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Thread: Quake II PSP - Second Patch

                  
   
  1. #11
    PSP Mod Creator nomi's Avatar
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    i have a question! when i tried to put this on my psp it wont work. it says unable to run psp game and this is where i placed my files: X/PSP/Game/quake2/baseq2/and other files including eboot.pbp. and then the same with the quake2% except without baseq2. I also tried putting the eboot outside the baseq and also tried putting baseq in the root of the mem stick! it DOESNT WORK!!! PLZ HELP ME!

  2. #12
    The Gaming Wolf wolfpack's Avatar
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    hmm... will this guy ever leave another update? im starting to think this project is... forgotten... that would really suck if it is.

  3. #13
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by wolfpack99997
    hmm... will this guy ever leave another update? im starting to think this project is... forgotten... that would really suck if it is.
    Its been awhile since we have heard anything, I wouldn't say forgotten, but maybe given up?

  4. #14
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    He's taking a break of 4 months due to college graduation work. Stated in psp-arena.de, a german board.

  5. #15
    DCEmu Rookie Be3f's Avatar
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    Yeesss!!! I've ran Q2DM1 map (The Edge) on Quake2-PSP beta2 port!!!
    First, ripped .pak - deleted everything non-used by q2dm1 from .pak and put Q2DM1 at the top of the map list (I mean, simply replaced test2.bsp with q2dm1.bsp in the list =)). Than, renamed pak file to pak1.pak and put it in the beseq2 folder on psp. Final size of the ripped pak1.pak is 8.2Mb! Now starting singeplayer new game loads q2dm1! P). The map looks Great on PSP and rans smooth on 333Mhz (on 222 framerate is about 14-20 - also very playable, but not smooth)
    But not everything is allright: game freezes after few (5-20) seconds; lighting doesn't work - it's simple fullbrite, no lightmap prerenders & no dynamic lights; many bugs with polygon clipping; water & skybox also don't work (they are not visualised at all)... but it works and make me believe in the Greate future of Quake 2 deathmatch on PSP, so we all are waiting for McZonk arriving from colledge practice!
    Q2DM1 is a part of commercial Quake 2 version, so, I think, it won't be good, if I upload it anywhere. Also, you must be able to ran the map by using original (non ripped, as my) commercial pak file - simply copy it on MemoryStick, run Q2, bring down the console, open onscreen keyboard and type map q2dm1 (I didn't test it, but must work), or you may open pak file and modify map_list in the root of it. If anyone want to know how to rip it (what you can delete from pak) - reply here

  6. #16
    DCEmu Rookie Mew's Avatar
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    Wohoo!!
    Nice Be3f!! =)

    btw: Is there any news on that project?

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  8. #18
    DCEmu Reviewer Shadowblind's Avatar
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    heres something to think about: when the n64 emu comes out, you can play Quake II 4 the n64

  9. #19
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by -LO-LEADER1
    Wow
    If you are going to steal my sig you could have at least hosted it yourself. Ass.

    Good job spamming too.

    @Shadowblind.
    That version of Quake 2 on the N64 is completely different than the one for PC/PS.
    They pretty much made a whole new version on the 64.

    The original Quake on N64 is almost the same as the PC version however, with even better lighting I should add.
    Although the you wouldn't be able to play the expansion packs or mods with that version so having both would be nice.

    I still would like the true PC single player version of Quake 2 on PSP but I don't see it happening unfortunately.

  10. #20
    PSP User nugatron's Avatar
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    i have 2.00 and this works fine with the bock eloader

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