PSP Quake II updates: mapping, handling, and multiplayer

McZonk's Quake II sample map - Image 1About a week ago, PSP homebrew developer McZonk released several details on PSP Quake II, specifically on why the game was encountering several bugs. The dev is updating with more information today regarding the latest fixes for the game’s maps, controls, and multiplayer mode.

Regarding the matter of maps, McZonk explained that while PSP Quake II had base1, base2 and base3 for multiplayer gaming, their size and the player numbers (2 to 4 players) would make for very slow connections, which in turn ruined gameplay.

This is where the community comes in – the author’s inviting willing and able devs to come up with Quake II multiplayer maps for the next game release. These new maPS should be built using textures from the demo, preferably small and balanced – check out McZonk’s map to the right for ideas.

The second matter is regarding game controls. McZonk explained that he encountered movements problems while testing the game’s multiplayer mode. This was remedied by rewriting the analog nub code, with further plans to test non-linear input, and speed accupolish thration to e game’s handling further. Other tweaks included bug fixes and adding the “surrounding box when the opponent has quad damage.”

PSP Quake II multiplayer options - Image 1 Quake II PSP multiplayer options 2 - Image 1 Quake II PSP multiplayer options 3 - Image 1 

The dev detail discusses the game’s multiplayer mode. As McZonk commented regarding the multiplayer menu displayed above:

The first one is the multiplayer menu where you can select the wifi connection: none (for playing against bots), adhoc and the names of your saved connections. I will add the dialog to configure them in the future. The second and third one are the menus for creating and joining a server.

On a last note, McZonk is also in need of testers for PSP Quake II to help improve the game’s movement and aiming functions. Guys interested in lending a hand to this project are invited to check out the source link for further instructions.  

Kudos to nebelspalter for telling us about this news!

Via Emergency Exit

McZonk's Quake II sample map - Image 1About a week ago, PSP homebrew developer McZonk released several details on PSP Quake II, specifically on why the game was encountering several bugs. The dev is updating with more information today regarding the latest fixes for the game’s maps, controls, and multiplayer mode.

Regarding the matter of maps, McZonk explained that while PSP Quake II had base1, base2 and base3 for multiplayer gaming, their size and the player numbers (2 to 4 players) would make for very slow connections, which in turn ruined gameplay.

This is where the community comes in – the author’s inviting willing and able devs to come up with Quake II multiplayer maps for the next game release. These new maPS should be built using textures from the demo, preferably small and balanced – check out McZonk’s map to the right for ideas.

The second matter is regarding game controls. McZonk explained that he encountered movements problems while testing the game’s multiplayer mode. This was remedied by rewriting the analog nub code, with further plans to test non-linear input, and speed accupolish thration to e game’s handling further. Other tweaks included bug fixes and adding the “surrounding box when the opponent has quad damage.”

PSP Quake II multiplayer options - Image 1 Quake II PSP multiplayer options 2 - Image 1 Quake II PSP multiplayer options 3 - Image 1 

The dev detail discusses the game’s multiplayer mode. As McZonk commented regarding the multiplayer menu displayed above:

The first one is the multiplayer menu where you can select the wifi connection: none (for playing against bots), adhoc and the names of your saved connections. I will add the dialog to configure them in the future. The second and third one are the menus for creating and joining a server.

On a last note, McZonk is also in need of testers for PSP Quake II to help improve the game’s movement and aiming functions. Guys interested in lending a hand to this project are invited to check out the source link for further instructions.  

Kudos to nebelspalter for telling us about this news!

Via Emergency Exit

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