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Complete QuakeSrc PSP Tutorial Compatibility Guide

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sun Jul 11, 2010 9:24 pm    Post subject: Complete QuakeSrc PSP Tutorial Compatibility Guide Reply with quote

Hello.

This post is to list all of the Quake Engine tutorials on QuakeSrc that are compatible with the PSP, and the amount of modification needed to adapt them to the psp.

The ones that were tested were done in Bakers modified Kurok engine, if the tutorial didn't apply it was done in the standard PSP Quake port.

KEY
Green = No adapting needed at all
Yellow = Very Very minor adapting
Orange = Medium amount of adapting
Red = Very large adaptation needed
Cyan = Additional information or comments

Correct Bounding Box on Models
http://www.quake-1.com/docs/quakesrc.org/71.html

Fixing incorrect bounding boxes on rotating bmodel objects
http://www.quake-1.com/docs/quakesrc.org/72.html

Stop quake crashing on wrong BSP version
http://www.quake-1.com/docs/quakesrc.org/73.html

Fixing id software's "Chase Active" chasecam
http://www.quake-1.com/docs/quakesrc.org/74.html

For the chasecam I HIGHLY recommend using Mh's excellent Chasecam tutorial here

http://forums.inside3d.com/viewtopic.php?t=1351&postdays=0&postorder=asc&start=15

Make sure you read the thread all the way through and apply all of the correct fixes and updated code they replied.


Fixing model glows
http://www.quake-1.com/docs/quakesrc.org/75.html

Fixing negative lighting
http://www.quake-1.com/docs/quakesrc.org/76.html

Fixing the QSG Coloured Static Lighting Bug
http://www.quake-1.com/docs/quakesrc.org/77.html

I did label it as green because it doesn't require any adapting but the tutorial that it requires to have already been done requires a lot of adapting.

Memory leak fix
http://www.quake-1.com/docs/quakesrc.org/78.html

Oriented Sprite Fix
http://www.quake-1.com/docs/quakesrc.org/79.html

Adding Tab Completion of Alias Commands to NQ
http://www.quake-1.com/docs/quakesrc.org/80.html

Changing Console Transparency in GLQuake
http://www.quake-1.com/docs/quakesrc.org/81.html

Adding variable console heights to GlQuake
http://www.quake-1.com/docs/quakesrc.org/82.html

Changing Console Editing
http://www.quake-1.com/docs/quakesrc.org/83.html

Very simple adaptations for the Changing Console Editing Tutorial, The key names are the ones that would need to be changed, but that is all.

Enhanced console scrolling for NQ
http://www.quake-1.com/docs/quakesrc.org/84.html

Enhanced tab completion
http://www.quake-1.com/docs/quakesrc.org/85.html

Making a stretching console
http://www.quake-1.com/docs/quakesrc.org/86.html

Adding CMDLIST and CVARLIST
http://www.quake-1.com/docs/quakesrc.org/87.html

Adding Windows Clipboard pasting to NQ
http://www.quake-1.com/docs/quakesrc.org/88.html

Adding skyboxes to quake
http://www.quake-1.com/docs/quakesrc.org/89.html

Dynamic Entity Lighting (Method 1)
http://www.quake-1.com/docs/quakesrc.org/90.html

Improved Fog
http://www.quake-1.com/docs/quakesrc.org/91.html

Fog in GlQuake/GlQW
http://www.quake-1.com/docs/quakesrc.org/92.html

Glow Effects Tutorial
http://www.quake-1.com/docs/quakesrc.org/93.html

Coloured Dynamic Lighting in GLQuake
http://www.quake-1.com/docs/quakesrc.org/94.html

Lit. Support
http://www.quake-1.com/docs/quakesrc.org/95.html

Mirror Fix
http://www.quake-1.com/docs/quakesrc.org/96.html

Alias model Light Lerping
http://www.quake-1.com/docs/quakesrc.org/97.html

Q2 models in Quake
http://www.quake-1.com/docs/quakesrc.org/98.html

You might have trouble with the Quake2 Models one, some o f it is a bit tricky.

