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Extras R4 and GLquake

 
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jun 19, 2010 3:18 am    Post subject: Extras R4 and GLquake Reply with quote

Is there any known incompatibilities with basic Glquake? The engine I am working with is ID's GLquake source ported to the iphone. And i used Frank Condello (p0x)'s Extras R4 as my base for the iHalo game I'm working on. And i have found that if i have any map extras in my map it just crashes. Something as simple and func_explobsp. Any ideas anyone? (Yes i put all the models in the pak0, yes I put the progs.dat in there too.)
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Downsider



Joined: 16 Sep 2008
Posts: 477

PostPosted: Sat Jun 19, 2010 4:49 am    Post subject: Reply with quote

I don't believe there's any GLQuake port for the iPhone. Every one I've seen uses software rendering.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Jun 19, 2010 6:44 am    Post subject: Reply with quote

That's because the following sprites are not multiples of 4:

progs/drip.spr
progs/spark.spr
progs/splash.spr
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Sat Jun 19, 2010 3:15 pm    Post subject: Reply with quote

I had that Crashing problem when I started making Sprites in FIMG. It Bugged The flipping Crap outta me. I should listened to the ERROR message that popped up saying it would crash GLQUAKE. sigh..
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jun 19, 2010 5:52 pm    Post subject: Reply with quote

Downsider wrote:
I don't believe there's any GLQuake port for the iPhone. Every one I've seen uses software rendering.


Haven't you seen the GLquake port by Tmsoft?
http://www.youtube.com/watch?v=IufqdiWWn5s

They never released it. But i found them on facebook and asked them if they would release it, no sense in having it waste space on their hard drive. And they said sure and released it on Google Code. http://code.google.com/p/quake1-iphone/

@leileilol, I'll edit those sprites and see is that works, cause i know for sure i was using drip.spr
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Downsider



Joined: 16 Sep 2008
Posts: 477

PostPosted: Sat Jun 19, 2010 5:53 pm    Post subject: Reply with quote

Ghost_Fang wrote:
Downsider wrote:
I don't believe there's any GLQuake port for the iPhone. Every one I've seen uses software rendering.


Haven't you seen the GLquake port by Tmsoft?
http://www.youtube.com/watch?v=IufqdiWWn5s

They never released it. But i found them on facebook and asked them if they would release it, no sense in having it waste space on their hard drive. And they said sure and released it on Google Code. http://code.google.com/p/quake1-iphone/

@leileilol, I'll edit those sprites and see is that works, cause i know for sure i was using drip.spr


Yeah, I didn't know they had released the source. Maybe I'll mess with it some day. I like developing for mobile platforms.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jun 19, 2010 7:42 pm    Post subject: Reply with quote

If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Jun 19, 2010 7:43 pm    Post subject: Reply with quote

Ghost_Fang wrote:
If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned from leil that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Jun 19, 2010 9:25 pm    Post subject: Reply with quote

Ghost_Fang wrote:
Ghost_Fang wrote:
If you end up messing with it be wary. It VERY picky. I'm sure you'll make some advancements, atm I don't know much engine so we are stuck with default GLquake atm. Leaky maps: crash, too many verts: crash, No full VIS: lag. And now I've learned from leil that it crashes when sprites aren't multiples of 4 ( it didn't cross my mind cause I test on my PC with Fitzquake)

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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sun Jun 20, 2010 5:47 am    Post subject: Reply with quote

weird, i dont know what happened. Didnt notice it...
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