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Postby Mexicouger » Mon Nov 15, 2010 1:20 pm

I personally can't wait to take this engine out for a test run. Maybe even use it as a base for some games(If it can compare to Kurok, or Rise above).

You know your stuff, and can make a good engine with a framerate sizing up to kurok.
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Postby betasword » Mon Nov 15, 2010 1:24 pm

Baker wrote:
betasword wrote:This engine sounds fantastic so far, especially having been referred to this be MDave himself. I'm not going to try the version up on the first page yet, as from the sounds of it the new version should be out sometime in the near future. But I do have a question regarding the external texture support. I know you said the engine won't load alpha channels out of .pcx images, but is there some way it can at least do on-or-off transparency? I guess that'd be 1-bit transparency or something like that. Still, having something like that at the very least would be absolutely awesome, as I have several textures that make use of that (grates and such).

Other than that, I look forward to giving the next version a test once it's available!


Fence textures are important to me. The version I am trying to get out won't support that (and although I like fence textures, I'm not sure where that is on my list of priorities). At the moment, the main thing that holding up the release more relates to getting to whole sum of the source structure organized. So the status of the getting this version out is day-to-day, but it won't be today or tomorrow (won't have the time) so I'm thinking Thursday is most likely.

I'm glad you and a few others are looking forward to the release. And I do need testing and people playing around with it for suggestions and possibly bug reports.

Thanks!


I am all over that testing and stuff. I'm always looking for better Quake PSP engines. Until now, Kurok has been the best one I've been able to find, but that still has some annoying little bits and pieces to it. Lack of external texture support, some (sometimes) buggy lightmap rendering, just various bits and pieces. It'll definitely be nice to have a better engine to work with.

Though I have to ask. Does your engine suffer from the same overbright lighting that Kurok does?
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Postby leileilol » Mon Nov 15, 2010 2:30 pm

overbright's not a suffering
it's a feature (added since Quake v1.00 in fact)
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Postby mh » Mon Nov 15, 2010 3:46 pm

leileilol wrote:overbright's not a suffering
it's a feature (added since Quake v1.00 in fact)

This is correct. Overbrighting is an essential feature of any Quake engine, it's Quake-as-designed, it's encoded into the software Quake (i.e. the original Quake) colormap, and it's the way Quake is intended to look.

Any "suffering" that might come from it is entirely due to there having been a time period when many content creators had an incomplete understanding of the platform they were creating content for.
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Postby betasword » Tue Nov 16, 2010 12:37 am

I was not aware of that. Huh. The only reason I was wondering about that is because the lighting on both maps I've made, and maps from other things, appears to be quite a bit brighter than normal (up to just plain blinding white) on some of the PSP engines I've tried, whereas the same maps on PC have lighting that appears to be normal, non-blinding.

But if the bright version is how it's supposed to work, then I guess what I've got to do is lower the brightness of my lights. Which really isn't that huge of a hassle at all. So cool!
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Postby mh » Tue Nov 16, 2010 1:33 am

It's odd, but I'm not seeing the same as what Baker reports with Code::Blocks vs MSVC. When compiling the RMQ engine, the Release builds are roughly the same size (470k for C::B vs 495k for MSVC) but the Debug builds are hugely different - about 1.8 MB for C::B vs 710k for MSVC. Obviously C::B is embedding debug info in the exe that MSVC keeps in it's pdb file instead, but all the same - the almost total lack of difference in the Release builds shows that it's more app-dependent than it is compiler-dependent.

Why worry about exe sizes when the NVIDIA (I don't know about ATI) OpenGL DLL is 14.5 MB anyway? And it's shader compiler (which RMQ uses) is another 12.5 MB on top of that? And multiply those sizes by about 1.5 if you're going 64-bit. It seems a little silly to me..... :?:
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Postby leileilol » Tue Nov 16, 2010 1:40 am

And ATI's current OpenGL ICD is 15.4mb.

