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Thread: Multiplayer Quake V1.1

                  
   
  1. #11
    Banned Jman0708's Avatar
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    i convert cs maps to quake 1 then convert them to quake 2

  2. #12
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    Man That was awsome! Me and my cousin just laned a game quake against each other and then we played cooperative . Most fun ever!

  3. #13
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    Does this have the ability to run config.cfg and autoexec.cfg ?

    I wonder about having binds, and executing a connect command..

    guess i'll try when i get to work.

  4. #14
    DCEmu Rookie bobcobb's Avatar
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    Awesome. Get it working for 2.0, and get some accessible servers up and this will be one of the best homebrew yet.

  5. #15
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    Info:Both config.cfg and autoexec.cfg (you'll have to create this) accept being edited and quake will notice the changes.

    adding: name "playername" (with quotes) will change your name

    changing: crosshair "0" to "crosshair "2" will make aiming a little easier.

    both the above are in ID1/config.cfg

    I added the command "connect xxx.xxx.xxx.xxx (a random IP of a Q server) to a newly created ID1/autoexec.cfg and it did attempt to connect, but as there was no network mode activated, it errored out -

    is there a way to activate infrastructure mode from startup so we can hop onto some servers ?

    I'll try to find out what i can - but with the ability to run autoexec.cfg, we can now play with aliases (like one button rocket jump, quick GL switch & fire etc.)

    Good job anyways Chris - a welcome piece of homebrew.

  6. #16

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    This is truly incredible, yet there are some problems which I've found.

    On my brother's EUR PSP it works perfectly, however on my JAP it does not work correctly. I'll indicate the problems.

    Both our PSP's have been downgraded to 1.50 and have had been applied with 2.01 (via fake firmware changer). On my JAP PSP I have also changed the background.

    his PSP - Icon and background on the memory stick are fine
    my PSP - Icon and background look dark and unclear

    Our PSP's - In multiplayer setup we are unable to configure the names (probably has to be done via the config file).
    My PSP - The infastructure mode does not work at all and just flicks on without turning on the wifi.

    Any suggestions?

  7. #17
    PSP Coder
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    Sweet, Now someone just needs to compile on the Team fortress code on top of quake so we can get TF running on psp.

  8. #18
    DCemu Contributor NeoXCS's Avatar
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    Wow, this is great news! Can't wait to try this baby out!

  9. #19

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    Quote Originally Posted by imoneofthem
    Our PSP's - In multiplayer setup we are unable to configure the names (probably has to be done via the config file).
    Yes at the moment there is no OSK, so that is the only way at the moment.

    Quote Originally Posted by imoneofthem
    My PSP - The infastructure mode does not work at all and just flicks on without turning on the wifi.

    Any suggestions?
    Have you chosen the access point in the network setup? If you have I am not sure why this would be the case (although I do not have a 1.0 to test with). Does anything come up in the console about errors as I tried to add some debug statements on failure. Have you tried using adhoc mode to connect the two PSP's just to ensure that works ok?

    Quote Originally Posted by phazey
    is there a way to activate infrastructure mode from startup so we can hop onto some servers ?
    Not at the moment, I may add that the join host name is added to a variable, that way you will be able to get it to put a default setting in. That way even when the OSK is added you will not need to use it all of the time if you want to reconnect to the server that you last used.

    Chris

  10. #20
    DCEmu Rookie danknugz's Avatar
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    so im all installed and ready to play, where can i find a game? what do i do! thanks

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