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DS homebrew announcements > Quake/Doom mod compatability thread

#144024 - username - Sun Oct 28, 2007 10:26 am

I figured a seperate thread where people can post up the results of trying different mods and how to get them working would be handy, so here it is! List the name of the mod, the hardware it's tested on, and your results. Here are a few to start off, all run from an R4DS with an EZ-Flash 3-in-1 for external RAM:

TARGET QUAKE (sidescrolling platform-esque Quake mod)- runs up until a certain point in the regular Quake build when it runs out of memory. So far it seems to be fully playable with EXRAM but the framerate can be rather jumpy on occasion due to the number of enemies.

QUAKE 1 ARENA (conversion mod with bots that replicates Qyake 3 in Quake)- works quite well with the regular build, but the mod automatically tries to add bots every so often which can cause slowdown. The EXRAM build loads 4 bots and does not continue trying to load any more, but four-bot deathmatch is quite slow. Also, there are sprite errors when firing the rocket launcher and plasma gun which can cause quite a bit of slowdown. These errors could be easily fixed and would result in, IMO, the best bot mod for QuakeDS I've tried yet.

BEYOND BELIEF (single-player campaign for Quake)- runs in EXRAM build only, make sure to put -map bbstart in the QDSOPTS file though. Quite fun and worth a look.

MISSION PACK 1: SCOURGE OF ARMAGON - same as above

Keep 'em coming!

#144035 - simonjhall - Sun Oct 28, 2007 12:29 pm

Malice works fine, as do the cut scenes. This was the TC that I spent most time getting to work :-)

Mission Pack 2, Dissolution Of Eternity also works although can be a bit sluggish (well duh)
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#144040 - Devil_Spawn - Sun Oct 28, 2007 4:55 pm

not being a quake pro guy who knows quake

how do i install and run mods... malice for example?

#144042 - simonjhall - Sun Oct 28, 2007 5:20 pm

The general drill for running a mod or total conversion is exactly the same as it would be on a PC. You make a directory at the same level as the id1 directory with the name of the mod, stick all the pak files related to the mod in that directory and then call quake with the -game option, followed by the name of the directory that you made.
On the DS it's pretty similar. So to run Malice, make a directory at the same level as the id1 directory (ie at the root of your flash card) named malice and copy in the four pak files and the config.cfg file.
Then, in the root of your flash card make a file named qdsopts.txt (the fake quake command line) and type,
Code:
-game malice

Then start the game. Sha-zam. You'll need the EXRAM build for Malice to run.

Btw Malice has 4 extra buttons, for reloading, cycling 'toys', 'use' toys and 3rd person view. The original Malice installer would make a config file which bound these options to some buttons, like this:
Code:
//
// MALICE bindings
// for the love of god, preserve "+movedown" <-- WTF?! Is this for swimming?

bind r          "reload"
bind y          "cycle"
bind u          "use"
bind e          "external"
Since you won't want to use the OSK every time you want to reload your gun, change these to "PAD A" for the A button etc. The touch buttons are mapped to keys "AUX1" through "AUX9".
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#144080 - Dood77 - Sun Oct 28, 2007 11:50 pm

username wrote:
TARGET QUAKE (sidescrolling platform-esque Quake mod)- runs up until a certain point in the regular Quake build when it runs out of memory. So far it seems to be fully playable with EXRAM but the framerate can be rather jumpy on occasion due to the number of enemies.

Near this one part with an elevator in TG, the gui as well as a few enemies disappear... kind of hard to play that way.

The framerate's really good when your alone with no background in the very beginning though. :P
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#144139 - OOPMan - Mon Oct 29, 2007 2:32 pm

Anyone tried Zerstorer - Testament of the Destroyer?
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#144146 - 9th_Sage - Mon Oct 29, 2007 4:12 pm

username wrote:

BEYOND BELIEF (single-player campaign for Quake)- runs in EXRAM build only, make sure to put -map bbstart in the QDSOPTS file though. Quite fun and worth a look.


I don't know, I'm having an issue with dissappearing enemies with this one. Too bad, too, looks like a fun mod. :)
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#144156 - sonny_jim - Mon Oct 29, 2007 7:02 pm

Is there a quake mod that can run on the non-exram that has Reaper bots?

#144180 - username - Mon Oct 29, 2007 11:38 pm

Dood77 wrote:

Near this one part with an elevator in TG, the gui as well as a few enemies disappear... kind of hard to play that way.

The framerate's really good when your alone with no background in the very beginning though. :P


To be honest, this was my first time playing the mod and I just tried it up until the part where you're dumped in the water with the fish, noted the amount of slowdown and tried a different mod. The more opinions, the better :)

9th_Sage wrote:
I don't know, I'm having an issue with dissappearing enemies with this one. Too bad, too, looks like a fun mod. :)


As Simon explained in the other thread, there's a cap on how many polygons can be rendered at once, so pretty much any mod that requires the EXRAM build to run is going to have a problem with enemies disappearing, which is a shame...

sonny_jim wrote:
Is there a quake mod that can run on the non-exram that has Reaper bots?


I know that the Rocket Arena DS mod runs Omicron bot, and the Quake 1 Arena mod I mentioned in the first post runs Frikbot, but I've never tried Reaper bots, personally. If you find one though, let us know!

