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ProQuake 4.70 PSP Build

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Postby Biodude » Mon Nov 01, 2010 9:43 pm

I really liked how fast hl1 bsp loaded, its just it could really use external wad support.
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Postby Mexicouger » Tue Nov 02, 2010 12:04 am

Awesome Baker! PCX Support? That is great :D

Doesn't that suport alpha transparency all in it's own? And can you fix the framerate drop that is in Proquake? I think it would be awesome. I am awaiting the next Proquake :D
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Postby Baker » Tue Nov 02, 2010 2:54 am

Mexicouger wrote:Awesome Baker! PCX Support? That is great :D

Doesn't that suport alpha transparency all in it's own? And can you fix the framerate drop that is in Proquake? I think it would be awesome. I am awaiting the next Proquake :D


I have no reason to believe there will be any sort of framerate drop in the next version.

At the moment, I am working to get a handle on the ProQuake source as I am trying to integrate all the recent work (which doesn't not solely involve the PSP) I've done plus make a Code::Blocks version of the project file.

This extra time investment to get the source easier to compile will pave the road for easier future improvements.

A side note: I've probably moved up a few levels, engine-coding wise to address some things that piss me off with any given PSP engine. The memory management makes me mad and leads to crashes; I do not like crashes.

While I cannot guarantee the next release will address all crash situations or even be an improvement over any other PSP engine, what I do know is that if it isn't a future one WILL.

Either way the next release should be quite a nice one. Part of me wants to release it now, but I want the codebase to be right and I'm not entirely happy at the moment and want to polish it up.

Likely: The next release of ProQuake stands a better than average chance of ALL versions being able to be compiled from within Code::Blocks and may include an SDL build. This depends on the time situation.

I'd like to be faster, but I care about the quality and real-life is trying to destroy my time availability (but I'm not letting that stop me, I'm rather obsessed at the moment).
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Postby Mexicouger » Tue Nov 02, 2010 3:50 am

Baker to the rescue :D

Life sucks some times. It is trying to get at me right now too. School just catches up like you won't believe. Do what you gotta do man! But Count me in on the Proquake psp fan club :)
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Postby Ranger366 » Wed Nov 03, 2010 4:37 pm

Baker, add MD3 Support to get hugged.
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Postby Baker » Thu Nov 04, 2010 3:53 am

Ranger366 wrote:Baker, add MD3 Support to get hugged.


Unless you can explain knowledgeably why you want it, the answer will be no.

If you *can* explain why you want it, I will add it. But more likely I'll use your response posts to free you from your misconceptions.

Tell me exactly why you want md3 support and what you think it will do for you.
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Postby Mexicouger » Thu Nov 04, 2010 4:07 am

I say Just keep .mdl

And 2 points for md3 is:

-3rd person weapons
-Easier to compile
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Postby Ranger366 » Thu Nov 04, 2010 6:46 pm

Baker wrote:If you *can* explain why you want it, I will add it. But more likely I'll use your response posts to free you from your misconceptions.


Well, it would match to the HL BSP Support.
Adding HL MDL without Chrome and Attachments etc. bad, MD3 is better for Quake. Better Texture Quality, better Animations... Would be perfect, its modern and much better than QMDL anyways.
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Postby Baker » Thu Nov 04, 2010 6:48 pm

Mexicouger wrote:I say Just keep .mdl

And 2 points for md3 is:

-3rd person weapons
-Easier to compile


Sajt's Qwalk easily converts most MD3 to mdl http://www.icculus.org/qshed/qwalk/. And then there is this thing that I haven't tried ... http://oasis.xentax.com/

Now with MD3 most people think ....

1. More polygons. Ok, well, you are gonna kill the PSP frames per second and memory with a ton of polygons.

2. Attachment. But I am not going to implement CSQC so you cannot have traditional attachment. (But I do think vwep is critically important).

Now one thing that is important is more color, but with PCX replacement skin texture support that I have added in the next version you don't have any color limitations.

