great stuffi was waiting for so long for sound and saves. this port even gives the ability to define controls! i have only one question: how to turn on a permanent mouse-look and not only this one that needs the key pressed?
Man ya just had to find a way for me to disrupt my coding.
Dling now. Can't wait to try.
Also nothing against packmanfan but I am glad we now have a true port of quake and not the modified pocketpc one.
Regarding Quake 3.
This would be very difficult to port. Pretty much one needs to heavly modify the game to be close to the dreamcast version (posibly even use the dreamcast pak files) but still will run into issues regarding memory usage (dc had 8megs of vram vs psp 2megs).
I really think our only posibility is to build up a 3d fps game based on quake 3 files (like what i am doing with my bsp viewer). This way the system can be much better optimised for the psp.
great stuffi was waiting for so long for sound and saves. this port even gives the ability to define controls! i have only one question: how to turn on a permanent mouse-look and not only this one that needs the key pressed?
Actually the crash happened in the first chapter after the fourth level I believe... I tried the other chapters and they worked ok for the most part. (Haven't had too much time to play.)
That sucks about it running the way it does. It would be nice to see someone step up with some GPU experience to kick in some extra processing power.
Anywho, I hope you guys keep up the good work. This is the very reason I still have my PSP.![]()
You should be able to turn on mouselook by creating an autoexec.cfg file in the ID1 directory containing the following:
Hopefully that'll work, I've not tried it.Code:+mlook
I'll investigate the crash and see what I can come up with. I intend to work on hardware acceleration next, since that would really make it a great port.
Pete
My development blog:
http://aaiiee.wordpress.com/
If you enjoy my homebrew work, please consider donating a few bucks.
Sounds good. I'll try out the mlook, and I'll also replay the level and see what that error was...
Thanks. :-)
My development blog:
http://aaiiee.wordpress.com/
If you enjoy my homebrew work, please consider donating a few bucks.
hardware accel + some multi capability (even if its just bots, still fun) = a plenty good reason to downgrade to 1.5 and never look backOriginally Posted by PeterM
For a slight speed boost you can try these settings I grabbed from a gp2x forum..
*Edit* These settings go in the autoexec.cfg file mentioned in earlier posts.PHP Code:
cl_bob 0
cl_bobup 0
cl_rollangle 0
cl_rollspeed 0
v_kickpitch 0
v_kickroll 0
v_kicktime 0
r_waterwarp 0
r_drawviewmodel 0
r_maxparticles 0
r_fastsky 1
r_fastturb 1
It will take away some things such as the weapons model and head-bob while running, and give about a 10% or 1.5fps increase. Not really worth it in my opinion, but just thought I'd mention it.
Oh yeah, excellant job PeterM. Havn't had much time to play yet, but so far it looks like it will play pretty well. Thanks for your contribution.
Someone can tellme if i can play mods of quake in this port. thanks
yeh uh can some 1 please send me a link to a quake editor like doom has doombuilder wut does quake have dat i can edit graphics sprits and lvls?
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