Complete QuakeSrc PSP Tutorial Compatibility Guide
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Complete QuakeSrc PSP Tutorial Compatibility Guide
Hello.
This post is to list all of the Quake Engine tutorials on QuakeSrc that are compatible with the PSP, and the amount of modification needed to adapt them to the psp.
The ones that were tested were done in Bakers modified Kurok engine, if the tutorial didn't apply it was done in the standard PSP Quake port.
KEY
Green = No adapting needed at all
Yellow = Very Very minor adapting
Orange = Medium amount of adapting
Red = Very large adaptation needed
Cyan = Additional information or comments
Correct Bounding Box on Models
http://www.quake-1.com/docs/quakesrc.org/71.html
Fixing incorrect bounding boxes on rotating bmodel objects
http://www.quake-1.com/docs/quakesrc.org/72.html
Stop quake crashing on wrong BSP version
http://www.quake-1.com/docs/quakesrc.org/73.html
Fixing id software's "Chase Active" chasecam
http://www.quake-1.com/docs/quakesrc.org/74.html
For the chasecam I HIGHLY recommend using Mh's excellent Chasecam tutorial here
http://forums.inside3d.com/viewtopic.ph ... c&start=15
Make sure you read the thread all the way through and apply all of the correct fixes and updated code they replied.
Fixing model glows
http://www.quake-1.com/docs/quakesrc.org/75.html
Fixing negative lighting
http://www.quake-1.com/docs/quakesrc.org/76.html
Fixing the QSG Coloured Static Lighting Bug
http://www.quake-1.com/docs/quakesrc.org/77.html
I did label it as green because it doesn't require any adapting but the tutorial that it requires to have already been done requires a lot of adapting.
Memory leak fix
http://www.quake-1.com/docs/quakesrc.org/78.html
Oriented Sprite Fix
http://www.quake-1.com/docs/quakesrc.org/79.html
Adding Tab Completion of Alias Commands to NQ
http://www.quake-1.com/docs/quakesrc.org/80.html
Changing Console Transparency in GLQuake
http://www.quake-1.com/docs/quakesrc.org/81.html
Adding variable console heights to GlQuake
http://www.quake-1.com/docs/quakesrc.org/82.html
Changing Console Editing
http://www.quake-1.com/docs/quakesrc.org/83.html
Very simple adaptations for the Changing Console Editing Tutorial, The key names are the ones that would need to be changed, but that is all.
Enhanced console scrolling for NQ
http://www.quake-1.com/docs/quakesrc.org/84.html
Enhanced tab completion
http://www.quake-1.com/docs/quakesrc.org/85.html
Making a stretching console
http://www.quake-1.com/docs/quakesrc.org/86.html
Adding CMDLIST and CVARLIST
http://www.quake-1.com/docs/quakesrc.org/87.html
Adding Windows Clipboard pasting to NQ
http://www.quake-1.com/docs/quakesrc.org/88.html
Adding skyboxes to quake
http://www.quake-1.com/docs/quakesrc.org/89.html
Dynamic Entity Lighting (Method 1)
http://www.quake-1.com/docs/quakesrc.org/90.html
Improved Fog
http://www.quake-1.com/docs/quakesrc.org/91.html
Fog in GlQuake/GlQW
http://www.quake-1.com/docs/quakesrc.org/92.html
Glow Effects Tutorial
http://www.quake-1.com/docs/quakesrc.org/93.html
Coloured Dynamic Lighting in GLQuake
http://www.quake-1.com/docs/quakesrc.org/94.html
Lit. Support
http://www.quake-1.com/docs/quakesrc.org/95.html
Mirror Fix
http://www.quake-1.com/docs/quakesrc.org/96.html
Alias model Light Lerping
http://www.quake-1.com/docs/quakesrc.org/97.html
Q2 models in Quake
http://www.quake-1.com/docs/quakesrc.org/98.html
You might have trouble with the Quake2 Models one, some of it is a bit tricky.