So ....

MDL with external pcx texture support for models gets you anything you could want that md3 could do that is a reasonable goal for running on PSP.

I have converted several Nexuiz guns from md3 to mdl, they load on the PSP just fine.

It is important to keep in mind that the BSP is a memory limited system with low video memory and relatively slow video rendering and that Q3 attachment control isn't something that stock QuakeC has any support for and I am not going to be adding CSQC.

I do care about some sort of vwep solution, but I'm not to the point where I can focus on that and not sure when I will be focusing on that.
Last edited by Baker on Thu Nov 04, 2010 6:53 pm, edited 1 time in total.
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Postby Jukki » Thu Nov 04, 2010 6:50 pm

sounds good. Well i would not mind if you dont add md3. You have done so awesome job that no one else have done for psp XD (at least public/open source)
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Postby Mexicouger » Thu Nov 04, 2010 10:55 pm

:o

Does pcx texture support replace .lmp files too? So the HUD can be pcx? And doesn't pcx images support alpha channels?
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Postby Baker » Fri Nov 05, 2010 6:30 pm

Mexicouger wrote::o

Does pcx texture support replace .lmp files too? So the HUD can be pcx? And doesn't pcx images support alpha channels?

Probably not in next release. I want to wrap up what I've got and release it.

The release after will likely include what is shaking out of this thread viewtopic.php?t=2735 to allow a HUD definition file to specify the HUD in an easy to change text file.

[And my implementation of PCX in a way to save memory only supports 256 color paletted images, so it doesn't have alpha channel support which is --- as you probably know --- 256 shades of gray. Still, playing around with replacement textures the Quake paletted HUD sticks out like a sore thumb so I hear where you are coming from for sure ...]

Add into the mix that since I also have mods I am working on in addition to engine coding, I definitely can see things from modder's point of view. I may be a somewhat conservative engine coder, but I am also quite not. And I want a strong flexible set of enhancements that are easy to use for myself as well. :D

Long story short: message received.
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Postby Jukki » Fri Nov 05, 2010 7:06 pm

Baker wrote:
Mexicouger wrote::o

Does pcx texture support replace .lmp files too? So the HUD can be pcx? And doesn't pcx images support alpha channels?

Probably not in next release. I want to wrap up what I've got and release it.

The release after will likely include what is shaking out of this thread viewtopic.php?t=2735 to allow a HUD definition file to specify the HUD in an easy to change text file.

[And my implementation of PCX in a way to save memory only supports 256 color paletted images, so it doesn't have alpha channel support which is --- as you probably know --- 256 shades of gray. Still, playing around with replacement textures the Quake paletted HUD sticks out like a sore thumb so I hear where you are coming from for sure ...]

Add into the mix that since I also have mods I am working on in addition to engine coding, I definitely can see things from modder's point of view. I may be a somewhat conservative engine coder, but I am also quite not. And I want a strong flexible set of enhancements that are easy to use for myself as well. :D

Long story short: message received.


:) sounds good baker. That hud thing is one i am deffinetly looking for now XD. Of course pcx sounds epic too. JUst thinking. Is it memory happy to use pcx instand of lmp then?
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Postby Mexicouger » Fri Nov 05, 2010 8:37 pm

256 colors PER pcx? Or is the original Quake pallete still being used.

256 colors per palette Is still great nonetheless. You should try to keep the Color count as low as possible in a texture or graphics to save a tad bit of memory anyways.
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Postby Downsider » Fri Nov 05, 2010 11:38 pm

Mexicouger wrote:256 colors PER pcx? Or is the original Quake pallete still being used.

256 colors per palette Is still great nonetheless. You should try to keep the Color count as low as possible in a texture or graphics to save a tad bit of memory anyways.


Tad bit? Compared to a 32-bit image, you're saving four times as much space. If you use DXT1 compression, you'd save eight times as much.
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