Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 358
4 members and 354 guests
silverjoel
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Mod Releases > Finished Works > Insomnia ProQuake 4.71 Engine + MOD Compilation [Sony PSP] Search Forums

Reply
LinkBack Thread Tools
Unread 06-20-2016, 09:37 PM   #1 (permalink)
Ogre
Dark_Duke's Avatar
USER INFO »
Posts: 120
+/-  Reputation: Dark_Duke is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Insomnia ProQuake 4.71 Engine + MOD Compilation [Sony PSP]

Insomnia Proquake 4.71 Revision 4

=====INTRODUCTION=====

All,

With the support of WorldGenesis[/r/psp & #PSP], Grzybiarz, Baker, Crow_bar and MDave, I am happy to release this new update to the ProQuake 4.71 engine for the Sony Playstation Portable. This updated engine release & mod compilation features numerous fully fledged custom campaigns for Quake and has been optimized for mod usage, with focus on ease of use. It has taken many hours of trial and error to code and compile this edition of the source. Primarily due to the fact that when I began work on this project, I had next to zero experience with developing PSP homebrew and absolutely no experience with C/C++, let alone compiling code for the psptoolchain. Big thanks to WorldGenesis for his patience with me, MDave for creating Kurok and Baker for this amazing ProQuake netcode implementation. Also big thanks to Jurak Styk for his original menu code from an earlier iteration of Quake on PSP!!! I have decided on naming the release "Insomnia", as Insomnia is one of my favorite custom campaigns by czg. Also naming it thus as I had a late night breakthrough and stayed up until dawn working on the project.

If you wish to discuss any updates or feature requests, feel free to comment on here! You can directly reach me on IRC @ irc.hellcat.net:6667 #PSP

======FEATURES======

This version of the engine is optimized for PSP Slim's 64mb of ram. There is now a PSP Fat version though it may not be compabile with all included mods.

Added functionality with "-prompt" menu.

When the "-prompt" command line argument is added to the quake.cmdline file (done be default), the user is prompted to select a mod folder (first option "blank" for default Quake Campaign) upon initial boot of the Insomnia game.

Added texture filtering options for ProQuake Engine via prompt menu

Added "Hipnotic" support

Fixed dynamic lighting and mp3 issues

Other options include ability to set cpu speed and heapsize for memory allocation.
I recommend using CPU Speed: 333 and Heapsize: 33 for the PSP Slim, and for the PS Vita/PSP Phat to use CPU Speed: 333 and Heapsize: 14

======DOWNLOAD======

Included in the archive are the respective game folder, eboot, and source code.
PSP SLIM 64MB VERSION & PSP PHAT 32MB VERSION [REV4]

SOURCE CODE on GITHUB

======TO DO FOR REVISION 5======
Green: Complete
Yellow: In Progress
Red: Incomplete

Add FOV Slider


======CONTACT======
User: dark_duke
IRC: irc.hellcat.net:6667 #PSP

=====================CHANGELOG===================

Code:
July 20th, 2016 - Revision 4 -------------- Added modmusic support Will load any mp3s labeled track02 or above that is in the modfolders respective path \<modfolder>\music\ Set bobcycles to engine defaults Added ability to set "defaults" to the prompt menu. Example, add -setmodmusic or -linear to your quake.cmdline to select Texture Filtering to On and Mod Music to On in the prompt menu by default. Applies to memory allocation with "-heap 33" or "-cpu 333" When sv_aim is enabled, defaults to .8 Added keys to smallest visible HUD Added "Rogue" mode for Dissolution of Eternity -- you must have Dissolution of Eternity More than likely fixed the disappearing rune bug regarding saves -- not confirmed Compiled a 32mb version for PSP 1000 models July 1, 2016 - Revision 3 ------------- Force disabled dynamic lighting in deathmatch mode Fixed Dynamic Lighting bugs relating to viewmodels/enemy models illuminating when dynamic lights disabled Added "Hipnotic" support for mods that require -hipnotic to the prompt menu -- you must have Scourge of Armagon Added Vertical Aiming slider to MISC OPTIONS Added more mods Removed expiremental fog support Renamed Autoaim to "EasyAim" June 25, 2016 - Revision 2 ------------- Added "Texture Filtering" to prompt menu. Equivalent of "gl_texturemode GL_LINEAR"(Texture Filtering On) and "gl_texturemode GL_NEAREST"(Texture Filtering Off) Bot Options under Multiplayer tab are now linked for FROGBOT Bot Options will autohide when not in FROGBOT Added Crosshair Enable/Disable Option under OPTIONS > SUBMENU MISC OPTIONS Added Autoaim Enable/Disable Option under OPTIONS > SUBMENU MISC OPTIONS Fixed mp3/audio issues on startup and when returning from standby mode ***KNOWN BUGS*** If Dynamic Lighting is disabled, certain models and objects will continue to be affected by dynamic lighting (weapons/character models) June 21, 2016 - Revision 1 ------------- Bug fixes and more optimization Corrected heap/cpu speed paramater bugs Corrected mp3 directory Set cl_autoaim 0 in compile and config.cfg June 19, 2016 - Initial Release ------------- Added -prompt functionality including setting cpu speed, heapsize and mod folder Mod compilation of user generated mods that function on PSP Optimized for PSP Slim 64mb version. Will not function as stands for PSP 1000 models











