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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Sat Apr 03, 2010 2:12 am Post subject: |

If you want some help with converting, I can get them for ya. I could use your monster coding skills, just adding your monsters in my already existing code would be nice

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Sun Apr 04, 2010 12:22 am Post subject: |

Biodude wrote:
quake life doesnot work on the psp as I understand, I do like playing with these on the psp tho

Really only a few extensions need adding to make it work.. off the top of my head:
FRIK_FILE
strzone/cat/strlen/(basically the string tools)
and an extension that sticks all property data into the .netname field of a multi_manager entity (very easily added) or alternatively use __fullspawndata from FTE.
All of which are available in the fully open-sourced MVDSV XE code on my site.
Of course, PSP has other problems with HL maps which are more quake engine limitations than other things..

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Sun Apr 04, 2010 12:49 pm Post subject: |

Well, I wanted to get frikfile in my engine, dunno if I will. My engine runs hl1 maps from the hl1 game good, only bug is the missing entities and functions not in quake

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Sun Apr 04, 2010 2:18 pm Post subject: |

Almost all of the half-life entities' basic functionality is no problem for standard quake engines. Quake-life supports as many functional entities as it can without needing some extreme hacks. All entities should work on standard quake engines save for multi_manager, the scripts (scripted_sequence, sentence, etc.).
Also I forgot to mention that you will also need rotating brush support for things like func_rot_door. I posted a tutorial on that on i3d not long ago. Again, not a rocket science job by any means.

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