I'm working on Quake again, requesting some advice

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ataxy
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Post by ataxy »

PeterM wrote:
ataxy wrote:it seems like the texture are a bit to bright but aside from that absolutly no critic so far
Light maps aren't in yet, which is probably what you're seeing.
yeah well thats what i tought but still wonderfull job so far
PeterM
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Post by PeterM »

Glad you guys like it.

Particles are a known issue, and are in the bug tracker.

Mipmapping will probably be added, but is dependent on a required overhaul of the texture management system.

We'll only add vsync after optimisation, as otherwise we can't accurately record our frame rate.

I should add that my time working on Quake is limited, and will probably end in the next few weeks due to events at my job. Chris Swindle will continue the project though. (I'll write more about this in my development diary soon).

So unfortunately any PSP Quake requests directed solely at me will likely go ignored. Sorry guys.

BTW if you find bugs, please add them to the bug tracker, but make sure you've read and understood all of the existing bugs first (including closed ones, since they'll be fixed in the next release).
http://aaiiee.wordpress.com/

I can no longer do any homebrew PSP development nor discuss PSP specific topics.
ataxy
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Post by ataxy »

hey its a hobby not a job you did your part and i am sure people are greatfull for it

one question that i have how do you use the console in quake, i know i can call it by pushing select but after that how can you use it
PeterM
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Post by PeterM »

You can't until the on-screen keyboard is back in. Sorry!
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
ataxy
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Post by ataxy »

hey no need to be sorry i was just trying to load a mod to see if it would work
pspwill
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Post by pspwill »

cloudhunter wrote:
ufoz wrote:Well, they seem to have disappeared off the internet, guess that tells you something about the character of GPL violators.
... No they haven't, they still post on this very forum. As far as I'm aware, all what happened was that their domain expired...

Having said that, last I heard was that it wasn't going to be released just yet, if ever.

Anyhow PeterM, great work :)

Cloudy
If your talking about McZonk then the source to the Quake 2 port was released. I know i read it. it was on the TEE server when the first demo was released.
Be3f
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Post by Be3f »

How can I get the source code of the previous version (V2)? I want to try to rip Infrastructure & Ad-Hock modules from it, and to add them to the V3 sources, include them into makefile, compile it... and, maybe, play multiplayer :-)
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cswindle
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Post by cswindle »

Be3f wrote:How can I get the source code of the previous version (V2)? I want to try to rip Infrastructure & Ad-Hock modules from it, and to add them to the V3 sources, include them into makefile, compile it... and, maybe, play multiplayer :-)
You can just download the latest source and build, I added infrastructure mode in a few days ago (seems to work, but no gaurentees as to the quality, any feedback welcome).


Chris
Be3f
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Post by Be3f »

cswindle wrote:
Be3f wrote:How can I get the source code of the previous version (V2)? I want to try to rip Infrastructure & Ad-Hock modules from it, and to add them to the V3 sources, include them into makefile, compile it... and, maybe, play multiplayer :-)
You can just download the latest source and build, I added infrastructure mode in a few days ago (seems to work, but no gaurentees as to the quality, any feedback welcome).

Chris
Hi Chris!

I have compiled the latest sources and tried infrastructure multiplayer, but it didn't work (but it worked on V2!) I used a laptop as a server, a Wi-Fi access point and a PSP as a client.

I can also test Ad-hock multiplayer, when you implement it - I have 2 PSP units.

GL in Quake-PSP dev! ;-)
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ataxy
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Post by ataxy »

hey if you want to try out the online feature let me know you can reach me true live messenger at felixstlaurent @ videotron . ca
ataxy
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Post by ataxy »

cswindle wrote:
Be3f wrote:How can I get the source code of the previous version (V2)? I want to try to rip Infrastructure & Ad-Hock modules from it, and to add them to the V3 sources, include them into makefile, compile it... and, maybe, play multiplayer :-)
You can just download the latest source and build, I added infrastructure mode in a few days ago (seems to work, but no gaurentees as to the quality, any feedback welcome).


