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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jan 15, 2010 6:39 pm Post subject: Analyzing Kurok Vs. PSP Quake 2.0: Non-OS files |
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I need to pause and document the differences between Kurok and PSP Quake 2.0 in the non-operating system specific files.
The main reason for this is that MDave put a ton of work into Kurok and I don't want to lose any enhanced functionality. In the PSP only files that is very clear.
Here goes...
Both sources
Quote: | Differences:
sound.h - extern bgmtype cvar (mp3 cvar)
net_dgrn.h - net_driver_to_use (adhoc vs. infrastructure)
net.h - tcpipadhoc
sv_main.c - Tomaz - QC Alpha Scale Glow
snd_dma.c - bgmtype cvar
protocol.h Tomaz - QC Alpha Scale Glow Control; svc_skybox and svc_fog (37 and 41)
pr_edict.c - suppress "isn't a field" for sky/fog
mathlib.c - vectoangles
draw.h - fadescreen2 / fadescreencolor / draw_crosshair
cl_demo.c - time changed from float to double (time should be a double)
chase.c - chase cam stuff saves to config and an old chase cam fix
sv_phys.c - some maxvelocity changes
net_dgrm.c - net_driver_to_use (adhoc vs. infrastructure)
console.c - OSK stuff (on-screen keyboard) -- VERY important!
cl_tent.c - colored light support
render.h - Tomaz Alpha, Skybox, fog, interpolation stuffs
host_cmd.c - deathmatch/coop/teamplay set to 0 on game load and some vertext lighting stuff
common.h - min/max defines and some ProQuake aim stuff
r_misc.c - changing of times to double plus disallowing timerefresh for hardware video
quakedef.h - max edicts to 1024, sky palette, some kurok items stuffs
pr_cmds.c - some things probably tweaked a bit for kurok's qc
net_main.c - tcpipadhoc and some kurok preferred cvar setting for deathmatch it looks like for deathmatch and coop
client.h
colored light support, analog stick improvements, max_static_entities increased to 256 (from 128) and max_temp_entities increase from 64 to 256. Max vis edicts increased to 512; maxfps cvar
Plus some modelindex stuff
mathlib.h
vectorangles, vectornormalizefast, vectorclear, vectorvectors, clamp and a lot of playing with deg2rad define (?)
sv_user.c - ProQuake aim, mp3 cvar, kurok stuffs
keys.c - OSK support (on-screen keyboard)
common.c - proquake aim and some kurok stuff including reading up to pak99 even if there are gaps
cl_input.c - ProQuake aim, zoom sensitivity scaling it looks like, and support for a lookcenter cvar (? hmmm what's that do?)
r_part.c - Kurok optimizations for particles (investigate!)
cl_parse.c - mp3, skybox/fog svcs, time to double, elimination of 2 cl_keepalivemessages (?), Tomaz alpha, ProQuake aim, correction apparently to translate the player skin for psp hardware video, mp3 support
cl_main.c - colored light, interpolation, tomaz alpha glow, enhanced input controls
host.c - fps display, mp3, printing of system information to console on startup (memory, cpu speed and such)
view.c - crosshair, many changes for gun bobbing and idle drifting, different color shift when in the water for kurok and checking input
sbar.c - Kurok hud and FitzQuake's scroll the mapname if it doesn't fit feature
menu.c - Countless Kurok menu options and menu options to control input features, music and network |
_________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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MDave

Joined: 17 Dec 2007 Posts: 75
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Jan 16, 2010 4:08 pm Post subject: |
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MDave wrote: | Hold it! You are comparing Kurok with an incomplete and older version of PSP Quake! Kurok was built upon PSP Quake v1.1 by Juraj Styk . |
It's all good
The reason is that the non-operating system specific files are things like cmd.c, pr_edicts.c and sv_user.c .... these files in PSP Quake aren't changed much vs. GLQuake.
Except in the Kurok engine, where you modified them greatly to support the Kurok game (menu.c, sbar.c, etc).
So these aren't the files with the PSP specific rendering, texture management and such.
As a result, I'm looking at what needs to be preserved to keep the Kurok and PSP 1.1 differences versus PSP Quake 2.0 _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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MDave

Joined: 17 Dec 2007 Posts: 75
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Posted: Sat Jan 16, 2010 6:02 pm Post subject: |
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Ah, I forgot PSP Quake v2 was only software renderer  |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Jan 16, 2010 9:24 pm Post subject: |
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MDave wrote: | Ah, I forgot PSP Quake v2 was only software renderer  |
Hey MDave, if you know ...
I'm so far a little stuck on why if using Kurok running standard Quake, why the conback doesn't take up the whole screen.
It acts as if it is rendered 320 width taking up about 2/3 of the width?
I've tried tracing back through all the drawing to see why and so far I'm a little stumped so far.
If you know ... eventually I'll unravel the mystery. Strange since the menu nor the HUD does this, my guess is that the console background is being resized on load but I'm not 100% sure of that either. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Jan 16, 2010 11:23 pm Post subject: |
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Looks like Draw_AlphaPic was modified to draw as strips to avoid having a large conback. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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