Not working. I get this screen kcajblue screen
im using M3miniSD v3 and im using dlditool too.
Great mod but the controls are very hard especially seeing as we dont have a crosshairstill great mod!
Not working. I get this screen kcajblue screen
im using M3miniSD v3 and im using dlditool too.
all of episode 1 works fine
havn't tried the others yet!
Oh also i can't save my games!
I love this portI hope a new release is out in a short time
I made a video of it:
Host_Error: CL_EntityNum: 400 is
an invalid number
Stopping sounds. . . . . .done
and the game just freezes there.
This error occured on map e2m7: the Underearth while watching QDQ.
the rest of the levels in episode 2 work fine.
Hope my input helps!
edit:
mod_numknown == MAX_MOD_KNOWN
and freezes.
this occured while loading map e3m4: Satan's Dark Delight while watching QDQ.
edit2x:
No message but When exiting e3m5: The wind Tunnels while watching QDQ the top screen fades to Green and the game freezes.
edit3x:
map e3m6: Chambers of Torment
No freezing but MANY missing textures (and im not talking about the # of enemies in Nightmare skill)
all other levels in episode 3 are confirmed to work!
...more to come (about to test episode 4 and hopefully shub's pit)
edit4x:
map e4m3: The elder God Shrine
mod_numbknown == MAX_MOD_KNOWN
then freezes.
edit5x:
map e4m8: the Nameless City
mod_numbknown == MAX_MOD_KNOWN
then freezes
all other Episode 4 maps work.
edit6x:
map end.bsp: Shub-Niggurath's Pit
works fine until the animation of shub being destroyed. camera does not display it. instead it displays another part of the level.
Well thats every singleplayer level done on nightmare skill, killing all enemies, and getting all secrets.
All but the aforementioned levels work!
QDQ itself puts the hardware to the test as it displays massive numbers of monsters and animations and explosions on the screen all at once without freezing.
Reaaaaaally looking forward to the next release!
Wow, that's really comprehensive. Thanks very much!
To replicate this I'm gonna need to have the same setup as you. Which QDQ files are you using (there seem to be countless runs) and how exactly are you loading them into the game?
It's good to know that you get the MAX MOD thing on only a few levels. Hopefully I won't have to increase the max model count too much to get them to run.
Hopefully these obscure freezes will be catchable!
And is the whole QDQ runthrough done in Nightmare? Cos if so that's gotta be a lot of bad guys! Are there any disappearing enemies as a result?
Missing textures: this sounds weird. Do you mean that they look weird/stretched/black or are you getting a checkerboard? Checkerboard means you're outa VRAM, anything else means I haven't coded it yet :-)
Do you get these texture problems if you load the level directly, rather than playing a few levels before that level?
And not too sure when the next release is. I'm moving house soon, so that's taking up a load of time. I've also spent every night this week on Q2 - the only Q1 thing I've done is to make someone a left-handed build!
To Simonjhall,
How do you port and code games. Is it possible to port older games from the N64 to the NDS . If you have the time to, could you please go into full detail on how to do this. I would really like to learn how to port my N64 games to my NDS.
Here is my email address: [email protected]
If you can please send the reply there. I really want to learn how to do this.
Also: GREAT WORK!!!!!!![]()
Err...I'm guessing you're not a programmer, right?
If you want to port a game, then you really need the original source code. If you don't have it then you have to reverse engineer the game, which is a huge mission.
Assuming you've got the source, you've got to somehow compile it. I was lucky with Quake 1/2 as it works under several platforms, so they had abstracted away all the platform-specific stuff. That way I only had to write a small amount of code to get it to run. It was shockingly slow (ie 1-2 fps) but that's enough to get you started.
I spent the next few months getting the game to fit into the memory and increasing the performance.
If you want to port something that was only ever on a (single) console then that's likely to be seriously hard as the code will be tailored for the target machine. Changing it to run on the platform you want would be tough-as. Just boot up your N64 and save yourself a year's worth of work.
Thanks, I guess I just have to boot up the old N64.![]()
I just ripped the sound track from the CD. Where do I need to put it on my flash card for QuakeDS to find it? Is there anything else I need to do to get the music working in the game?
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