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Insomnia ProQuake 4.71 Engine + MOD Compilation [Sony PSP]

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  • Dark_Duke
    replied
    The code below is set by engine defaults (when no config.cfg supplied):

    Code:
    cl_bobcycle 0.6;
    cl_bob 0.02; // said .2 but it was WAY too jarring, I think you meant .02?
    cl_bobup 0.5;

    You can delete all the configs in your Insomnia mod folders . It will now load the one in the ID1 folder by default. Be sure there are NO config.cfg folders in your mod folders, because it will use the modfolder config.cfg and overwrite your ID1 config.cfg. Stupid bug, I'll have to figure out a solution for that. I'm removing all config.cfg's from all the mod folders for the next official release.

    Also, set vertical aim to an on/off switch! On is "0.93" and off is "1"

    If you add "-setmodmusic" to your quake.cmdline, it will default on in the prompt menu. I will add this permanently to the quake.cmdline, unless you suggest otherwise! Same applies if you want texture filtering on by default.

    Code:
    -prompt -cpu333 -heap 33 -setmodmusic -linear
    That will set the cpu speed to default to 333 on prompt menu, heapsize 33 on prompt menu, will set modmusic to be default on prompt menu and will set Texture Filtering "On" on prompt menu.

    DOWNLOAD DEVELOPMENT INSOMNIA PROQUAKE 471 REV4.1

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  • Grzybiarz
    replied
    You can do everything you want with rapture but mipmap shouldnt be switched on. Because it doesent causes these crashes.

    I think that config share fir every mod should be switched on at default.

    Leave a comment:


  • Baker
    replied
    I wouldn't describe it like that. It is a true mod based on the single player Hall of Fame of the now defunct Underworld Map Reviews site Underworldfan's Single Player Map Reviews where the readme.txt didn't say stuff like "you can't redistribute this map".

    It is backed by QuakeC that overrides end of level teleporter destinations and resets your inventory back to nothing after each map or set of maps and provides a way to bail out and go back to the main map (i.e. typing "return" in the console")

    It was kinda of an attempt to get people more interested in single player custom maps back at the time. It used to be really hard to get some people here to try a custom single player release, but it has become way easier over time and its pretty much normal.

    /Things change

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  • Dark_Duke
    replied
    Originally posted by Baker View Post
    Some things offer more variety than offers.

    Amazing compilation! I wish it loaded on the PSP

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  • Baker
    replied
    Some things offer more variety than offers.

    Leave a comment:


  • Dark_Duke
    replied
    Originally posted by Grzybiarz View Post
    I dont know if you did it already or not, but I think you should update the PSP 1000 eboot as well.

    Deleting rapture from the folder, should also be considered. This mod is just not working as it should, because it crashes with dynamic lights on. If someone like to play it this way, he can always Download it by himself. In the friendly for newbies release, there just shouldnt be a mod that will most likely crash the game, in my opinion.

    You can also put a text file which contains lines, which can be put in quake.cmdline. I know you can just select options in prompt menu, but when you put, for example -cpu333 in there, it will be chosen at default so you wont need to change it by yourself, everytime you launch the eboot. I am talking mostly about that mod music option, which should be swotched on at default IMHO.

    I wonder if there is any way to make all the mods and expansions use the same config.cfg. I dont like to change controls and options, everytime i load a new mod. If it is possible, you can consider trying that.

    You should also change the cl_bobcycle to 0.6, cl_bob to 0.2 and cl_bobup to 0.5 in config or autoexec because that are the default values of weapon bobbing in original quake. In this port, default values makes bobbing too fast.

    Vertical aim support should not be changed by slider. sv_aim on every value betwen 0 and 0.9! will work the same. Every value from 1 will make it not working. Slider is just pointless in this situation. I suggest just changing it to simple option, changing it to 0.93 (default in Dos version of Quake) or 1 (disabled).

    That is all that comes to my mind. Hope you'll be able to find something easy to fix

    All great points! I will delete Rapture, though I personally enjoy that one quite a lot :-) In the latest version, I do have it set by default to now run with mipmaps at maximum and dynamic lights disabled. Still delete you think?

    I will add a text file noting various quake.cmdline parameters as well! I will add in one for -modmusic so that it is enabled by default.

    I can look into single usage config files. In fact, do you think this is something that should be enabled by default? I can add an option, where if you add "-modconfig" to quake.cmdline, it will load config from the mod directory, and when "-modconfig" is not present, it will always load from the default ID1 path. Sound good?

