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Thread: QuakePSP V0.4

                  
   
  1. #11

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    Quote Originally Posted by kaoss-b
    About that, there is no need to fix anything, the only think you have to do to jump across that part (normal height) is to activate "always run" in the options, it can be done
    If in the original Quake I can jump on top of that light, but in this version I can't... something isn't right. Something does INDEED need fixed. And by the way, I ALWAYS have always run turned on. The JUMP HEIGHT is lower than the original. Period. It needs remedied. 99.9% of all Quake fans will agree that the jump needs to be what we are used to.

  2. #12

    Thumbs up

    Great job on the additions/optimizations NIC... Simply wonderful. The analog freelook really helps it to feel a lot more like the original Quake! How hard would it be to reverse the up / down axis? I'm the type that prefers it to be backwards... push forward to look down, pull back to look up. Also the ability to edit the control scheme would be ideal. I'm not too crazy about how it's all set up at the moment. But I am crazy about how much you've improved on PacManFan's work. You two should team up and get this perfected

    One bug I've noticed right off the bat... your highlighting of ALWAYS RUN also highlights INVERT MOUSE (which I wish worked :P) So after moving down one, highlighted LOOKSPRING really modifies INVERT MOUSE. Not major at all. And probably a very quick fix.

    (I'm dying for sound FX)

    Thank you, NIC for releasing your optimized QuakePSP by PacManFan. Because of you, I think I'm going to leave Quake on the MS now... (at least until the lack of sound starts buggin the sh*t outta me! lol)

    Cheers!

  3. #13
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    Quote Originally Posted by infamousdevil
    Great job on the additions/optimizations NIC... Simply wonderful. The analog freelook really helps it to feel a lot more like the original Quake! How hard would it be to reverse the up / down axis? I'm the type that prefers it to be backwards... push forward to look down, pull back to look up. Also the ability to edit the control scheme would be ideal. I'm not too crazy about how it's all set up at the moment. But I am crazy about how much you've improved on PacManFan's work. You two should team up and get this perfected

    One bug I've noticed right off the bat... your highlighting of ALWAYS RUN also highlights INVERT MOUSE (which I wish worked :P) So after moving down one, highlighted LOOKSPRING really modifies INVERT MOUSE. Not major at all. And probably a very quick fix.

    (I'm dying for sound FX)

    Thank you, NIC for releasing your optimized QuakePSP by PacManFan. Because of you, I think I'm going to leave Quake on the MS now... (at least until the lack of sound starts buggin the sh*t outta me! lol)

    Cheers!
    I agree with your comment. This release is wonderful and finally Loading game works!!! Hoping to see sound and some optimizations, maybe using hardware acceleration (bilinear/trilinear filtering would be very cool).

  4. #14

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    Quote Originally Posted by infamousdevil
    Quake on PSP... it's phenomenal, amazing, incredible!! I can get it to run just fine on my PSP... however there are problems. Keep in mind these are NOT complaints, merely wishful thinking towards a future release.

    * What's up with the jump? First off, we don't jump as high as the original Quake... this is evident in the very first level of the first episode. After going down the ramp where the lights come on one at a time when you get close and have to push in the buttons (says "2 more to go..." etc..) there's a way to jump on top of the light then run along the top of the button stand and jump up into that room up there... and there's a big health thing in there too. But in this version, we can't jump high enough to get on the light in the first place. So... The JUMP HEIGHT needs fixed

    * Why can't we use the analog nub to look up and down and turn left and right? Have it on Auto-Run and use L to move forward. Use the D-Pad to change weapons and move back (down). Use R for fire, Square & Circle for sidestep. I think that'd be an amazing control config. So... Analog Nub needs to be FREELOOK, L = Forward, D-Pad = change weap & down = move back

    * Sound Sound and More Sound... Someone needs to rip the tracks from the original Quake CD and put them in whichever format is best (mp3, etc..) and have music back in Quake. (That NIN soundtrack is awesome!) I wouldn't think that'd be very hard. And we desperately need the SoundFX. The ambience and atmosphere of quake are just not even remotely the same without soundFX and music. So.. Music (Original Quake CD Soundtrack by NIN) & SoundFX

    * Networking. We need ad-hoc & infrastructure. Like up to 8 PSPs in the same room or connect to the 'net and join any PSP specific Quake servers. So... Multiple Network Options

    I'm very excited about seeing Quake on my PSP. I just pray that it retains all the components that made it so revolutionary to begin with. Thank you PacManFan and please keep these requests in mind. I know your busy with the PSPS1 thing... but that can wait LOL Get the world playing internet Quake and then you'll have all the support you need to finish your PSPS1 project!

    Have a good one guys!


    Would you like fries with that? Better yet, do you want him to give you head while he's at it?

    Aside from the two, requests at the end.. the others can mostly be done by you. Get a PAK editor.. and do it yourself.

  5. #15

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    Ahem... How can the jump height and controls be modified by way of the pak file alone?? Isn't that something in the executable? No, PacManFan is a truly remarkable individual and I'm merely voicing my requests, which is most likely the same requests the majority of PSP Quake fans would make. Please don't misunderstand me or spit out vulgar comments, keep them to yourself, they do nothing in the way of progress.

  6. #16

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    Yes I'm sure that the comments I make somehow hamper the progress for this port. And your 'requests' (and you've said yourself that they are the likely he same requests the majority of quake fans would make, blah.. blah..) are going to speed it up somehow.

    SECONDLY! Yes.. you can edit the jump height from the pak file, along with the controls, gravity, ETC.. BOW DOWN to the the POWER of CFGs. BOW!

  7. #17
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    Default What am I doing wrong?

    Can someone please tell me what emulator I need to run this game?

    I got a pc emu but I couldn't run quake. I used KXploit and set it up the same way I set up my snes9x.

    When I try to run quake with PCEPO7 (my pc emu) the game goes to a screen that says
    ms0:/PSP/GAME/PC/QUAKEPSP.zip

    So what does it all mean? ANyone else have same prob?

    Thanks 4 reading

  8. #18
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    Quote Originally Posted by Zeitsev
    Can someone please tell me what emulator I need to run this game?

    I got a pc emu but I couldn't run quake. I used KXploit and set it up the same way I set up my snes9x.

    When I try to run quake with PCEPO7 (my pc emu) the game goes to a screen that says
    ms0:/PSP/GAME/PC/QUAKEPSP.zip

    So what does it all mean? ANyone else have same prob?

    Thanks 4 reading
    Woah, hold on there! First off, PCEP is a PC Engine Emu. PC Engine is also known as the Turbografx 16. I think you should open up the quakepsp.zip file you downloaded and take a look at the readme.txt file that's in there. You don't need an emulator to run this game.

  9. #19
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    I need help installing quake. It is on my psp but when I load it up it says the game could not be started. so send me something to tell me what I should do

  10. #20

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    Can you SAVE?

    Also, does the "O" button work? Sometimes it will switch weapons but other times it doesnt do anything. Also I cant remap it to anything.

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