gbadev.org forum archive

This is a read-only mirror of the content originally found on forum.gbadev.org (now offline), salvaged from Wayback machine copies. A new forum can be found here.

DS homebrew announcements > cquake

#158442 - elhobbs - Wed Jun 11, 2008 5:20 pm

I have released my version of a quake port for the nintendo ds. I named it cquake for lack of a better name. The frame rate is not the best but I think it is playable on easy or normal. Hard and Nightmare are not very playable.

you can check it out at:
http://code.google.com/p/cquake/

be sure to read the readme_cquake.txt file as it includes some important notes about defragmenting the PAK files.

I left some debugging code turned on that can be used to trace failure points at startup. If you see a message that says "wait for it..." then you need to press the A button to continue. This only occurs during startup. You can turn off the rest of the debug messages by going to the console and setting developer to 0

Like this:
developer 0

I have tested this on:
Ezflash 5
Supercard Lite microsd
Max Media Doc CF

I have not tested this on a FAT32 or SDHC card as I do not have the hardware. So, I would be curious to know the results.

#158443 - kusma - Wed Jun 11, 2008 5:29 pm

What's the benefit of your version over QuakeDS?

#158445 - silent_code - Wed Jun 11, 2008 5:48 pm

@ kusma: I guess it's been a cool experience and he didn't want to lock it in his basement, so it's not about competition, it's just about sharing some experience. Much like simon did after he started Quake DS, when the DS Quake port has already been around for a while. ;^)

When I find some time for it, I'll give it a shot. :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158446 - Sir_Voe - Wed Jun 11, 2008 6:14 pm

Wow! I just tried it and it's an amazing 1st release. It's very nice looking, and I hope you continue with this. Very smooth so far. Textures and lighting are an improvement over QuakeDS IMO.
One question, is it possible to use the touch screen for aiming yet? I couldn't find a way.


Last edited by Sir_Voe on Wed Jun 11, 2008 7:57 pm; edited 1 time in total

#158447 - elhobbs - Wed Jun 11, 2008 6:21 pm

kusma wrote:
What's the benefit of your version over QuakeDS?

I used per vertex lighting on the world and implemented dynamic lighting. It is not perfect but it looks prety good. It is a little dark but gamma can compensate.

over all I would have to say that simon's version is better with more polish.

I did implement a few thing that simon may want to incorporate into his version. In particular I modified how edicts are allocated so that they are not allocated in one big chunk using the maximum amount everytime. They are allocated in small chunks. The solution turned out to very simple and it frees up tons of memory. This keeps the game from loading from disk all the time.

#158448 - elhobbs - Wed Jun 11, 2008 6:26 pm

Sir_Voe wrote:
One question, is it possible to use the touch screen for aiming yet? I couldn't find a way.

No, it is not possible at this point. I find most implentations of looking by dragging to be really hard to play - at least for me. I am open to suggestions, or other games I could model this behaviour after.

#158452 - Sir_Voe - Wed Jun 11, 2008 8:03 pm

elhobbs wrote:
Sir_Voe wrote:
One question, is it possible to use the touch screen for aiming yet? I couldn't find a way.

No, it is not possible at this point. I find most implentations of looking by dragging to be really hard to play - at least for me. I am open to suggestions, or other games I could model this behaviour after.


Besides the obvious, there's DScent which I thought had very nice touch screen controls w/ customisable on screen hotkeys for weapon switching and such. The Wii version of Quake has a unique wiimote aiming system that also works very well, though I'm not sure how/if it would translate to the touch screen.

#158454 - silent_code - Wed Jun 11, 2008 8:26 pm

I tried it out and I must say: "Both thumbs up!"

A few remarks:

Changeing the brightness will eventually make the textures disappear. That's due to the way you handle it. The NDS has a brightness register, so you might want to use that for better results.

When shrinking the screen, the stats (HUD) are only displayed while the menu is on. That should be easily fixed, I guess.

Modelling stylus aiming after Metroid Prime Hunters should work pretty well. :^)

How about you and simon merging your work?

Keep up the good work and happy coding! :^D

EDIT: Tested on a M3 Real with latest (June 2008) software, using a SanDisk 2GB ?SD and retail Quake data.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.


Last edited by silent_code on Wed Jun 11, 2008 10:49 pm; edited 4 times in total

#158460 - tepples - Wed Jun 11, 2008 9:06 pm

Sir_Voe wrote:
The Wii version of Quake

Since when? I didn't see anything about it on idsoftware.com.

I agree with s_c: look at Metroid Prime Hunters if you have it.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#158461 - Sir_Voe - Wed Jun 11, 2008 9:19 pm

I was speaking of the homebrew Wii port by PeterM and Eluan. It's aiming system is very similar to MPH/MP3. I know nothing of coding, but the source is available if you think it would be of use.

#158467 - silent_code - Wed Jun 11, 2008 9:59 pm

Iii niid a Wii!! ... but first I need a job... ;^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158469 - Cid2Mizard - Wed Jun 11, 2008 10:19 pm

Don't works on my Supercard DS One :(
_________________
www.nintendomax.com 100% Hack 0% Warez

#158473 - elhobbs - Wed Jun 11, 2008 10:45 pm

Cid2Mizard wrote:
Don't works on my Supercard DS One :(

first off make sure the flash drive is defragmented. second, where does it die? what is the last thing that prints? does anything print? is that a fat32 or sdhc flash card?

#158499 - Cid2Mizard - Thu Jun 12, 2008 10:42 am

Yes don't works on Supercard DS One ?SD FAT 32 Slot-1, and don't works too on my M3 CF Slot-2 .

Break on :
Memory_Init...
wait for it...
_________________
www.nintendomax.com 100% Hack 0% Warez

#158507 - elhobbs - Thu Jun 12, 2008 1:00 pm

Cid2Mizard wrote:
Yes don't works on Supercard DS One ?SD FAT 32 Slot-1, and don't works too on my M3 CF Slot-2 .

Break on :
Memory_Init...
wait for it...

so it crashes after you press the A button to continue past the "wait for it..." message?

#158515 - simonjhall - Thu Jun 12, 2008 6:53 pm

I'm afraid I'm stuck on the "wait for it" message too! M3 simply, defragged.
_________________
Big thanks to everyone who donated for Quake2

#158517 - Sir_Voe - Thu Jun 12, 2008 7:23 pm

No such problem on my M3 Simply (I did not defrag my pak files AFAIK). I just hold down A and it takes me through all the "wait for it.." messages.

#158520 - silent_code - Thu Jun 12, 2008 7:57 pm

Sir_Voe wrote:
No such problem on my M3 Simply (I did not defrag my pak files AFAIK). I just hold down A and it takes me through all the "wait for it.." messages.

Same for my M3 Real. Just holding A and it'll start after a little while. No defragmenting - I have a lot of space available on the card! :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158523 - elhobbs - Thu Jun 12, 2008 9:17 pm

simonjhall wrote:
I'm afraid I'm stuck on the "wait for it" message too! M3 simply, defragged.

are you stuck at the first "wait for it..." message? if not what is the last message printed?

This is the code for the wait for it function that I use to step through the startup:
Code:

#define KEYS_CUR (( ((~REG_KEYINPUT)&0x3ff) | (((~IPC->buttons)&3)<<10) | (((~IPC->buttons)<<6) & (KEY_TOUCH|KEY_LID) ))^KEY_LID)
void waitforit(void)
{
   Con_Printf("\nwait for it...");
   while((KEYS_CUR & KEY_A) == 0);
   Con_Printf("done.\n");
   Sys_Wait(0.2f);
}


do you ever see "done." printed? did you try holding the A button down? Are you using a special boot loader? Just throwing out ideas at this point.

You should hit a few wait messages before the file system is touched so the defrag issue should not come into play at this point. any ideas? I think I saw a post where you said you have an ezflashV - does it work on that?

#158525 - mortys - Thu Jun 12, 2008 9:39 pm

Great work ! Just need some more fps and the mouse aiming and the possibility to swap screen. But howerver you made a wonderful job. hi to You and Simon !

#158528 - Markzilla - Thu Jun 12, 2008 10:26 pm

*Supports*

#158531 - elhobbs - Thu Jun 12, 2008 11:28 pm

well, if anyone cares to try again, I have recompiled with the waitforit messages disabled.

you can check it out at:
http://code.google.com/p/cquake/

#158551 - Cid2Mizard - Fri Jun 13, 2008 8:52 am

Crash crash total crash
_________________
www.nintendomax.com 100% Hack 0% Warez

#158552 - KillerMapper - Fri Jun 13, 2008 9:55 am

I will have a try on my SuperCard SD.

#158553 - silent_code - Fri Jun 13, 2008 10:56 am

Cid2Mizard wrote:
Crash crash total crash

That's not very informative. When did it crash and what hardware do you use? Did you follow the authors instructions? ;^)
If you want to help the author improve his software (thus making it work on your hardware,) be a little bit more specific next time.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158555 - Spike - Fri Jun 13, 2008 12:04 pm

Extremely promising first release. My 4gig card is fragmented to hell but the game booted up no probs. I shall play thru the single player mission to see how it shapes up in the later more expansive bsp's.

Keep up the good work. Tested on the DSTT.

#158568 - Cid2Mizard - Fri Jun 13, 2008 2:56 pm

No I'm not an idiot, you me worse for a farmer. Of course that I've followed the instructions, and does not end
_________________
www.nintendomax.com 100% Hack 0% Warez

#158571 - elhobbs - Fri Jun 13, 2008 3:21 pm

Cid2Mizard wrote:
Crash crash total crash
Thanks for the feedback. I am not sure if you are interested in helping me get this working on your card... but if you are I would appreciate it.

So, if you are willing. Please boot the original version with the waitforit messages and let me know what (if anything) prints on the "mem: " line. There should be two numbers after that on the same line. The first one is the base address and second one is the amount of memory allocated. When quake initializes it tries to grab as much memory as possible. This can leave little to no memory for the rest of the "subsystems" (for lack of a better word). I think cquake may be grabbing too much memory for your card to continue functioning. hopefully I should be able to tell by looking at the "mem: " line output.

And if you decide to help - thanks in advance. If not then thanks for trying twice already!

#158572 - silent_code - Fri Jun 13, 2008 3:31 pm

Cid2Mizard wrote:
No I'm not an idiot, you me worse for a farmer. Of course that I've followed the instructions, and does not end

Do you mean me????
I hope my post didn't sound condescendingly, in which case I would be sorry.

Reality is, that a lot of people don't read instructions and then ask things that have been already anwsered *in* those instructions. One can not know who read them and who didn't, unless people explicitly write what they did.

I'm just trying to help. ;^)

PS: I have looked through the older posts and saw that you have already posted your hw, so, sorry for that.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158573 - KillerMapper - Fri Jun 13, 2008 4:30 pm

Ok I've tried this on my Supercard SD. It works fine.
I really like the lighting in this version, which is better than QuakeDS.
I don't have the HUD. How I display it?