Coloured Static Lights
http://www.quake-1.com/docs/quakesrc.org/99.html
Improved Shadows
http://www.quake-1.com/docs/quakesrc.org/100.html
TGA and PCX Loading
http://www.quake-1.com/docs/quakesrc.org/101.html
Vertex shading in the quake engine
http://www.quake-1.com/docs/quakesrc.org/102.html
Underwater fogging
http://www.quake-1.com/docs/quakesrc.org/103.html
Disabling Waterwarp in GlQuake
http://www.quake-1.com/docs/quakesrc.org/104.html
Detail Textures for TomazQuake based engines
http://www.quake-1.com/docs/quakesrc.org/105.html
Cell Shading
http://www.quake-1.com/docs/quakesrc.org/106.html
Extending the coordinates system on the Quake engine (alternative version)
http://www.quake-1.com/docs/quakesrc.org/107.html
Qc Values Loading
http://www.quake-1.com/docs/quakesrc.org/108.html
X-axis flipping of the screen(view)
http://www.quake-1.com/docs/quakesrc.org/109.html
Adding the EF_BLUE and EF_RED from QW to NQ
http://www.quake-1.com/docs/quakesrc.org/110.html
Bobbing Items
http://www.quake-1.com/docs/quakesrc.org/111.html
Adding new +buttons
http://www.quake-1.com/docs/quakesrc.org/112.html
Adding a QWCL ChaseCam
http://www.quake-1.com/docs/quakesrc.org/113.html
The reason this is red and green is because at the moment there is no publicly released PSP Quake World Engine, it is green because when there is one this would be compatible.
Compiling the Quake source with Visual C++
http://www.quake-1.com/docs/quakesrc.org/114.html
Compiling DosQuake with DJGPP
http://www.quake-1.com/docs/quakesrc.org/115.html
Adding Crosshair 2 to Normal Quake
http://www.quake-1.com/docs/quakesrc.org/116.html
Cvar Function Callback
http://www.quake-1.com/docs/quakesrc.org/117.html
Enhanced Zone Handling
http://www.quake-1.com/docs/quakesrc.org/118.html
FPS counter display
http://www.quake-1.com/docs/quakesrc.org/119.html
Fullbright Colours
http://www.quake-1.com/docs/quakesrc.org/120.html
Working Gamma
http://www.quake-1.com/docs/quakesrc.org/121.html
JPG Texture Loading
http://www.quake-1.com/docs/quakesrc.org/122.html
Adding a max fps cvar
http://www.quake-1.com/docs/quakesrc.org/123.html
Removing The '+MLOOK' command
http://www.quake-1.com/docs/quakesrc.org/124.html
Adding Module Playing to Win[Gl]Quake
http://www.quake-1.com/docs/quakesrc.org/125.html
Remove PAK file naming convention
http://www.quake-1.com/docs/quakesrc.org/126.html
Extending the coordinates system on the Quake engine
http://www.quake-1.com/docs/quakesrc.org/127.html
Modifying Quake's Quit Messages
http://www.quake-1.com/docs/quakesrc.org/128.html
Adding rotating brush support to the quake engine
http://www.quake-1.com/docs/quakesrc.org/129.html
Centered ScoreBoards
http://www.quake-1.com/docs/quakesrc.org/130.html
Scaling Status Bar
http://www.quake-1.com/docs/quakesrc.org/131.html
Adding a "Time Sucks!" message, Ala Doom
http://www.quake-1.com/docs/quakesrc.org/132.html
Multiple IP Banning
http://www.quake-1.com/docs/quakesrc.org/133.html
ScoreBoard overlay enhancement
http://www.quake-1.com/docs/quakesrc.org/134.html
How to use the Enhanced BuiltIn Function System in QuakeC
http://www.quake-1.com/docs/quakesrc.org/135.html
Builtin functions etof and ftoe
http://www.quake-1.com/docs/quakesrc.org/136.html
Forwarding unrecognized cmd's to QuakeC
http://www.quake-1.com/docs/quakesrc.org/137.html
Enhanced BuiltIn Function System
http://www.quake-1.com/docs/quakesrc.org/138.html
Enabling the new EF_Effects
http://www.quake-1.com/docs/quakesrc.org/139.html
Implementing LordHavoc's Extension System
http://www.quake-1.com/docs/quakesrc.org/140.html
Enhancing FrikaC's QuakeC file access tutorial
http://www.quake-1.com/docs/quakesrc.org/141.html
Updated File access from QuakeC
http://www.quake-1.com/docs/quakesrc.org/142.html
Adding a 'qcexec' cmd: Testing QC functions from console
http://www.quake-1.com/docs/quakesrc.org/143.html
File access from QuakeC (original version)
http://www.quake-1.com/docs/quakesrc.org/144.html
Adding a new EndFrame function
http://www.quake-1.com/docs/quakesrc.org/145.html
My PSP Compatible Tutorials
[Tutorial PSP]-Compiling Quake For The PlayStation Portable.
