Hello everyone!
Once again after long break I returned to this project. Last time I left it I've done working on network code. It was working on its own, but On Screen Keyboard considered much needed thing to do with it. Sadly it doesn't work.
If some viewed source repository they might seen...
Release 0.03
yquake2-ps3_v0_03_prepkg.zip
Because I haven't been working on a port lately, I think it's good idea to combine my latest work from April into a release.
@JediKnight007 Please, give some feedback. Does performance improved on your side? Also, videos should play now. The changes...
@Lambada Thank you for huge reply.
As I know JediKnight007 tried to launch some mission packs and had luck with them.
Sadly, I don't know how to make PS3 shared libraries, which are .DLLs is for Windows and .SO for unix-like systems. So game binary is "monolithic" - single renderer and single...
I tried to use 4 float texture format from the same header as A8R8G8B8 format. Experimented on the example of rxtest_flip from the PSL1GHT examples.
All I did was change the texture.format line,
texture.format = (GCM_TEXTURE_FORMAT_W32_Z32_Y32_X32_FLOAT | GCM_TEXTURE_FORMAT_LIN);
edited the...
Thank you. So it is related to world, interesting how drastically it differs on yours system. SB_Update: overflow is the message that appears when sound playback complete full round on cycled buffer before it gets filled with new sounds - i.e. really slow frame rate. From log file I can assume...
@JediKnight007 From yours description it seems like new kind of issue. When you have time, can you try set r_drawworld "0" to double check it's not related to world drawing, please.
Thank you for first feedback!
- I will look into config backward compatibility, most likely same issue as with resolution/video mode setting.
- Video playback is not implemented, I know which part of engine does it and in this version it just skips actual drawing.
- How choppy framerate is? By...
Proper 0.02 release
yquake2-ps3_v0_02_prepkg.zip
Notes from pre-release also applied to this one with addition:
"logfile" cvar set to 2 by default, log file updates on every print to console - no buffering applied, this (sometimes) makes log more useful after crushes;
Now use new...
Surprisingly enough, it looks like together with @Zar we faced the same issue. As it was mentioned problem is in stack size. I have function to copy contents of one file to another with static buffer:
void CopyFile(char *src, char *dst)
{
FILE *f1, *f2;
size_t l;
byte buffer[65536]...
@Zar proposed to use Capability flags and and Encrypted Capability flags.
Haven't use scetool for this flags to use, but using geohot's make_self_npdrm, in which as I see they are hardcoded. Plain capability flags looks the same for usual .self, npdrm and suggested self-ctrlf-flags option. For...
Coincidence or not also faced issues with EBOOT.BIN created by PSL1GHT which not occur on .self. Is it worth to try decrypt PSL1GHT's EBOOT.BIN to compare with original .elf?
New version here!
I have completed the work on hardware refresher to the point of playable experience but there are still some issues with performance and scrolling (see Known problems much of programmer talk).
Important:
Game folder now is /dev_hdd0/game/QUAKE2_00 ( _00 added to the end of...
Yes, I know about Cube 2 and know people who playing it nowadays. Being highly inspired by Quake it's working on own engine. I think it's possible to port this on PS3, but it may be harder comparable to Quake 2, because of age, amount of existing source ports.
Oh.. Sorry. I saw it, but I don't know what to say. It is indeed my active github profile. Transfer ownership if you wish so. I don't insist on it, my authorship recorded in commit history, after all. Next update will be on same tree as quake2-ps3. So I either create new repo or continue from...