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ProQuakePSP 4.7 Error?

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ProQuakePSP 4.7 Error?

Postby Ghost_Fang » Fri Jan 21, 2011 8:07 am

How complete is Proquake's HLBSP suport? I may be doing something wrong, but i dont think so. The maps load and look great, but anytime I shoot (EF_MUZZLEFLASH) or turn on my flashlight (EF_DIMLIGHT) It completely freezes up the PSP. Do i need to do something with my game code or change something in engine?


EDIT: Oddly (VERY oddly) when i posted this my problem was fixed, i did nothing different what so ever. It works fine now.
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Postby frag.machine » Sat Jan 22, 2011 1:21 am

Before blaming the engine, have you tested the map in the intended engine to make sure it wasn't his fault ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Mexicouger » Sat Jan 22, 2011 2:30 am

Baker said he was redoing the Half life map support for the engine anyways
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Re: ProQuakePSP 4.7 Error?

Postby Baker » Sat Jan 22, 2011 8:14 pm

Ghost_Fang wrote:How complete is Proquake's HLBSP suport? I may be doing something wrong, but i dont think so. The maps load and look great, but anytime I shoot (EF_MUZZLEFLASH) or turn on my flashlight (EF_DIMLIGHT) It completely freezes up the PSP. Do i need to do something with my game code or change something in engine?


EDIT: Oddly (VERY oddly) when i posted this my problem was fixed, i did nothing different what so ever. It works fine now.


I'll add a couple of asterisks to this next post, but one thing I hate about the PSP is that whenever something weird happens it certainly seems to be some sort of memory issue.

I've had problems similar to yours in entirely inappropriate situations when the code changes couldn't have had anything to do with it. Like some minor change = crash and the change involved maybe 6 lines of code.

The memory situation, at least on a "Phat PSP", for sure is fragile.

The next true version upgrade of the ProQuake PSP engine has a lot of #ifdef LOW_MEMORY_SYSTEM code I have added (or more accurately "not added") to cut out some memory consumption.

But recently I've been so handcuffed by time ... I'm not sure when this might be. I can assure you, it will happen ... I'm very stubborn and never give up.
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Postby Ghost_Fang » Sun Jan 23, 2011 12:12 am

I HAVE narrowed down to the exact cause, you can then tell what caused it and maybe even fix it. I happens when it loads a Q1 map WITH lighting then switch to a HL map, i know it already has problems with loading a HL map then loading a Q1 map. I have a test map with no lighting, simply fullbright. And i then go to your halflife map and it works fine. If i load lets say e1m1 and then go there it will crash with a muzzleflash or flaslight (EF_DIMLIGHT).
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Postby Baker » Sun Jan 23, 2011 2:26 am

Ghost_Fang wrote:I HAVE narrowed down to the exact cause, you can then tell what caused it and maybe even fix it. I happens when it loads a Q1 map WITH lighting then switch to a HL map, i know it already has problems with loading a HL map then loading a Q1 map. I have a test map with no lighting, simply fullbright. And i then go to your halflife map and it works fine. If i load lets say e1m1 and then go there it will crash with a muzzleflash or flaslight (EF_DIMLIGHT).


That may be helpful information. But it could still be a memory issue in a very non-linear way. I don't have time to explain in great detail, but you see Quake doesn't clear models between maps (!!). So it might look like X is the problem, but W is the real issue.

Either way, I have largely finished rewritten HLBSP implementation plus external textures for bsp and alias models. To get this out is going to require a nice clean block of time --- whenever that is gonna happen :( [But it will eventually]
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