psp engine stuff
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Re: psp engine stuff
Baker wrote:"Bob has a problem requiring him to do his first game modding project. He decides he will do his first modding project on a PSP. Now Bob has two problems."
Sincere advise: if you really are having problems grasping modding Quake for your purposes, you couldn't compound your problem worse than by learning on a PSP. You are having "I could solve this myself in 5 minutes on a desktop issues" but instead you are using a platform with no console that requires maybe 3 or 4 minutes to do even the slightest tweak. You'll never make any progress at that rate.
I would suggest splitting your efforts into a learning phase using FitzQuake 0.85 and then applying what you have learned to the PSP after you have figured out how it works.
Add in "Bob decides to do the project using Quake" and now Bob has three problems...
Quake is old old old old old tech. While it was revolutionary at the time, and while it remains simple and accessible, it's modability is just nowhere near modern standards. Bob can't decide on anything specific that he wants to do and expect Quake to be able to do it, because a lot of the time it just won't work. Bob has to restrict his ambitions to what Quake can actually do, and be prepared to jettison any idea, no matter how cool or how central to the mod it might seem, because otherwise Bob will be spending more time fighting against Quake's capabilities (and incapabilities) than he is spending doing anything productive. The best mods don't fight against Quake's limits and restrictions - they focus on what it's strong at and bring that out.
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We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: psp engine stuff
well im doing it for the pc and thats where i test it. when it works there then i port it to the psp thats why i was trying to find the function but couldnt.
- sniperz227
- Posts: 112
- Joined: Sat Apr 09, 2011 3:19 am
Re: psp engine stuff
cl_forwardspeed is a cvar (a console variable). Like sv_gravity and such.
Pull up the console and type cl_forwardspeed and it'll say something like 'cl_forwardspeed is "350"'. Just like sv_maxspeed.
You will not find a function for cl_forwardspeed. That belongs to the client, the server should never set it. And cl_forwardspeed does not determine the maximum speed a client can move, cl_forwardspeed determines the maximum forward speed that the CLIENT *WANTS* to move. sv_maxspeed has final say over all issues of speed.
As far as I can tell, the reason that cl_forwardspeed exists is so a client can walk slowly or run. A client may not want to move as fast as possible, like near a ledge over a cliff.
sv_maxspeed is really the only cvar that a server would want to manipulate.
Pull up the console and type cl_forwardspeed and it'll say something like 'cl_forwardspeed is "350"'. Just like sv_maxspeed.
You will not find a function for cl_forwardspeed. That belongs to the client, the server should never set it. And cl_forwardspeed does not determine the maximum speed a client can move, cl_forwardspeed determines the maximum forward speed that the CLIENT *WANTS* to move. sv_maxspeed has final say over all issues of speed.
As far as I can tell, the reason that cl_forwardspeed exists is so a client can walk slowly or run. A client may not want to move as fast as possible, like near a ledge over a cliff.
sv_maxspeed is really the only cvar that a server would want to manipulate.
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Baker - Posts: 3666
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