/DQuakePlus

just another psp quake engine

Primary LanguageC

========== DQuakePlus

Fork of DQuake>>http://sourceforge.net/projects/pdquake/ Original DQuake by Crow_Bar. Used parts from:
QRack by R00K,
JoeQuake by Joseph,
FitzQuake by John Fitzburg,
Kurok by mdave,
FuhQuake by fuh a norai,
FteQuake by Spike,
and DarkPlaces by Lord Havok!

Features:

  • Q1BSP,HLBSP
  • MDL(Quake and Hexen 2), MD2, MD3
  • Halflife / CS1.6 Modelformat(without bone controll)
  • QMB and Quake 3 Particles
  • External Textures (bmp,tga,png,pcx)
  • spr(Quake),spr32(DarkPlaces),sp2(Quake2),spr(HL,not working) for sprites.
  • decals
  • skybox from kurok
  • color lightmaps (from kurok / and for hlbsp);
  • fog
  • usermaps browser
  • nodrawtoclient, drawonlytoclient
  • .ent file support
  • ricochets
  • FRIK_FILE support
  • Rotation brush support
  • MOVETYPE_FOLLOW & MOVETYPE_COMPOUND implemented
  • qcexec
  • sv_freezenonclients
  • HUB System(Hexen 2 version), compile engine with #ifdef BREAKALL flag ========== How to compile ========== 1)download cygwin>http://quake-1.com/cache/cygwin.rar

2)Extract folder on C://

3)Go in to cygwin folder and launch .bat file

4)Type "cd" and path to psp folder with make files,like a "cd dquakeplus/psp"

5)To compile SLIM EBOOT type "make -f makeslim install"

To compile PHAT EBOOT type "make -f makephat install"

========== Transparency

use prefix "{" for transparent textures like in HalfLife and like Kurok(see kurok.wad for example)
R:159 G:091 B:083 for transparent textures like a Kurok
R:0 G:0 B:255 for transparent textures like a Half Life
little example:
{mytexture
For transparent parts on models you need add your models in engine(see DQ+ note in video_hardware_main in psp folder)

========== Ricochets

Must be here
//normal rics
weapons/rics/ric1.wav
weapons/rics/ric2.wav
weapons/rics/ric3.wav
// wood rics
weapons/rics/wood_ric1.wav
weapons/rics/wood_ric2.wav
weapons/rics/wood_ric3.wav
// metall rics
weapons/rics/metal_ric1.wav
weapons/rics/metal_ric2.wav
weapons/rics/metal_ric3.wav

========== MOVETYPE_FOLLOW

aiment - the entity this is attached to.
punchangle - the original angles when the follow began.
view_ofs - the relative origin (note that this is un-rotated by punchangle, and that is actually the only purpose of punchangle).
v_angle - the relative angles.
Here's an example of how you would set a bullet hole sprite to follow a bmodel it was created on, even if the bmodel rotates:
hole.movetype = MOVETYPE_FOLLOW; // make the hole follow
hole.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
hole.aiment = bmodel; // make the hole follow bmodel
hole.punchangle = bmodel.angles; // the original angles of bmodel
hole.view_ofs = hole.origin - bmodel.origin; // relative origin
hole.v_angle = hole.angles - bmodel.angles; // relative angles

========= MOVETYPE_COMPOUND

It allows to tie one entity to another, taking into account movement and rotation of the former entity.