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Postby Mexicouger » Mon Mar 21, 2011 8:05 am

I have ported over your PCX texture support, but it does not work. I tried using even a 2 kb pcx file replacement for a model, and it said it found the file, and it showed a number that came up to 256, then it froze. I am running a Phat psp, but there should be no reason to freeze on a 16x16 texture.

I also ported the map code too, which I had a bit more success with. It actually errors out(Doesn't freeze).

I think between Your pcx support and Crow_bars, I may be able to get this working. I already have his DXT texture compression ported into my engine, now I just have to adjust the 2.
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Postby mh » Mon Mar 21, 2011 10:12 am

And what happens when you run it in a debugger?
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Postby ceriux » Thu Aug 04, 2011 7:38 am

baker, your proquake engine froze on me (on my psp) right before an ogres grenade hit my in my face.

also seems to crash when i fire in custom maps too (hlbsp and qbsp)
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Wed Dec 14, 2011 3:25 pm

will be there a new version soon without the texture bug and "full mp3" support?? ;)
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Re: ProQuake 4.70 PSP Build

Postby Baker » Wed Dec 14, 2011 3:58 pm

You can fix the MP3 issue via self-help with this ...

viewtopic.php?t=2858

I don't plan on updating this project in the future, I have a different engine project I spend all my free time on now.
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Wed Dec 14, 2011 4:03 pm

nice thx ;)

Sad to hear, ProQuake runs nice with my game/mod ;)
And looks like the NZP dudes didnt want to release theyr modified proquake psp engine ;( (they have external textuers etc..)
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Re: ProQuake 4.70 PSP Build

Postby Baker » Wed Dec 14, 2011 4:24 pm

dr_mabuse wrote:nice thx ;)

Sad to hear, ProQuake runs nice with my game/mod ;)


Glad I could help. :D

[I might do one more release and if so I'll do it a couple of days before Christmas, I would have preferred to kill the last couple of bugs anyway.]
Last edited by Baker on Thu Dec 15, 2011 7:55 am, edited 1 time in total.
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Wed Dec 14, 2011 4:39 pm

wow, if you could release a christmas build with texturesupport and mp3 fix you will get 100000000 cookies :D :lol:
that will be a nice christmas present ;)
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Re: ProQuake 4.70 PSP Build

Postby ceriux » Fri Dec 16, 2011 9:29 am

Baker wrote:
dr_mabuse wrote:nice thx ;)

Sad to hear, ProQuake runs nice with my game/mod ;)


Glad I could help. :D

[I might do one more release and if so I'll do it a couple of days before Christmas, I would have preferred to kill the last couple of bugs anyway.]



PLEEEASE! :cry:
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Re: ProQuake 4.70 PSP Build

Postby dr_mabuse » Sat Dec 17, 2011 7:43 pm

I hope you can fix the texture aligment error...
It looks strange on skyboxes:

Image
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