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ProQuake PSP 4.71

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  • MadGypsy
    replied
    I already have this somewhere, if i find it i'll upload it. Hopefully it's not on my PSP cause I chunked that thing a few months ago and I don't have anything that will read the mem-stick.

    Leave a comment:


  • dr_mabuse1981
    replied
    When i find the time i will compile a slim eboot in the next days.
    But the fat eboot works on slim too..

    Im not really working with ProQuake on the PSP anymore.

    Leave a comment:


  • ALLEN2
    replied
    Originally posted by dr_mabuse1981 View Post
    Compiled a slim eboot last night
    Works also for PSPGo and PSP E-1000 users:

    http://amphedia.untergrund.net/ProQu...Slim_EBOOT.PBP
    page is dead, anyone have a backup for the mission packs

    Leave a comment:


  • dr_mabuse1981
    replied
    Yeah, that was indeed the problem xD

    topic:

    Baker, idk if you still around but can you add a function to load HLBSP map textures as 8bit CLUT?
    That would fix the RAM problem with HLBSP...

    Just check Solitudes source...

    Leave a comment:


  • MadGypsy
    replied
    copy/paste this to replace remove

    Code:
    self.touch = SUB_Null;
    self.nextthink = time + 0.1;
    self.think = SUB_Remove;
    make sure it is the last thing that happens
    Last edited by MadGypsy; 02-17-2013, 11:26 PM.

    Leave a comment:


  • Spike
    replied
    dr_mabuse1981 - don't call remove() inside touch functions! You'll need to use think/SUB_Remove instead, or your touch state will get all messed up.

    Leave a comment:


  • darad
    replied
    Originally posted by Baker View Post
    Well, first there is no way for a non-developer to load pak files on an iPhone, and then once you do, there is really no way to make it playable on an iPhone.
    well, that`s no true baker. you can add te pak files via Itunes media sharing. if is implemented on the app.

    for exemple some apps implemented this. exemple gameception. contains the Freedoom by default. but you can add other wads. official(doom, doom2, final doom) and unofficial. all must be vainilla doom compatible.

    if you want you can download the sourcecode to study.

    http://pinkeh.com/iphone/apps/gamece...ameception.zip

    Originally posted by Baker View Post
    You can actually play Quake on a PSP because it has a little "joystick" to aim with and several buttons. No one will confuse you for a mouse user, but it is entirely playable for, say, single player.
    there is more avatages about this. you can build diferent control schimes and the psp does no have them...

    anyway Exelet work baker

    Leave a comment:


  • dr_mabuse1981
    replied
    I just coded soe nice landmines in, but it oes cause problems in ProQuake..
    When an enemy player dies on the mine ProQuake gives me some strage text i
    dont uderstand:



    Also the game will hang up after some "minekills"...
    Any idea how i can fix this?

    Leave a comment:


  • dr_mabuse1981
    replied
    everything works fine, but i have problems with the rotating door stuff...

    Inside3d Forums • View topic - Rotating Door Support progs.dat + source +example bsp

    the example maps runs fine, but when i copy the doors to my map it wont run...
    also you canstill see the origin brush.... how can i fix this??

    Leave a comment:


  • Baker
    replied
    Kurok mode compresses the textures. It might be doing it "poorly" for the lightmaps.

    Leave a comment:


  • dr_mabuse1981
    replied
    i am using -kurok, but i will test it in stock Quake now....

    Ok, i tested the map it in vanilla quake using ProQuake... Everything
    looks clean:



    also my MOD runned that map fine when i removed the kurok command
    and launched the game in quake mode:




    i think it is a error when running in Kurok mode, but thats not a big problem
    anymore...
    Moving over the modded HUD and menu is an easy task

    Leave a comment:


  • Baker
    replied
    Originally posted by dr_mabuse1981 View Post
    Also whenyou switch on dynamic lightning you can "shoot" away the lightmap errors:





    any idea how i can fix this? It doesnt happen in Kurok and other engines,
    and i dont want to switch the engine again...
    I don't know why it happens. Does it happen anywhere in stock Quake using the PSP engine? Like shadows in the wrong places on E1M1 etc?

    If I could get a screenshot of the issue in a stock id1 map where this happens it might shed some light. Are you using -kurok with the engine? Or not using -kurok?

    Leave a comment:


  • dr_mabuse1981
    replied
    Also whenyou switch on dynamic lightning you can "shoot" away the lightmap errors:





    any idea how i can fix this? It doesnt happen in Kurok and other engines,
    and i dont want to switch the engine again...

    Leave a comment:


  • dr_mabuse1981
    replied
    Maybe it will help:

    It happens on func_wall and on my func_glass brushes...

    Leave a comment:


  • Baker
    replied
    Hmmm

    Leave a comment:

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