Search found 76 matches

by MDave
Tue Jul 17, 2012 9:44 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

Trying to understand the Quake engine, is like looking at one massive ball of spaghetti :) spaghetti that someone (people) else created. That they knows inside and out, or as spent enough time looking at the spaghetti, they understand how it all works and links together. Is it worth the effort? Hmmm ...
by MDave
Fri Mar 12, 2010 2:00 am
Forum: QuakeC Programming
Topic: Headshots
Replies: 11
Views: 3335

Can't quite remember exactly now (about 2 years ago!) but there is 2 methods for detecting headshots in Kurok, depending on what kind of attack it was ;) I did one method for missile type entities, and another method for hitscan attacks. This alleviated most of the problem mentioned by Sajt, since ...
by MDave
Thu Jan 28, 2010 5:18 pm
Forum: Engine Programming
Topic: Descriptive Modding: The PSP Engine
Replies: 80
Views: 25740

I thought I'd chime in.

The MP3 code in Kurok is based on an implementation by cpasjuste.

It's hardware coded mp3 support :)

The MP3 code included with PSPQuake 1.1 uses the libmad library, which is software based. This causes quite a performance decrease.

However, the hardware mp3 code has a ...
by MDave
Mon Jan 18, 2010 4:34 pm
Forum: General Discussion
Topic: QSBrowser: Website Server Browser/In-Client Server Browser
Replies: 9
Views: 4150

This is a godsend. Thank you EFESS and Baker!
by MDave
Mon Jan 18, 2010 2:26 pm
Forum: QuakeC Programming
Topic: Help Wanted: Left 4 Quake
Replies: 11
Views: 4131

Build everything within the limits of Quake modding first.

Then once you have something to show, your chances of getting an experienced coder interested in helping out will be much more then now.

Who knows, by the time you reach that stage, you could become an experienced coder yourself ;)

It ...
by MDave
Sat Jan 16, 2010 6:02 pm
Forum: Engine Programming
Topic: Analyzing Kurok Vs. PSP Quake 2.0: Non-OS files
Replies: 5
Views: 4222

Ah, I forgot PSP Quake v2 was only software renderer :P
by MDave
Sat Jan 16, 2010 5:20 am
Forum: Engine Programming
Topic: Descriptive Modding: The PSP Engine
Replies: 80
Views: 25740


GLQuake is also incredibly wasteful on textures: it doesn't actually need to store the texels with the tx struct, so drop that. You'll need to use (byte *) (mt + 1) for your load texture data, as well as modify R_InitSky to take mt instead of tx.

The PSP port of GLQuake had a lot of totally ...
by MDave
Sat Jan 16, 2010 5:08 am
Forum: Engine Programming
Topic: Analyzing Kurok Vs. PSP Quake 2.0: Non-OS files
Replies: 5
Views: 4222

Hold it! You are comparing Kurok with an incomplete and older version of PSP Quake! Kurok was built upon PSP Quake v1.1 by Juraj Styk

http://jurajstyk.host.sk/download.htm

who finished the PSP port that was initailly started by Peter Mackay and Chris Swindle:

http://sourceforge.net/projects/psp ...
by MDave
Wed Jan 13, 2010 3:24 am
Forum: Engine Programming
Topic: Descriptive Modding: The PSP Engine
Replies: 80
Views: 25740

I believe I optimised how it renders alias models in Kurok compared to Quake v1.1, so don't forget to check that code out. I might be wrong on this but I'm pretty sure of it :) Maybe it was to do with interpolated animations, which should render just as fast as non interpolated animations.
by MDave
Sat Jan 09, 2010 2:18 pm
Forum: Programming Tutorials
Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
Replies: 38
Views: 33796

I can give out commit permissions for the Kurok SVN for those that don't mind bug fixing and what not for it :)

Although, if you're planning on doing ProQuake as the base and porting over features, maybe it's own separate SVN would be better instead.

I like where you're going with this, cross ...
by MDave
Wed Jan 06, 2010 8:51 am
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549642

Environment mapping effect for map surfaces? Easy code to do, just the glquake sky surface poly warpping effect, but without the scroll and uses an ordinary texture image. Kurok has this effect for glass and metal surfaces if you want to see what I'm talking about.

No idea how to do the effect in ...
by MDave
Sun Jan 03, 2010 7:42 pm
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549642

Ah doh, I completely forgot you said TGA can also do palette textures! Yeah TGA seems to be the best in this scenario then, because it's versatile and fast. Ignore my ignorance. :lol:
by MDave
Sun Jan 03, 2010 7:15 pm
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549642



I'd say TGA and PCX for textures; they're widely supported by image editing programs and would definitely allow for the fastest development pipeline.

I'd say to leave the option open, as not everyone can handle PCXs and TGA could be replaced by PNG, or JPG if there's no alpha involved. TGA ...
by MDave
Sun Jan 03, 2010 3:30 am
Forum: QuakeC Programming
Topic: Where to start?
Replies: 38
Views: 11672

What makes makes Kurok so colourful is the combination of maximising the use of colours available, coloured light maps and coloured fog.

Photoshop does a pretty awesome job of converting textures to the quake palette if you keep the limitations of the colour palette in mind ;)

I think I'm going ...