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vitartcw's Issues

Compiling problem

Hello!

I installed vitaSDK, vitaGL and tried to compile vitaRTCW but received some errors. Can someone tell me what's wrong?
image

Build fails with recent PSVita toolchain

I tried to build the lastest code using the current PSVita toolchain and the build breaks because it can't find the sceDmacMemcpy symbol. The build log line that actually matters is:

/usr/local/vitasdk/bin/../lib/gcc/arm-vita-eabi/10.3.0/../../../../arm-vita-eabi/bin/ld: /usr/local/vitasdk/bin/../lib/gcc/arm-vita-eabi/10.3.0/../../../../arm-vita-eabi/lib/libvitaGL.a(mem_utils.o): in function `vgl_memcpy':
(.text+0x496): undefined reference to `sceDmacMemcpy'

I'm on Debian Linux 10 ("buster").

Could you please help me fix this one?

Language in Italian in iortcw.zip

In Language.cfg , wolfconfig.cfg, wolfconfig_mp.cfg

cl_language is set 3 and it should be in set to 0 I'd say for US English.

But up to you.

VitaRTCW waste resources for hidden objects so it drastically drops FPS

VitaRTCW is just great and inspires!
But FPS often can drops twice or more depending on the view direction.
My Vita's firmware is most popular 3.65, RTCW resolution is any, I'm using default r_mode "1" 640x368.
How to reproduce:
I reside small closed space in the end of any level and change direction of view.
Move your view direction from "no level space behind the wall" to "all the passed level with dead nazis behind the walls" and FPS drops from 45 to even 9-12.
My inquiry show me it depends of quantity of dead nazi's bodies, which layed down in my field of view behind the walls and out if sight.
Modern graphic cards have its own logic to ignore unobtainable and hidden objects behind any non-transparent surfaces, but "Vita3.65 | RTCW | iortcw" pack seems to be not.
There is some iortcw "cull" variables: r_nocull and r_faceplanecull, but it looks like it is not observe dead bodies in RTCW. When you start the level and nazis is not spawned yet, it is OK. But, for example, in the front of the final door at the mission1-Part1(Escape!) right 90-degrees turn will cause multiple FPS drops.
Same view direction at the opposite level location will provide normal FPS. And vice versa.
When you look up or down it will be always a normal FPS.
I've heard there was some performance improvements till 3.71 Vita's firmware, but I don't know is it cover that issue.

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