#158574 - elhobbs - Fri Jun 13, 2008 6:11 pm

KillerMapper wrote:
I don't have the HUD. How I display it?
yeah... the HUD is currently not visible unless you bring up the menu.. which pauses the game. It is still being worked on. The current implementation really drags the game if it is visible all the time. It is just a buffered bitmap in VRAM_E. So it is not refreshed when the game is running and it is hidden. I am still working on that part. I was thinking of redoing that part completely instead of just porting the existing implementation. It does not make a lot of sense (to me) to ocscure or shrink the 3d display when there is a whole additional screen that can display that info. I think I still have bank VRAM_H free, so I should be able to do something on the sub screen.

#158579 - mortys - Fri Jun 13, 2008 8:06 pm

I didn't mention that I tried Cquake on M3Simpy and it works great (after defragmenting my microSD).

#158580 - elhobbs - Fri Jun 13, 2008 9:19 pm

Is anyone with a M3, and having a problem, willing to do some testing for me? I may need to send you a special version of cquake and have you try it a few times with different settings. If you are interested/willing then send me a pm.

#158583 - silent_code - Fri Jun 13, 2008 10:56 pm

What M3? Real or Simply?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158595 - elhobbs - Sat Jun 14, 2008 3:11 am

silent_code wrote:
What M3? Real or Simply?

At this point I do not think it matters. I just want to see if decreasing the amount of memory allocated resolves the issue that some people are having. If you have a M3 Real or Simply and it currently does not boot than your help would be appreciated.

#158604 - silent_code - Sat Jun 14, 2008 9:57 am

"Unfortunately" I do not have had any problems so far with my M3 Real. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#158933 - Sir_Voe - Sun Jun 22, 2008 7:30 am

I've been playing the new version, and your implementation of the touch screen works nicely. It would be nice to have a few touch screen keys for jumping and weapon switching, but that would probably also involve moving the action to the top screen.
Glad to see you are continuing development. Thanks for sharing your work.

#158934 - Cid2Mizard - Sun Jun 22, 2008 11:59 am

Good works M3 CF and Supercard DS one

Good job :)
_________________
www.nintendomax.com 100% Hack 0% Warez

#158938 - elhobbs - Sun Jun 22, 2008 2:16 pm

I stole the touch screen code from silent_code's shadow demo. thanks silent_code!

#158941 - silent_code - Sun Jun 22, 2008 3:33 pm

Glad to see my source code is being used / helps! :^D
I hope you mention me (or my site) somewhere, too. ;^)

Keep on quaking! X?)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159012 - Cimi - Tue Jun 24, 2008 9:45 am

Thanks for this interesting approach.
I was wondering if you could share your experience with simonj in order to improve quake 2 ds! From my personal experience it is much more playable than quake 1, because it has more vibrant colors that helps with the small DS's screen

#159032 - JLsoft - Tue Jun 24, 2008 4:51 pm

Q1 on the DS is modding-friendly though :D

#159258 - elhobbs - Sat Jun 28, 2008 5:36 am

I have updated cquake

you can check it out at:
http://code.google.com/p/cquake/

check the readme_cquake.txt file for a list of updates.

here are a few - added swap screen, hud, touch screen support, mod chooser, ini file for command like paramters (like -basedir for non root installations).

#159260 - Sir_Voe - Sat Jun 28, 2008 6:50 am

Great! Can't wait to try it. The Google Code page isn't allowing me to dl the file ATM (personal connection problems I guess), but I'll give some feedback once I get the dl to work. Thanks.

#159263 - Cimi - Sat Jun 28, 2008 8:05 am

Which are the required .PAK files?

#159270 - elhobbs - Sat Jun 28, 2008 1:42 pm

Cimi wrote:
Which are the required .PAK files?

It needs to at least have the shareware version. The registered version works as well. They need to be put in the id1 directory.

#159272 - Cimi - Sat Jun 28, 2008 3:34 pm

elhobbs wrote:
Cimi wrote:
Which are the required .PAK files?

It needs to at least have the shareware version. The registered version works as well. They need to be put in the id1 directory.

I said this cause I can't get it to work... it says "pak2.pak" not found then nothing happenes... I press "A" it loads 1 second then stops to pront

#159275 - elhobbs - Sat Jun 28, 2008 4:18 pm

make sure that the flash drive is defragmented.

#159277 - Sir_Voe - Sat Jun 28, 2008 5:23 pm

I still can't get the download to work (even at my sisters house across town). If it's not too much trouble, can someone post a mirror? Thanks.

#159281 - silent_code - Sat Jun 28, 2008 5:38 pm

Sir_Voe wrote:
I still can't get the download to work (even at my sisters house across town). If it's not too much trouble, can someone post a mirror? Thanks.


I hope that's the one you're looking after: (removed)

EDIT: Removed the file from the server.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.


Last edited by silent_code on Sat Jun 28, 2008 6:12 pm; edited 2 times in total

#159285 - Sir_Voe - Sat Jun 28, 2008 6:08 pm

Yep, that's it. Thanks so much :)
Off to test it out.

#159307 - Markzilla - Sun Jun 29, 2008 1:13 am

Just tested. The game works, but there are some issues.
- The mouse sensitivity is about half of what I'd like it to be, even on the highest setting
- The game does not get brighter when the brightness setting is raised, the textures disappear instead
- The textures seem bland, could be tied to previous issue
- No numbers for health, weaponry, etc

Other suggestions:
- Setting the top screen as the main screen by default would seem more useful

#159308 - Cimi - Sun Jun 29, 2008 1:30 am

elhobbs wrote:
make sure that the flash drive is defragmented.

Oh shit. I don't have windows to defragment my flash

#159311 - Cimi - Sun Jun 29, 2008 2:10 am

got it working! Yeah amazing stuff!

#159316 - elhobbs - Sun Jun 29, 2008 3:45 am

Markzilla wrote:
Just tested. The game works, but there are some issues.
- The mouse sensitivity is about half of what I'd like it to be, even on the highest setting
- The game does not get brighter when the brightness setting is raised, the textures disappear instead
- The textures seem bland, could be tied to previous issue
- No numbers for health, weaponry, etc

Other suggestions:
- Setting the top screen as the main screen by default would seem more useful

-you can adjust the sensitivity at the console using the "sensitivity" command
-the option on the menu is really a gamma adjustment and not brightness. r_ambient controls the ambient light level, it defaults to 0 which is complete black. I ranges from 0 to 255 with 255 being fullbright. this can be adjusted from the console. This does not adjust the lcd brightness only the in game lights. the lcd brightness would need to be adjusted prior to starting the game.
-yes, ramping the gamma up real high will wash out the textures. I allowed to get so high so that I could test the lightmap coordinates. I do not recommend setting it that high.
-if the screen size is set to the maximum it will hide the status bar. the setting no longer scales the viewport - it just adjusts what is visible on the status bar.
-there is a command that can be issued from the console to swap the screens. it is "v_swap".

thanks for the feedback. I will see what I can do to make these settings more intuitive. in the mean time you can add these commands to the autoexec.cfg file so that you do not need to set them everytime.

#159317 - Sir_Voe - Sun Jun 29, 2008 4:25 am

r_ambient 60 seems to be the best setting on my original model DS. Until you mentioned it, I was unaware of that parameter, and the adjustment makes your port so much more enjoyable.
The new console is pretty nice. Any plans for on screen buttons for jumping/weapon switching? That's about the only thing I miss from QuakeDS.
Thanks again for sharing your work :)

#159320 - Markzilla - Sun Jun 29, 2008 4:42 am

elhobbs wrote:
Markzilla wrote:
Just tested. The game works, but there are some issues.
- The mouse sensitivity is about half of what I'd like it to be, even on the highest setting
- The game does not get brighter when the brightness setting is raised, the textures disappear instead
- The textures seem bland, could be tied to previous issue
- No numbers for health, weaponry, etc

Other suggestions:
- Setting the top screen as the main screen by default would seem more useful

-you can adjust the sensitivity at the console using the "sensitivity" command
-the option on the menu is really a gamma adjustment and not brightness. r_ambient controls the ambient light level, it defaults to 0 which is complete black. I ranges from 0 to 255 with 255 being fullbright. this can be adjusted from the console. This does not adjust the lcd brightness only the in game lights. the lcd brightness would need to be adjusted prior to starting the game.
-yes, ramping the gamma up real high will wash out the textures. I allowed to get so high so that I could test the lightmap coordinates. I do not recommend setting it that high.
-if the screen size is set to the maximum it will hide the status bar. the setting no longer scales the viewport - it just adjusts what is visible on the status bar.
-there is a command that can be issued from the console to swap the screens. it is "v_swap".

thanks for the feedback. I will see what I can do to make these settings more intuitive. in the mean time you can add these commands to the autoexec.cfg file so that you do not need to set them everytime.


-The ingame menu is what I was referring to. I set the sensitivity as high as possible, but it's just not enough.
- I know backlighting cannot be controlled easily. I meant the ingame texture brightness. I like to set my LCDs high anyway. (DS Lite) Thanks for the Ambient tip, though.
- I see. When adjusted it works better. However, my weapons are now extremely dark. Thoughts?
- Ah. Thank you. Any thoughts on adding it to the opposite screen instead, though?
- I'm aware, I just think it would make more sense for the 3d to be on top by default. That way, the stylus can't get in the way unless you want it that way.

Also, any thoughts on adding crosshairs?


Last edited by Markzilla on Sun Jun 29, 2008 4:47 am; edited 1 time in total

#159321 - elhobbs - Sun Jun 29, 2008 4:46 am

Sir_Voe wrote:
r_ambient 60 seems to be the best setting on my original model DS. Until you mentioned it, I was unaware of that parameter, and the adjustment makes your port so much more enjoyable.
The new console is pretty nice. Any plans for on screen buttons for jumping/weapon switching? That's about the only thing I miss from QuakeDS.
Thanks again for sharing your work :)

thanks for taking the time to send me your feedback. yes, I plan on putting additional buttons. I just have not determined where to put them. I was thinking of making the the weapon icons into buttons and maybe moving that section of the status bar to the top of the touch screen so that they do not get touched by mistake all the time. I was think of also puting 4 or 5 buttons on the left and right edges of the screen. I you have any ideas about what you think would work best then let me know.

#159322 - Markzilla - Sun Jun 29, 2008 4:54 am

Er, about editing the autoexec file...
I don't really know what to add.
Say I want to bind "L" to fire, "R" to jump, Move forward to "up," backpedal to "down," and "left" and "right" to strafe left and right, respectively, and "X" to weapon switch.
Also, I want to set the Ambient to 75, and the mouse sensitivity as high as possible.

What do I add?

#159323 - elhobbs - Sun Jun 29, 2008 4:59 am

Markzilla wrote:

-The ingame menu is what I was referring to. I set the sensitivity as high as possible, but it's just not enough.
- I know backlighting cannot be controlled easily. I meant the ingame texture brightness. I like to set my LCDs high anyway. (DS Lite) Thanks for the Ambient tip, though.
- I see. When adjusted it works better. However, my weapons are now extremely dark. Thoughts?
- Ah. Thank you. Any thoughts on adding it to the opposite screen instead, though?
- I'm aware, I just think it would make more sense for the 3d to be on top by default. That way, the stylus can't get in the way unless you want it that way.

Also, any thoughts on adding crosshairs?