    I will default those various bob settings to the defaults you listed!

    As for vertical aim, I'll do exactly as you say and make it an on/off menu option with on being .93 and off being 1!

    These are great fixes and I'll release Rev4 soon! Thanks for your help, you really do know Quake well Without you, I'd probably only be on Rev1 not even knowing these bugs existed!!!

    Edit: I will update the PSP 1000 version too

    Edit 2: Added all of these to TO DO on original post
    Last edited by Dark_Duke; 07-03-2016, 06:18 PM.

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  • Grzybiarz
    replied
    Thank you. It's not hard to learn, considering that i started to play Quake around a month ago.

    Leave a comment:


  • Baker
    replied
    Originally posted by Grzybiarz View Post
    You should also change the cl_bobcycle to 0.6, cl_bob to 0.2 and cl_bobup to 0.5 in config or autoexec ...
    Grzybiarz knows his Quake. That's very rare these days.

    Leave a comment:


  • Grzybiarz
    replied
    I dont know if you did it already or not, but I think you should update the PSP 1000 eboot as well.

    Deleting rapture from the folder, should also be considered. This mod is just not working as it should, because it crashes with dynamic lights on. If someone like to play it this way, he can always Download it by himself. In the friendly for newbies release, there just shouldnt be a mod that will most likely crash the game, in my opinion.

    You can also put a text file which contains lines, which can be put in quake.cmdline. I know you can just select options in prompt menu, but when you put, for example -cpu333 in there, it will be chosen at default so you wont need to change it by yourself, everytime you launch the eboot. I am talking mostly about that mod music option, which should be swotched on at default IMHO.

    I wonder if there is any way to make all the mods and expansions use the same config.cfg. I dont like to change controls and options, everytime i load a new mod. If it is possible, you can consider trying that.

    You should also change the cl_bobcycle to 0.6, cl_bob to 0.2 and cl_bobup to 0.5 in config or autoexec because that are the default values of weapon bobbing in original quake. In this port, default values makes bobbing too fast.

    Vertical aim support should not be changed by slider. sv_aim on every value betwen 0 and 0.9! will work the same. Every value from 1 will make it not working. Slider is just pointless in this situation. I suggest just changing it to simple option, changing it to 0.93 (default in Dos version of Quake) or 1 (disabled).

    That is all that comes to my mind. Hope you'll be able to find something easy to fix
    Last edited by Grzybiarz; 07-03-2016, 05:06 PM.

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  • Dark_Duke
    replied
    On a side note, any other feature requests/bug fixes? I'd hate to do an official release only for the mp3 support!

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  • Dark_Duke
    replied
    Originally posted by Grzybiarz View Post
    Works just as you say. Mod music plays when there are music files in mod folder, but doesent if there is none.

    Also, interface in both expansions for some reason got fixed. I dont know how, but now interface in soa works perfect, and i am almost sure it works fine in doe too.
    Awesome! Glad to hear it is working now. Are you using the added hipnotic mode function for it, perhaps? At least it works now!

    Leave a comment:


  • Grzybiarz
    replied
    Works just as you say. Mod music plays when there are music files in mod folder, but doesent if there is none.

    Also, interface in both expansions for some reason got fixed. I dont know how, but now interface in soa works perfect, and i am almost sure it works fine in doe too.

    Leave a comment:


  • Dark_Duke
    replied
    Try this Dev Build! https://www.dropbox.com/s/dc7216cwp4...0Rev4.rar?dl=0

    It will load anything labeled track02 or above that is in the modfolders respective path \<modfolder>\music\

    e.g.
    PSPMEMSTICK:\PSP\GAME\Insomnia\rogue\music\

    I don't have a failsafe on it yet if no tracks are detected it will NOT revert to the ID1 music. JFYI!

    But if you enable modmusic and put the mp3s into the respective music folder, it should load

    Edit: Here are the music packs too https://www.dropbox.com/sh/epg04ijhj...p-TYs93Aa?dl=0
    Last edited by Dark_Duke; 07-02-2016, 07:43 PM.

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  • Grzybiarz
    replied
    Sure. That will do it. Thank you

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  • Dark_Duke
    replied
    Originally posted by Grzybiarz View Post
    My point is: there should be an option to use custom music for mods, because now, when you'll put another music in mod directory, game will still play music from ID1.
    Can do

    I'll add a prompt menu parameter for "Mod Music", and if enabled it will instead look inside the mods mp3 folder. I'll have it set to if nothing is found, it will play the original Quake music. Sound good?

    Leave a comment:

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