Ahh good to know
But maybe you can help:
I want in ProQuake external textures, and your NZP have this feature (PCX), and it seems that you have port over the textureloader from DarkQuake..
Can you post a tutorial how you did that? Because DQuakes source is kinda a mysterium for me xD...
Greets
ProQuake 4.70 PSP Build
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- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Re: ProQuake 4.70 PSP Build
Yea, i seemed to have forgotten the source. My apologizes, but here it is, i got nothing to hide
Its a great engine and as Jukki said, it is Kurok modified with a bit of Darkquake PSP mixed in there. As well as external textures for weapons and map textures.
As well as being really stable.
http://www.sendspace.com/file/brsfl4
Also Jukki, i joined the AIR FORCE, lol. Don't insult me with that Army crap lol.
Its a great engine and as Jukki said, it is Kurok modified with a bit of Darkquake PSP mixed in there. As well as external textures for weapons and map textures.
As well as being really stable.
http://www.sendspace.com/file/brsfl4
Also Jukki, i joined the AIR FORCE, lol. Don't insult me with that Army crap lol.
Re: ProQuake 4.70 PSP Build
Ghost_Fang wrote: Also Jukki, i joined the AIR FORCE, lol. Don't insult me with that Army crap lol.
Anyways good for the source.
Re: ProQuake 4.70 PSP Build
Yay for decent people!
It makes me feel good that while some of the PSP developers do crappy stuff, that many of the ones we interact with here are ones you can respect.
It makes me feel good that while some of the PSP developers do crappy stuff, that many of the ones we interact with here are ones you can respect.
The night is young. How else can I annoy the world before sunsrise? Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Re: ProQuake 4.70 PSP Build
Nice man, does it need any special stuff? It wont compile with cygwin..Ghost_Fang wrote:Yea, i seemed to have forgotten the source. My apologizes, but here it is, i got nothing to hide
Its a great engine and as Jukki said, it is Kurok modified with a bit of Darkquake PSP mixed in there. As well as external textures for weapons and map textures.
As well as being really stable.
http://www.sendspace.com/file/brsfl4
Also Jukki, i joined the AIR FORCE, lol. Don't insult me with that Army crap lol.
EDIT: nevermind, you messed up something in "video_hardware_model.h", and you need the psp VFPU libs.
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- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Re: ProQuake 4.70 PSP Build
Yea I apologize, i had several different builds in which i was trying different things, its been so long i couldn't remember which one was my stable one lol.drm_wayne wrote: EDIT: nevermind, you messed up something in "video_hardware_model.h", and you need the psp VFPU libs.
Thanks Baker, I hope that even though I'm a little late on the source that I'm still a respectable developer for the most partBaker wrote:Yay for decent people!
It makes me feel good that while some of the PSP developers do crappy stuff, that many of the ones we interact with here are ones you can respect.
Re: ProQuake 4.70 PSP Build
can you tell me how i can build a silm eboot?
Only fat seems to work..
Only fat seems to work..
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- Posts: 336
- Joined: Thu Nov 12, 2009 4:37 am
Re: ProQuake 4.70 PSP Build
The changes i made did not take the Slim into account. So i could have messed something up for all i know. I'm not sure what I could have done.
Re: ProQuake 4.70 PSP Build
shit... . This makes the engine useless for me... i need a slim eboot...
I tryed to make a new makefile for the slim, and it compiled but the eboot
gives me a a blackscreen on the psp...
i need REALLY a slim makefile....
I tryed to make a new makefile for the slim, and it compiled but the eboot
gives me a a blackscreen on the psp...
i need REALLY a slim makefile....