-did you try sensitivity at the console? if so, what did you set it to? I will adjust the range for the slider.
-so what r_ambient did you use?
-the model light levels are all off. I need to take a second look at how the light level is calculated. the world uses vertex lighting but the models use the full resolution lightmaps to find the light level for the spot they are standing on. so the it never looks quite right. plus I think my math may be off for this section. It uses the same math as the dynamic lighting (which looks right to me) so I am not sure.
-I will probably change it to top screen by default
-I can add a simple + to the middle of the screen but it is not very accurate. something more accurate may drag the game a little though, so it may have to do.

#159324 - elhobbs - Sun Jun 29, 2008 5:08 am

Markzilla wrote:
Er, about editing the autoexec file...
I don't really know what to add.
Say I want to bind "L" to fire, "R" to jump, Move forward to "up," backpedal to "down," and "left" and "right" to strafe left and right, respectively, and "X" to weapon switch.
Also, I want to set the Ambient to 75, and the mouse sensitivity as high as possible.

What do I add?

I should not have put the key configurations in the autoexec.cfg file as this messes with the ability to change the configuration using the menu. so, sorry to do this to you but you will need to remove the all of the "bind *' lines from the autoexec.cfg file and move them to a new file named "config.cfg" in the same directory. the good news is that you will then be able to use the menu (start button->options->controls) to set the key configuration. once it is set you can save it on the options screen(it is the last entry on the options menu).

EDIT: since r_ambient is not on a menu you can add it to the autoexec.cfg file like this

r_ambient 75
sensitivity 20

#159330 - JLsoft - Sun Jun 29, 2008 9:56 am

This port gets better and better :)

The only other thing I'd love to see in either DS ver would be support for fullbright colors (the last 16 colors in the Quake palette are supposed to be visible always, even in complete darkness...for lights/lightning/flames/lasers/etc), but I'm guessing that'd be really hard to do...requiring multiple texture passes or something. :/

#159333 - Spike - Sun Jun 29, 2008 11:08 am

Another cracking update.

The new v_swap and touch screen implementation take this port to another level. I tried the new mod support and I'm happy to report that the following all run.

repearbot 81
xreaper
reaperfx
Omicron
portal gun

I will test more mods later and report back my findings.

The netcode is still within the single player .nds file so by simply adding the listen command to the .ini file you can adjust how many bots can spawn. Sweet.

Also both the official addon packs boot even with out a ram pack. 0_0 amazing! I have yet to test them properly but just to seen them running is quite a feat.

I tried the mulitplayer build and it worked fine as a host and a pc client running dark engine connected, worked a treat.

Wishlist.

Cross hair support.
Quick double tap on touch screen for jump command as used in Metroid prime hunters.

Fantastic progress keep up the great work.

#159334 - silent_code - Sun Jun 29, 2008 11:09 am

Hi there.

The brightness can be adjusted via the brightness register. You can check it out in my demo (there's a new version out, too.) It's really simple:

Tell the NDS to either increase or decrease brightness and then the amount.
It's not too good looking, but it works. It can also be adjusted at any time, so it makes a perfect candidate for the slider. You might want to make an array with ready to use brightness values, not the if / else statement I used in the demo, though. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159337 - Sir_Voe - Sun Jun 29, 2008 1:19 pm

I've been getting the Guru Meditation error screen at the end of episode text. I thought maybe it was because I hadn't defragged my files, so I did that today and it still happens. Using an M3 Simply and 1G micro SD. I also get this when trying to start a game using the Portal Gun mod.

#159338 - elhobbs - Sun Jun 29, 2008 1:40 pm

Sir_Voe wrote:
I've been getting the Guru Meditation error screen at the end of episode text. I thought maybe it was because I hadn't defragged my files, so I did that today and it still happens. Using an M3 Simply and 1G micro SD. I also get this when trying to start a game using the Portal Gun mod.
can you send me the values from the SP, LR and PC registers? also let me know if you are using cquake or cquake_mp.

#159339 - Sir_Voe - Sun Jun 29, 2008 1:55 pm

Sent. Forgot to mention in the message, I'm using the single player build.

#159342 - tepples - Sun Jun 29, 2008 4:34 pm

Cimi wrote:
elhobbs wrote:
make sure that the flash drive is defragmented.

Oh shit. I don't have windows to defragment my flash

If you have a hard disk whose free space is larger than the space on the flash, you can defragment it using any operating system, even operating systems not published by Microsoft:
  1. Copy all files from the card to a folder on the hard disk.
  2. Delete all files from the card.
  3. Copy all files back to the card.

You were probably thinking of in-place defragmentation. That's only necessary if you don't have a drive larger than the drive you are trying to defragment, such as if you are trying to defragment the drive containing your operating system or your documents.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#159347 - Markzilla - Sun Jun 29, 2008 5:44 pm

This may sound silly, but I've only ever played the standard Quake game, and have no idea how to use Quake mods. After I download the portal gun mod, for example, what should I do?

#159360 - elhobbs - Sun Jun 29, 2008 8:24 pm

Markzilla wrote:
This may sound silly, but I've only ever played the standard Quake game, and have no idea how to use Quake mods. After I download the portal gun mod, for example, what should I do?
put the portal_gun directory at the same level as the id1 directory. there should be a progs.dat file and a progs sub-directory. the mod author setup the directory structure correctly so you just have to extract the archive (keep the directory structure) and copy it to the flash drive at the same level as the id1 directory.

#159364 - Markzilla - Sun Jun 29, 2008 8:44 pm

Is that all I have to do? Because I copied the whole portal_gun folder in at the root, right next to the id1 directory, and I still have no portal gun. Clearly, I am doing something wrong. I used impulse 9 to check, by the way.

#159372 - elhobbs - Sun Jun 29, 2008 9:25 pm

take a look at the autoexec.cfg file in the portal_gun folder. you will need to may keys to the impulse 98,99 and 97 commands. I named the ds keys ds*. so the a button is dsa, x is dsx, etc.

this is what I did:
Code:
bind "dsx" "impulse 98"
bind "dsy" "impulse 99"
bind "dsb" "impulse 97"

I was able to run this mod on my ezflash5. The portal gun is fun to play with.

#159377 - Markzilla - Sun Jun 29, 2008 10:07 pm

Edit:

I reinstalled everything, it works now.

#159434 - JLsoft - Mon Jun 30, 2008 9:03 pm

elhobbs, thanks again for this!

This morning I realized I never bothered trying some of the things I was looking for in QuakeDS (solely because of their use-in-modding/TC potential) in cquake...it's awesome that setting the FOV works great :) It also didn't click until this morning that dynamic lighting worked...I guess Quake was looking 'normal', so I didn't notice :D



Would it be possible to make the console Tab-completion either cycle through the possible values, or else give a full list of matches on a 2nd Tab press?

Also, is the 'shakiness' of the viewweapon easily fixable? (I'm guessing right now it's actually hovering in front of the player's view and follows them with a slight delay)



The only other big thing I'd like to see would be the frame-to-frame model animation interpolation that a lot of the Quake ports started getting a while after the source came out (this would be sexy while playing around with host_framerate-based slow motion/etc effects :P), but doing the math might use too much CPU :/

#159441 - elhobbs - Mon Jun 30, 2008 11:56 pm

glad you like it! it is always nice to get positive feedback.

yeah, I always felt that the tab completetion was a little lacking in the original. but, probably the fact that it had completion at all was amazing at the time. I think I shoould be able to fix something up.

the shakiness of the view weapon bugs me to no end. I have not been able to trackdown exactly what causes it though - it looks like a precision issue. I guess I will have to put more effort into. that and fixing the entity lighting are on the tops of my todo list... and I also need to adjust my hack for loading progs.dat files so that it will work with mods with the progs.dat in packfiles.

#159442 - Markzilla - Tue Jul 01, 2008 12:13 am

Speaking of mods, would it be possible to load higher res texture packs? Currently, the program seems to be set against it. Is this because of the DS hardware's limits?

Also, any chance of adding sleep mode? That would be snazzy.

#159443 - elhobbs - Tue Jul 01, 2008 1:05 am

Markzilla wrote:
Speaking of mods, would it be possible to load higher res texture packs? Currently, the program seems to be set against it. Is this because of the DS hardware's limits?

Also, any chance of adding sleep mode? That would be snazzy.

there is only 512k of texture memory for everything. the world and all of the models. I currently have it set to use one bank (there are 4 128k banks) for 32x32 resolution textures and 3 banks for 128x64 (or 64x128 depending on the aspect) which will fit 48 textures. so texture memory is super tight. someone could probably come up with a better solution but this allows a fair amount of texture streaming with minimal black lines (which are caused by loading out side of hblank and vblank).the 128x64 limit is why the model look so pixelated.I was thinking of using 2 textures for the models - one for the front and one for the back. I am not sure if there is enough memory for it though. at a certain point though the high res textures wont make a difference on the small ds screen.

I am not sure that I want to put sleep mode in though. I thought that it caused some problems with certain cards. the save/load code does work.
can anyone confirm if the sleep mode causes issues?

#159463 - Markzilla - Tue Jul 01, 2008 4:36 pm

Well, I haven't heard of any sleep mode issues since Wintermute's Doom port several years back. As for cards, I have both the top of the line and the bottom of the line, a CycloDS Evolution and a Games 'N Music. If you need testing, I can definitely help.

Also, I found an error message. When entering The Elder God Shrine, I get:
Sys_Error: Hunk_Check: trahsed sentinal.

The stage then doesn't load.
Yes, it says trahsed.

#159485 - elhobbs - Tue Jul 01, 2008 11:22 pm

trahsed is from the original quake code. this means that internal heap is corrupted.

The Elder God Shrine is e4m3 right? I am able to load this level fine. Does it happen if you use the console to launch the level? at the console type:
Code:
map e4m3

which build are you using?single or multi-player?

I don't want to beat a dead dog, but are you sure your flash card is 100% fragmented? If it has a lot of data on it then it may not be fully defragmented after after a single defragment run.

#159486 - Markzilla - Tue Jul 01, 2008 11:33 pm

I probably shouldn't have reported it so early. Whatever happened, the save file I was using corrupted. That might have been what caused it. The level loads fine from the console.

#159492 - elhobbs - Wed Jul 02, 2008 1:18 am

Markzilla wrote:
I probably shouldn't have reported it so early. Whatever happened, the save file I was using corrupted. That might have been what caused it. The level loads fine from the console.
can you send me the sav file? I would like to see what the issue is? loading and saving are working but they have not been extensively tested.

#159493 - Markzilla - Wed Jul 02, 2008 1:20 am

My apologies. I deleted it.
If it happens again, I'll be sure to send it your way, though.

I have found something useful, however. When you die with a rune (quad damage, for example) and your view turns a certain color, such as blue, and you die, your view stays blue when you respawn until you take damage.

#159498 - silent_code - Wed Jul 02, 2008 1:56 am

<joking> That's not a bug, it's a feature! "You-got-owned-O-Vision" and "Owned-while-having-Quad-Noob"-HUD enhancement! They are a friendly reminder of your past failure. X^D
;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159504 - Markzilla - Wed Jul 02, 2008 2:47 am

A feature! Of course!

So, I just tried to combine The Demon King mod with the Portal Gun mod. All the files line up without overlap, and the level loads, but when I try to go through the portal to the actual game, the program fails. Also, Impulse 12, used to read books, doesn't work.

http://www.quaddicted.com/tdk11.html

#159543 - elhobbs - Wed Jul 02, 2008 1:50 pm

Markzilla wrote:
A feature! Of course!