Last edited by Dark_Duke; 07-20-2016 at 08:28 PM.. Reason: Revision 4 Update
Reply With Quote
Unread 06-21-2016, 01:54 AM   #2 (permalink)
Chthon
Baker's Avatar
USER INFO »
Posts: 10,008
+/-  Reputation: Baker has a spectacular aura aboutBaker has a spectacular aura aboutBaker has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
Originally Posted by boho103 View Post
Added functionality with "-prompt" menu.

When the "-prompt" command line argument is added to the quake.cmdline file (done be default), the user is prompted to select a mod folder (first option "blank" for default Quake Campaign) upon initial boot of the Insomnia game.
Nice to see someone use some quick engine tips and then actually put them to use in an engine build, which is somewhat rare these days.

Twice as nice seeing someone new do it. And slightly funny MDave has shown up around this same time.

Congrats
__________________
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Reply With Quote
Unread 06-21-2016, 03:24 AM   #3 (permalink)
Enforcer
Grzybiarz's Avatar
USER INFO »
Posts: 77
+/-  Reputation: Grzybiarz is on a distinguished road
Join Date: May 2016
Currently: Offline
Contact:  Send a message via Skype™ to Grzybiarz
Huuuuge thank you. I was waiting for someone to make another port of Quake for psp. Im going to test it right now, but im sure it will be awesome. By the way, does it have music support?
Reply With Quote
Unread 06-21-2016, 04:55 AM   #4 (permalink)
Enforcer
Grzybiarz's Avatar
USER INFO »
Posts: 77
+/-  Reputation: Grzybiarz is on a distinguished road
Join Date: May 2016
Currently: Offline
Contact:  Send a message via Skype™ to Grzybiarz
It does work, but it has some issues.

First of all, heap size is unchangable. No matter what you choose in prompt menu, it will always be set to 34 when you launch the game. It does not only make the game to crash when you start shooting to monsters at map e3m4, but also doesent allow to play Dissolution of Eternity and Scourge of Armaggon Extensions pack, just as in original PSP Proquake.

You put music files in wrong folder. It is put in main directory in "mp3" folder and all music files are named like "02", "03". It causes music not to work. In order to make it working, you need to put it in ID1 directory in folder called "music" and all of the files should be named like this: "track02", "track03". Also BGMtype command should be set to "CD" not "none". All that makes music to work properly. Note that when you put the music is ID1 folder, it will play in every mod and expansion, so forget about diffirent music for each.

I also have a big problem with autoaim. I belive this is an issue from original PSP Proquake. Talking about autoaim which doesent work as it should. It does not only work verticaly but also horizontaly so it makes the game too easy. And it's not like sv_aim command is set to less than 0.93. It should be fixed.

for some reason autoexec file doesent seem to work, but game saves everything that you change in options and put in console, so it's not that big problem.

I really apreciate your work, though. Thanks to this new port, i can easily play all the mods without need to change quake.cmdline everytime. Nice work.

EDIT:
Autoexec works, i just put wrong lines in it before. sorry. I also discovered how to get expansion pack and E3m4 to work. I just changed mipmap ammount to max and chose texture scaling down. To play deathmach without crash, i turned off dynamic lightning, but it is still unstable. To play rapture mod you need to do it all, or else it will crash too. i still can't change the heap, and autoaim doesent work properly though.

Last edited by Grzybiarz; 06-21-2016 at 11:49 AM..
Reply With Quote
Unread 06-21-2016, 12:13 PM   #5 (permalink)
Ogre
Dark_Duke's Avatar
USER INFO »
Posts: 120
+/-  Reputation: Dark_Duke is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Originally Posted by Grzybiarz View Post
It does work, but it has some issues.

First of all, heap size is unchangable. No matter what you choose in prompt menu, it will always be set to 34 when you launch the game. It does not only make the game to crash when you start shooting to monsters at map e3m4, but also doesent allow to play Dissolution of Eternity and Scourge of Armaggon Extensions pack, just as in original PSP Proquake.

