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Thread: Quake 3 source code

                  
   
  1. #21
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    Quote Originally Posted by richyrich
    if you were able to port quake 3 to psp would you also be able to get wolfenstein enemy territory to run on the psp, i know it sounds a bit much but i was just wondering because wolfenstein enemy territory runs on the same quake 3 engine.
    just wondering

    Source code here: http://www.fileplanet.com/136238/130...ry-Source-Code
    I LOVE wolf ET. where quake 3 goes it can go.
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  2. #22
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    Quote Originally Posted by quzar
    I LOVE wolf ET. where quake 3 goes it can go.
    yeah same et owns! xD i love it lol
    woah imagine that..wolfenstein et on a psp and everyone playing online
    that would be soo kool

  3. #23
    DCEmu Rookie brainpan's Avatar
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    quzar says.........Yes, I know. How does that show that the PSP can do anything the DC can though?

    It doesnt and that wasnt what I was implying so dont assume...k I just thought I'd share some info for those that didn't know.

  4. #24
    DCEmu Old Pro kando's Avatar
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    Quote Originally Posted by HardHat
    In the spring I was working on Q3A source to add support for MD3 models in the survival horror clone game I've been working on. At the time I was convinced that it's memory usage is too demanding. But I was recently discussing this on #pspdev, and they provided an arguement that it shouldn't be totally discounted. If no one else picks this up, I may start working on it again. It is just 45,000 lines of C code afterall. :-)

    I'd be doing a native GU port, if I were to officially start.
    the rest of you guys are doubting the psp's processing power....check out tekken: Dark ressurection....cmon now. the psp can DEFINATLY handle q3. and the facts support it

    im hopin hardhat gets workin on that, i'd love to see that ported

  5. #25
    DCEmu Regular psiko_scweek's Avatar
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    im not doubting the PSP or anything but how can we get a port of Quake 3 when we cant even get a complete port of Quake 2?

    just asking!

    also remember Tekken was written ground up to be on the PSP and PS2 whereas Quake 3 was written to be on the the PC. Different Processors....lol

  6. #26
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    we don't know unless we try it
    this would be so good and i really hope someone gives this ago they would be the best coder ever xD

  7. #27
    DCEmu Coder BrooksyX's Avatar
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    I am pretty sure that the psp could handle a quake 3 port. It would require a very talented and dedicated coder(s). It would also probably have to be dumbed down a bit if possible.


  8. #28

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    They have quake 3 for the PDA, I ever played it myself on mine, (A lowly 400mhz, 32mb of ram thing, none of that dedicated graphics chip you see on new PDA's) And I got a almost playable 10fps. the PSP of course does have a slower clockspeed (Although I'm not sure you ARM and MIPS are Apple to Apple), but it does have the dedicated graphics chip.

  9. #29

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    http://www.noctemware.com/q3ce.html

    Here's a link to said quake 3 for PSP, hell it appears it even has limited online support. rock on.

  10. #30
    PSP Coder PeterM's Avatar
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    Yup, and that's for a PDA with 32+ MB of RAM. The PSP only has 24 usable MB, which makes things considerably harder.

    Also note that the DC version of Quake would have had support from id Software to help them get the memory usage down. It would have had different (smaller size) map and model files, and countless other things trimmed down.

    Sure it's possible to do preprocessing on maps, textures, models etc etc to bring them down in size, but even then the Quake 3 engine was written for PCs with a lot of ram (and virtual memory) to spare.

    Quake 2 was also written with virtual memory in mind, which makes it hard to port to PSP. If you take a look at the code, it uses mmap on Linux and VirtualAlloc on Windows.

    Quake 1 however was written for DOS, which makes it particularly thoughtful when memory usage is concerned.

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