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[release] Hellsmash Beta 3 Goto page Previous 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Next

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu May 27, 2010 4:44 pm Post subject: |

Okay, new machinegun model mentioned in "what are you working on?" thread is finished, and is back compatable with the current public version. It can be downloaded here if anybody wants to try the new model on for size: http://tlb.quakedev.com/files/hsnmgv1.zip
Just extract the files into your hellsmash progs folder.
Moving on...

mrgreezy3 wrote:
hey guys this is my first post but i have been on this forum looking around for a while i have downloaded this mod and it is looking great but i was wondering is it possible to run this on the psp with the kurok engine(heavily modified Quake engine similiar to fitzquake) i have all the nessary files in the right place . but for some reason when i try to load a map it loads for a second then crashes(freezes) the psp. is there something that needs to be changed in the code in order for the beta to load???...

First, welcome to the forum!
Getting right down to the point, and being quite frank...
Yeah... This mod was never meant to be played on a PSP. I have no idea why the kurok engine chokes on this (I don't have a PSP to test either), but some quick ideas:
1. PSP / Kurok engine chokes on 1000+ vert v_weapon models with larger than normal skinsizes?
2. PSP / Kurok engine chokes on Stormbringer / hs_skill.bsp's filesize / mapsize?
3. Hellsmash memory requirements obliterating the PSP's limited memory?
One quick way of narrowing down what the problem may be (either model or progs.dat) would be to replace all the g_ and v_ models with the stock quake ones (this will cause frame errors, but this is for testing anyway) and to try loading only id1 maps.
In any event, if memory serves, the PSP lacks enough buttons (or even good input hardware) to properly play Hellsmash anyway. (Having played Metroid Prime Hunters on the NDS, I can conclusivly state in my own opinion that while 3D FPS games on handhelds are neat, they are also horribly difficult to play due to clunky input layouts, and this is on a handheld that has better input capability than the PSP! i.e. touchscreen)
What we really need for handheld 3D FPS gaming is something like, oh an xPotato 360 / Nintendo DualTater or some crap like that with two screens (one of which should be a touchscreen), 64-128mb memory+external memory card slot for storage, a D-Pad, an 8-way thumbstick (or better, a cleanable mini-optical thumb/trackball), two shoulder buttons, and six normal buttons on the underside for your unoccupied fingers / pinkies. (and of course, a kickass video processor) Such a platform would be horribly expensive, and probably prone to hardware failure though.

mrgreezy3 wrote:
Does this mod run correctly with GLQUAKE? sorry to ask so much but this mod looks Great and i would love to have it portable, i have ported a couple of quake mods to the psp, and this one is a must!!!! if anyone has beta 1+2 please post them so i can see if they can load on the Kurok engin for the psp thanxxx!!!
if anyone can help me it would be a blessing thankyou for your time and work and help to

I'm flattered that you think so.
You can get the older beta1c over in this thread here:
http://forums.inside3d.com/viewtopic.php?t=967
Be warned though, it's really only meant for MP with frikbots / friends, and is vastly different from the current beta 3. Beta 2 was never publicly released, and shall remain so. (You're not missing anything in this anyway, it was a hybrid of Beta 1c and Beta 3, minus all the good points of Beta 3.
_________________
"Roboto suggests Plasma Bazooka."

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mrgreezy3 Joined: 26 May 2010 Posts: 25 |

Posted: Thu May 27, 2010 7:09 pm Post subject: |

well the psp is running quake at 333mhz with 64mb free ram(psp 3000 slim ) 1. your models do load on my psp i have loaded then up using the a different progs.dat 2. the sound the engine supports is 22100khz i think 8 bit mono ( i have converted all of your sounds to this)
3.also the engine is not GL so no meshing of your models is not needed but i cannot use ur gfx.wad file.
4. one time i erased all but two skins and when i tried to start the game it was loading a map the said "too many efrags" multiple times and crashed after that it never loaded a map again it will crash while loading the map
do u think u can whip up a smaller code maybe for the psp like only two skins and take away some features idk im just dying to have this portable.... thanx for your help
1. PSP / Kurok engine chokes on 1000+ vert v_weapon models with larger than normal skinsizes?
2. PSP / Kurok engine chokes on Stormbringer / hs_skill.bsp's filesize / mapsize?
3. Hellsmash memory requirements obliterating the PSP's limited memory?
im gonna try these ^^^^^^^^ and get back to you thanks man for the help