So, I just tried to combine The Demon King mod with the Portal Gun mod. All the files line up without overlap, and the level loads, but when I try to go through the portal to the actual game, the program fails. Also, Impulse 12, used to read books, doesn't work.

http://www.quaddicted.com/tdk11.html

I think this mod may have levels that are too large to currently run in cquake.

If the books are implemented using sprites then that would explain why they do not display. I have not added sprite display in yet!

#159592 - Markzilla - Wed Jul 02, 2008 8:42 pm

That news makes me sad on both accounts.

#159603 - elhobbs - Wed Jul 02, 2008 11:39 pm

Markzilla wrote:
That news makes me sad on both accounts.
I did not try all of the levels but I was able to load a few. the levels have really high poly counts and it cause some pols to drop out at certain angles. I am not sure what impulse 12 does but there a no sprites in the pak file. so, that is not the reason. I will try it on my pc and see if I can figure out what the issue is.

#159604 - elhobbs - Wed Jul 02, 2008 11:53 pm

what exactly is impulse 12 supposed to do? it does the same thing on my pc as it does in cquake - a few sprites pop up and that is it. should something else happen?

#159605 - Markzilla - Thu Jul 03, 2008 12:01 am

According to the readme for The Devil King, it's supposed to let you read books, which apparently have some importance to help guide you around.

#159606 - Markzilla - Thu Jul 03, 2008 12:06 am

Also, can you load .bsp files and pak files without new starting levels in cquake? I can't seem to figure out how.

Also also, can you add something to the autoexec file to always enable 3D on top?

#159608 - elhobbs - Thu Jul 03, 2008 12:24 am

Markzilla wrote:
Also, can you load .bsp files and pak files without new starting levels in cquake? I can't seem to figure out how.

Also also, can you add something to the autoexec file to always enable 3D on top?
go to the console and type:
map e1m1

or whatever the bsp file is named(without the .bsp extension)

the v_swap command switches the screen. it can be added to the autoexec.cfg file.

#159609 - elhobbs - Thu Jul 03, 2008 12:26 am

Markzilla wrote:
According to the readme for The Devil King, it's supposed to let you read books, which apparently have some importance to help guide you around.
have you tried it on a pc? it doesn't appear to do anything.

#159610 - Markzilla - Thu Jul 03, 2008 12:34 am

I haven't tried it on a pc. Which client are you using? Perhaps that is significant. The creator and review team both seemed to think it worked.

#159612 - elhobbs - Thu Jul 03, 2008 12:49 am

Markzilla wrote:
I haven't tried it on a pc. Which client are you using? Perhaps that is significant. The creator and review team both seemed to think it worked.
I tried it on the original winquake. it makes a clicking noise and some particles appear. the same effect as hitting something with the ax.

#159614 - Markzilla - Thu Jul 03, 2008 1:01 am

Ah! Of course!
If that's the case, then I have no idea.

#159615 - Markzilla - Thu Jul 03, 2008 1:06 am

How do you load new pak files? I have one that's supposed to be running, but when I hit New Game, it takes me to the Quake starting chamber. The -game command is unrecognized, but I think that's handled by the startup selection anyway.

The first file in this pack can be run in cquake.
http://www.quaddicted.com/cryo.html
However, it takes forever to load, during which time the game seems to be analyzing every bit of code it contains, and it guru errors out shortly into the level.

#159618 - JLsoft - Thu Jul 03, 2008 1:30 am

Quote:
So, I just tried to combine The Demon King mod with the Portal Gun mod.


By combine, you mean you had the source for both mods, combined them, and compiled a new progs.dat which you're using, right?

#159619 - Markzilla - Thu Jul 03, 2008 1:45 am

JLsoft wrote:
Quote:
So, I just tried to combine The Demon King mod with the Portal Gun mod.


By combine, you mean you had the source for both mods, combined them, and compiled a new progs.dat which you're using, right?


?




?




?



You have to do that?

TDK didn't come with a progs.dat, so I thought it'd be okay.

#159623 - JLsoft - Thu Jul 03, 2008 2:20 am

If you're not being sarcastic... :P


Quake can only run one progs.dat at a time, which contains pretty much *all* of the gameplay logic/etc.

You can't just make a .PAK that has the model/sound/etc resource files from different mods. Whichever progs.dat you use is going to be what the 'mod' is.

#159624 - elhobbs - Thu Jul 03, 2008 2:21 am

Markzilla wrote:
How do you load new pak files? I have one that's supposed to be running, but when I hit New Game, it takes me to the Quake starting chamber. The -game command is unrecognized, but I think that's handled by the startup selection anyway.

The first file in this pack can be run in cquake.
http://www.quaddicted.com/cryo.html
However, it takes forever to load, during which time the game seems to be analyzing every bit of code it contains, and it guru errors out shortly into the level.
-game is command line parameter for adding an additional directory to the search path. the parameter to -game is the name of a directory that is located withing the quake directory - at the same level as the id1 directory. the game looks for pak0.pak, pak1.pak etc and adds them to the path. so, it can be used to override original files or provide new ones. the mod chooser menu enumerates all of the potential mod directories and lets you choose which one to use or to cancel and use the original quake files. the files you referenced are not a mod they are just custom bsp files. you can create a folder named maps under id1 and put the .bsp files in there.

#159625 - elhobbs - Thu Jul 03, 2008 2:30 am

Markzilla wrote:
JLsoft wrote:
Quote:
So, I just tried to combine The Demon King mod with the Portal Gun mod.


By combine, you mean you had the source for both mods, combined them, and compiled a new progs.dat which you're using, right?


?




?




?



You have to do that?

TDK didn't come with a progs.dat, so I thought it'd be okay.
it does have a progs.dat file it is in the pak file so you can not see it. there is a flaw in the version of cquake that you are using that will make it always load the progs.dat file, that is not in a pak file, in the id1 directory if it is present. you will probably have to remove the special progs.dat file that I provided to get the mod to work correctly. I forgot that I had fixed this in my unreleased version. only one progs.dat file loaded at a time.

#159626 - Markzilla - Thu Jul 03, 2008 2:56 am

This is way too much work. I'm just gonna start playing individual maps and stick with the Portal Gun mod, because I love that thing.


Also, I don't think I've done anything but ask questions and complain so far, so I'd like to compliment you on your implementation of this game. Excellent job.


I do have another question, though. Is it possible to save screenshots ingame? I'd love to get some of the stuff I can do with the portal gun.

#159771 - elhobbs - Sun Jul 06, 2008 3:30 pm

thanks.

I have not come up with a decent way to enable screenshots. the screen capture hardware requires a free texture bank of memory. since texture memory is in short supply it may be a little tricky. It is one of the things I wanted to try to implement but it is not really tops on my list. I really want to try to increase the frame rate a little.

#159776 - silent_code - Sun Jul 06, 2008 4:08 pm

EDIT: It seems this doesn't work (see a few posts below.)
So Hell's NDS's *are* better, then... Maybe they even have NGCportables down there? (I bet it's just bait, though.) :^C


Hell-ow!
I hear down in Hell (Remember: "Hell is *infinite*!" <lol> - that was a random quote off a QotSA record), on the bad side of NDS hacking, they can capture directly to main RAM. That's a hellish helltastic feature... but guess what? As evil as the saints at Nintendo are, the Hell, Earth and Heaven versions of the NDS are IDENTICAL!

...

<disabling confusing hell mode... failure, need hero to defeat diablo a third time... [STAY AWAY FROM THE APPLE KEY, ADAM, STAY AWAY... NO!!!!] ... hell mode temporarily disabled>
<goofy fanboy mode disabled>

You can capture directly to RAM by setting the source B bit to 1 (definition not yet included in libnds.) I think I showed hot to do it in VSD 1.6.0's capture setup, but gbatek is the place you want to go to for more information (so you don't have to go to hell and aske them 3v17 haxorz.)

That way you can capture without the need to free up a VRAM bank for the screenshot. I haven't done it yet, but I think it's worth trying, so I will, eventually. :^)

PS: It is set like this:
Code:
...
| DCAP_SRC(1 << 1) // Source B (0=VRAM, 1=Main Memory Display FIFO)
...

(which is 2 ;^) )

You'll have to figure out the rest for yourself, though. But I guess this works via write and read offsets etc... I could also be totally wrong! ;^)

Good luck! :^)

<Hell mode enabled by Diablo SWI...>
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.


Last edited by silent_code on Sun Jul 06, 2008 5:46 pm; edited 7 times in total

#159778 - tepples - Sun Jul 06, 2008 4:24 pm

Would the same technique allow dual-screen 3D using three (not two) banks of textures? Or is there not enough bandwidth to sub VRAM for that to work right?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#159779 - silent_code - Sun Jul 06, 2008 4:32 pm

You would have to be able to map the main RAM portion as background VRAM (iIrc the 2D Engine B doesn't support frame buffer mode) and I am pretty sure, that doesn't work.
So no, both screen 3D needs two banks for alternating capture and display. :^(
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159780 - tepples - Sun Jul 06, 2008 5:00 pm

silent_code wrote:
You would have to be able to map the main RAM portion as background VRAM (iIrc the 2D Engine B doesn't support frame buffer mode)

It supports mode 5, which is the same thing (modulo bit 15). My suggestion was that the program captures to main RAM, sets bit 15 (if the capture hardware can't set bit 15 by itself), and writes out the result to VRAM C (or even H, using vcount DMA).
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#159781 - silent_code - Sun Jul 06, 2008 5:36 pm

Well, probably bad news. (?)
I guess you can not capture *to* main memory, but *from*? It seems Martin himself wasn't sure, so all the terminology in gbatek is a bit weird... I'm still trying to figure it out.

@ tepples: Not regarding what I just wrote, yes, that could work. :^)

EDIT: Now I am pretty damn sure this is a one way route into the opposite direction: You can only blend the captured image with an image from main memory, which has to be DMAed *to* the capture unit...
Sorry for the confusion.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#159917 - elhobbs - Tue Jul 08, 2008 7:07 am

I uploaded a new version

http://code.google.com/p/cquake/

here are some/most of the changes:
added sprite rendering
fixed shaky weapon model
fixed some crashes on loading save games and on finales
added double tap support for the touch screen - it is a bindable key named "dstap". double tapping the screen when selecting a key in the controls menu can be used for binding it to a command.
the entity light levels should be more accurate now.

thanks to sir_voe and thenewimpossibles for helping me track down some errors.

#159922 - Spike - Tue Jul 08, 2008 11:27 am

Had a quick look at the update. Will test more this evening.

The DSTAP implementation is superb and makes a world of difference to the gameplay. No more struggling to use one of the buttons. The added bonus of being able to tweak the timing is awesome.

r_ambient in bot mode works well, thanks alot for adding this feature.

Good stuff.

#159923 - elhobbs - Tue Jul 08, 2008 12:42 pm

Spike wrote:
Had a quick look at the update. Will test more this evening.

The DSTAP implementation is superb and makes a world of difference to the gameplay. No more struggling to use one of the buttons. The added bonus of being able to tweak the timing is awesome.

r_ambient in bot mode works well, thanks alot for adding this feature.

