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| UT99 For PSP | Locked | |
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| Apr 18 2009 Anchor | ||
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i Love the origonal UT game and the origonal Unreal and i have allways wanted to play it on the psp
UT requirements (Minimum)
So the requirements arent very stable but i know i have been able to crank down a game to play on a really low system Theres one downfall to this idea the unreal engine would be very hard to port to the psp |
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| Apr 18 2009 Anchor | ||
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I've seen people run FF7 on the PSP. UT99 doesn't really use that much to run. Heck, I ran it fine on my ancient Windows 95. |
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| Apr 19 2009 Anchor | ||
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alot of the time they say the minimum but its not i know some one who got ut2004 working below a 730MHz processor |
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Apr 28 2009 Anchor | |
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kinda hard to port it without the source code --
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Apr 28 2009 Anchor | |
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I swear I've seen you post this several times elsewhere? |
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| Apr 28 2009 Anchor | ||
no i havnt really been active up till a couple of months ago and this is definitly the first time that ive posted this up i think i only have like 3 threads ive ever made
did epic games ever realease a source engine??? |
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Apr 28 2009 Anchor | |
you mean source code to the engine :p -- °w° |
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Apr 29 2009 Anchor | |
UT2004 can "work" on a 233MHz Pentium II, doesn't necessarily mean it'll be playable, unless you have a Geforce2 or Radeon9x00 in there. The 'ports' of games you see for PSP i.e. halo psp are practically bootleg demakes on other engines. Also the PSP uses a different CPU architecture so the cycles-per-clock on the frequency is not matching with the x86 processors you are familiar with. Edited by: leilei |
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Apr 29 2009 Anchor | |
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I'm still baffled as to how you'd control the game with so few buttons. |
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Apr 29 2009 Anchor | |
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Neither solitude nor Halo have multiple fire modes, and complex movement, nor a heavy reliance on z-axis gameplay. How on earth are you supposed to, as an example, use the rocket launcher, when it can a) fire normally, b) load and fire up to three rockets in a broad arc, c) load and fire up to three rockets in a spiral, or d) load and fire up to three grenades? I also dread to think how you're supposed to deal with things like shock combos. |
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Apr 29 2009 Anchor | |
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Won't you need one of those other buttons for jumping? Also, speaking of jumping, good luck making hammer/rocket jumping work elegantly without a mouse, although that's not unique to trying to do it on a PSP. It sucks on fullsize consoles too. -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Apr 29 2009 Anchor | |
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You also need to crouch, switch weapons, dodge. Six buttons isn't enough |
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Apr 30 2009 Anchor | |
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Well, for starters, you'd have to drop the ability to look up and down. You'd have to have one button to annoyingly cycle through all the weapons (I have the sniper rifle, but now I want the rocket launcher - tap,tap,tap,tap,tap,tap,tap,tap,tap). Now that you can't look up and down, you'd have to remove weapons with lobbed projectiles, since they can no longer be controlled (Biogun, Flak Cannon, Rocket Grenades). You'd have to remove dodging. For all it's worth, you might as well just make a new shooter, because it won't port well, and you'd have to write it from scratch anyway. |
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| Apr 30 2009 Anchor | ||
woops to much half life 2 lol
i have been folowing them they have been using the quake z engine (looks awsome by the way) this is where i got the thought
youve never played coded arms have you or even quake on the psp
yeah your right cant have ut without trick jumping or faster pace |
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Apr 30 2009 Anchor | |
no, likenesses are copyright issues as well. You can't directly rip off UT99 down to the art and sound and call it REAL CHAMPIONS or so. Duplicating copyrighted assets is a nono at any cost, plus does it really hurt to be original? (See: OpenArena, where the game code is pretty much Q3 as provided in the GPL source package, but everything else is made from scratch and also under GPL, over loosely inspired but non-derivative designs) And yes, i am aware of Solitude, and yes, Quake is capable of Unreal-like gameplay with secondary triggers, though the dodging thing would be hard to do, as well as crouching (having to modify BSP for a different hull size for the crouched player). Edited by: leilei |
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May 1 2009 Anchor | |
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But why? What would be the point to take the big risk in copyright infringement? Showing it off in ghettos and schools YO I GOT UT ON MY PSP I AM COOO*PUNCH IN FACE* YOU DORK you need to get JUICED really there is no point to showcase the copy and paste abilities Edited by: leilei |
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| May 4 2009 Anchor | ||
now who said i actually wanted to do this |
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Jul 14 2009 Anchor | |
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The idea of UT1999 on a PSP is very plausible, especially since it's possible to run firmware on the PSP to use your PSP screen as a monitor for your PC... However you require your PSP to be linked up to a USB port on the PC via cable... I would first off start by using the Quake engine and heavily modifying it to be more like the Unreal engine, after that, you'll want to get the key-map down, which'll be hard, but I believe the PSP has a <^> pad on it too?(Anyone get what Im saying), if you triple tap on one of them you dodge to the direction specified... After that you'll want to crouch, again, this can be done by that keypad I mentioned... Just using the down arrow(?), I believe Call-Of-Duty 4/WaW on the Nintendo DS had this, so it may be possible to detect the double/triple tap of the arrows in the source code... Also the best thing about using the Quake Engine is that ID-TECH3 is currently free for indie's to use(Atleast that's what wikipedia says!) The idea seems simple and can be exucuted perfectly, aslong as the team(if any) manage to follow some simple rules that are not optional when doing indie game dev... See more about retaing a great indie team @ Devstorm.phpbbnew.com -- Im burning through the sky, 2000º! That's call me Mr.Farenheight, I travel at the speed of light. |
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| Jul 14 2009 Anchor | ||
i have used the psp as a second monitor before and the refresh rate when running a program on the screen sucked (any way it wouldn't be the psp running the game it would be the PC) but yeah a modified quake engine would be good but im no coder and im to busy to find or keep a team together anyways (oh yeah and heres a link to a mod where you can use the psp as a monitor over WiFi as well as USB : Instructables.com |
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Jul 16 2009 Anchor | |
It's not. The closest you'd get is making an interpreter for the assets. But that takes a little more time than posting on a forum. |
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| Jul 17 2009 Anchor | ||
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once again i never said i was going to actually make this i said it was just a thought |
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| Jul 29 2009 Anchor | ||
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I find FPS's to work nicely on the PSP. You just need to use the right controls. |
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