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[Tutorial PSP]-Compiling Quake For The PlayStation Portable. Goto page Previous 1, 2

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Tue Aug 11, 2009 11:27 pm Post subject: |

Tomaz wrote:
No I dont use Cygwin to do real PSP work, you can but you dont need to. And no its not the same hardware or the same SdK when doing the real thing. I use the swedish link ftp.sunet.se, never fails and I got 100mbit connection towards it. Regarding binaries, no idea.

About the INT_MAX, IT gave me that error when compiling from the SVN so I had to add that to fix it.
EDIT:
Actually, I just completly redownloaded the Kurok SVN at
http://bladebattles.com/kurok/SVN/
Using Tortoise SVN.
I still was required do the INT_MAX fix, aswell as the netwrok fix and everything else.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Sat Aug 15, 2009 7:00 pm Post subject: |

Hey there, the author of Kurok here Yeah, my code is a mess in places, but I have improved a lot over the last few months. I am more of an artist then a programmer though It's a miracle I did what I did at all. Yeah I was the one that updated the lightmaps.h file in the kurok svn a while ago. I'll try to correct other warnings too over time.
If you want to know what I'm doing these days, Im working on a quake 3 mod oh how much harder but also easier it is to mod for I love it.

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UrbanKid Joined: 22 Aug 2008 Posts: 44 |

Posted: Thu Nov 19, 2009 4:03 am Post subject: hey |

Hey MDave could you help me merge the csportable and kurok together so i could use better animations for csportable

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sat Jan 09, 2010 12:21 pm Post subject: |

The last 2 days I've been doing a lot of work on PSP engine code. While FitzKurok (Windows Kurok engine) only has mild to moderate changes, the PSP engine -- which isn't FitzQuake based at all, but rather PSPQuake -- has very heavy modifications. MDave had to have put a ton of research and experimentation into the Kurok PSP engine to achieve everything he managed to do.
One thing I've noticed about the PSPQuake variants is that working with the platform neutral part of the codebase is very easy. Not very much platform specific weirdness, and far less than I expected.
As a trial run, I'm building a "ProQuake PSP engine" using both the Kurok PSP and ProQuake codebase to "cure" PSPQuake of the traditional GLQuake flaws and really clean up legacy Quake code that sucks (Q_strcpy, Quake/GLQuake bugs ahoy, etc.) and get some traditional ProQuake niceties in there (ping in scoreboard, NAT fix, etc. etc.)
Note: Kurok PSP supports MP3 playback. As MH wrote a MP3 tutorial for Windows and Fruitz of Dojo (OS X) supports MP3 I'm going to standardize that in the ProQuake build.
Extra note: I don't see any reason why looking at this stuff not to port the Kurok PSP engine to Windows and hence OS X and even FlashQuake via a merge with the ProQuake 4 source base. Yes there is a FitzKurok engine for Windows, but as I am considering Kurok support for ProQuake 4 this would be the most logical first path.
Finally, I have to say the Kurok PSP is rather remarkable. It is far more feature rich than PSPQuake. I'm not talking rendering and effects, although that as well, but the user friendliness. You'd have to try it first hand, really, to know what I am talking about.
Thanks again to XLink for this tutorial.

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Sat Jan 09, 2010 2:18 pm Post subject: |

I can give out commit permissions for the Kurok SVN for those that don't mind bug fixing and what not for it Although, if you're planning on doing ProQuake as the base and porting over features, maybe it's own separate SVN would be better instead.
I like where you're going with this, cross platform and all that

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sat Jan 09, 2010 10:05 pm Post subject: |

MDave wrote:
I can give out commit permissions for the Kurok SVN for those that don't mind bug fixing and what not for it Although, if you're planning on doing ProQuake as the base and porting over features, maybe it's own separate SVN would be better instead.
I like where you're going with this, cross platform and all that

I'm thinking of the Java "Write once, run everywhere" motto.
In particular for total conversions.
We'll see how this pans out, my secondary immediate goal is unifying the ever so slightly different PSP, FlashQuake, Direct3D8 MH Windows, Open GL Windows and OS X project files of ProQuake ... Then I want to hit the software renderer and give it a ToChris interpolation, FTEQW 24 bit, Makaqu Skybox/R_wateralpha boost. Then the game assets can be write once and run in hardware acceleration or not for the same experience.
But yeah, it's pretty clear what I have in mind It's time to make things easy for people. And unified possibly with Spike's CSQC prototype and some of the ideas that aren't too far out there in the Engine Standards thread ... could do quite a bit of good for modding and eliminating the pain and encouraging creativity. [The Quake Remake people have the QuakeC side of things covered mostly]

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sun Feb 14, 2010 1:28 am Post subject: |

I updated the tutorial and added a step that I should have added in the first place. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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LonePossum. Joined: 02 Nov 2009 Posts: 38 |

Posted: Sun Feb 14, 2010 9:13 am Post subject: |

Maybe you could also add ls into the introduction when your talking about cd. Might Help a few people navigate to the right directory

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Feb 26, 2010 12:38 am Post subject: |

LonePossum. wrote:
Maybe you could also add ls into the introduction when your talking about cd. Might Help a few people navigate to the right directory

It is added.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Jukki Joined: 07 Apr 2010 Posts: 19 |

Posted: Fri Apr 30, 2010 5:19 pm Post subject: |

i cant complie. Cygwin says something about mkpasswd and mkgroup nvm. I got it working thank you

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Apr 30, 2010 7:52 pm Post subject: |

Jukki wrote:
i cant complie. Cygwin says something about mkpasswd and mkgroup nvm. I got it working thank you

No problem, its nice to see more people developing Quake on the PSP.
_________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Jukki Joined: 07 Apr 2010 Posts: 19 |

Posted: Sat May 01, 2010 8:47 am Post subject: |

Yeah i just started:)

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