Good stuff.
I struggled a bit with the tap implementation as I was missing touch transitions when the frame rate dropped too low. I was looking into button irqs and it was starting to get really messy. then I thought of a really simple solution - run the touch code mulitple time per frame. this is may be the solution most people would think of in a few minutes but for some reason it took me about 4 hours!

#159948 - JLsoft - Tue Jul 08, 2008 8:07 pm

Awesome update...being able to double-tap makes all the difference when trying to bind +jump to something useful :)


For the new sprite code, would you happen to know if it supports the different sprite-drawing modes the Quake engine supports? (They can either always face the player, a-la the goldish light spheres and bubbles, or they can face a desired direction always (think blood splats/etc))

[I suppose I should just un-lazy myself and make a small mod to test some of the things I'm looking for :D]

-


Relating to my Tab-completion suggestion...would you also consider adding a short previously-typed console history using d-pad Up and Down, so you can just scroll through the last 5 or whatever things entered? :)

-

Also, I don't know if it's just me, but there seems to be a slight Shift weirdness that I can't replicate 100% of the time.

- If you toggle Shift on, the key you hit afterwards will usually trigger the Shifted-key and then also the normal key...for example, trying to type an underscore results in _- here.

Not only that, but sometimes after it does that and I close and reopen the console, it will stop recognizing that I'm hitting Shift when trying to type an underscore about 5 times in a row...Shift is on, the _ key is shown (and highlighted when I tap it), but it spits out a minus sign. I don't know what causes it to start working again, I just keep trying Shift and that key :/

#159957 - elhobbs - Tue Jul 08, 2008 9:06 pm

the sprites should face the right direction oriented with a specified angle or always facing the viewpoint. I did not test that extensively. do you have a reason to believe it is not working or are you just asking?

the keyboard is not the best. I need to put more effort into it. part of the confusion is that the caps key is implemented wrong. it works more like a sticky shift key. I need to make it just do uppercase and change the color so you can tell it is pressed. the double type on shift drives me crazy, almost crazy enough to fix it ;)

yeah, I should have looked at the console autocomplete code before I brazenly said that I could add multiple tab completion support. the code is quite convoluted. I am not sure it is worh the effort. I could alternatively have a listcommands, er.. command with partial matching support. that would be a lot easier.

the up and down arrows on the keyboard will scroll the console buffer so you can see things that scrolled off screen. the up and down on the dpad are supposed to move through the recent commands - doesn't currently work though.

#159976 - JLsoft - Tue Jul 08, 2008 11:09 pm

re: sprite types...I was just asking in case you knew already. I haven't tested it at all yet :)

(http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_6.htm is what I'm talking about, btw...one of the values in the .SPR file controls how it's shown...it's been a long time since I've messed with the different types, but the major differences are that some always face the player, and others align to their angle property set in a map/mod/etc (think wall decals, bullet holes, blood, etc))




BTW, I'm not working on a project at the moment or anything that needs features I've asked about, so none of it is a big deal at all :) I'm just keeping track of things that will work (that worked in the original stock Quake engine) when I *do* get around to making a mod/total conversion using it :)

#160024 - elhobbs - Wed Jul 09, 2008 2:17 pm

JLsoft wrote:
re: sprite types...I was just asking in case you knew already. I haven't tested it at all yet :)
(http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_6.htm is what I'm talking about, btw...one of the values in the .SPR file controls how it's shown...it's been a long time since I've messed with the different types, but the major differences are that some always face the player, and others align to their angle property set in a map/mod/etc (think wall decals, bullet holes, blood, etc))

the sprite rendering supports view and angle oriented display. there are not a lot of sprites in the game though, explosions and bubbles for drowning are all that I am aware of. there is a glass ball or something like that in the pak files but I do not think it gets used anywhere.
JLsoft wrote:
BTW, I'm not working on a project at the moment or anything that needs features I've asked about, so none of it is a big deal at all :) I'm just keeping track of things that will work (that worked in the original stock Quake engine) when I *do* get around to making a mod/total conversion using it :)

too funny

#160032 - theli - Wed Jul 09, 2008 3:59 pm

i just can't get cquake to work on MK5 (with G6 Lite in slot-2)...
i'm completely sure files are 100% defragmented...
cquake adds both 0 and 1 pakfiles, and then just can't find gfx.wad
(it IS there in pak0.pak)
Quote:
FindFile: can't find gfx.wad

#160035 - elhobbs - Wed Jul 09, 2008 4:26 pm

theli wrote:
i just can't get cquake to work on MK5 (with G6 Lite in slot-2)...
i'm completely sure files are 100% defragmented...
cquake adds both 0 and 1 pakfiles, and then just can't find gfx.wad
(it IS there in pak0.pak)
Quote:
FindFile: can't find gfx.wad
first - make sure you dldi patched cquake for your device.
second - make sure you put the pak files in the right place
by default cquake will look for the the pak files in the path /id1 (so /id1/pak0.pak etc) on the card that it has been dldi patched for. this can be changed by modifying the cquake.ini file in the root directory (again on the card that it has been dldi patched for) and changing the -basedir parameter to point somewhere else. the default base directory is the root directory or "/" and it always looks in the id1 subdirectory of the the base directory for the pak files.

cquake does not support using both slot1 and slot2 devices at the same time - either the slot 1 or the slot 2 can be used but not both at the same time. it only makes use of the one it has been dldi patched for - the other slot is ignored. it currently does not make use of or require a slot 2 memory expansion card.

EDIT: the rest is not required. this just explains how to move the files out of the root directory if you so desire

so if you created a directory named quake in the root of your flash card you would need to create a subdirectory under quake named id1. the pak files and cfg files would need to be put into the /quake/id1 directory. the cquake.ini must remain in the root directory and would need to have
Code:
-basedir /
changed to
Code:
-basedir /quake

#160043 - theli - Wed Jul 09, 2008 6:54 pm

if i'm saying that cquake adds pak1+pak0 (says adding pak0.pak (xxx files) and adding pak1.pak (xxx files))
don't you think i already have files set up correctly? ;)
and i said i have a slot-2 device just for completeness of my setup description
(i'm having files in /data/quake/id1 and using -basedir /data/quake , i've tried using root as a basedir though)

#160049 - elhobbs - Wed Jul 09, 2008 7:44 pm

theli wrote:
if i'm saying that cquake adds pak1+pak0 (says adding pak0.pak (xxx files) and adding pak1.pak (xxx files))
don't you think i already have files set up correctly? ;)
and i said i have a slot-2 device just for completeness of my setup description
(i'm having files in /data/quake/id1 and using -basedir /data/quake , i've tried using root as a basedir though)
no, I do not know if you have the files setup correctly since it is not working! ;)
seriously though, I suspect the issue is that the driver for the MK5 does not support unaligned reads. Are you able to try it on the G6? I think that does support unaligned reads. I know the supercard lite has issues with this and there is a special driver ( supercard rumble ) that support unaligned reads. I do not know if a special driver exists for the MK5.

#160050 - theli - Wed Jul 09, 2008 8:02 pm

elhobbs wrote:
seriously though, I suspect the issue is that the driver for the MK5 does not support unaligned reads. Are you able to try it on the G6?

had this idea too... and if you think that... unaligned reads could be the issue ....
so, anyone here have cquake working on a ncard clone?

#160065 - elhobbs - Wed Jul 09, 2008 11:45 pm

I had this issue with simonjhall's quake2 port and my supercard lite microsd before someone pointed out the supercard rumble driver. simon recommended that I extract all of the files from the pak files and use them instead of the pak files. I was able to get the game running that way. it would eventually crash but I could play for a while. I think it may work with cquake as well. it may be a little slow though and you will still need to make sure all of the files are defragmented though.

#160085 - theli - Thu Jul 10, 2008 9:02 am

elhobbs wrote:
Are you able to try it on the G6? I think that does support unaligned reads.

seems to work without problems on G6 Lite

#160119 - Cimi - Thu Jul 10, 2008 5:16 pm

this is growing up fast... i confirm again my compliments...
few questions to take up the discussion:
1) could you please add a message log when you do commits to googlecode? i like to read what has been changed/currently developed and also it is simple to follow your improvements in the pure code (programming).
2) which could be a good default value for r_ambient? (comparing to the pc version)
3) I am not able to run episodes 2, 3, 4... nothing happenes when I enter the portals, it seems to load but then it crashes.
4) Are you considering (after cquake will reach a good state of development) to start working on a quake 2 port with your enhancements over quakeds? quake2 is more usable on the small ds screen, because it is much brighter and has vibrant colors (compared to the dark quake1) and that result in a better gaming experience on a handheld. It is maybe more adapt to those small screens. I'm sure that you can receive donations very quicly to have your own EXRAM.

#160123 - elhobbs - Thu Jul 10, 2008 5:48 pm

thanks

1)hmmm, that sounds like a lot of work ;) you can browse the source repository through the google code site and look at the diffs for each file. I try to put a list in the readme file each time I create a new distribution. if I can figure out how to do it and it is not too much work I will think about...
2)that is a hard question to answer as it depends a lot on the ambient light level where you are playing. in a darker room or at night the default level looks pretty good to me. during the day though it looks a little dark. I tend not to use r_ambient very much myself though. I like to keep the dynamic lighting more visible - r_ambient sets the beginning light level for a surface then lights are added in on top. if you set it much over 60 than it washes all of the lighting out. I have the brightness (which is actually gamma) turned up just a little.
3)episodes 2, 3, and 4 require the registered version of quake which is in pak1.pak. it should say map not found if it is missing though. I would double check that pak1.pak is fully defragmented. if the drive is very full it may not fully defragment with a single run. if it is really full then it may not even be possible without taking all of the files off of the card and then putting them back on. the whole disk does not need to be defragmented though just the quake files.
4)I am not sure if I will take a look at quake2. if I did it would probably be a multiplayer only version. I already have a ezflash and a supercard, so I am all set in the exram department.

#160127 - Cimi - Thu Jul 10, 2008 6:23 pm

1) i.e. svn commit -m "added DSTAP input" sounds like a lot of work? :) It is useful also because you don't have to work when you write the changelog between releases, because you've already written the changes
2) so it is better to change the gamma rather than r_ambient?
3) I should format again my card... I don't have windows as said :'(
4) why just multiplayer? i don't think there should be much more space/ram free with the multiplayer only.

#160132 - elhobbs - Thu Jul 10, 2008 7:41 pm

1)I have never used svn before and I am actually using tortoise svn. It took me a few minutes to figure out the difference between commit and update! it sounds like I should be able to handle it though.
2)personal preference I suppose, as it is rather subjective as to what looks better. some people complained that the setting the gamma/brightness too high would wash all the colors out. this is true, but if it looks bad do not turn it up that high! I allowed it to go that high so that I could see the lighting - I wanted the textures to wash away so I could make sure the lights were aligned properly.
3)I think if you format the flash card then put the quake files on first then you should be all set.
4)by multiplayer I mean that there would be no local server running on the DS sort of like a quakeworld client. plus simon already has the single player covered. the issue is not really ram it is more of a poly count issue and processor power issue.

#160133 - Cimi - Thu Jul 10, 2008 7:55 pm

1) svn is really easy to use trough a shell, I use it everyday for my linux projects.
3) it worked
4) ok but you have shown a lot of good stuff into quake 1 (over simon's version) that I was expecting a quake2 port too... maybe starting from simon code if it is good enough.
5) which option is ds_flush ?