Chris
so far there arnt really anything to report the current code is stable it mostly feature that are missing like lightmap, console typing, but speed wise its perfect i did see some what i guess is v-sync problem but aside from that the game is running great and with nive resolution compared to the v2
Stealth Kill
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Post by Stealth Kill »

Can someone make me a Zip or rar file of the source please.
PeterM
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Post by PeterM »

Or you can just get it from subversion, which you'll have if you compile anything for PSP anyway...
http://aaiiee.wordpress.com/

I can no longer do any homebrew PSP development nor discuss PSP specific topics.
Stealth Kill
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Post by Stealth Kill »

where can I download the subversion?
is the source included there??
PeterM
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Post by PeterM »

Read the post I put on the previous page. It (and the pages linked thereof) tells you exactly how to get and compile the source.

Please, no more stupid questions. I will not hand everything to you on a plate - development involves work.
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
Stealth Kill
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Post by Stealth Kill »

i got it.

thx thx thx thx thx thx thx
Stealth Kill
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Post by Stealth Kill »

I compiled the quake source.

in this version infra and ad-hoc not working

can you add the infrastructur and ad-hoc mode?

The texture graphics are perfect.
WOW
PeterM
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Post by PeterM »

Glad you got it working!

There are some things which were present in the previous release which need to be added back in before we release this version.

You'll need to wait for those unfortunately.
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
Stealth Kill
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Post by Stealth Kill »

Can you try to make the On screen keyboard working with
Custom firmwares?
PeterM
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Post by PeterM »

Please check the bug tracker before making any more requests.
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
cswindle
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Post by cswindle »

Stealth Kill wrote:in this version infra and ad-hoc not working

can you add the infrastructur and ad-hoc mode?
Infrastructure mode is working, however you need to run it under OE and in the normal game folder rather than GAME150.


Chris
Stealth Kill
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Post by Stealth Kill »

cswindle wrote:
Stealth Kill wrote:in this version infra and ad-hoc not working

can you add the infrastructur and ad-hoc mode?
Infrastructure mode is working, however you need to run it under OE and in the normal game folder rather than GAME150.


Chris
hmmm i think i compiled it wrong.
I´m wating for the release.
J.F.
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Post by J.F. »

Great job, guys! It compiled no trouble, and runs fast and smooth. The wider FOV is actually good for first-person shooters like this.
Stealth Kill
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Post by Stealth Kill »

Where can I download the source of V2?
PeterM
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Post by PeterM »

We used CVS instead of Subversion for V1 and V2. Instructions for access here:
https://sourceforge.net/cvs/?group_id=158726

You may need to use the Cygwin setup tool to download CVS for Cygwin if you don't have it already.
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
ataxy
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Post by ataxy »

Stealth Kill wrote:Where can I download the source of V2?
i tryed loading your cs mods with the current subversion compilation and it freezes while loading the meshes i dont know if this is what you are trying to figure out but no it does not work
yep to be more precise as soon as you try to start the training it freeze a bit after
J.F.
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Post by J.F. »

PeterM wrote:We used CVS instead of Subversion for V1 and V2. Instructions for access here:
https://sourceforge.net/cvs/?group_id=158726

You may need to use the Cygwin setup tool to download CVS for Cygwin if you don't have it already.
Uh, subversion works fine. SourceForge supports both. The way to checkout with subversion is:

Code: Select all

svn co https://psp-quake.svn.sourceforge.net/svnroot/psp-quake psp-quake
Subversion reports the last change being 5 days ago, so I'd say it's up to date.
Be3f
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Post by Be3f »

I've tested infrastructure multiplayer on the latest build. Here's a photo (500KB):

http://img291.imageshack.us/img291/4293/dsc00290jh9.jpg
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PeterM
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Post by PeterM »

I'm pretty sure that's a known bug, and has been in the bug tracker for a while.

Please please remember guys, the purpose of Subversion is not to give everyone an up-to-date build. It's for Chris and I to collaborate and to satisfy the GPL. Therefore, the code will have lots of bugs in it, and we probably know about them all.
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I can no longer do any homebrew PSP development nor discuss PSP specific topics.
Be3f
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Post by Be3f »

PeterM wrote:Please please remember guys, the purpose of Subversion is not to give everyone an up-to-date build. It's for Chris and I to collaborate and to satisfy the GPL. Therefore, the code will have lots of bugs in it, and we probably know about them all.
Of course, bro! I do NOT share this build! I play infrastructure only on my own PSPs!
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