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu May 27, 2010 7:36 pm Post subject: |

mrgreezy3 wrote:
well the psp is running quake at 333mhz with 64mb free ram(psp 3000 slim ) 1. your models do load on my psp i have loaded then up using the a different progs.dat 2. the sound the engine supports is 22100khz i think 8 bit mono ( i have converted all of your sounds to this)
3.also the engine is not GL so no meshing of your models is not needed but i cannot use ur gfx.wad file.
4. one time i erased all but two skins and when i tried to start the game it was loading a map the said "too many efrags" multiple times and crashed after that it never loaded a map again it will crash while loading the map
do u think u can whip up a smaller code maybe for the psp like only two skins and take away some features idk im just dying to have this portable.... thanx for your help
1. PSP / Kurok engine chokes on 1000+ vert v_weapon models with larger than normal skinsizes?
2. PSP / Kurok engine chokes on Stormbringer / hs_skill.bsp's filesize / mapsize?
3. Hellsmash memory requirements obliterating the PSP's limited memory?
im gonna try these ^^^^^^^^ and get back to you thanks man for the help

Dunno about the gfx.wad, but "too many efrags" seems to imply the engine is exploding on the map you're loading. What map is this happening on? It may well be that the Kurok engine has some...less than standard limits.
I suppose if you're that desperate to have this on PSP, I could take a look at making a "Litesmash", it'll take a few days though.
_________________
"Roboto suggests Plasma Bazooka."

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu May 27, 2010 8:13 pm Post subject: |

wait for the PSP2 _________________

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mrgreezy3 Joined: 26 May 2010 Posts: 25 |

Posted: Thu May 27, 2010 9:09 pm Post subject: |

YES!!!! i got beta3a to load up on the psp this mod is sweet man i found out the problem its on of the sprite files in the progs/ im going to try to do process of eliminiation and see which one it is.. also im having a problem my bobstyle wont change... when i walk its like my player is drunk can someone help me fix this issue please i tried to change the bob style but nothing works thank again
o almost forgot: why when i use secondary fire, if wont stop firing or melee with pistol is this a bug in progs.dat this happens with all weapons.
and 1 more thing Dr. shadowborg : i would like to release ur beta to the psp community if it is ok with you i will give you full credit for your mod i will just say i got it to run on the psp...i just need a couple of gfx files like title, conback,and a logo png format if this is possible this mod would be greta for the quake psp community
edit: made a title and stuff this is a great mod... as for the sprite it is the p_explod.spr sprite i cannot use it on the psp. can you maybe make a new beta where this file is not included or smaller(tired of seeing the no frame message on top of psp screen)

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu May 27, 2010 11:03 pm Post subject: |

p_explod.spr's width isn't a multiple of 4 which will crash glquake. to fix this dr. shadowborg must resize the canvas of the frames to multiples of 4, i.e. 32x64, etc _________________

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu May 27, 2010 11:11 pm Post subject: |

leileilol wrote:
p_explod.spr's width isn't a multiple of 4 which will crash glquake. to fix this dr. shadowborg must resize the canvas of the frames to multiples of 4, i.e. 32x64, etc

O_o
Indeed you are right. Some of the frames are indeed not scaled to multiples of 4. I'll get on this a little later and release a fix.
RE: Secondary fire not stopping:
Sounds like something isn't telling the progs that the button has been let up, hence it sticking on. (engine) If kurok engine supports +button3 try that instead.
RE: Release to PSP community:
I have no problem with this, but I don't have any custom title, conback, and logo ready right this minute...
_________________
"Roboto suggests Plasma Bazooka."

