Is this with the multiplayer build? Can you at least get the demo playing?
Just to recap, you've got the fortress directory in the root of your card, and you've extracted the zip file there? What version of TF are you running?
Ok, so I found my old copy of Quake on CD ( never knew i had it)...
I deleted the pak0 file and then copied across both the pak0 and pak1 files into id1...
Fortress will won't start.
Is this with the multiplayer build? Can you at least get the demo playing?
Just to recap, you've got the fortress directory in the root of your card, and you've extracted the zip file there? What version of TF are you running?
TeamFortress v2.8 ( as stated in VERSIONS.TXT )
I have the 'fortress' directory in the root of my card, alongside 'id1' which has PAK0.PAK and PAK1.PAK and my config.cfg and a folder called glquake ( which i doubt i need there )
In fortress there are many files and "PAK0.PAK" and my quake config.cfg. and maps... ( Got them separately. )
Also at the root of my microsd, is "qdsopts.txt" with...
Written inside, and the multi player & original quake builds of the nds file both dldi patched for use with my R4DS.-game
fortress
( Just to let you know, Quake works fine. )
So guys, is there going to be another mulitplayer version of QuakeDS? or shud i just use teh one on ur wonderful home page?
Use the one on the web page. I'm working on the new build right now, but it won't be out for a bit.
Dude, i got the mulitplayer build to run and have set up my AP using Metroid Prime. I go to TCP/IP, join game, then hit "search for local games" but it says there are no servers.
Wot am i doing wrong? do i have to make a server? i tried understanding your instructions on the homepage, but its a little beyond me im afraid lol.
I'm using a Supercard ONE by the way and a belkin router. ^_^
You've got to run at least one server to play against in your local network. For instance if you have a second DS start network a game, and do search for local games from your second DS.
If you have a PC on the same network then host a game with that, then look for it with the DS.
Both the server and client need to be on the same subnet for searching to work. If not, you'll need to use the on-screen keyboard to manually type in the address that you want to connect to.
Anyway, I'm just leaving for my summer holidays! Back in a week...
I didn't want to start a new thread, so am sticking this here:
I've written many of the big new features for the next major release of the Quake DS game, but before continuing work on them (eg bug fixing, performance enhancement etc) I'd just like to know what other niggly bugs people found that tarnished the quality of the previous build.
Obviously ommitting stuff like "it's really slow in places" and "some times the textures tear" as I know about that :-)
Also, what other minor features would you guys like? Again, let's avoid "ooh better framerate!" and "mp:h tap jumping".
I'll then try and add in the ones which don't take too much time or are unreasonable given the hardware...
I think the only thing that really stood out for me were the explosions being textureless- I know you're well aware of those but i figure it's worth stating the obvious regardless.
I'm pretty sure lighting is one of those things that isn't high on the urgency list (or maybe even not possible) but I'll throw that in too.
:P
This has probably already been answered, but is there any way to lock mouselook? If you look in a certain direction and then walk a few steps it'll snap back, which can make using the stylus difficult.
There's probably a really simple answer to this but I figured it wouldn't hurt to ask.![]()
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