#144329 - 9th_Sage - Wed Oct 31, 2007 5:11 pm

username wrote:

As Simon explained in the other thread, there's a cap on how many polygons can be rendered at once, so pretty much any mod that requires the EXRAM build to run is going to have a problem with enemies disappearing, which is a shame...


Yeah, I know...I remember reading about this when I downloaded the new version but for some reason it didn't click in my head that this was the 'overloading the GPU' thing. No big deal, probably play it anyway. :) And QuakeDS is pretty awesome anyway, I've been playing it a lot lately.

*edit*
I can't get Beyond Belief to work properly...it loads the demos (that's where I saw the enemy thing), but even when I add '-map bbstart' it won't start on the right map, instead starting on Quake's intro level. My qdsopts looks like this:

-game bbelief -map bbstart
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#145168 - the warlock - Mon Nov 12, 2007 2:39 am

TEAM FORTRESS fails completely with any but the EXRAM build, and the EXRAM build doesn't quite work right; probably because TF is built on Quakeworld. Or maybe I'm retarded and didn't install it right.

#145179 - XDelusion - Mon Nov 12, 2007 8:05 am

When I tried Target Quake, I got the same results with and without my 3in1 expanded RAM. It would load, play the demos and all that, but when you began the game, you could not see the levels, only your player and the enemies. It is strange that we have had varied experiences.

#145183 - simonjhall - Mon Nov 12, 2007 8:57 am

You running TF v2.6? That's the last one that's compatible with NetQuake. Anything else requires QuakeWorld, which won't work.
Target Quake - I looked into the lack of level thing and it's meant to be like that! There's a bit near the beginning where it's just you fighting monsters in the dark, then the game proper starts. Or are we talking about different things? ;-)
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#145207 - the warlock - Mon Nov 12, 2007 7:08 pm

simonjhall wrote:
You running TF v2.6? That's the last one that's compatible with NetQuake. Anything else requires QuakeWorld, which won't work.
Target Quake - I looked into the lack of level thing and it's meant to be like that! There's a bit near the beginning where it's just you fighting monsters in the dark, then the game proper starts. Or are we talking about different things? ;-)


Ah, I was trying 2.8. That explains it.

#145231 - simonjhall - Mon Nov 12, 2007 11:12 pm

Sorry, I meant 2.8! TF was the reason I added the keyboard. What problems are you having with it? How can I help out?
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#145244 - XDelusion - Tue Nov 13, 2007 1:28 am

Old version, will update.

#152112 - racuya - Mon Mar 10, 2008 4:22 am

*Sigh*. About the guide about TCs for Quakeds, I always encounter problems trying to run malice. Heres what i did: I put all four .pak files in to the "malice" folder on the same level as "ID1", created the command line, and added "-game malice" in it. And when i run the EXRAM build of Quakeds, it won't start up malice. Am I doing something wrong? If so, please tell me.
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#152113 - another world - Mon Mar 10, 2008 4:55 am

here is a collection of doom pwads merged into iwads that run on ds doom.

a few classics here and some i never heard of.

enjoy.

-aw

#152146 - racuya - Mon Mar 10, 2008 6:26 pm

simonjhall wrote:
call quake with the -game option, followed by the name of the directory that you made.


btw, what does that mean? ^
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#152148 - racuya - Mon Mar 10, 2008 6:57 pm

I found a whole bunch of Quake TCs, but im wondering if they work on Quakeds...Oh yeah, heres the site: http://www.quaketerminus.com/addon.htm

...Enjoy.
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#152150 - simonjhall - Mon Mar 10, 2008 7:29 pm

Yeah I've tried quite a few from that site, and they work with varying degrees of success! Some have huge geometry (as in the models are physically huge) and the GPU baulks, some have huge textures (larger than the GPU supports) and the GPU baulks and some just take loads of RAM. But some of them are pretty entertaining ;-)

The ones I've tried from that link that I remember working ok:
- Air Quake
- Quake Rally
- Target Quake
- Dissolution of Eternity
- Malice
- Scourge of Armagon
- Shrak?
- X-Men?
Plus LOADS of the speed runs from the various sites like http://speeddemosarchive.com/quake/
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#152172 - racuya - Tue Mar 11, 2008 2:01 am

What does your qdsopt.txt file look like? I need to check so i can get some TCs working.
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#152173 - racuya - Tue Mar 11, 2008 2:25 am

Ohh...the file name was supposed to be qdsopts.txt, but since I created a txt file with the txt at the end, it didn't work...but, is there any way to play different mods without having to switch the pak files each time I want to play a new mod?
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#152182 - simonjhall - Tue Mar 11, 2008 10:32 am

No. I was too lazy to stick in some mod-selection menu. Maybe in the future...
And having another .txt file on your card shouldn't affect the operation of the game - unless there's something wrong with libfat! I literally just do fopen("/qdsopts.txt", "r")...
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#152195 - racuya - Tue Mar 11, 2008 5:55 pm

I found a small solution that can allow you to switch from quake mod to quake mod without access of a computer. all you need: DSOrganize, and all of the mods in folders at the root of your Flash Card. Just edit your qdsopts.txt file with DSOrganize so you dont have to keep taking out your flash card.
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#152805 - Spike - Fri Mar 21, 2008 12:22 am

I've compiled a modified reaper bot mod with a DM map pak for my own amusement. I thought I'd share it with the rest of the community. I take not credit for any of the coding, I just created the pak file and the cfgs for use with Simon's QuakeDS port.

http://www.rarhost.com/download-mx0qtz.html