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Thread: Quake_WIP20080601 - Quake for Nintendo Wii

                  
   
  1. #1
    Won Hung Lo wraggster's Avatar
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    Rev Quake_WIP20080601 - Quake for Nintendo Wii

    eluan has again updated the port of Quake to the Nintendo Wii, heres whats new:

    I've increased the rendering resolution, as we are now running on a Wii. Please test the following executable and let me know if the FPS is acceptable or not. I've just increased it to see how it looks, since I have started a long and painful (since glquake is prety much hacked together) port of the OpenGL rendering routines to GX, learning GX in the way. I hope that, in the future, software rendering will just be a nostalgic option

    Main changes since last WIP release:
    -Rendering resolution increased to 480i/528i.
    -Lots of input improvements/bug fixes (including a fix to the gamecube controller aiming)
    -Basic netcode implemented (doesn't work yet.) Most times net_sendto and net_recvfrom fail with error -81, which (as far as my limited knowledge goes) is undocumented. net_setsockopt also fails with error -81 when attempting to set SO_BROADCAST to a socket. However, sometimes I get some nice udp packets on my machine.
    -All glquake references removed from code in preparation to the GX version.
    -Lost all day researching GX, seems it will be a while until a playable version.

    Download and Give feeback Via Comments

  2. #2
    DCEmu Pro ____anders____'s Avatar
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    i'm gonna try it soon, great game btw

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    this is really really great

  4. #4

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    great work on this... I just figured I would share the icon I have made for this...
    http://www.megaupload.com/?d=T61DD8T1

  5. #5

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    Do you think you could make it so that when you hold the Z button, you won't turn? (kinda like "manual aiming" in a dual-analog FPS). You could then move the pointer anywhere around the screen without dealing with you turning and looking up & down so that you could make precise shots for things such as far-away targets and enemies.

    EDIT: I forgot to mention, this is the first time EVER that a video game seems to be making me motion sick. QuakeDS didn't, nor does Quake II in software on my PC. Any idea why? (note, it happened in the 320x240 release with non-Metroid controls as well)
    Last edited by Nintendo Maniac 64; June 2nd, 2008 at 01:58.

  6. #6
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    This version is amazing. the improved aiming i just what it needed. how about making the guns twist to the side when you twist the wiimote like in red steel, or the awesome half life 2 wiimote mod on the PC. are there any other homebrew FPSs like this on the wii???
    also
    how cool would it be to also have head tracking support using a second wiimote. is there any chance of that???

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    Quote Originally Posted by mooseknuckle2000 View Post
    great work on this... I just figured I would share the icon I have made for this...
    http://www.megaupload.com/?d=T61DD8T1
    Hope you don't mind if I just attach it here.

  8. #8
    DCEmu Legend shadowprophet's Avatar
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    Question how are you guys getting this to work?

    the other quake wii releases work fine on my wii,. but this version will crash when it trys to load the network driver then do a code dump. do I have to change the config file or what?

  9. #9
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    For me about 1 out of 6 times it will not work on my wii. which is wierd because Quake Wii 300508 worked all the time.
    When it runs I get the network driver thing that i get the an error like the one attached


    what should i do to fix this?

    i have a NTSC wii running at 480i
    Last edited by jmf145; June 2nd, 2008 at 03:17.

  10. #10
    DCEmu Legend shadowprophet's Avatar
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    Default I figure

    Quote Originally Posted by jmf145 View Post
    For me about 1 out of 6 times it will not work on my wii. which is wierd because Quake Wii 300508 worked all the time.
    When it runs I get the network driver thing that i get the an error like the one attached


    what should i do to fix this?

    i have a NTSC wii running at 480i
    it's just a bug that hasnt been worked out yet. having changed the render method and adding network support "which is inavtive' could still lead to new bugs which havent been worked out yet. im sure eluan will have a fix for this in no time

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