http://forums.inside3d.com/viewtopic.php?t=1667
[Tutorial PSP] - GL Support in PSPQuake - PSPGL
http://forums.inside3d.com/viewtopic.php?t=2005
[Tutorial PSP/PC] - DP_SV_NODRAWTOCLIENT & DP_SV_DRAWONLYTOCLIENT
http://forums.inside3d.com/viewtopic.php?t=2221
[Tutorial PSP] - Proper PSP Server Browser
http://forums.inside3d.com/viewtopic.php?t=2175
[Tutorial PSP/PC] - Custom Map and Episode Menu Names
http://forums.inside3d.com/viewtopic.php?t=1657
[Tutorial PSP] - Adding Menu Options to PSP Quake1.1
http://forums.inside3d.com/viewtopic.php?t=2011
[Tutorial PSP/PC] - Adding a nohud Cvar
http://forums.inside3d.com/viewtopic.ph ... highlight=
[Tutorial PSP/PC] - In Game Server List
http://forums.inside3d.com/viewtopic.php?t=1817
This Tutorial is compatible with the PSP BUT DON'T USE IT. USE MY Proper PSP Server TUTORIAL
Thank you for viewing this. Feel free to submit any feedback as a reply to this thread.
Also,if anyone has anything they want to add to this thread, let me know, you will receive credit.
Also, feel reply with a fix for some of the tutorials.Making them 100% PSP compatible would be very useful to a lot of people.
Inside3d Tutorials
Avirox's Rotation Tutorial Adapted to NetQuake
http://forums.inside3d.com/viewtopic.php?t=2376
Theoretical NetQuake "Reconnect" Cmd Fix
http://forums.inside3d.com/viewtopic.php?t=1914
I highly recommend to do the NAT fix one.
[PSP] How to add your own Light effects.
http://forums.inside3d.com/viewtopic.php?t=2667
[PSP] Faster menu loading times
http://forums.inside3d.com/viewtopic.php?t=2625
Tutorial: Adding r_viewmodeloffset to GLQuake/WinQuake
http://forums.inside3d.com/viewtopic.php?t=1247
CREDIT
Baker, for hosting the archives of the tutorials
Mexicouger, for giving me the motivation to continue helping the PSP Quake Scene, even though I don't have a PSP anymore.
All of the authors of the tutorials.
OneManClan
Anyone that has helped me in the past or present, or will do so in the future.
TeamXlink
This post is to list all of the Quake Engine tutorials on QuakeSrc that are compatible with the PSP, and the amount of modification needed to adapt them to the psp.
The ones that were tested were done in Bakers modified Kurok engine, if the tutorial didn't apply it was done in the standard PSP Quake port.