#160172 - elhobbs - Fri Jul 11, 2008 12:06 am

Cimi wrote:
1) svn is really easy to use trough a shell, I use it everyday for my linux projects.
3) it worked
4) ok but you have shown a lot of good stuff into quake 1 (over simon's version) that I was expecting a quake2 port too... maybe starting from simon code if it is good enough.
5) which option is ds_flush ?
ds_flush controls the value sent to glFlush at the end of the frame. currently torches disappear at certain angles and distances. this is caused by the default ds_flush value which is 0. if you set ds_flush to 2 then they will not disappear. however, this causes the depth equal test used for the dual sky layer to fail.

#160173 - Cimi - Fri Jul 11, 2008 12:12 am

elhobbs wrote:
Cimi wrote:
1) svn is really easy to use trough a shell, I use it everyday for my linux projects.
3) it worked
4) ok but you have shown a lot of good stuff into quake 1 (over simon's version) that I was expecting a quake2 port too... maybe starting from simon code if it is good enough.
5) which option is ds_flush ?
ds_flush controls the value sent to glFlush at the end of the frame. currently torches disappear at certain angles and distances. this is caused by the default ds_flush value which is 0. if you set ds_flush to 2 then they will not disappear. however, this causes the depth equal test used for the dual sky layer to fail.

and quake 2? eheheh :)

#160194 - silent_code - Fri Jul 11, 2008 10:55 am

Although w-sorting is recommended for the equal depth test... ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#160323 - Markzilla - Mon Jul 14, 2008 2:03 am

I like the new version, very nice.

Are monsters supposed to drown/burn when dropped in water/lava? They don't, at least in my game, and it seems like they should.

Also, are there any nonviolent mods that work with cquake? I'd like to let my brother experience it, but the violence is just too much.

#160337 - elhobbs - Mon Jul 14, 2008 4:08 am

monsters burning or not is part of the logic in the progs.dat file, which is done in quakec. cquake faithfully interprets this, so this is just how standard quake is coded. ther are other odd things like standing in flames does not burn either - it is just the way the game logic was coded by id software. I am not really familiar with all of the different quake mods. I am sure you could find something if you look.

#160338 - Markzilla - Mon Jul 14, 2008 4:27 am

Ah.



Current wishlist:
Sleep Mode
Crosshairs
Optional persistent onscreen keyboard (For TF and the like)
Rumble support

#160544 - elhobbs - Thu Jul 17, 2008 3:55 pm

I think I can handle adding sleep mode and crosshairs. I do not plan to add the persistent keyboard option, but I do plan to add some bindable buttons to the screen along the edges.

I started to take a look at adding rumble support last night. Is there a rumble library? I would prefer not to use a timer and manually control the rumble. I like the way (I think) the ezflash 3in1 works, in that the rumble level can be set to a certain level without the need to constantly update the device. does rumble conflict with accessing the flash card? If I need go the timer direction do I need to access one or the other (rumble or flash) exclusively?

#160545 - mortys - Thu Jul 17, 2008 4:24 pm

Great News !
But do you think you'll be able to gain some more fps and restrain the use of defragmented files (like by using extension packs) ?
However, I can't wait to see the next build.

PS : is it possible for you to launch the MP build directly from the SP One ?

Thanks for your work !

#160548 - elhobbs - Thu Jul 17, 2008 5:12 pm

mortys wrote:
Great News !
But do you think you'll be able to gain some more fps and restrain the use of defragmented files (like by using extension packs) ?
However, I can't wait to see the next build.

PS : is it possible for you to launch the MP build directly from the SP One ?

Thanks for your work !
thanks for the feedback. I do not think the main fps issues are due to disk reads. disk reads are not that frequent and they usually only last one frame - so it causes more of a hitch or a slight pause. The last time I ran a profiler on it (thanks to simonjhalls function level profiler) the main issue was the recursive hull check functions used for collision detection. I converted these function to fixed point, but it does not appear to enough. I have a few things I want to try, but I am not sure how they will pan out.

I was playing around with the ram library last night, but I am not sure if I want to add it in to this project.

As far as launching the MP version from SP goes this is not possible and I do no have any plans to add this functionality. I took a look at the reboot lib a while ago and could not get it to work with my ezflash5 so I gave it up. it would be nice if it was a single nds file, but the MP version loses over 200k with the wifi lib added in. It may not sound like a lot but it really does effect performance on the single player version.

#160563 - JLsoft - Thu Jul 17, 2008 8:15 pm

Selfish (but simple, I'm pretty sure!) request here for something nobody else would ever use, but when you work on cquake again, would you consider seeing about adding two console variables that when read, return the currently-pressed touch screen position? Something like CL_TOUCHX and CL_TOUCHY...and when the screen isn't being pressed, they both could return something like 255 (which would be impossible physically for the Y value)


*cowers*

#160564 - elhobbs - Thu Jul 17, 2008 8:34 pm

JLsoft wrote:
Selfish (but simple, I'm pretty sure!) request here for something nobody else would ever use, but when you work on cquake again, would you consider seeing about adding two console variables that when read, return the currently-pressed touch screen position? Something like CL_TOUCHX and CL_TOUCHY...and when the screen isn't being pressed, they both could return something like 255 (which would be impossible physically for the Y value)


*cowers*
I am not sure what exactly you would want to do with this information as it would be of no use in cquake. the libnds examples already have a program to spit out the the touch coordinates.

#160573 - Markzilla - Thu Jul 17, 2008 9:55 pm

JLsoft wrote:
Selfish (but simple, I'm pretty sure!) request here for something nobody else would ever use, but when you work on cquake again, would you consider seeing about adding two console variables that when read, return the currently-pressed touch screen position? Something like CL_TOUCHX and CL_TOUCHY...and when the screen isn't being pressed, they both could return something like 255 (which would be impossible physically for the Y value)


*cowers*



:O
This request is of no value to anyone but you.


Anyway, when I try to select a class in TF, It doesn't recognize the numbers as commands.

#160588 - JLsoft - Fri Jul 18, 2008 5:04 am

Quote:
This request is of no value to anyone but you


...good point...which I already made in the first sentence of my post :/





And there's a small use since they'd be able to be read from QuakeC :)

#160608 - mortys - Fri Jul 18, 2008 10:27 am

Hi elhobbs
Thanks for the answers. Clears and simples.
Can't wait to see next release !
Keep the good work.

#161006 - Markzilla - Sat Jul 26, 2008 5:43 am

Oh man the project died. D:


Not really, but is it still being actively developed?


Also, in my quest for mods, I found that Slide works almost perfectly in cQuake.

#161085 - elhobbs - Mon Jul 28, 2008 12:15 am

its not quite dead yet, I am still working on it. in fact there is a new update. not much added though. I added crosshair, on screen keyboard and rumble for the ezflash 3in1 (look in the readme_cquake.txt file for how to enable it for the ezflash 3in1). I also fixed lookspring.
http://code.google.com/p/cquake/

#161086 - Markzilla - Mon Jul 28, 2008 2:42 am

Yay! All good news! Thankee muchly.

It's really the subtle touches that make the game so much better.

#161107 - Shadowhunta - Mon Jul 28, 2008 1:01 pm

I love this port,and i find it immensely playable..but i have to ask,how the heck do you run an MP game?? me and a friend tried linking up the other day and it failed while searching for a game...is there something i am missing??

Many thanks
Tony

#161109 - elhobbs - Mon Jul 28, 2008 1:38 pm

Shadowhunta wrote:
I love this port,and i find it immensely playable..but i have to ask,how the heck do you run an MP game?? me and a friend tried linking up the other day and it failed while searching for a game...is there something i am missing??

Many thanks
Tony
it works just like standard quake. however, you do need to run cquake_mp.nds and you do need to be connected to an AP (it does not support direct DS style connections). in order to play a network game someone needs to create a new multiplayer game (the server, which can be a ds or a pc) and the other person needs to join the game (the client, can be a ds or a pc). to create a new game go to the multiplayer menu and select new game ( I forget the exact wording but it is not the join game option). the other person will need to go to the multiplayer menu and select join a game.

since you indicated that you failed to find a game while searching, it sounds like no one started a new multiplayer game

#161111 - thatsit - Mon Jul 28, 2008 1:55 pm

edit: Nevermind, you answered in the other discussion. thanks

#161116 - KillerMapper - Mon Jul 28, 2008 4:43 pm

I tried the last version on my supercard SD, I got the red screen error, and after the textures wasn't loaded when retried the game...
I have more fps now, but all white is bad ^^
How I can get the textures back?

Also to get the hud, I just change the size of the screen in options.
And for the brightness, it's not possible to increase it by the code?
_________________
www.mariokartsource.com

#161117 - elhobbs - Mon Jul 28, 2008 5:19 pm

KillerMapper wrote:
I tried the last version on my supercard SD, I got the red screen error, and after the textures wasn't loaded when retried the game...
I have more fps now, but all white is bad ^^
How I can get the textures back?

Also to get the hud, I just change the size of the screen in options.
And for the brightness, it's not possible to increase it by the code?
for my supercard lite mico-sd I needed to use the supercard rumble dldi driver. also, make sure that the pak file are 100% defragmented on the flash card.

the brighness can be controlled in two ways. one by adjusting the gamma correction - this is what the brightness slider in the options menu does. if you set it all the way to the right everything is white - all the way to the left and everything is black. obviously you need to pick something in between. the cvar for gamma is "gamma" and the default value is "1". there is also a cvar that can be changed at the console "r_ambient". it has a value from 0 to 255. the default value is "0" which is fully black. some people like to set this a little higher around "60" (I think) so that things do not go completely black.

#161118 - Markzilla - Mon Jul 28, 2008 5:41 pm

60 to 75 are ideal r_ambient values.

#161119 - elhobbs - Mon Jul 28, 2008 6:03 pm

Markzilla wrote:
60 to 75 are ideal r_ambient values.
I use r_ambient=0 and gamma=0.65 on my ds lite.

#161120 - Markzilla - Mon Jul 28, 2008 6:14 pm

I suppose it's personal preference, but those are the values I prefer.

#161124 - Shadowhunta - Mon Jul 28, 2008 8:06 pm

elhobbs wrote:
Shadowhunta wrote:
I love this port,and i find it immensely playable..but i have to ask,how the heck do you run an MP game?? me and a friend tried linking up the other day and it failed while searching for a game...is there something i am missing??

Many thanks
Tony
it works just like standard quake. however, you do need to run cquake_mp.nds and you do need to be connected to an AP (it does not support direct DS style connections). in order to play a network game someone needs to create a new multiplayer game (the server, which can be a ds or a pc) and the other person needs to join the game (the client, can be a ds or a pc). to create a new game go to the multiplayer menu and select new game ( I forget the exact wording but it is not the join game option). the other person will need to go to the multiplayer menu and select join a game.

since you indicated that you failed to find a game while searching, it sounds like no one started a new multiplayer game


Okay..i got home,made sure that my wireless router (with the AP setting on)settings are all in my ds,wep key etc all there,tried to run "Cquake_mp.ds" and even in range of my router (right next to it!) it still says:
"Connecting via wfc data
wifi_autoconnect...could not connect!"
Is there something i am doing wrong? does the AP have to be completely open to run the server from the ds? (ie with no wep key)
I hope you can help,thanks for the answer to my last post also!!

