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Thread: Quake 3 Now Opensource!!!

                  
   
  1. #11
    DCEmu Newbie
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    quake 3 would be better, but its damn near impossible.
    it could be done by someone with extremely good c++
    coding knowledge, and with at least some idea of how the main quake 3 engine runs, other than that no. personally, i would love it, because i am a big quake fan, but i have tried, and i failed miserably, so good luck to the next coder to try.

    -cheers Alucart13

  2. #12
    The Gaming Wolf wolfpack's Avatar
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    i already play quake 2 on my psp because i have the quake 2 game for ps1. however, if the engine gets ported, id be willing to try it out.

    quake 3 would be good, but i highly doubt anyone here at dcemu would be willing to work out all the kinks to make it work 90-100%

  3. #13
    DCEmu Coder HardHat's Avatar
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    Well, the ioquake3 engine is looking pretty nice for porting. But I probably won't give it a try until summer. I'd love to play Tremulous on the PSP. As for frame rate, texture resolution and so on, I couldn't speculate how the PSP would perform. But I do know, that with tuning I've been pleased with how it does with my own game engine.

  4. #14
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    Good grief! How soon they forget...

    For people with Swiss cheese memories - Q3A premiered on the original iMac (Apple made a HUGE deal out that): a 233MHz G3 PowerPC with 32M of memory and the ancient and underpowered ATI Rage 128 (well before the Radeon series). A 300 MHz G3 with Rage 128 got from 80 to 40 FPS at 640x480 (a much higher res than the PSP would be using), depending on the settings. A Mac 8600 with a 250MHz 604e and a Voodoo 1 card got about 30 FPS at 640x480.

    A PSP is EASILY capable of running Q3A at playable speeds.

  5. #15
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    But can that same system run the latest patched (and updated) version of Q3A? Each patch added bits of new material and updates (over about 5+ years) so the GPLd source code is quite different from the original version.

    Plus, we are talking about porting a game, so it takes ALOT of work to get it to run at the same speed, especially considering the differences in hardware.

    There are a few things that severely hinder the development of a Quake3 port on the PSP, one of the most important being the Graphics unit not supporting multi-texturing (as the shadows in levels were produced using this method).

  6. #16

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    I imagine that it would be a good idea to go into the actual artwork and resize some of the textures and maybe optimise the levels better for psp.
    Some of the textures are 512x512 and 256x256 which considering the Psp's screen isnt needed (well certainly for 512*s).

  7. #17

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    That would be killer if Q3 were on PSP.

  8. #18

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    make it!!!

  9. #19

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    i said it would be killer because it would be so awesome. anyone working on psp port? i really want quake 3 on psp!

  10. #20

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    I think we should stick with quake 2 for now and devs should try to make mods for that. But we need a good quake 2 port before devs can start modding it.

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