Hacking S.T.A.L.K.E.R. PORTABLE

TheMrIron2

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Recently, a small Russian team has tasked themselves with remaking STALKER, the classic PC shooter, for PSP! As I touched upon here, they have made incredible strides and deserve a pat on the back. Unfortunately they were having trouble posting the thread so a member of the team asked me to post it here on their behalf. It features very detailed environments and models, NPC interaction, a working inventory system and a sprawling map - and it's still a work-in-progress!
Here are some pictures - enjoy, and make sure to check out their ModDB page!

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TheMrIron2

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How the heck is this even possible?!
I hope they eventually release a full version, and that it doesn't get taken down.
This is so neat.
They definitely plan to make a full version! They're using a heavily modified version of the Quake engine and are primarily using Half Life 1 conversions of the real STALKER models.
 
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They definitely plan to make a full version! They're using a heavily modified version of the Quake engine and are primarily using Half Life 1 conversions of the real STALKER models.
Fascinating! I assumed it was probably quake :)
I'll be waiting for this.
 
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TheMrIron2

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the fact that the PSP can do this is amazing. Do you guys have plans for a forest somewhere in there? Tell your mapper he is freaking awesome!
Actually, the whole team is amazing, long live the psp :P
I asked the mapper and he told me "I copy the map completely from the game (in lowpoly), if there is a forest on the maps, I will add it."
 
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TheMrIron2

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Some footage from a real PSP! Captured using RemoteJoy Lite; I have seen this adversely impact performance before, but the mapper didn't mention any serious impact so this is a close representation of the game on a real device. Some textures, notably on the ground, have very aggressive mipmapping; this will be refined (the mipmap bias is at some silly default value atm) and performance should improve across the board.

Speaking of performance, a few good news stories:
- Map optimisation have been happening - solid brushes and polygons are being replaced with textures to save rendering time, for example
- The amazing st1x51 has been improving the underlying engine, ADQuake, and it now runs considerably better! How? Well, ADQ now uses the PSP's VFPU chip for math natively, which results in a framerate boost of about 9FPS in an average case! (25 -> 34FPS)
- Mipmapping is now being enabled and refined. With mipmapping disabled, the PSP could be drawing high resolution textures kilometres away, when they would be lucky to appear as a pixel or two on-screen. It's too aggressive right now, but once it's fixed it should greatly improve performance by smartly reducing texture resolution depending on distance from the player/camera.
 

TheMrIron2

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You could call it different from a usual Quake port. Here's a bit more, now with vehicles as a test. Performance was hit hard there because mipmapping was still disabled - I believe the developer just wasn't bothered to find a good mipmap setup and didn't really care enough for the extra 10 frames, preferring to keep working for the time being.
 
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STALKER is now in alpha! Here's a release from one of the developers:

BUILD RELEASE 1910
This is the last build at the pre-alpha stage; now we're in the alpha stage, which will be referred to as 0.0.1a, etc.
What's new:
- Almost completely transferred HUD from Shadows of Chernobyl
- Working radar with npc counter
- New weapons in the form of a sawn-off shotgun and Makarov pistol
- More perfect inventory from the shadows of Chernobyl
- Early dialogue system (do not use it, as it can cause a crash due to a bug)
- Working medicine kits
- Enemies in the form of blind (and biting) dogs
- Working car with pseudo-physics (???)
- Menu with music
- Ambient music
- Part of the cordon now done
- And much more that I forgot
To start, click start, the rest of the maps are in the maps tab. By the way, I hid some weapons in secret, the sawn-off shotgun is in a yellow building at a military checkpoint - it has a gas mask icon (lol)

To sit behind the car, press up on the D-pad - to drive, press R, and to exit press L. There is a crash on the border of the map because the collision is terrible, but I already know how to fix it in a later version.
Download: https://drive.google.com/file/d/18inHgfVCQj6sIC262QQwtakALHnP0Jm4/view?usp=sharing
 
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This project really has some steam!
It's looking good, haven't had time to look at it but I'll definitely keep up with it. Developer's are doing an awesome job!
 
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