I will release prreview versions of quake 2 the next days to some special people.
Here is my milestone plan.
http://www.psp-arena.net/user/mczonk/q2-milestones.png
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I will release prreview versions of quake 2 the next days to some special people.
Here is my milestone plan.
http://www.psp-arena.net/user/mczonk/q2-milestones.png
By "draw" you mean port over to hardware optimizations on the PSP?
I think that's what you mean. But hey, you've got a PLAN there.
That shows that you know the steps that have to be done to port something over.
I would be down with a little quiet beta-testing...I live in Frankfurt, Germany of course, so we'll be in the same time-zone. Currently sitting at home on vacation all week.
;)
this reminds me, I really want to look into making some homebrew. would this be the place to randomly ask about what any sdk's or libraries I would need to get started compiling? just wondering
ps2dev.org would probably be your best bet for asking questions.
liking the sound of multiplayer fella
Q2 was the easiest to learn in the series Q1 had the most complex movement, and rail wrecked quake forever.
but theyd all be pretty cool on psp huh?
As you can see on the milestone plan. The next step is done. I can play intros on the psp. This is very important, because Quake Movies are handled like maps and it shows that the engine is working.
http://www.psp-arena.net/user/mczonk/q2-intro.mov
Multiplayer !!!!!!!!!!!!!!!!!!!!!!!!!!!!!! If you're able to do that I consider you holy ;)
sweet, keep up the good work
thanks a bunchQuote:
Originally Posted by iball
thanx for the update mczonk. ;)
right now this is the only homebrew game im looking forward to.
i come here almost everyday just to see how its going,
ill have to check the .mov you posted.
its getting closer, im all giddy like a school girl lol. :D
this is out of context but where the heck did you get that signature gif of a spinning psp. that is really cool looking
where is it i want it (gos off sobbing to mummy) but seriously i cant wait to try it
The next point on the not ending list is done: Render a player preview in the player setup menu. Seems not to be a big step at first, but it shows that all 3d setup is done. Next step will be render the demo.
Pics and Video I will release this evening.
This is excellent news McZonk, I'm sure we all eagerly await the Video :D
You're doing a fantastic job, Good Work!
Cheers,
Fox
You have to say: I'm still waiting to play this on my PSP :D
No, just kidding ;)
Great to see it's still in progress.... :cool:
Make some screenies of action ingame please :D
It's looking good though!
Excellent work McZonk !! !! !
Im really holding my breath for this release. It should be awesome! keep up the good work dude! :)
Porl''
i cant wait for this re-lease
took the words out of my mouth,Quote:
Originally Posted by Porl
thanx for the screens man. :)
you have more screens from the game??
Really nice!! This is going to be so sweet once you're done. Keep up the good work! :)
is this for v1.0 or v1.5 or v2.0 tell me please. :confused:
I'm pretty sure it is gonna be for 1.0. Then you can use KXploit or Sei-tool or whatever to convert it into 1.5. And later maybe fanjita adds Quake 2 support to 2.0 eBoot loader. So pretty much for all three I suppose, but maybe the author knows better. Well anyways I'm still hoping for the "x-mas" release mentioned somewhere :)
Thanks but where can I get KXploit or Seitool.
Quake 2 will run on 1.0 and 1.5 at the moment. 2.0 is not supported, because I don't have a 2.0 to test and I'm no fan of up- and downgrading.
I don't think that Quake 2 will run on 2.0, because you cannot load prx files on 2.0 at the moment. I use 3 prx files at the moment: game-engine (important for mods), graphic-engine (my graphic port) and network-engine (not used, but I think it will become when I have to switch between adhoc and infrastructre wifi).
If I would get the money for a 2.0 PSP, I would care about a solution for 2.0, perhaps one without prx files.
Sorry, that the video is not availible, but my cam is broken.
I will deliver Quake for 1.0 and 1.5. So you don't need Kxploit or Seitool.
Release is 27. December on the TuM in Karlsruhe.
Ah great to see you answering our questions... :) So is the graphic-engine ready already or are you still working on it, I mean ready for the WIP release if thats what you call it?
Is the core written in ASM
The graphic port is not completly finished. But more than the released images show :D
No these is no assembler code? Why I should use some? It's fast enough. But not all effects are implemmented at the moment.
What's the meaning of WIP? Never heard that.
Looking forward to some more images :D
How is the performance, compared to the Quake 1 port we already have?
WIP = Work In Progress
Cheers,
Fox
Sweet, i hope to see this up and running, to bad you arn't getting paid... :(
RedKing14CA: Why do we have an English essay about Teach and Maynard?
It was a fairly interesting read...but all the while I couldn't help thinking "Damn, Monkey Island was a cool game!"
Cheers,
Fox
OMG... Must.. Not.. Laugh.. Pirates.. What-the-hell..
Now I managed to stop laughing, so I have to ask what that has to do with Quake2? It sure was a waste of time (in a good way), but, a little.. off-topic?
It was the quickest way to host a file while i was at school... we can't use e-mail...
sorry if i wasted anyones time... i really am interested in this port of quake 2 though.. heheh...
mczonk what is the proggres
sorry for my bad english
he said it would be released towards the end of the year, be patient.Quote:
Originally Posted by one winged angel
Another step is done: render objects and particles.
View blog for more screenshots: http://teamemergencyexit.blogspot.com