KEY
Green = No adapting needed at all
Yellow = Very Very minor adapting
Orange = Medium amount of adapting
Red = Very large adaptation needed
Cyan = Additional information or comments
Correct Bounding Box on Models
http://www.quake-1.com/docs/quakesrc.org/71.html
Fixing incorrect bounding boxes on rotating bmodel objects
http://www.quake-1.com/docs/quakesrc.org/72.html
Stop quake crashing on wrong BSP version
http://www.quake-1.com/docs/quakesrc.org/73.html
Fixing id software's "Chase Active" chasecam
http://www.quake-1.com/docs/quakesrc.org/74.html
For the chasecam I HIGHLY recommend using Mh's excellent Chasecam tutorial here
http://forums.inside3d.com/viewtopic.ph ... c&start=15
Make sure you read the thread all the way through and apply all of the correct fixes and updated code they replied.
Fixing model glows
http://www.quake-1.com/docs/quakesrc.org/75.html
Fixing negative lighting
http://www.quake-1.com/docs/quakesrc.org/76.html
Fixing the QSG Coloured Static Lighting Bug
http://www.quake-1.com/docs/quakesrc.org/77.html
I did label it as green because it doesn't require any adapting but the tutorial that it requires to have already been done requires a lot of adapting.
Memory leak fix
http://www.quake-1.com/docs/quakesrc.org/78.html
Oriented Sprite Fix
http://www.quake-1.com/docs/quakesrc.org/79.html
Adding Tab Completion of Alias Commands to NQ
http://www.quake-1.com/docs/quakesrc.org/80.html
Changing Console Transparency in GLQuake
http://www.quake-1.com/docs/quakesrc.org/81.html
Adding variable console heights to GlQuake
http://www.quake-1.com/docs/quakesrc.org/82.html
Changing Console Editing
http://www.quake-1.com/docs/quakesrc.org/83.html
Very simple adaptations for the Changing Console Editing Tutorial, The key names are the ones that would need to be changed, but that is all.
Enhanced console scrolling for NQ
http://www.quake-1.com/docs/quakesrc.org/84.html
Enhanced tab completion
http://www.quake-1.com/docs/quakesrc.org/85.html
Making a stretching console
http://www.quake-1.com/docs/quakesrc.org/86.html
Adding CMDLIST and CVARLIST
http://www.quake-1.com/docs/quakesrc.org/87.html
Adding Windows Clipboard pasting to NQ
http://www.quake-1.com/docs/quakesrc.org/88.html
Adding skyboxes to quake
http://www.quake-1.com/docs/quakesrc.org/89.html
Dynamic Entity Lighting (Method 1)
http://www.quake-1.com/docs/quakesrc.org/90.html
Improved Fog
http://www.quake-1.com/docs/quakesrc.org/91.html
Fog in GlQuake/GlQW
http://www.quake-1.com/docs/quakesrc.org/92.html
Glow Effects Tutorial
http://www.quake-1.com/docs/quakesrc.org/93.html
Coloured Dynamic Lighting in GLQuake
http://www.quake-1.com/docs/quakesrc.org/94.html
Lit. Support
http://www.quake-1.com/docs/quakesrc.org/95.html
Mirror Fix
http://www.quake-1.com/docs/quakesrc.org/96.html
Alias model Light Lerping
http://www.quake-1.com/docs/quakesrc.org/97.html
Q2 models in Quake
http://www.quake-1.com/docs/quakesrc.org/98.html
You might have trouble with the Quake2 Models one, some of it is a bit tricky.