Coloured Static Lights
http://www.quake-1.com/docs/quakesrc.org/99.html

Improved Shadows
http://www.quake-1.com/docs/quakesrc.org/100.html

TGA and PCX Loading
http://www.quake-1.com/docs/quakesrc.org/101.html

Vertex shading in the quake engine
http://www.quake-1.com/docs/quakesrc.org/102.html

Underwater fogging
http://www.quake-1.com/docs/quakesrc.org/103.html

Disabling Waterwarp in GlQuake
http://www.quake-1.com/docs/quakesrc.org/104.html

Detail Textures for TomazQuake based engines
http://www.quake-1.com/docs/quakesrc.org/105.html

Cell Shading
http://www.quake-1.com/docs/quakesrc.org/106.html

Extending the coordinates system on the Quake engine (alternative version)
http://www.quake-1.com/docs/quakesrc.org/107.html

Qc Values Loading
http://www.quake-1.com/docs/quakesrc.org/108.html

X-axis flipping of the screen(view)
http://www.quake-1.com/docs/quakesrc.org/109.html

Adding the EF_BLUE and EF_RED from QW to NQ
http://www.quake-1.com/docs/quakesrc.org/110.html

Bobbing Items
http://www.quake-1.com/docs/quakesrc.org/111.html

Adding new +buttons
http://www.quake-1.com/docs/quakesrc.org/112.html

Adding a QWCL ChaseCam
http://www.quake-1.com/docs/quakesrc.org/113.html

The reason this is red and green is because at the moment there is no publicly released PSP Quake World Engine, it is green because when there is one this would be compatible.

Compiling the Quake source with Visual C++
http://www.quake-1.com/docs/quakesrc.org/114.html

Compiling DosQuake with DJGPP
http://www.quake-1.com/docs/quakesrc.org/115.html

Adding Crosshair 2 to Normal Quake
http://www.quake-1.com/docs/quakesrc.org/116.html

Cvar Function Callback
http://www.quake-1.com/docs/quakesrc.org/117.html

Enhanced Zone Handling
http://www.quake-1.com/docs/quakesrc.org/118.html

FPS counter display
http://www.quake-1.com/docs/quakesrc.org/119.html

Fullbright Colours
http://www.quake-1.com/docs/quakesrc.org/120.html

Working Gamma
http://www.quake-1.com/docs/quakesrc.org/121.html

JPG Texture Loading
http://www.quake-1.com/docs/quakesrc.org/122.html

Adding a max fps cvar
http://www.quake-1.com/docs/quakesrc.org/123.html

Removing The '+MLOOK' command
http://www.quake-1.com/docs/quakesrc.org/124.html

Adding Module Playing to Win[Gl]Quake
http://www.quake-1.com/docs/quakesrc.org/125.html

Remove PAK file naming convention
http://www.quake-1.com/docs/quakesrc.org/126.html

Extending the coordinates system on the Quake engine
http://www.quake-1.com/docs/quakesrc.org/127.html

Modifying Quake's Quit Messages
http://www.quake-1.com/docs/quakesrc.org/128.html

Adding rotating brush support to the quake engine
http://www.quake-1.com/docs/quakesrc.org/129.html

Centered ScoreBoards
http://www.quake-1.com/docs/quakesrc.org/130.html

Scaling Status Bar
http://www.quake-1.com/docs/quakesrc.org/131.html

Adding a "Time Sucks!" message, Ala Doom
http://www.quake-1.com/docs/quakesrc.org/132.html

Multiple IP Banning
http://www.quake-1.com/docs/quakesrc.org/133.html

ScoreBoard overlay enhancement
http://www.quake-1.com/docs/quakesrc.org/134.html

How to use the Enhanced BuiltIn Function System in QuakeC
http://www.quake-1.com/docs/quakesrc.org/135.html

Builtin functions etof and ftoe
http://www.quake-1.com/docs/quakesrc.org/136.html

Forwarding unrecognized cmd's to QuakeC
http://www.quake-1.com/docs/quakesrc.org/137.html

Enhanced BuiltIn Function System
http://www.quake-1.com/docs/quakesrc.org/138.html

Enabling the new EF_Effects
http://www.quake-1.com/docs/quakesrc.org/139.html

Implementing LordHavoc's Extension System
http://www.quake-1.com/docs/quakesrc.org/140.html

Enhancing FrikaC's QuakeC file access tutorial
http://www.quake-1.com/docs/quakesrc.org/141.html

Updated File access from QuakeC
http://www.quake-1.com/docs/quakesrc.org/142.html

Adding a 'qcexec' cmd: Testing QC functions from console
http://www.quake-1.com/docs/quakesrc.org/143.html

File access from QuakeC (original version)
http://www.quake-1.com/docs/quakesrc.org/144.html

Adding a new EndFrame function
http://www.quake-1.com/docs/quakesrc.org/145.html

My PSP Compatible Tutorials

[Tutorial PSP]-Compiling Quake For The PlayStation Portable.
http://forums.inside3d.com/viewtopic.php?t=1667

[Tutorial PSP] - GL Support in PSPQuake - PSPGL
http://forums.inside3d.com/viewtopic.php?t=2005