Many thanks
Tony

#161126 - mortys - Mon Jul 28, 2008 8:10 pm

Hi elhobbs
I just like to know if the rumble option works with the official rumble coz i try but it doesn't seems to work.
However, do you plan to put crosshair and rumble in the option menu instead of command line ?

#161127 - Markzilla - Mon Jul 28, 2008 8:12 pm

I'm currently compiling mods that work on cQuakeDS.

So far, working mods are:
repearbot 81
xreaper
reaperfx
Omicron
robert siska's portal gun
team lag's portal gun (http://lag.thps3.net/q_portal.php)
Soldiers of Fortune 1 and 2 (Minor noclipping required, may have a few other bugs)
Raptors
Raptors Return (This is a fun, unusual mod)
Team Fortress
Wazat's Wazat mod
Unconventional Weapons
Command and Conquer
Flak Cannon
Slide
QNoid


Keep up the excellent work!

#161128 - elhobbs - Mon Jul 28, 2008 8:44 pm

Shadowhunta wrote:
elhobbs wrote:
Shadowhunta wrote:
I love this port,and i find it immensely playable..but i have to ask,how the heck do you run an MP game?? me and a friend tried linking up the other day and it failed while searching for a game...is there something i am missing??

Many thanks
Tony
it works just like standard quake. however, you do need to run cquake_mp.nds and you do need to be connected to an AP (it does not support direct DS style connections). in order to play a network game someone needs to create a new multiplayer game (the server, which can be a ds or a pc) and the other person needs to join the game (the client, can be a ds or a pc). to create a new game go to the multiplayer menu and select new game ( I forget the exact wording but it is not the join game option). the other person will need to go to the multiplayer menu and select join a game.

since you indicated that you failed to find a game while searching, it sounds like no one started a new multiplayer game


Okay..i got home,made sure that my wireless router (with the AP setting on)settings are all in my ds,wep key etc all there,tried to run "Cquake_mp.ds" and even in range of my router (right next to it!) it still says:
"Connecting via wfc data
wifi_autoconnect...could not connect!"
Is there something i am doing wrong? does the AP have to be completely open to run the server from the ds? (ie with no wep key)
I hope you can help,thanks for the answer to my last post also!!

Many thanks
Tony
I use 128 bit wep on my AP and it works fine. As you can see from the text, I am using the wifi_autoconnect functionality from the dswifi lib. I think that it uses the first wifi slot on the ds in order to make the connection - which as you appear to already know needs to be configured from an official ds wifi game first. I also remember seeing something about specific channels not working on some APs. If I remember correctly switching to channel 10 was the solution - however, that may be outdated.

are you able to connect with other homebrew or official games?

#161136 - elhobbs - Tue Jul 29, 2008 1:45 am

mortys wrote:
Hi elhobbs
I just like to know if the rumble option works with the official rumble coz i try but it doesn't seems to work.
However, do you plan to put crosshair and rumble in the option menu instead of command line ?
the rumble only works with the ezflash 3in1. trying to enable the 3in1 code when you have a different card can cause problems with your card - like writing random data to your card and corrupting the card. this release only supports rumble with the 3in1. please do not try it with different cards. future versions will support more rumble cards but right now 3in1 is the only one.

#161138 - Sir_Voe - Tue Jul 29, 2008 2:49 am

Another nice update. I tried saving my settings with the previous update, and afterwards it stopped working. After replacing all Quake related files one by one in an attempt to see what was damaged, I found the only fix was to defragment again. With that in mind, for this new version I just edited the config.cfg file in notepad, and it's working fine. Here's what I changed/added for Metroid style controls, visible crosshair and brighter display (for anyone who has a similar problem):

bind "DSLEFT" "+moveleft"
bind "DSRIGHT" "+moveright"
bind "DSTAP" "+jump"
bind "DSL" "+attack"
r_ambient 75
sensitivity 15
crosshair 1
gamma 0.70

Are there any commands I could add to set 3D on top, and always run by default?

#161139 - Markzilla - Tue Jul 29, 2008 3:35 am

Sir_Voe wrote:


bind "DSLEFT" "+moveleft"
bind "DSRIGHT" "+moveright"
bind "DSTAP" "+jump"
bind "DSL" "+attack"
r_ambient 75
sensitivity 15
crosshair 1
gamma 0.70

Are there any commands I could add to set 3D on top, and always run by default?



Looks like you use almost an identical setup to the one I use. I just have extra commands bound to the right pad for special mods.

Anyway, add v_swap to change the screen to the top by default.

#161146 - JLsoft - Tue Jul 29, 2008 7:34 am

You can also set the crosshair color with:

DS_CROSSHAIR_COLOR #

...where # is a number from 0 to 15, representing the team skin colors which you can see in the Multiplayer Setup screen.



EDIT: In other news, I had no idea cquake handled fullbright colors O_O
...Blown away.

#161188 - Markzilla - Wed Jul 30, 2008 2:11 am

JLsoft wrote:
You can also set the crosshair color with:

DS_CROSSHAIR_COLOR #

...where # is a number from 0 to 15, representing the team skin colors which you can see in the Multiplayer Setup screen.



EDIT: In other news, I had no idea cquake handled fullbright colors O_O
...Blown away.


Cool find. I now have red crosshairs.

#161200 - KillerMapper - Wed Jul 30, 2008 11:52 am

Markzilla wrote:
I'm currently compiling mods that work on cQuakeDS.

So far, working mods are:
repearbot 81
xreaper
reaperfx
Omicron
robert siska's portal gun
team lag's portal gun (http://lag.thps3.net/q_portal.php)
Soldiers of Fortune 1 and 2 (Minor noclipping required, may have a few other bugs)
Raptors
Raptors Return (This is a fun, unusual mod)
Team Fortress
Wazat's Wazat mod
Unconventional Weapons
Command and Conquer
Flak Cannon
Slide
QNoid


Keep up the excellent work!


Intersesting. Portal, Team Fortress on DS could be funny.
Command & Conquer it's like the original one?
_________________
www.mariokartsource.com

#161212 - Markzilla - Wed Jul 30, 2008 7:31 pm

KillerMapper wrote:


Intersesting. Portal, Team Fortress on DS could be funny.
Command & Conquer it's like the original one?



The problem with the Portal gun is that there are no levels to go with it. It's still a ton of fun, though. Team fortress is great on DS, but CNC is actually just an interpretation into standard quake. More a reskin and slight weapons mod than anything.

#161221 - MasterMan - Thu Jul 31, 2008 12:40 am

And what about transparent water?

#161227 - Wraggster - Thu Jul 31, 2008 1:37 am

willl you be posting news once the mods are ready ?
_________________
Webmaster of Nintendo DS Emulation News

http://nintendo-ds.dcemu.co.uk

#161257 - silent_code - Thu Jul 31, 2008 10:35 am

To enable transparent water on Tenebrae (or something... I don't remember how it was spelled - it's a modified engine) you had to execute a small patch, that would "fix" the visibility lists in some levels, by recalculating it, so that you could see the level geometry underneeth the water, which has been rendered transparent by the modified engine. In standard Quake, water geometry was handled just like any other level geometry and culled anything behind it in the BSP.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.


Last edited by silent_code on Thu Jul 31, 2008 8:39 pm; edited 2 times in total

#161262 - elhobbs - Thu Jul 31, 2008 11:44 am

cquake does not draw water with transparency. so, if the visibility information is patched it will only result in lower frame rates.

#161277 - Markzilla - Thu Jul 31, 2008 8:34 pm

Since Team Fortress now works, I figured I'd try to get it running online, since I know that the DS can play against Winquake.

I'm trying to connect to a server that says, for example:

desync.com:26666

I put desync.com in the Join game at box, and set the port to 26666. However, after trying this with multiple servers, I can never get a response.

Is it because Quake Team Fortress is only run in Quakeworld now?
Is it because cQuakeDS is not compatible with Quakeworld?
Is it because I entered something incorrectly?
Is it because I ask too many questions?
Who knows?

#161278 - silent_code - Thu Jul 31, 2008 8:36 pm

@ elhobbs: I think you misunderstood that. My previous post was more of a prerequirement to transparent water.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#161284 - elhobbs - Thu Jul 31, 2008 9:50 pm

silent_code wrote:
@ elhobbs: I think you misunderstood that. My previous post was more of a prerequirement to transparent water.
I was not trying to correct you. I was just trying to make it clear that it would not work in cquake - before people asked about it.

#161285 - elhobbs - Thu Jul 31, 2008 9:52 pm

Markzilla wrote:
Since Team Fortress now works, I figured I'd try to get it running online, since I know that the DS can play against Winquake.

I'm trying to connect to a server that says, for example:

desync.com:26666

I put desync.com in the Join game at box, and set the port to 26666. However, after trying this with multiple servers, I can never get a response.

Is it because Quake Team Fortress is only run in Quakeworld now?
Is it because cQuakeDS is not compatible with Quakeworld?
Is it because I entered something incorrectly?
Is it because I ask too many questions?
Who knows?
I am not sure that DNS works in dswifi. Did you try using the IP address instead? I also wanted to try this over the internet, but I could not find any quake 1 servers running.

#161286 - silent_code - Thu Jul 31, 2008 10:16 pm

Ok, and you're right: Transparent water is not needed in the original. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.

#161537 - Markzilla - Wed Aug 06, 2008 2:24 am

Well, I managed to get a few local games running, but only if I hosted on the DS, because even if the connection was accepted, the DS didn't want to join the PC game. However, this created problems in TF. It may works with other mods.

#161601 - elhobbs - Thu Aug 07, 2008 12:20 am

I am able to host games on the pc using glquake. For some reason I am not able to connect when I use the tenebrae quake port.

#161766 - Markzilla - Wed Aug 13, 2008 6:47 pm

Woo! I finally found an internet server the DS can connect to. It's at the International House of Cheese.

lab.ihoc.net
port 26000, 26001, 26002

#161771 - elhobbs - Wed Aug 13, 2008 8:25 pm

too funny - how did it play?

#161772 - MechaBouncer - Wed Aug 13, 2008 8:43 pm

Yeah, was it pretty Guda, or did it stink like Limburger?

*ducks and hides*
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3

#161777 - Markzilla - Wed Aug 13, 2008 9:32 pm

It plays just fine, actually. Unfortunately, I have nobody to play against.

#161788 - Sir_Voe - Thu Aug 14, 2008 4:32 am

I couldn't connect to the ihoc server, but xmd.quake1.net worked great. I played a game with 2 other players, and it stayed pretty smooth. I got my ass handed to me, but that's to be expected I guess. Messaging worked great as well.

#161791 - Markzilla - Thu Aug 14, 2008 6:56 am

I can connect to xmd, but I can't actually get into the game. It just pauses at Connection Accepted.

#161792 - Sir_Voe - Thu Aug 14, 2008 7:09 am

I'm connected and ingame right now, so maybe it's a locational thing. I found the server at quakeone.com/servers by the way. Maybe another one there will work for you.

EDIT: Just played some eight player last man standing matches. Unbelievably fun, would be great to have a DS dedicated server to even the odds a little.

