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InsideQC Forums • View topic - DQuake PSP

DQuake PSP

Discuss programming topics for the various GPL'd game engine sources.

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Postby Jukki » Sun Jan 02, 2011 8:32 pm

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Postby leileilol » Sun Jan 02, 2011 9:09 pm

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Postby Jukki » Sun Jan 02, 2011 9:18 pm

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Postby Mexicouger » Mon Jan 03, 2011 11:35 pm

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Postby Team Xlink » Tue Jan 04, 2011 12:40 am

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Re: DQuake PSP

Postby dr_mabuse » Sun Jan 22, 2012 9:38 pm

Anybody found out how to compile dquake with cygwin?
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
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Re: DQuake PSP

Postby DusterdooSmock » Mon Jan 23, 2012 8:41 pm

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Re: DQuake PSP

Postby Jukki » Mon Jan 23, 2012 9:09 pm

Now would probaply be good time to mention that i actualy got it complie (and i think kt worked ingame too)
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Re: DQuake PSP

Postby Spirit » Mon Jan 23, 2012 9:19 pm

Mind sharing how you did it?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: DQuake PSP

Postby Jukki » Mon Jan 23, 2012 9:28 pm

Been a while. (also it is midnight and i am typing this from phone, thank you for waking me up :) )

Of i remember right i just downloaded the source and it compiled. There might had been a error that i fixed.
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Re: DQuake PSP

Postby dr_mabuse » Mon Jan 23, 2012 9:47 pm

I have tested the SLIM build with Vanilla Quake and my mod and MD3 models, and i was like this: :shock: :shock: :shock:
It seems to lag in lager maps with skyboxes, but i am still impressed by the features.
The only thing i dont like is the vectrices limit on MDL models, and HLBSP maps needs the texture wads -.-
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Re: DQuake PSP

Postby dr_mabuse » Mon Feb 06, 2012 9:15 pm

Are there files missing in the source?
I just want to remove the 200 vectrices limit on quake MDLS -.-
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Re: DQuake PSP

Postby thommoboy » Sun Feb 12, 2012 2:43 am

This is the Engine im using its great!
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Re: DQuake PSP

Postby Jukki » Sun Feb 12, 2012 7:22 am

:roll:
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