You put music files in wrong folder. It is put in main directory in "mp3" folder and all music files are named like "02", "03". It causes music not to work. In order to make it working, you need to put it in ID1 directory in folder called "music" and all of the files should be named like this: "track02", "track03". Also BGMtype command should be set to "CD" not "none". All that makes music to work properly. Note that when you put the music is ID1 folder, it will play in every mod and expansion, so forget about diffirent music for each.

I also have a big problem with autoaim. I belive this is an issue from original PSP Proquake. Talking about autoaim which doesent work as it should. It does not only work verticaly but also horizontaly so it makes the game too easy. And it's not like sv_aim command is set to less than 0.93. It should be fixed.

for some reason autoexec file doesent seem to work, but game saves everything that you change in options and put in console, so it's not that big problem.

I really apreciate your work, though. Thanks to this new port, i can easily play all the mods without need to change quake.cmdline everytime. Nice work.

EDIT:
Autoexec works, i just put wrong lines in it before. sorry. I also discovered how to get expansion pack and E3m4 to work. I just changed mipmap ammount to max and chose texture scaling down. To play deathmach without crash, i turned off dynamic lightning, but it is still unstable. To play rapture mod you need to do it all, or else it will crash too. i still can't change the heap, and autoaim doesent work properly though.
Thanks for checking it out so thoroughly! Are you certain about the heapsize? In the fat eboot I compiled it works off similar code and only allows you to set a max heap size of 16. I believe the initial console dropdown load parameters print the static default heap sizes and aren't dynamically linked to print the actual set heap sizes. Both the fat eboot and slim eboot will both print their default heapsize params (i believe ~16mb and ~40mb?). I'll look into it more. Thanks for noticing that!

You know, I'm not sure I've ever noticed the autoaim. I'll look into creating another menu param to enable or disable it!

Glad you are enjoying it! I'll start on fixing the bugs Worth noting, each mod folder has its own autoexec that it uses to load the respective map. The next step for me is figuring out the best parameters for each and including them in the respective autoexecs

Update: you are definitely right about heapsize! While debugging I removed the cpu/heap checkparam pass initialization! I'll add it back in. Good catch!

Last edited by Dark_Duke; 06-21-2016 at 12:32 PM..
Reply With Quote
Unread 06-21-2016, 12:31 PM   #6 (permalink)
Enforcer
Grzybiarz's Avatar
USER INFO »
Posts: 77
+/-  Reputation: Grzybiarz is on a distinguished road
Join Date: May 2016
Currently: Offline
Contact:  Send a message via Skype™ to Grzybiarz
So it only prints that heap size isnt changed? I admit i was just looking at this, because in Juraj Styk versions, it prints actual chosen heap size. I'll try some configurations and tell you how it works.
Reply With Quote
Unread 06-21-2016, 01:00 PM   #7 (permalink)
Ogre
Dark_Duke's Avatar
USER INFO »
Posts: 120
+/-  Reputation: Dark_Duke is on a distinguished road
Join Date: Apr 2008
Currently: Offline
I figured out the issue with heap, I had declared the heap size as a static constant and also had removed the argument from passing from the prompt screen.

I'm at work so I can't do any testing, but if you'd like to try it here is a dev build!
https://www.dropbox.com/s/d4w7upf28k...20472.rar?dl=0
Reply With Quote
Unread 06-21-2016, 02:32 PM   #8 (permalink)
Enforcer
Grzybiarz's Avatar
USER INFO »
Posts: 77
+/-  Reputation: Grzybiarz is on a distinguished road
Join Date: May 2016
Currently: Offline
Contact:  Send a message via Skype™ to Grzybiarz
It works like a Gold. Heap Now works for real, and even prints it correctly. All expansions pack now works all fine if we choose heap 30. My game still crashes on e3m4 if mipmap isnt on. In both Old and new eboot, game crashes just as i start shooting on deathmach and when Second map of rapture is loading, unless i switch off dynamic lights.

Still it is a big improval because heap size is Now fully changable. Good job
Reply With Quote
Unread 06-21-2016, 03:32 PM   #9 (permalink)
Ogre
Dark_Duke's Avatar
USER INFO »
Posts: 120
+/-  Reputation: Dark_Duke is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Glad to hear its working! I'll modify the mipmap settings to be on by default and try and add some auto-aim prompt options tonight! Looks like I need to release a hotfix
Reply With Quote
Unread 06-21-2016, 11:15 PM   #10 (permalink)
Ogre
Dark_Duke's Avatar
USER INFO »
Posts: 120
+/-  Reputation: Dark_Duke is on a distinguished road
Join Date: Apr 2008
Currently: Offline
Made a few changes, now on Revision 1 :-) See more details in original post. Download link here: https://www.dropbox.com/s/z74ini98ea...0Rev1.rar?dl=0
Reply With Quote
Reply

Bookmarks

Tags
baker, engine, proquake, psp, quake


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 11:21 PM.


eXTReMe Tracker