[Tutorial PSP/PC] - DP_SV_NODRAWTOCLIENT & DP_SV_DRAWONLYTOCLIENT
http://forums.inside3d.com/viewtopic.php?t=2221

[Tutorial PSP] - Proper PSP Server Browser
http://forums.inside3d.com/viewtopic.php?t=2175

[Tutorial PSP/PC] - Custom Map and Episode Menu Names
http://forums.inside3d.com/viewtopic.php?t=1657

[Tutorial PSP] - Adding Menu Options to PSP Quake 1.1
http://forums.inside3d.com/viewtopic.php?t=2011

[Tutorial PSP/PC] - In Game Server List
http://forums.inside3d.com/viewtopic.php?t=1817

This Tutorial is compatible with the PSP BUT DON'T USE IT. USE MY Proper PSP Server TUTORIAL

Thank you for viewing this. Feel free to submit any feedback as a reply to this thread.

Also,if anyone has anything they want to add to this thread, let me know, you will receive credit.

Also, feel reply with a fix for some of the tutorials.Making them 100% PSP compatible would be very useful to a lot of people.

Inside3d Tutorials

Avirox's Rotation Tutorial Adapted to NetQuake

http://forums.inside3d.com/viewtopic.php?t=2376

Theoretical NetQuake "Reconnect" Cmd Fix
http://forums.inside3d.com/viewtopic.php?t=1914

I highly recommend to do the NAT fix one.

CREDIT

Baker, for hosting the archives of the tutorials


Mexicouger, for giving me the motivation to continue helping the PSP Quake Scene, even though I don't have a PSP anymore.


All of the authors of the tutorials

TeamXlink


Last edited by Team Xlink on Wed Jul 21, 2010 10:30 pm; edited 2 times in total
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Baker



Joined: 14 Mar 2006
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PostPosted: Sun Jul 11, 2010 9:58 pm    Post subject: Reply with quote

Nice work, I'm sure some of the PSP guys will find it very helpful.
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Jukki



Joined: 07 Apr 2010
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PostPosted: Sun Jul 11, 2010 10:07 pm    Post subject: Reply with quote

This is just what i wanted. thank you Very Happy

and yes continue helping us psps peapols Very Happy
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Sun Jul 11, 2010 10:37 pm    Post subject: Reply with quote

I am more than Appreciative of this Xlink Smile

I am very glad you are here to help us psp modders again. I look forward to tutorials and such. Keep up the good work Very Happy
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Downsider



Joined: 16 Sep 2008
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PostPosted: Mon Jul 12, 2010 2:03 am    Post subject: Reply with quote

The funny thing is he tried all of these LOL.

But yes, useful, I guess.
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Mon Jul 12, 2010 3:52 am    Post subject: Reply with quote

Not personally useful to me but I think it's a great idea and a valuable service you've done here. Very Happy
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Inside3D Staff


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PostPosted: Mon Jul 12, 2010 4:19 am    Post subject: Reply with quote

great work man. it'll be much appreciated by the community.
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gnounc



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PostPosted: Mon Jul 12, 2010 9:54 am    Post subject: Reply with quote

' '
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Mon Jul 12, 2010 4:44 pm    Post subject: Reply with quote

Downsider wrote:
The funny thing is he tried all of these LOL.

But yes, useful, I guess.


Not all of them, the ones I didn't try I looked at the code and compared things, the such, for example if it has g calls that aren't native to the psp api, that automatically means not 100% native compatibility.

For example the mirror one, is yellow even tho it is simple, the calls are native to the psp api in the form.

I am going to update this thread to include inside3d ones.

Thank you or the feedback.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Mon Jul 12, 2010 8:58 pm    Post subject: Reply with quote

Nice work and even nicer that you share it so well. Thanks!

I'd recommend mentioning the exact target you tried these with though, I assume it was one specific quake port (the fitzquake->kurok thing?)
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Jukki



Joined: 07 Apr 2010
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PostPosted: Sat Jul 17, 2010 2:42 pm    Post subject: Reply with quote

i did qcexec to kurok engine and removed developer thing (no realy need) then but when i try to run any commands it just says bad function Sad help newbie Very Happy (well not realy just got my complier working)

never mind got working. BIG and small letters :/
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Wed Jul 21, 2010 10:31 pm    Post subject: Reply with quote

Spirit wrote:
Nice work and even nicer that you share it so well. Thanks!

I'd recommend mentioning the exact target you tried these with though, I assume it was one specific quake port (the fitzquake->kurok thing?)



I posted it at the top of tutorial, thank you.
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