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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Sat Apr 03, 2010 2:12 am    Post subject: Reply with quote

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 Smile
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Sun Apr 04, 2010 12:22 am    Post subject: Reply with quote

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

PostPosted: Sun Apr 04, 2010 12:49 pm    Post subject: Reply with quote

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 Wink
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Sun Apr 04, 2010 2:18 pm    Post subject: Reply with quote

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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