I could try to look into it, but im sure thats out of my league (currently). I knew enough basic C to get by and hardly anything about PSPGUdrm_wayne wrote: you can also try to upload all 8bpp paltextures to the PSPGU with the built-in DXT compressor,
this will save alot of ram.
Search found 336 matches
- Tue Mar 08, 2016 10:54 pm
- Forum: Engine Programming
- Topic: Mysterious Black Pixels
- Replies: 14
- Views: 3853
Re: Mysterious Black Pixels
- Mon Mar 07, 2016 3:43 pm
- Forum: Engine Programming
- Topic: Mysterious Black Pixels
- Replies: 14
- Views: 3853
Re: Mysterious Black Pixels
Sorry for taking a long time. Been out of the quake scene for a while. Life took over. i have confirmed drm_wayne's answer as the real culprit. setting texture.palette[255] = texture.palette[255]; does in fact get rid of the black pixels. However, what would i have to do to determine if that index S...
- Sun Aug 23, 2015 5:33 am
- Forum: Engine Programming
- Topic: Mysterious Black Pixels
- Replies: 14
- Views: 3853
Re: Mysterious Black Pixels
(cannot find the edit button if there is one anymore)
So what would be my issue then? Have you seen anything like this?
So what would be my issue then? Have you seen anything like this?
- Sun Aug 23, 2015 5:31 am
- Forum: Engine Programming
- Topic: Mysterious Black Pixels
- Replies: 14
- Views: 3853
Re: Mysterious Black Pixels
I figured as much, it was just a speculation i had because I first noticed it on a light texture that I have. I scrubbed through the engine to try to find ANYTHING about pixel manipulation i cannot find any.
- Sun Aug 23, 2015 3:50 am
- Forum: Engine Programming
- Topic: Mysterious Black Pixels
- Replies: 14
- Views: 3853
Mysterious Black Pixels
I'm not sure if this belongs here in Engine Programming or not. I think it does because the issue seems to be only apparent in my DQuake PSP engine. Other tools such as Crafty BSP viewer has no such anomalies. It appears to me that those might be "fullbright" colors not rendering right (to...
- Sat Jan 04, 2014 12:00 am
- Forum: QuakeC Programming
- Topic: Splash sound for plat?
- Replies: 4
- Views: 1846
Re: Splash sound for plat?
isn't there a self.waterlevel that the QC uses? For the lighting gun as an example. Or is it only for players and/or non bsp entities?
- Sun Dec 08, 2013 10:02 pm
- Forum: Engine Programming
- Topic: Suddenly, multiple definitions
- Replies: 3
- Views: 1539
Re: Suddenly, multiple definitions
I figured it out. I just needed to do a complete clean build
- Sun Dec 08, 2013 7:51 pm
- Forum: Engine Programming
- Topic: Suddenly, multiple definitions
- Replies: 3
- Views: 1539
Suddenly, multiple definitions
Ive compiled this build before just fine. But i made some changes in video_hardware_surface and i got this error, i undid all my changes, and i still get it. I'm at a loss. Any ideas?
- Sat Jun 22, 2013 3:01 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6115019
Re: What are you working on?
Been learning a bit of C lately and having fun with it.
Added basic achievements to the PSP (L4Q).
It plays a sound, slides down, pauses for 3 seconds, and slides back up.
Added basic achievements to the PSP (L4Q).
It plays a sound, slides down, pauses for 3 seconds, and slides back up.
- Wed Jun 12, 2013 11:50 pm
- Forum: Engine Programming
- Topic: Properly adding new QC floats to the engine
- Replies: 7
- Views: 2799
Re: Properly adding new QC floats to the engine
Those aren't in the "reliable stream" like the stats (the sbar stats get sent to a player with every net update --- In single player, I guess it makes no difference since it isn't possible to experience packet loss.). Also, that would be messy because particle effects are sent to everyone...
- Wed Jun 12, 2013 2:43 am
- Forum: Engine Programming
- Topic: Properly adding new QC floats to the engine
- Replies: 7
- Views: 2799
Re: Properly adding new QC floats to the engine
Ah, that does seem like alot, But i think i might run out of things to reuse, in addition to the 2 i mentioned i probably have 20-30 more i want to add. What if I implement some sort of new protocol like quake uses for Temp entities like TE_GUNSHOT and TE_EXPLOSION? for example: QC: WriteByte (MSG_B...
- Wed Jun 12, 2013 1:46 am
- Forum: Engine Programming
- Topic: Properly adding new QC floats to the engine
- Replies: 7
- Views: 2799
Properly adding new QC floats to the engine
So ive been digging around and i think i have a small idea on how. I just want to clarify. You have your basic self.health, self.weaponframe, etc in the QC and the engine recognizes them and you can use them with cl.stats[STAT_HEALTH]. What if I have my own floats such as self.clipammo, self.bagammo...
- Tue May 28, 2013 2:44 am
- Forum: QuakeC Programming
- Topic: Objective gameplay problem..
- Replies: 6
- Views: 2702
Re: Objective gameplay problem..
Your func_episodewall is only checking to see if currentobjs is 6 upon spawning. Give it a think: void() CheckObjectives = { if (currentobjs = currentobjs == 6) remove(self); self.think = CheckObjectives; self.nextthink = time + 0.1; //Check once a frame }; void() func_episodewall = { setmodel (self...
- Mon May 06, 2013 10:07 pm
- Forum: QuakeC Programming
- Topic: Questions About Half Life MDL
- Replies: 1
- Views: 1804
Questions About Half Life MDL
I have a few questions concerning half life mdl. -Do I need CSQC for the basic features? (individual hitboxes, basic animations, attachments) -How does the qc talk to do the engine/model. Would I have to recode most of the basics like t_damge etc. -How do I simply call/play an animation sequence? -I...
- Thu Dec 13, 2012 6:10 am
- Forum: QuakeC Programming
- Topic: Correctly changing the angle of a monster?
- Replies: 5
- Views: 2841
Re: Correctly changing the angle of a monster?
And how would i do this?