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Thread: Quake 3 source code

                  
   
  1. #31
    DCEmu Coder HardHat's Avatar
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    Quote Originally Posted by Technicolour View Post
    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.
    Hmm...not particularly encouraging to have it require 64 Megs of RAM is it. Well, I may try once I finish my current 3D game project.

  2. #32
    DCEmu Rookie rehbock's Avatar
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    Q3a is not possible to port to the psp.
    The Q2 already eats all Ram what should Q3 do ?
    Maybe to run a Easy Tech demo would be possible but not to play it.

  3. #33
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    Quote Originally Posted by rehbock View Post
    Q3a is not possible to port to the psp.
    The Q2 already eats all Ram what should Q3 do ?
    Maybe to run a Easy Tech demo would be possible but not to play it.
    Q3ta was made to run on the Dreamcast which has half the ram of a psp. Silly psp users whining about not enough ram =P

  4. #34
    DCEmu Rookie rehbock's Avatar
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    ahm Q3a wasnt a Homebrew on Dc it was a Fullgame by id.
    You could programm a lot if you had full access to the Firmware look at Gta3 it was ported to the Psp ,too
    but on homebrew way it would be impossible.

  5. #35
    DCEmu Legend Cap'n 1time's Avatar
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    Quote Originally Posted by rehbock View Post
    ahm Q3a wasnt a Homebrew on Dc it was a Fullgame by id.
    You could programm a lot if you had full access to the Firmware look at Gta3 it was ported to the Psp ,too
    but on homebrew way it would be impossible.


    why is it impossible.. If your thinking that the hombrew SDK is miles behind the official psp SDK maybe it would be difficult but.. If anything your comments just proved it is possible. It would take a talented coder that knew the hardware well and had alot of time, but some form of quake 3 (and probably comparable to the DC version) could be done.. the question is not exactly can it happen it's will it happen? (probably not). Keep in mind the SDK is constantly being updated and new things are added all the time. It will most likely eventually be on par with the Official one if it isnt already.

  6. #36
    PSP Coder PeterM's Avatar
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    Duh, of course it could be done, but the resulting source code wouldn't necessarily look anything like the original...

  7. #37
    DCEmu Regular mcvader's Avatar
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    It's possible, but the only way I can see it happening is if ID did an official port themselves. The DC versions got smaller maps and such but still looks about as good as the PC version, but that was commercial, maybe if a dozen homebrew coders quit their day jobs and worked 8 hours a day for months on end it would happen, but I can't see that happening. I Think time would be better spent working on Iris, I don't know why nobody has already, I'm sure PSMonkey would give his full support to anybody willing.

  8. #38
    DCEmu Coder HardHat's Avatar
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    Quote Originally Posted by mcvader View Post
    It's possible, but the only way I can see it happening is if ID did an official port themselves. The DC versions got smaller maps and such but still looks about as good as the PC version, but that was commercial, maybe if a dozen homebrew coders quit their day jobs and worked 8 hours a day for months on end it would happen, but I can't see that happening. I Think time would be better spent working on Iris, I don't know why nobody has already, I'm sure PSMonkey would give his full support to anybody willing.
    Well, if I were bidding on making an official port of a commercial game, I would factor in whether I had access to the source code or not. With Iris I do not, with Q3A I do. That helps immensely. The biggest problem is RAM use from what most people say. The CE port says that it recommends 40 MB free instead of 24 MB free. So that is an issue. The problem I'm currently running into with my MD3 character support in my game engine is that each character is using about 8 MB of RAM (which probably could be optimized). That is great if there are only two characters on screen (with game eboot+map+sounds), but if I need to show 8 characters, I lose.

    On the other hand ioquake3 now supports MD4 which is way more memory efficient. It was a proposed format for Quake 3, but not completed in time. It is a skeletal animation format, instead of point morphing format and tends to use 1/50th the memory. So I believe that the PSP would have enough RAM to make it happen with those more memory efficient models. The CPU requirements for Q3A is 266 MHz Pentium II, so that is within reach of a 33 MHz PSP in my opinion.

    So there are about 6 programmers working full time on making a nice clean portable version of Q3A via ioquake3. So I wouldn't give up yet. But for now I have three other games to make for the DCEmu compo (I hope to have two of them finished in time for the deadline).

    One last point: it isn't massive numbers of programmer to do a port, it is more likely massive numbers of artists. That would make levels smaller, and less taxing.

  9. #39

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    Hi guys and girls I just found this port of Q3 to shockwaves I don't know if it will help any thing just thought I should make sure you are aware of it. Maybe you can use some of the code. Heres the Digg Story [URL="http://digg.com/playable_web_games/Play_Quake_3_Directly_in_your_Browser!"]

    Is it possible to add Virtual RAM to the PSP, If homebrewers can't can Sony?

  10. #40

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    I thinks its unlikly to happen It would be better for some devs to get together and write a 3D FPS engine for the PSP. Or find a Open Source FPS game engine made for the MIPS CPU, I have googled and Wikied it and found nothing

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