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ProQuake 4.70 PSP Build

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drm_wayne

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Posts: 97

Joined: Sat Feb 11, 2012 5:47 pm

Post Sat Aug 18, 2012 1:00 pm

Re: ProQuake 4.70 PSP Build

Ahh good to know :lol: :)

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 :mrgreen:
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Ghost_Fang

Posts: 323

Joined: Thu Nov 12, 2009 4:37 am

Post Sun Sep 16, 2012 6:38 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 :P

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.
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Jukki

Posts: 210

Joined: Wed Apr 07, 2010 4:59 am

Post Sun Sep 16, 2012 6:49 am

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.


Image

Anyways good for the source.
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Baker

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Posts: 3171

Joined: Tue Mar 14, 2006 5:15 am

Post Sun Sep 16, 2012 9:54 am

Re: ProQuake 4.70 PSP Build

Yay for decent people! :D

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? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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drm_wayne

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Posts: 97

Joined: Sat Feb 11, 2012 5:47 pm

Post Sun Sep 16, 2012 1:57 pm

Re: ProQuake 4.70 PSP Build

Ghost_Fang wrote:Yea, i seemed to have forgotten the source. My apologizes, but here it is, i got nothing to hide :P

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.


Nice man, does it need any special stuff? It wont compile with cygwin..
EDIT: nevermind, you messed up something in "video_hardware_model.h", and you need the psp VFPU libs.
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Ghost_Fang

Posts: 323

Joined: Thu Nov 12, 2009 4:37 am

Post Sun Sep 16, 2012 7:04 pm

Re: ProQuake 4.70 PSP Build

drm_wayne wrote:EDIT: nevermind, you messed up something in "video_hardware_model.h", and you need the psp VFPU libs.


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.

Baker wrote:Yay for decent people! :D

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. :)


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 part :P
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drm_wayne

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Posts: 97

Joined: Sat Feb 11, 2012 5:47 pm

Post Wed Sep 19, 2012 8:04 pm

Re: ProQuake 4.70 PSP Build

can you tell me how i can build a silm eboot?
Only fat seems to work..
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Ghost_Fang

Posts: 323

Joined: Thu Nov 12, 2009 4:37 am

Post Wed Sep 19, 2012 9:13 pm

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.
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drm_wayne

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Posts: 97

Joined: Sat Feb 11, 2012 5:47 pm

Post Wed Sep 19, 2012 9:39 pm

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....
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