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri May 28, 2010 1:48 am Post subject: |

Okay, fixed p_explod.spr file. Just extract to your hellsmash progs directory: * Link Disabled at request of mrgreezy3 * I'll see what I can do to get a conback.lmp together tomorrow, but what exactly do you need for title and logo? _________________
"Roboto suggests Plasma Bazooka."
Last edited by Dr. Shadowborg on Mon May 31, 2010 9:03 pm; edited 1 time in total

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri May 28, 2010 2:17 am Post subject: |

Mrgreezy is awesome. It's true. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri May 28, 2010 3:43 am Post subject: |

Dr. Shadowborg wrote:
Okay, fixed p_explod.spr file. Just extract to your hellsmash progs directory: * Link disabled at request of mrgreezy3 * I'll see what I can do to get a conback.lmp together tomorrow, but what exactly do you need for title and logo?

Logo is for the PSP.
Here's an example, with the width and height properly defined. It's what shows up in the PSP's XMB when selecting the game.
icon1.png (The icon itself)
pic1.png (The full-screen background that appears when the game's being hovered over)

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mrgreezy3 Joined: 26 May 2010 Posts: 25 |

Posted: Fri May 28, 2010 4:57 am Post subject: |

hey downsider its me from the solitude team GREEZY!! how have you been???? and Dr. thanx for the fix i just need 1 more fixed the s_puls.spr sprite im having trouble fixing it please post a fix for me DOWNSIDER can you help me man : i need to get rid of this drunk bobcycle i have tried everything but it wont go away it only changes when i use different engine any ideas???
EDIT: when i get rid of this stupid drunk bob i will post a link to psp version can someone upload to somewhere safe where it will never be tooken down.... thanx

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri May 28, 2010 5:38 am Post subject: |

mrgreezy3 wrote:
hey downsider its me from the solitude team GREEZY!! how have you been???? and Dr. thanx for the fix i just need 1 more fixed the s_puls.spr sprite im having trouble fixing it please post a fix for me DOWNSIDER can you help me man : i need to get rid of this drunk bobcycle i have tried everything but it wont go away it only changes when i use different engine any ideas???
EDIT: when i get rid of this stupid drunk bob i will post a link to psp version can someone upload to somewhere safe where it will never be tooken down.... thanx

Fixed, redownload the original fix zip and install as indicated in the original post. (contains two additonal files the original didn't, s_puls.spr and s_disr.spr, these should be the last of the troublemaker sprites)
Downsider:
Thanks for the image specifications!
That's more or less what I figured they were, those images will be immensely useful though, because I didn't know what the width and height specification was.
_________________
"Roboto suggests Plasma Bazooka."

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Fri May 28, 2010 8:47 am Post subject: |

This thread gets shit done.

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mrgreezy3 Joined: 26 May 2010 Posts: 25 |

Posted: Fri May 28, 2010 1:02 pm Post subject: |

hey dr. showdow i can add sprite muzzleflashes in the weapoms code but i need your most recent source the one you posted has errors i would like to try to code it in.. also dr. Shadowborg can you please give me a list of the weapons in the mod like the code for quark or worldcraft
example:
weapon_grenadelauncher : grenades like that
i would like to see all the availible weapons, how do i use the dynamite i picked up i already have the buttons ready for psp
does anyone have any maps for this game besides the one that came in beta 3 or does anyone have any maps that dont look too quakish i can add to this mod, right now i am testing with kurok maps but i dont think all weapons spawn up thanx again man
P.S: PLEASE SOMEONE HELP ME WITH THIS BOB SITUATION ITS LIKE IM DRUNK OF SOMETHING THE WAY MY SCREEN MOVES AROUND WHAT FUNTION DO I EDIT IN THE CONFIG FILE PLEASE!!!!

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri May 28, 2010 4:01 pm Post subject: |

In vanilla quake, I'd say cl_bobup and/or cl_bob_cycle. You can try to change them (provided Kurok's engine supports it) and see what happens. _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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