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Thread: A new Quake port

                  
   
  1. #81
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    Quote Originally Posted by PeterM
    The analog nub will be fixed in the next release. It's fixed in my version.
    Is there any chance that an earlier intermediate version could be released with just the analog nub problem fixed?

  2. #82
    DCEmu Regular Sharkey's Avatar
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    Quote Originally Posted by omninox
    Is there any chance that an earlier intermediate version could be released with just the analog nub problem fixed?
    How did I know someone would ask that?
    Just be patient young ones.

  3. #83
    PSP Coder PeterM's Avatar
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    Hello,

    I thought I'd update the thread with news on what is happening at the moment:

    I've just moved house, and don't have internet access there yet. I should have access in the next couple of days.

    Chris Swindle and I are going to merge our Quake sources. For this I've set up a SourceForge project and we're adding our source code to their CVS. When the merge is done and we're happy that it's working OK, we'll do a release. I don't know how long it'll take.

    I've recently made some progress in my code.
    * I've managed to get Quake running fine using Fanjita's EBOOT loader on firmware 2.00. I can't guarantee that Chris' WLAN stuff will work with it though - I've no idea about the loader's WLAN support. Kernel mode, PRXes, etc...
    * I've made it so people can quit from the Quake quit menu. This is especially handy when using the loader, since Home does nothing.
    * Battery life is monitored and reported periodically.
    * There have been some frame rate improvements.

    But anyway, hopefully we'll have a release ready soon. Please be patient.

    Pete
    My development blog:
    http://aaiiee.wordpress.com/


    If you enjoy my homebrew work, please consider donating a few bucks.

  4. #84
    Won Hung Lo wraggster's Avatar
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    thanks for the News

  5. #85
    DCEmu Rookie Be3f's Avatar
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    @PeterM
    There were No News since 9th Feb. Are you still working on The port? What are the news? Does Hardware Rendering work? When you will upload next reliese? GL!

  6. #86
    PSP Coder PeterM's Avatar
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    Hello,

    We're still working on it. Chris is doing a lot more work than me for the moment because I've been busy with Uni and my job.

    * Chris has been working on getting network support to function using the loader.
    * There's no hardware rendering yet, sorry. We've been concentrating on bugfixing and stability when running in the loader environment.
    * I don't know when the next release will be - it depends on how Chris gets on.

    Pete
    My development blog:
    http://aaiiee.wordpress.com/


    If you enjoy my homebrew work, please consider donating a few bucks.

  7. #87
    DCEmu Rookie Be3f's Avatar
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    WoW! Such a Fast reply! Thancs 4 news! We are still waiting, GL!

  8. #88
    DCEmu Rookie Be3f's Avatar
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    An idea for the next build:
    It would be Greate, if you add Mods menu into Quake GUI (such as we have in Quake 3 / DooM 3) - to select & load every mod simply from Quake!

  9. #89
    PSP Coder PeterM's Avatar
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    That's probably quite unlikely because Quake builds its list of available files on startup, and havok may ensue if we mess with it afterwards. It's probably not impossible though, but I don't see it as being a high priority at the moment.

    If you want to play mods, you can always rename your pak files accordingly.
    My development blog:
    http://aaiiee.wordpress.com/


    If you enjoy my homebrew work, please consider donating a few bucks.

  10. #90
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    i cant get this quake to work on firmware 2.00, can someone help me?i tried fajita loader and still dont work.

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