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I can't honestly say if it works on the PSP or not in its current state. As i am unsure where my PSP is and during development i use PPSSPP emulator for quick development.
I've gotten side tracked. Alot of life stuff (My enlistment in the Air Force is almost up so i gotta find a real job). Almost all of my free time has been going into making a PC game using Unity. The current build is perfectly stable in PPSSPP emulator, and im unsure if i have a working PSP anymore so i can't honestly say how well it will run on a PSP.
Taking a break. Alot of stuff in my life going on. I'm also keeping my eye on VitaQuake. As soon as he adds hardware rendering, I'm going to get back into it, probably release PSP version to build hype for the Vita version I'm going to port over.
I have been thinking that for while. I will definitely add that feature
Not much to show off right now, i'm going through and optimizing and tweaking things. I also have switched from Valve Hammer Editor to J.A.C.K. (formerly JackHammer). Which gives me some more useful tools to create better maps.
You shouldn't have seen this map before, I completely improvised this map, no planning. I took slight, very slight inspiration from Facing Worlds from Unreal Tournament. Slight inspiration as in I took the idea of 2 floating bases connected by 2 bridges.
No the netcode is broken on the PSP
Some of them have meaning hint hint wink wink
Yea, you could always message me, but i'll figure out something more official.
Thanks, I do realize that the average user won't make their own maps. But look at NZP, theres a whole forum dedicated to just NZP maps. Now I don't give myself that much credit that someone will make a forum dedicated to Solitude maps, but the feature is there if anyone wants to make or download their own maps. If you don't have any custom maps the entire right side doesn't even show up, so its entirely seamless.
The saving of game modes was Jukki. I did have to add a few lines to allow it for Team Slayer haha. They are atill cvars, for the simplicity of using them in QC. As far as i know all of the settings work, but messing with some of the settings i found that player speed doesnt work which probably means gravity doesnt either. Probably later today i'm going to test each and every setting to make sure they all work
We are using a HEAVILY modified DQuake engine. This one is built SPECIFICALLY for Solitude as it has a ton of Solitude only code in it as well as alot of old quake functionality stripped out. I'm ok with the model warping as it is not as bad as it can be. However CoW and NBA use a .MDS model format that Shpuld made which has higher vertex precision at a low cost which gets rid of the warping almost entirely.
No PC version, but i play it on PPSSPP all the time, for some reason shadowplay wouldnt get it in fullscreen so i had to hide my start bar and maximize the window haha. My specs are:
-msi nvidia gtx 970
-Msi gaming motherboard, i beleive its a z97.
Psp limitations haha, i had it open but it kept crashing.
Its a bug with the Sword that i didn't know about until i recorded this video haha. Looking into it, all the plasma weapons not just the sword were unaffected by infinite ammo mode. I've already fixed it.
This version of Solitude is far superior to any other version of Solitude, leaks or unreleased builds. Some of the greatest minds went into this version.
Yea, im mostly riding solo these days. But when we started the project there were 3 of us
You know, im not entirely sure. We took our inspiration from Halo2/Halo3 menu. That's why we did it.I reduced it alot because I made a colorful map for the background and it made it look ugly.
I've also been working on Solitude Reborn long before Mexi started messing with it again :P
Quake engine correct.
I have a few bits of music from the old devs, i didn't feel the need to add it in. I had menu music but it only seems to play sometimes and I think i took it out.
Thats pretty neat, I didn't know ol' Mexi was still around. I taught him a bit of QquakeC back in the day haha.
Unfortunately the netcode is broken in the current build and I cannot figure it out what so ever. It is line for line exactly identical to Kurok's netcode
I tried fixing them a bit, but in certain areas its hard for me to mess with them seeing as I only know a handful of C to get me by and QC being what I know most and the bots are engine based (C). Ideally I would like to strip the engine of the bots and move back to QC bots, my own custom bots. I don't see that happening this release but maybe in the future. I might still play with them if everything else goes smoothly
I might play around with it and see what I can do. But in all reality i should stop doing fancy stuff and continue making the game ready for a release.
I honestly would have to recode a few things QC and Engine side. Alot of basic player functionality is disabled in the menu. In fact the only real purpose of the player even being present in the menu is for the "camera" and to create and hold a client slot so that the menu acts as a matchmaking lobby.
There won't be a campaign this release. Just a Slayer and Team Slayer with bots.
To a certain extend yea. Making an infinite hallway is not something quake is exactly tuned for. With a little wit and jerry rigging I made it happen. I could probably teleport a player to different sections. However I want the map for the menu simple, because thats a loading screen for the menu, I'd like to keep the map's filesize small to reduce loading time.