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Thread: NDS - QuakeDS Preview 2 released

                  
   
  1. #71

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    Ok, I've been running TF on the DS for a couple of days now and it runs pretty well on the wifi build against a PC, but there's not enough memory for a single player game. Which makes a change!

    I don't think I can be bothered with QuakeWorld any more, so I won't be porting that.

  2. #72

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    how do i patch? because i get everything else, my computer is just being ugly and wont let me patch, can anyone tell me how to do this patch? i already have the dldi thingy

  3. #73
    DCEmu Pro XDelusion's Avatar
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    Is there a way to double tap the screen to jump?

  4. #74
    DCEmu Regular Mr_Biggs's Avatar
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    i havent seen that in any homebrew FPS so far. that would have to be programmed into the engine as a type of button press. tapping the screen is currently mouselook, i think.

  5. #75
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    brilliant job, quake ds is just superb! After all those years, I can play my quake wherever I want, it's just fabulous!

  6. #76
    DCEmu Rookie Sir_Voe's Avatar
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    Quote Originally Posted by Mr_Biggs View Post
    i havent seen that in any homebrew FPS so far. that would have to be programmed into the engine as a type of button press. tapping the screen is currently mouselook, i think.
    The other version (DS Quake) has this feature, so I think it's possible Simon will do that eventually.

  7. #77
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    That would be grand! More FPS need to take advantage of that...

    ...and virtual buttons for games with many buttons Like Duke 3D!

  8. #78
    DCEmu Regular Mr_Biggs's Avatar
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    Quote Originally Posted by Sir_Voe View Post
    The other version (DS Quake) has this feature, so I think it's possible Simon will do that eventually.
    Oh, that Other one. egh. i never even touched it, since it doesnt support original PAK files and ive heard the enemies move like a crappy online match.

  9. #79
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    Regardless, if it can jump with a double tap to the touch screne, then its source has some value!

  10. #80

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    I originally did have tapping for jump, but I didn't like it and it had similar problems to the tapping in the other Quake, so I dropped it.
    There's gonna be an interim release hopefully in the next few days (wifi, better mod support, on-screen keyboard, bug fixes) - if I have the time I'll see if I can rig in a crappy jump code...

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