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Thread: PSP Quake 1 ver. 1.0

                  
   
  1. #1

    psp PSP Quake 1 ver. 1.0

    Release by jurajstyk

    This is a port of ID Software's Quake 1 to the PSP.
    Based on PSP Quake port by Peter Mackay and Chris Swindle.

    Developed and tested on PSP with firmware version '3.40 OE'.

    Features
    --------

    Working:
    - Music playback trough MP3 implemented with MAD audio library (can be switched on/off from options menu)
    - Software and Hardware rendering.
    - Single player game
    - Sound
    - Save/Load
    - Console commands
    - Command line params (through 'quake.cmdline' file)
    - Multiple screen resolutions in software rendering (trough command line params)
    - User made maps loading (from console or command line params)
    - User made mods loading (through command line params)
    - Demo recording and playback (from console)
    - On Screen Keyboard

    Known issues:
    - Some mods or maps might not work due to memory constrains or might not work correctly
    - timerefresh command disabled in hardware rendering (stability issue)
    - Some maps require raising 'r_maxsurfs' and 'r_maxedges' to render correctly in SW client
    (can be done from command line or console)

    See readme file for details and installation instructions

    Download and Give Feedback Via Comments

  2. #2
    DCEmu Pro dark heart's Avatar
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    thanks! your the best!

  3. #3
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    Nice Job!

    When im on hardware rendering. my weapons dont render properly. my gun looks like a weird messed up polygon. u may want to fix that on ur next release (if ur making a next realese)

    oh yeah.., can u add strafing to the analog stick? so analog stick would be move forward and backwards and strafe left to right? in options u would be able to disable analog strafe or enable it ^_^..)

    thx!, gj btw

  4. #4
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    quake for psp!!! outragous!!!

  5. #5

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    Quote Originally Posted by michael chan View Post

    When im on hardware rendering. my weapons dont render properly. my gun looks like a weird messed up polygon.
    Try removing ms2 files (they may be corrupted) from glquake directory that is located inside ID1 directory . They will be automatically generated again on next start.

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    Quote Originally Posted by jurajstyk View Post
    Try removing ms2 files (they may be corrupted) from glquake directory that is located inside ID1 directory . They will be automatically generated again on next start.
    ah nice, i can see my single barrel shotgun =D!

    is there somehow a way to make me strafe with my analog? like my analog would be strafe left and right and move forward and back instead on turn left and right and mover forward and backwards?

    btw, thx

  7. #7

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    Quote Originally Posted by michael chan View Post
    is there somehow a way to make me strafe with my analog?
    One possible option is to use JoySens kernel plugin
    which allows to swap input from d-pad and analog
    nub (if strafing is configured on d-pad then you should be able to strafe with analog).
    JoySens works in quake but only in version that runs in user mode.

  8. #8
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    I am definitely impressed by this piece of homebrew.

    This version of Quake for the PSP has MP3 playback, something I have been desiring for a long time, and the graphics actually look a little bit better than other versions of Quake for the PSP so far.

    The only feature request I have would be the ability to select from multiple command line files, for the purpose of loading different mods and addons and stuff like that. I hope that somebody adds this feature in the near future.

  9. #9

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    Woo-hoo, awesome! Such clear graphics and so fast!

    Just one question - is the lack of visual deformation underwater a flaw of glQuake itself, or this port?

    cya
    Raziel-chan

  10. #10
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    Can someone please explain to me which version to use?

    From what I can gather, the graphics in HW rendering are better. What about user mode or kernal mode?

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