Coloured Static Lights
http://www.quake-1.com/docs/quakesrc.org/99.html
Improved Shadows
http://www.quake-1.com/docs/quakesrc.org/100.html
TGA and PCX Loading
http://www.quake-1.com/docs/quakesrc.org/101.html
Vertex shading in the quake engine
http://www.quake-1.com/docs/quakesrc.org/102.html
Underwater fogging
http://www.quake-1.com/docs/quakesrc.org/103.html
Disabling Waterwarp in GlQuake
http://www.quake-1.com/docs/quakesrc.org/104.html
Detail Textures for TomazQuake based engines
http://www.quake-1.com/docs/quakesrc.org/105.html
Cell Shading
http://www.quake-1.com/docs/quakesrc.org/106.html
Extending the coordinates system on the Quake engine (alternative version)
http://www.quake-1.com/docs/quakesrc.org/107.html
Qc Values Loading
http://www.quake-1.com/docs/quakesrc.org/108.html
X-axis flipping of the screen(view)
http://www.quake-1.com/docs/quakesrc.org/109.html
Adding the EF_BLUE and EF_RED from QW to NQ
http://www.quake-1.com/docs/quakesrc.org/110.html
Bobbing Items
http://www.quake-1.com/docs/quakesrc.org/111.html
Adding new +buttons
http://www.quake-1.com/docs/quakesrc.org/112.html
Adding a QWCL ChaseCam
http://www.quake-1.com/docs/quakesrc.org/113.html
The reason this is red and green is because at the moment there is no publicly released PSP Quake World Engine, it is green because when there is one this would be compatible.
Compiling the Quake source with Visual C++
http://www.quake-1.com/docs/quakesrc.org/114.html
Compiling DosQuake with DJGPP
http://www.quake-1.com/docs/quakesrc.org/115.html
Adding Crosshair 2 to Normal Quake
http://www.quake-1.com/docs/quakesrc.org/116.html
Cvar Function Callback
http://www.quake-1.com/docs/quakesrc.org/117.html
Enhanced Zone Handling
http://www.quake-1.com/docs/quakesrc.org/118.html
FPS counter display
http://www.quake-1.com/docs/quakesrc.org/119.html
Fullbright Colours
http://www.quake-1.com/docs/quakesrc.org/120.html
Working Gamma
http://www.quake-1.com/docs/quakesrc.org/121.html
JPG Texture Loading
http://www.quake-1.com/docs/quakesrc.org/122.html
Adding a max fps cvar
http://www.quake-1.com/docs/quakesrc.org/123.html
Removing The '+MLOOK' command
http://www.quake-1.com/docs/quakesrc.org/124.html
Adding Module Playing to Win[Gl]Quake
http://www.quake-1.com/docs/quakesrc.org/125.html
Remove PAK file naming convention
http://www.quake-1.com/docs/quakesrc.org/126.html
Extending the coordinates system on the Quake engine
http://www.quake-1.com/docs/quakesrc.org/127.html
Modifying Quake's Quit Messages
http://www.quake-1.com/docs/quakesrc.org/128.html
Adding rotating brush support to the quake engine
http://www.quake-1.com/docs/quakesrc.org/129.html
Centered ScoreBoards
http://www.quake-1.com/docs/quakesrc.org/130.html
Scaling Status Bar
http://www.quake-1.com/docs/quakesrc.org/131.html
Adding a "Time Sucks!" message, Ala Doom
http://www.quake-1.com/docs/quakesrc.org/132.html
Multiple IP Banning
http://www.quake-1.com/docs/quakesrc.org/133.html
ScoreBoard overlay enhancement
http://www.quake-1.com/docs/quakesrc.org/134.html
How to use the Enhanced BuiltIn Function System in QuakeC
http://www.quake-1.com/docs/quakesrc.org/135.html
Builtin functions etof and ftoe
http://www.quake-1.com/docs/quakesrc.org/136.html
Forwarding unrecognized cmd's to QuakeC
http://www.quake-1.com/docs/quakesrc.org/137.html
Enhanced BuiltIn Function System
http://www.quake-1.com/docs/quakesrc.org/138.html
Enabling the new EF_Effects
http://www.quake-1.com/docs/quakesrc.org/139.html
Implementing LordHavoc's Extension System
http://www.quake-1.com/docs/quakesrc.org/140.html
Enhancing FrikaC's QuakeC file access tutorial
http://www.quake-1.com/docs/quakesrc.org/141.html
Updated File access from QuakeC
http://www.quake-1.com/docs/quakesrc.org/142.html
Adding a 'qcexec' cmd: Testing QC functions from console
http://www.quake-1.com/docs/quakesrc.org/143.html
File access from QuakeC (original version)
http://www.quake-1.com/docs/quakesrc.org/144.html
Adding a new EndFrame function
http://www.quake-1.com/docs/quakesrc.org/145.html
My PSP Compatible Tutorials
[Tutorial PSP]-Compiling Quake For The PlayStation Portable.