#161825 - Markzilla - Fri Aug 15, 2008 12:12 am

Opportunity of the week! Or day, I don't know. Anyway, lab.ihoc.net port 26001 is currently HPBs only! Hurrah! We all qualify! At least, on our DSes we do.

#161826 - sonny_jim - Fri Aug 15, 2008 1:17 am

I'd quite happily run a quake server for a while, no idea how I'd limit it to DS only though.

#161833 - Markzilla - Fri Aug 15, 2008 4:47 am

Well, I don't know how, but I can tell you what would be cool. Running Quake Team Fortress 2.8 would be awesome.


Anyway, I have another request.
Would it be possible to make the keyboard absolutely persistent?
Currently, it can get pretty dodgy, especially in the multiplayer build.

#162903 - Mort Rouge - Mon Sep 15, 2008 11:24 pm

Well, I've tried running TF 2.8 several times now, but I'm missing something...

Could someone please guide me trough exactly everyhting in order to run mods? I'm getting a bit desperate!

#162906 - Markzilla - Tue Sep 16, 2008 1:23 am

Mort Rouge wrote:
Well, I've tried running TF 2.8 several times now, but I'm missing something...

Could someone please guide me trough exactly everything in order to run mods? I'm getting a bit desperate!


Step 1: Download this file
http://rapidshare.com/files/145625580/Team_Fortress.zip.html

Step 2: Unzip and place the folder on the same level as the id1 folder. (Also remove the space between Team and Fortress, makes it easier.) If the id1 folder is in the root, place the TeamFortress folder in the root.

Step 3: Run cQuake. If the blue list of folders comes up (The mods list) your card is supported. Run TF. If not, blame elhobbs, because it's all his fault. :D

Note: The maps included are the high quality maps. However, cQuakeDS only supports TF maps under 1 meg. So, you have 2fort and maybe a few others to play around on.

Note that binding +gren1 and +gren2 to right pad buttons is a wise move when playing on the DS.

To run on PC, find the "Run..." box, browse, select the game icon you wish to use, then make sure the file name and extension is in quotes and add -game TeamFortress


BACK ON TOPIC!
I'm having a thought here. Is there any way to use lower res models? Surely the models and textures used in the n64 version and the like are a lower resolution and complexity than the PC resources? This could increase performance. Maybe.

#162990 - Mort Rouge - Wed Sep 17, 2008 10:07 pm

Thanks alot for the answer! But it helped little, I'm afraid... I guess my R4 just isn't supported :P... I will continue to tinker with it a while though.

#162992 - elhobbs - Thu Sep 18, 2008 12:16 am

Mort Rouge wrote:
Thanks alot for the answer! But it helped little, I'm afraid... I guess my R4 just isn't supported :P... I will continue to tinker with it a while though.
do you see the menu for the mod selection? if not then there is an issue with the dldi patch/driver. if you do see the menu and the game freezes while loading then it most likely because the game files are not 100% defragmented.

#162999 - Mort Rouge - Thu Sep 18, 2008 11:28 am

elhobbs wrote:
Mort Rouge wrote:
Thanks alot for the answer! But it helped little, I'm afraid... I guess my R4 just isn't supported :P... I will continue to tinker with it a while though.
do you see the menu for the mod selection? if not then there is an issue with the dldi patch/driver. if you do see the menu and the game freezes while loading then it most likely because the game files are not 100% defragmented.


No, don't see the manu. Maybe I should reinstall it and patch it manually?

#163001 - Sir_Voe - Thu Sep 18, 2008 12:27 pm

Mort Rouge wrote:
elhobbs wrote:
Mort Rouge wrote:
Thanks alot for the answer! But it helped little, I'm afraid... I guess my R4 just isn't supported :P... I will continue to tinker with it a while though.
do you see the menu for the mod selection? if not then there is an issue with the dldi patch/driver. if you do see the menu and the game freezes while loading then it most likely because the game files are not 100% defragmented.


No, don't see the manu. Maybe I should reinstall it and patch it manually?


Do you have the included .ini file on the root of your card? I don't think you get the mod menu unless you do.

#163005 - elhobbs - Thu Sep 18, 2008 1:31 pm

Sir_Voe wrote:
Do you have the included .ini file on the root of your card? I don't think you get the mod menu unless you do.
you are right. the menu does not show without "-listgame" in the cquake.ini file. so, it could still be the defrag issue.

#163020 - Mort Rouge - Thu Sep 18, 2008 9:55 pm

All right! I haven't actually put the ini file in root... until now! I guess that it's somewhat of a sucess, but i don't get the list. Cquake instead tries to load Team Fortress by itself automatically... And it says that gfx.wad is missing, ro something. Maybe my problem now is that I have the shareware version?

Edit: Nevermind, it seems to work now! Or somewhat atleast. I'll post again if I need more help! Thanks for everything, fellas ;)!

New edit: I can launch atleast TF. Some other mods is abit more problematic. Anyway, TF says it can't find 0_spike.mdl... I'm trying this in singleplayer mode, I haven't tested multiplayer mode, since I don't got W-LAN at home. Any ideas?

#163979 - MrSkiz - Fri Oct 17, 2008 9:10 am

I wonder if there's anything we can do to our .pak files to improve the framerate, or with cvars...

What I see is that the enemies have a big impact on performances. But I don't know if this is due to the number of enemies, the polycount, the IA or the animation system.

#163981 - elhobbs - Fri Oct 17, 2008 2:02 pm

there may be issues with all of these things. I think the main issue is the SV_RecursiveHullCheck function that is used by extensively by the entity movement code. essentially the function traces a line through the world to see if it hits something. I converted the functioon from floating point to fixed point but it is still very cpu/memory intensive. I think an improvement to this function/process would give the most improvement. another area that causes some slowdown, to a lesser degree, is the particle system.

#163992 - Markzilla - Fri Oct 17, 2008 10:12 pm

Well, better performance is always better.

#164218 - MrSkiz - Thu Oct 23, 2008 4:42 pm

I've just seen on my config.cfg a line i didn't notice before (along otherones because I clicked on "save config" ingame) :

ds_osk "2.000000"

What does it mean ?

#164219 - JLsoft - Thu Oct 23, 2008 7:16 pm

It controls the display of the On-Screen Keyboard, guessing 0 is off, 1 is full, 2 is the 'mini' one that is only the number keys.

#164242 - MrSkiz - Fri Oct 24, 2008 9:42 am

It seems you're right ! Great feature !

#164765 - (sniper) 109 - Tue Nov 18, 2008 10:58 pm

this game is awesome!It even allows me to play mods without having to buy a ram card not only that but it also has dynamic lighting the only problem I can see would be the hud weapons that look weird (I get a blue outline) oh well 5/5*man!(just imagine if you got doom working with the engine then I think I would have a heart attack of joy!!!)
_________________
1987 bmw 750il 2003 bmw m3 csl

#164766 - JLsoft - Wed Nov 19, 2008 3:47 am

I'm pretty sure the blue 'outline' on things like the shotgun are due to the textures being scaled down a bit, and you're seeing some of the surrounding color that exists on the skin image that's embedded in the model file. The artist that did the textures used a blue border on the axe, shotgun, super shotgun, and super nailgun, so that should be the only weapons you see it on.

The 'fix' would involve editing the files in the pak0.pak itself.

#164770 - elhobbs - Wed Nov 19, 2008 2:51 pm

another solution would be to have cquake not scale the texture on the viewmodel quite so drastically. since texture memory is in such high demand in quake textures get scaled quite a bit. everything gets jammed into 128 32x32 and 48 128x64 slots. as a result the models end up looking a little (ok...very) pixelated. reassigning 8 of the 128x64 slots to be 2 x 256x128 slots instead and using them for the viewmodel might improve the results.

a separate approach might be to separate the model textures into a front and a back texture. they are always split down the middle vertically, so it would not be too difficult.

yet another approach might be to render the triangles onto the texture surface instead of using a linear scale on the texture as a whole. I think this would result in a better texture coordinate alignment.

the downside to all of the approaches is that it will have an adverse effect on load times. as it stands the textures get loaded from disk on demand using a very simplistic cache. so, the more cpu or memory bandwidth that is used the more it will adversely effect performance - more black lines and more noticeable framerate drops.

#164771 - elhobbs - Wed Nov 19, 2008 3:02 pm

(sniper) 109 wrote:
this game is awesome!It even allows me to play mods without having to buy a ram card not only that but it also has dynamic lighting the only problem I can see would be the hud weapons that look weird (I get a blue outline) oh well 5/5*man!(just imagine if you got doom working with the engine then I think I would have a heart attack of joy!!!)
I am glad you like it.
doom... you are too funny. I was like that when quake first came out. I sent two years doing nothing but all things quake. I even wrote a qcc and qbsp version for qtest1. it is even more sad that I wrote them after quake had been released.

oh well, everyone needs a hobby. you could do a lot worse then doom.

#172877 - mortys - Tue Mar 09, 2010 11:42 am

Hi elhobs
I've seen on your google code page that the last source update of Cquake was from december 2009. Do you plan to release another version with all this update ?

#174336 - wolfmanz51 - Sun May 30, 2010 8:02 pm

Yeah i was looking at those recent code changes too looks awesome! oh and you can distribute those shareware music files i looked into it and DopeFish did it for Rise of the Triad here down the page a bit
keep up the Great work im going to try a new build of this with those new changes. let me know if you need any custom graphics.

EDIT: oh ive tried it and its awesome thanks so much

#175863 - wolfmanz51 - Sun Feb 20, 2011 9:56 pm

the latest version of this only runs in dsi mode on my ievo. if i run in ds mode it hangs when loading the mp3s

#175865 - elhobbs - Mon Feb 21, 2011 1:35 am

I updated the svn with a newer version that works on my ievo in ds and dsi mode. I need to add some code to detect dsi mode and use a larger hunksize automatically. currently you need to add "-heapsize 15000" in dsi mode to the cquake.ini file to make use of the additional memory.

memory got a little tight on the arm7 side with the latest libnds and I had to reorder some allocations a little bit. you may have downloaded a version that hung when it failed to allocate before I fixed it.

I was a little disappointed that it really did not run that much better in dsi mode compared to ds mode - maybe 15%-30% faster. though, I suppose any improvement is good.

a dsi specific version may be in order with an updated renderer. more things could be cached as display lists - models in particular need to be reassembled each frame and the rendering is really slow.

#176632 - another world - Sat Aug 27, 2011 9:01 pm

elhobbs: wintermute updated libnds and it now supports writing to the sd card when running homebrew in dsi-mode using one of the 4 dsiwarehaxes.

i was curious if you were interested in perhaps recompiling cquake to make use of this? we would very much like to be able to save our progress without the use of an ievo. -=)

cheers,
-another world

#176638 - elhobbs - Sun Aug 28, 2011 3:28 am

I would like to be able to save without using my ievo as well. But I do not have any of the games needed for the loader. I can recompile cquake and put a proper download in place. It may take a couple days. I am east coast US so I may lose power. If you are really eager you can always download the source and compile it.

#176639 - another world - Sun Aug 28, 2011 4:58 am

if you get something compiled i will test it for you. i use to live on the east coast and i'm glad i'm not there now. hope that storm doesn't do to much damage.

-another world