Search found 186 matches

by Biodude
Sun Mar 20, 2011 6:52 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511203

Downsider wrote:Image

IQM on my PSP engine 8)

Thanks again, Irritant. It was some odd PSP-specific memory management quirk.
awesome job downsider!
by Biodude
Sat Mar 19, 2011 5:42 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

hey downsider, what ever happened to your engine, the one with hl1 model support, and all those other fancy features? ever going to release that?
by Biodude
Sun Feb 20, 2011 6:54 pm
Forum: Modeling
Topic: the technique u use to make a quake mdl
Replies: 45
Views: 72428

smd->md2->mdl
ms3d->quark

iv'e been having a problem lately with the models doubling in verts when compiled :/
by Biodude
Sat Feb 12, 2011 7:53 am
Forum: Modeling
Topic: so i tried animating the quake guy
Replies: 7
Views: 3864

Well, I was converting a hl2 mod's weapon to quake. I did the same thing , decompile, do the md2 thing, quark, and it somehow added on 500 more tris and verts than in ms3d. I am pretty sure this doesnt happen normally to me, just for some reason it is doing it now.
by Biodude
Sat Feb 12, 2011 7:12 am
Forum: Modeling
Topic: so i tried animating the quake guy
Replies: 7
Views: 3864

I somehow completely ignored the fact that my models added on 500 verts and tris to the converted models. Why though?!
by Biodude
Tue Feb 08, 2011 12:26 pm
Forum: Modeling
Topic: so i tried animating the quake guy
Replies: 7
Views: 3864

Try this, open the smds in ms3d, export as a md2(put a skin.pcx and md2.qc in same export directory), then import into quark and export as a quake mdl. I never had that vertice add on that way
by Biodude
Tue Feb 08, 2011 12:13 am
Forum: Modeling
Topic: so i tried animating the quake guy
Replies: 7
Views: 3864

what program was it animated in? What way did you compile it?
by Biodude
Thu Jan 20, 2011 2:03 am
Forum: Gameplay & Design
Topic: Weapon feedback
Replies: 32
Views: 44368

The Bastard AR in metro 2033 is so satisfying to shoot. I kept the silenced one the entire game.
by Biodude
Fri Jan 14, 2011 10:04 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

weird, my coder coded in a new weapon, and the crashing seems to have completely stopped. I am going to stick with your engine for a little while, just need to get in fully working md3
by Biodude
Sun Jan 02, 2011 8:29 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

well that's a good start, is this for the nzp engine?
by Biodude
Sun Jan 02, 2011 7:42 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 29167

Gah, end of december, no word of how to compile still

You are far behind us dude. Me and Jukki have Ported stuff from this engine into our own, Like md3, HLBSP, Shadows, DXT compression, And (PCXx &tga) support. You would be better off Learning some C and porting over features to your engine ...
by Biodude
Sun Jan 02, 2011 7:11 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

maybe later,

http://sourceforge.net/projects/pdquake/

download it for yourself,

toggledecals 1
toggleparticles 1
r_shadows 1

you can cycle through the types of particles

I think there is a way to cycle fire particles
by Biodude
Fri Dec 31, 2010 9:03 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

any kind of external texture support would be nice, and I was talking about models btw. I would also like to see wad support in the future.

Good to hear all the new features in the new version, sorry to hear you are so busy though

I played many mods with dquake and kurok for a while, with very ...
by Biodude
Fri Dec 31, 2010 8:47 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

you never had the problem seen in the above picture?
by Biodude
Fri Dec 31, 2010 8:38 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

I have been playing around with your engine, it generally runs(map loading, no lag) conscript atleast 50% more efficiently than dquake does :?

Really a great engine, but I ran into a few problems I had with the engine(might be my own fault):

-crashing, on single player maps on conscript, it will ...