make
make ctf
make ctc
make rogue
make xatrix
make dday
Stereoscopic 3D support is currently not implemented. Of my work, only ctrQuake and daedalusX64 have stereoscopic 3dI installed the doom port last night and its awesome!
Does this one have 3D support as well? that's the biggest reason for me to download these, as i already have all these games for PC, and the VR ports too for those that have em.
Thanks for the work put on keeping those classics alive
Yeah i've been testing daedalusx64 the past few days, great work on that. I'll check ctrQuake then!Stereoscopic 3D support is currently not implemented. Of my work, only ctrQuake and daedalusX64 have stereoscopic 3d
Quake2CTR (as of now) has no music support and as for the saving, are you saving/loading on SSV2? or are you making a saving on the other save slots? If you're saving/loading on SSV2, then save on any other save slot besides SSV2. If you're saving on any of the other save slots, then that's pretty strange and that means unfortunately, I can't help you. =(Game works fine but when i open my saved file, it always starts from the beginning. And also there is no music, what can i do?
To play mods with Quake2CTR, the mod has to be compiled from source and statically linked to Quake2CTR.
I've pushed a few changes to allow us to do exactly this, create custom .3dsx and .cia builds with a mod included.
https://github.com/MrHuu/Quake2CTR
Currently available build options:
Code:make make ctf make ctc make rogue make xatrix make dday
You still have to provide your own game-assets.
All credits and massive thanks to @MasterFeizz for creating Quake2CTR and making this possible.
No rush but have you dusted off your laptop yet? I'm curious to see how hardware rendering goes.I need to dust up my laptop, but from what I remember I only needed to fix a couple of bugs and it should be ready for release.
You'll need devkitPro to compile. just go into the Quake2CTR source then type one of the listed commands.What tools can I use to compile the source code? I have both mission packs and would love to put them on 3DS. There's just no instructions or readme in the repositories, and I've never messed with 3DS homebrew before, so I'm not sure what to do.
You'll need devkitPro to compile. just go into the Quake2CTR source then type one of the listed commands.
linking Quake2CTR.elf
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: game/g_main.o:C:/devkitPro/projects/Quake2CTR-master/game/g_main.c:47: multiple definition of `dedicated'; qcommon/common.o:C:/devkitPro/projects/Quake2CTR-master/qcommon/common.c:46: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: game/g_main.o:C:/devkitPro/projects/Quake2CTR-master/game/g_main.c:43: multiple definition of `maxclients'; server/sv_main.o:C:/devkitPro/projects/Quake2CTR-master/server/sv_main.c:47: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:34: multiple definition of `scr_viewsize'; client/cl_scrn.o:C:/devkitPro/projects/Quake2CTR-master/client/cl_scrn.c:47: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:33: multiple definition of `vid_gamma'; ref_soft/r_main.o:C:/devkitPro/projects/Quake2CTR-master/ref_soft/r_main.c:137: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:32: multiple definition of `vid_fullscreen'; ref_soft/r_main.o:C:/devkitPro/projects/Quake2CTR-master/ref_soft/r_main.c:136: first defined here
collect2.exe: error: ld returned 1 exit status
make[1]: *** [/opt/devkitpro/devkitARM/3ds_rules:42: /c/devkitPro/projects/Quake2CTR-master/Quake2CTR.elf] Error 1
make: *** [Makefile:252: build] Error 2
Ah, I think it could be because Quake2CTR can't compile on latest versions of devkitARM and libctru. No way to fix that (to my knowledge). Sorry!Finally got around to trying this, I tried with both MasterFeizz's repo and MrHuu's, but I get multiple definition errors when it links stuff. Using a fresh install of devkitPro with the 3DS components installed.
Code:linker errors
Any help would be nice, thanks!
I actually also have that problem, and it's a bit annoying knowing that next to none of my shots will be perfectly accurate...Hi, guys, awesome port! But i have some issues with touch control. In the 0.1 release it was ok ( a little too sensitive, but ok), but in the 0.2 release there was some kind of dead zone added to the touch screen. Can i reduse it a little or turn off completely? Via console commands or something