WHAT THE HELL IS GOING ON WITH PROGRAMMERS THESE DAYS!

fun fact: quake did not have overbrights in versions v0.92 and earlier. The colormap was only 32 rows tall.
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Postby revelator » Tue Nov 16, 2010 3:52 am

c::b itself does not put the debug info into the executables (its an ide) but gcc does :)

it can get rather large which is also why many developers who use mingw gcc as there tool of option makes heavy use of exe packers such as upx (helloooo antivirus) :lol:

tbh. im not sure why gcc is using such an atrocity but my guess is that pdb format style debugger mappings dont work on linux ?.
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Postby Mexicouger » Sat Nov 20, 2010 4:21 pm

What's going on Baker. Running into some Roadblocks? Update us if you need more time, Because you clearly need more time.
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Postby mankrip » Sat Nov 20, 2010 4:45 pm

Mexicouger wrote:Update us if you need more time

He did.
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Postby Mexicouger » Sun Nov 21, 2010 7:41 pm

Baker wrote:
betasword wrote:This engine sounds fantastic so far, especially having been referred to this be MDave himself. I'm not going to try the version up on the first page yet, as from the sounds of it the new version should be out sometime in the near future. But I do have a question regarding the external texture support. I know you said the engine won't load alpha channels out of .pcx images, but is there some way it can at least do on-or-off transparency? I guess that'd be 1-bit transparency or something like that. Still, having something like that at the very least would be absolutely awesome, as I have several textures that make use of that (grates and such).

Other than that, I look forward to giving the next version a test once it's available!


Fence textures are important to me. The version I am trying to get out won't support that (and although I like fence textures, I'm not sure where that is on my list of priorities). At the moment, the main thing that holding up the release more relates to getting to whole sum of the source structure organized. So the status of the getting this version out is day-to-day, but it won't be today or tomorrow (won't have the time) so I'm thinking Thursday is most likely.

I'm glad you and a few others are looking forward to the release. And I do need testing and people playing around with it for suggestions and possibly bug reports.

Thanks!


I did. He said Thursday. It is now Sunday.
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Postby mh » Sun Nov 21, 2010 9:38 pm

Patience.

A 3 day delay is nothing, believe me.

The version I am trying to get out
the status of the getting this version out is day-to-day
I'm thinking Thursday is most likely

(My emphasis)

Baker did not say Thursday, he indicated that Thursday was a possible day, but with plenty of warning up front that it might not happen.

So patience, otherwise you'll risk sounding like the kid in the back of the car saying "are we there yet? are we there yet? are we there yet? are we there yet? are we there yet?"

When you've worked on a major release, and when you've run into all the weird and wonderful problems that can happen, you'll experience this too. Give the man space, give him time, he has other things in his life besides this engine, and - I'll repeat - he made no commitment whatsoever to Thursday.
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Postby Mexicouger » Sun Nov 21, 2010 10:03 pm

mh wrote:Patience.

A 3 day delay is nothing, believe me.

The version I am trying to get out
the status of the getting this version out is day-to-day
I'm thinking Thursday is most likely

(My emphasis)

Baker did not say Thursday, he indicated that Thursday was a possible day, but with plenty of warning up front that it might not happen.

So patience, otherwise you'll risk sounding like the kid in the back of the car saying "are we there yet? are we there yet? are we there yet? are we there yet? are we there yet?"

When you've worked on a major release, and when you've run into all the weird and wonderful problems that can happen, you'll experience this too. Give the man space, give him time, he has other things in his life besides this engine, and - I'll repeat - he made no commitment whatsoever to Thursday.


I am totally aware of all of this. I rather him just say it will be out when it's out, rather than trying to set a date. I am patient with this of course, Otherwise I woulda been on here Thursday asking where the heck it was.

It will be out when it's out.
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Postby Baker » Mon Nov 22, 2010 1:25 am

Status is still day to day.

Sometimes you guess how things will turn out and then you get less time than you thought and spend more time fighting something small.

I know that some of you guys are eager for the features, but what I also want to do is make working with the code super-easy (CodeBlocks for most builds) and super accessible.

I'm impatient too and I can't wait to get it out.

I want to lower the accessibility bar here. This is worth a small delay or 2. (I might add real life occasionally does tick me off --- well, except for the fact I accept real life can interfere. And there is little I can do to control that ...)

Mexicouger wrote:I rather him just say it will be out when it's out, rather than trying to set a date.


Last week it looked like a huge pristine time block was available and that Thursday would be easy. Sorry for the bad guess.
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Postby Mexicouger » Mon Nov 22, 2010 2:56 am

It's alright. You seem to be the only one attempting to make a nice psp engine full of features anyways, So just keep doing good things, and take life as it is.
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