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ProQuake PSP 4.71
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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.
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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.
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page is dead, anyone have a backup for the mission packsOriginally posted by dr_mabuse1981 View PostCompiled a slim eboot last night
Works also for PSPGo and PSP E-1000 users:
http://amphedia.untergrund.net/ProQu...Slim_EBOOT.PBP
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Yeah, that was indeed the problem xD
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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...
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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.
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well, that`s no true baker. you can add te pak files via Itunes media sharing. if is implemented on the app.Originally posted by Baker View PostWell, 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.
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
there is more avatages about this. you can build diferent control schimes and the psp does no have them...Originally posted by Baker View PostYou 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.
anyway Exelet work baker
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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?
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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??
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Kurok mode compresses the textures. It might be doing it "poorly" for the lightmaps.
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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
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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?Originally posted by dr_mabuse1981 View PostAlso 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...
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?
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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...
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Maybe it will help:
It happens on func_wall and on my func_glass brushes...
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