http://forums.inside3d.com/viewtopic.php?t=1667
[Tutorial PSP] - GL Support in PSPQuake - PSPGL
http://forums.inside3d.com/viewtopic.php?t=2005
[Tutorial PSP/PC] - DP_SV_NODRAWTOCLIENT & DP_SV_DRAWONLYTOCLIENT
http://forums.inside3d.com/viewtopic.php?t=2221
[Tutorial PSP] - Proper PSP Server Browser
http://forums.inside3d.com/viewtopic.php?t=2175
[Tutorial PSP/PC] - Custom Map and Episode Menu Names
http://forums.inside3d.com/viewtopic.php?t=1657
[Tutorial PSP] - Adding Menu Options to PSP Quake1.1
http://forums.inside3d.com/viewtopic.php?t=2011
[Tutorial PSP/PC] - Adding a nohud Cvar
http://forums.inside3d.com/viewtopic.ph ... highlight=
[Tutorial PSP/PC] - In Game Server List
http://forums.inside3d.com/viewtopic.php?t=1817
This Tutorial is compatible with the PSP BUT DON'T USE IT. USE MY Proper PSP Server TUTORIAL
Thank you for viewing this. Feel free to submit any feedback as a reply to this thread.
Also,if anyone has anything they want to add to this thread, let me know, you will receive credit.
Also, feel reply with a fix for some of the tutorials.Making them 100% PSP compatible would be very useful to a lot of people.
Inside3d Tutorials
Avirox's Rotation Tutorial Adapted to NetQuake
http://forums.inside3d.com/viewtopic.php?t=2376
Theoretical NetQuake "Reconnect" Cmd Fix
http://forums.inside3d.com/viewtopic.php?t=1914
I highly recommend to do the NAT fix one.
[PSP] How to add your own Light effects.
http://forums.inside3d.com/viewtopic.php?t=2667
[PSP] Faster menu loading times
http://forums.inside3d.com/viewtopic.php?t=2625
Tutorial: Adding r_viewmodeloffset to GLQuake/WinQuake
http://forums.inside3d.com/viewtopic.php?t=1247
CREDIT
Baker, for hosting the archives of the tutorials
Mexicouger, for giving me the motivation to continue helping the PSP Quake Scene, even though I don't have a PSP anymore.
All of the authors of the tutorials.
OneManClan
Anyone that has helped me in the past or present, or will do so in the future.
TeamXlink
Last edited by Team Xlink on Fri Jan 14, 2011 11:05 pm, edited 4 times in total.
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Not all of them, the ones I didn't try I looked at the code and compared things, the such, for example if it has g calls that aren't native to the psp api, that automatically means not 100% native compatibility.Downsider wrote:The funny thing is he tried all of these LOL.
But yes, useful, I guess.
For example the mirror one, is yellow even tho it is simple, the calls are native to the psp api in the form.
I am going to update this thread to include inside3d ones.
Thank you or the feedback.
Nice work and even nicer that you share it so well. Thanks!
I'd recommend mentioning the exact target you tried these with though, I assume it was one specific quake port (the fitzquake->kurok thing?)
I'd recommend mentioning the exact target you tried these with though, I assume it was one specific quake port (the fitzquake->kurok thing?)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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- Contact: