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need McZonks quake 2 psp source code

 
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M.r Lemony Fresh



Joined: 21 Nov 2007
Posts: 19

PostPosted: Wed Jan 16, 2008 3:58 pm    Post subject: need McZonks quake 2 psp source code Reply with quote

Hi, i need it for a stand alone mod, i won't be attempting an enhancement of the code to release any other versions of quake 2 psp or anything. i have searched his site top to bottom and found nothing, if anyone has an email or information regarding McZonks source code, help would be greatly appreciated.

yes i did say i was going to try lte engine but i want to get this done and out of the way.

p.s, the source needs to be modified so that the dll can be edited seperatly, and special effects can be added, such as higher texture quality and better sprites and such.
and also i have turned google inside out trying to look for it.
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Wed Jan 16, 2008 5:19 pm    Post subject: Reply with quote

Uh... did you try looking in the archive? Looking in it myself, I see three directories: quake2, quake2%, and source. Hmm... wonder what's in that third directory... ;)
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M.r Lemony Fresh



Joined: 21 Nov 2007
Posts: 19

PostPosted: Wed Jan 16, 2008 7:48 pm    Post subject: Reply with quote

YES! which release is it??

EDIT: aah i just tried the latest one, what dya know, thanks
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Thu Jan 17, 2008 1:21 am    Post subject: Reply with quote

Zonk has done many optimizations since the latest public beta with src included. 2x faster rendering (and framerate!), better loading code, some small things... So, you'd better ask him for the latest code. Join IRC channel: irc.freenode.org #emergencyexit

However, the port is still far from perfect: freezes while changing a level, still doesn't load some q2sp levels, no Ad-Hock (would be excelent!), not best stability, no sound (there is sound code and it is calculated, but buggy, so disabled), buggy spmonsters ai (they freeze randomly), no lightmapping and mipmapping (not implemented because of psp memory limits), no clipping for mapobjects (doors, lifts...), no OSK, and it's compiled only as 1.50 fw kernel app (Zonk tried to compile it for 3.XX, but it crashed on psp, maybe because of wrong heap partition size for executable prx) - no Slim support (but runs under e-loader), no WPA-encoding.

Hmm, 3.XX build for PSP-Slim, using extra RAM (like QuakeOne SlimOptimized port) could be a solution for the main problem - low memory. Also, Ad-hock would make multiplayer (already very playable via infrastructure) much more mobile. Plus unloading code (when changing a level) fix would make singleplayer near playable, so this project isn't hopeless...
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Thu Jan 17, 2008 5:36 am    Post subject: Reply with quote

Yes, it does need plenty of work, but at least he's working on it. :) I'm looking forward to his next release.
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Be3f



Joined: 15 Mar 2007
Posts: 59

PostPosted: Thu Nov 20, 2008 8:08 am    Post subject: Reply with quote

http://emergencyexit.untergrund.net/2008/0...tunes/#comments



I still can't believe
...

Seems like the last Q2 pic posted by Zonk had some special undertone:

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