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Thread: Quake for PSP V2

                  
   
  1. #161
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    Quote Originally Posted by Broadus
    The PK0 that comes with the auto-installer is the DEMO. If you have the FULL VERSION, use the PK0 and PK1 instead.
    OK - it works just fine.

    Quote Originally Posted by Broadus
    You don't toggle the HUD in Quake. You go to the "screen size" slider and lower it so it will show your HUD.
    a-ha! works like a charm - thank you.


    Quote Originally Posted by Broadus
    You don't need the glquake directory because Quake for the PSP is in software mode, not OpenGL mode.
    that's what i thought, but it never hurts to ask...


    Quote Originally Posted by Broadus
    What's wrong with the graphics the way they are?
    well, they could be better - i have seen quake 1 look better on PC, and i bet there are optimizations yet to be implemented in this psp port. i am not b*tching, just asking...


    Quote Originally Posted by Broadus
    Sorry, I don't know anything about connecting to servers, I've never been able to search for any.
    well thanks anyway - you have been most helpful...

    is there a different ip i need to use for psp-quake..? i wonder why i can connect..? what about the baud and all those settings - are they config'd for the psp out of the box (via the auto installer)..?

    tia

    ps - i think you can set that view suff in the confg file using the console commands...

  2. #162

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    The reason Quake probably looked better on your PC might've been because it was in a higher resolution, and was therefore less blurry, fuzzy and/or pixelized.
    Because the PSP only goes to 480x272, it will look worse than it would at 640x480 (lowest resolution for modern games, though Quake can go as low as 320x200) or MUCH worse than it would on 1024x768. However, texture and model quality can't be adjusted no matter where you're playing Quake, so that's always the same. It's really just the resolution, which can't be fixed.

  3. #163
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    md2:
    is there a different ip i need to use for psp-quake..? i wonder why i can connect..? what about the baud and all those settings - are they config'd for the psp out of the box (via the auto installer)..?

    tia
    No need to worry about the baud settings... the code should read:
    Code:
    connect garretpeters.com
    See my forum for an updated config if you arent using the 2.0 config files.

    Broadus:
    Would it be possible to add Quake mods to this PSP game? Offline multiplayer and single player is so boring without Deathmatch or Co-operative bots, and I can't figure out how to get bots (and other mods) to work without replacing the original PAK0.pak.
    Dont replace the pack files, add your mod pak and call it pak2.pak or pak3.pak and so on if more than one pak is needed for that mod. In addition to that, mods come with a progs.dat file. Add your progs.dat file in the ID1 folder with the rest of your configs and your mod pak files.... the only downside to this is that you lose the ability to play the original until you remove the progs.dat file for your mod... I have verified this with FvF aka Future vs. Fantasy on the PSP... you will have to write one helluva config file to get the controls to work right with some mods though- or they feel almost unplayable. Let me know what kind of luck you have with this. Also, you might note the PSP-Quake server has spawnable bots on the deathmatch stages(dm1-6) for you to fight when nobody is around- or you can vote-teams and change your pant color to side with the bots.

    Also, is it possible to turn off the auto-center (or slow it down) that makes the player's vision level out when he moves?
    I think this is the command you are looking for:
    lookspring (T)
    Syntax: lookspring <0/1>

    Default: 0

    Toggles if the view will recenter after mlook is deactivated. Only works with the mouse and joystick.

    If you want it off, insert this into your autoexec:
    Code:
    lookspring 0
    That might fix you up depending on the results you are after.

  4. #164

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    Hey, thanks for the response!
    Replacing the original .PAK files is VERY toiling, it's true, and kind of pointless.
    So, I just put everything for a single mod in ID1 without replacing the pak0.pak and pak1.pak files... Much nicer.
    I'm definitely already aware of the weird control configuration thing. I only have three spare buttons for making bots in co-operative, so I have to be careful as to what I set before taking my PSP away from the computer to configure the controls again.
    So, I'll try to get a mod working without replacing original files, and I'll see if I can't get rid of that look spring. Thanks again!

  5. #165
    DCEmu Legend ICE's Avatar
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    anyone looking for very good shooter ported to a psp thats ridiculously easy to install on the psp and runs very very well this is your game. get it now.

  6. #166
    DCEmu Rookie Physicist's Avatar
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    i agree, this game goes above and beyond the quality of any other.

    now if somebody could just get half life on!!! it works on any pc in the world, why not psp?

  7. #167
    PSP Coder PeterM's Avatar
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    Quote Originally Posted by Physicist
    now if somebody could just get half life on!!! it works on any pc in the world, why not psp?
    Because source code isn't available?

    If it was just a case of "putting it on PSP", don't you think it would be done already?

  8. #168

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    Yep, the only way to get the Half-Life source is to pay big bucks for it, and then you have to sell everything you make with it, 'cause you can't give it away.

  9. #169
    DCEmu Newbie Dutt's Avatar
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    Thumbs up

    is the guys still working on geting it to use hardware excelleration?

    EDIT= PeterM could u please tell me if u r still working on this port? thanks..

  10. #170
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    i know i know. id pay for it though. just about the only game id buy since i bought wipeout.

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