cool. another release.
keep up the good work. :thumbup:
New release from simonjhall:
DIGG THIS NEWS
I'm delighted to announce the latest version of QuakeDS for public consumption - pre-release two!
I was going to do several releases over the last two months, but I'm kinda glad I held back as I think that "one more feature" thing really helped!
Changes from pre1->pre2:
- faster rendering
- vertex lighting and light animations (proper lightmapping may be in the next build)
- Alias model texturing
- proper timebase, so no variable speed
- a crosshair and a HUD
- the Quake font (or whatever font is available in the mod you're playing)
- a nearly-proper sky
- sky, water, lava, sludge animations
- full control configuration
- game save saving/loading
- every level works - I have played from beginning to end with no crashes or thrashing
- wifi network play, via an access point (build coming in a few days after more testing)
- adequate support for mods/TCs in this build - full compatibility in the EXRAM build (coming in a few weeks)
- much improved sound system on the ARM7 (no music yet...)
- transparent water support via r_novis or VIS'ed maps
- hardware fogging for a light depth cue, or thick fog for underwater
- LOADS more little things (eg the end-of-episode finale messages)
The bad,
- if you had problems getting pre1 to run on your card before (say you had a DS Link) then it ain't gonna run this time! Same goes for cards which have no DLDI driver.
- you will only get textured models if you use pak files - loose files won't work any more
- if you have a slow flash card then loading textures on the fly may really annoy you
- particles and sprites still haven't been fixed
- there's an occasional sound glitch
- no on-screen keyboard in this build
To run (the quick way),
- download the zip file, and put the NDS in the root of your card
- DLDItool it with the DLDI driver of your choice
- make a directory in the root of your card named id1
- put the config file (downloaded from the site) in the id1 directory
- put your two pak files in that directory too
- plug into DS and power on.
As I said before, wait a few days for the networking build (full co-op and deathmatch) and hang on a little longer for the full TC compatibility.
Don't forget to actually read the web page as there are a bunch of options to change stuff like loading textures etc.
Anyway, a big thanks go my testers - I couldn't have done it without you! Oh and the 20000+ people who downloaded pre1 in the first few weeks after it came out ;-)
Legal: I take no credit for the development of Quake, that all goes to the guys at id Software. I also claim no copyright, trademark etc. Again, all work, copyrights, trademarks are owned by them.
I just made the patch which coaxes the game into running on the DS.
Download Shareware Version of Quake from ID Software
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cool. another release.
keep up the good work. :thumbup:
awesome work again Simon, its so impressive seeing the likes of Quake and Quake2/Duke Nukem 3D ported to a handheld such as the DS![]()
Sweet this is very nice, runs good and customizable controlsI can actually play it now (left handed)
Great release, it's almost perfect.
Things to fix:
- weapon, blood sprites
- Light effects (level1 when you enter the stairway where there isn't supposed to be light but when you walk forward the lights would jump on)
How's it going for quake2 DS? Made any progression?
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH!
downloading now.
Absolutely amazing. I commend you.
this is some prime $#@! here! the majority of graphics are present, all controls are configurable ingame, and it runs at normal speed. there are still some texture bugs, such as part of a door texture being displayed with a portion of another door texture below. i like the way graphics get loaded from the beginning of the game, with all 3D being white, and textures popping up. that's probably a bug, but if it could display wireframe, and then textures as if it was being assembled, that would look way cool. i also like how projectiles come out white, then have it's texture appear. amazing work simon, get those texture bugs fixed for floors and walls, and this game will look commercial.
WICKED! I can see where it need polishing but lets face it, i'm no coder so I cant say $#@!! Exelent progress fellows!
Keep up the good work
game does not work
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