Homebrew [RELEASE] ctrQuake - Quake 1 port

Lyuksus

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You just need to add the .pak files from the full version into the id1 folder.
Hi xD:creep: its me again , firstly thank you really really much i thought you had to delete the pak0 file , but you told me to just do the pak 1 file with pak0 file in it it works , thank you really much , aaand i have another question , how do you play mods ? :o xD (sry if im annoying you ):mellow::) and yes you posted under the .github site how to do it . I couldnt really follow it or i dont know how to go on
Thanks ^^
 
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MasterFeizz

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Hi xD:creep: its me again , firstly thank you really really much i thought you had to delete the pak0 file , but you told me to just do the pak 1 file with pak0 file in it it works , thank you really much , aaand i have another question , how do you play mods ? :o xD (sry if im annoying you ):mellow::) and yes you posted under the .github site how to do it . I couldnt really follow it or i dont know how to go on
Thanks ^^
Place the mod folder on the ctrQuake folder (for team fortress that folder is called "fortress"), then you create a .xml shortcut with the folder name as the value for arg tag.
Example:
Code:
<shortcut>
    <name>Team Fortress</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>fortress</arg>
</shortcut>
The best place to find mods is on moddb. Just keep in mind that some mods require a modified engine, so they won't work with this.
 

SLiV3R

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Is this project still getting love? I'm still looking forward to hardware rendering and 3dsto3ds multiplayer.

Yeah! Hopefully it is getting love :) I would like to complete the game. I'm on the fourth episode in some level where I can't find where to go next. If we could turn up the lights a little bit I'm sure that level would be a piece of cake :)
 

Pippin666

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I'm still working on this, I'll release a small update soon with gamma settings and hopefully better sound.
Thank you for letting us know that you are still working on ctrQuake. I homebrewed my N3DS just for this. It is currently already very playable.

Btw, can we play the 2 official mod with this ?

Pip'
 

MasterFeizz

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Thank you for letting us know that you are still working on ctrQuake. I homebrewed my N3DS just for this. It is currently already very playable.

Btw, can we play the 2 official mod with this ?

Pip'
As long as the mods work on winQuake ( the official windows port ) it should work. All mods I tested work fine.
Have fun!!!
 

DarkRioru

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what mods are conformed to work on this? And where can I get ctrquake compatable mods?

--------------------- MERGED ---------------------------

As long as the mods work on winQuake ( the official windows port ) it should work. All mods I tested work fine.
Have fun!!!
nevermind you just answered my question lol

--------------------- MERGED ---------------------------

does the Queate mod work with ctr quake??
 

Pippin666

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That works, but the best way is to create a folder for each mission pack and launch it like a mod
Currently, I have
./3ds/ctrQuake/id1/pak0.pak
./3ds/ctrQuake/id1/pak1.pak
./3ds/ctrQuake/ctrQuake.smdh
./3ds/ctrQuake/ctrQuake.xml
./3ds/ctrQuake/ctrQuake.3dsx
./3ds/ctrQuake/keyboardOverlay.bin
./3ds/ctrQuake/touchpadOverlay.bin
./3ds/ctrQuake/scourge/pak0.pak

I also have this xml file named ctrQuake.xml :

<shortcut>
<name>Scourge</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>

... but no dice so far.

Pip'
 

MasterFeizz

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Currently, I have
./3ds/ctrQuake/id1/pak0.pak
./3ds/ctrQuake/id1/pak1.pak
./3ds/ctrQuake/ctrQuake.smdh
./3ds/ctrQuake/ctrQuake.xml
./3ds/ctrQuake/ctrQuake.3dsx
./3ds/ctrQuake/keyboardOverlay.bin
./3ds/ctrQuake/touchpadOverlay.bin
./3ds/ctrQuake/scourge/pak0.pak

I also have this xml file named ctrQuake.xml :

<shortcut>
<name>Scourge</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>

... but no dice so far.

Pip'

Uhmm, I can't test it right now because I'm at work, but I'll take a look later
 

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