This is just a port of a quake mod to 3ds, but i think we can maybe. Anyone tried my port? Just remember it crashes ehen you die, it's normal just restart the game. Also only multiplayer works. Blood gulch on this will be great with vehicles. Doesnt matter if it is scaled downwould it be possible for vehicles to be added to this
if we did not need to use quake as a base the graphics would look better like quake graphics are like worser then nds graphicsIn a quake mod?
This is just a port of a quake mod to 3ds, but i think we can maybe. Anyone tried my port? Just remember it crashes ehen you die, it's normal just restart the game. Also only multiplayer works. Blood gulch on this will be great with vehicles. Doesnt matter if it is scaled down
i start upside down when i load a mapView attachment 64353 Guys Halo 4 by mrbreezy on 3DS is broken, you cannot start a multiplayer game without crashing, stick to halo rev 17 i guess, it works, just gotta figure out how to spawn ai.
Edit Frikbot impulse 100 in console with frikbot works! YAY
Guys here is my own version of this game! It isn't as good but it works, its my hype version!
Download
How to install: Copy the ctrquake folder to the /3ds folder on the sdcard, then run ctrquake as normal, to start game go on console and type map (mapname) eg. map desert or go multiplayer, ip, change map to e1m6, and to add bots go on console and type impulse 100 and to remove impulse 98 to remove, maybe you can bind the button in cfg or add it in autoexec.cfg maybe, this is good for us while waiting for @TCPixel to finish his superior version of the game.
Pics
Go multiplayer, lan, put it on deathmatch mode, select a map from first chapter, like e1m7 and it will work fineif we did not need to use quake as a base the graphics would look better like quake graphics are like worser then nds graphics
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i start upside down when i load a map
won't let me pick up any weaponsGo multiplayer, lan, put it on deathmatch mode, select a map from first chapter, like e1m7 and it will work fine
Try to spawn bots, just fight them. Ill try to fix the picking up stuff thing. It seems to work when not on a server, but then you cnt fight bots. Ill figure it out hopefully. Just have fun and spawn bots by typing impulse 100 on console and remember the game crashes if you die so just load the game again. Bind impulse 100 to a button in cfg if you want that. Actually ill make my own game thread, not to clog up this one.won't let me pick up any weapons
does online play workTry to spawn bots, just fight them. Ill try to fix the picking up stuff thing. It seems to work when not on a server, but then you cnt fight bots. Ill figure it out hopefully. Just have fun and spawn bots by typing impulse 100 on console and remember the game crashes if you die so just load the game again. Bind impulse 100 to a button in cfg if you want that. Actually ill make my own game thread, not to clog up this one.
I just hope that your update will be released well, and received well, people know that my one is not like yours, i got complaint that its bugged, although im trying to fix it, but i wrote that tcpixel has a better port in making, maybe i should not try to fix it. Thank you very much for your halo port, i tried my best editing the code but i can never get it working right Ill just wait for your release!Just a little update, things are going well. I haven't had time to work too much on things over the weekend but this week I will get some core things dealt with such as finishing the HUD(which is nearly done), adding a custom menu layout, and creating a halo revamped themed cia and 3dsx file. I'd also like to tackle transparency for the HUD and sprites but I am unfamiliar with that code and I don't know if transparency is something that comes with hardware rendering or not so I can't promise I will get it done. Either way I'll give it a crack! Part of me wants to redo the whole multiplayer screen to be less like quake, and more like halo showing the maps visually with a graphic and all.
I'd also like to address the port of Revamped that was released by Ironmaster49. I'm not upset that he released a port before me, because I know that he was just doing it because he was excited and I'm sure hes younger. It does complicate my situation of releasing this port because he worded it in a way that sounded like it was a genuine port, and people are going to get confused now when I release mine. I'm not sure why he decided to release the port when It is bugged to hell and will dampen the hype of my release instead of getting people more excited, but it's whatever. I will admit it did take away a bit of my enthusiasm for the project but didn't stop me nonetheless, I will still get this out to you guys in the most stable form I can. Till the next update guys!
Keep going! In the end, it doesn't matter which port comes out first. What people will remember and play is the better port!Just a little update, things are going well. I haven't had time to work too much on things over the weekend but this week I will get some core things dealt with such as finishing the HUD(which is nearly done), adding a custom menu layout, and creating a halo revamped themed cia and 3dsx file. I'd also like to tackle transparency for the HUD and sprites but I am unfamiliar with that code and I don't know if transparency is something that comes with hardware rendering or not so I can't promise I will get it done. Either way I'll give it a crack! Part of me wants to redo the whole multiplayer screen to be less like quake, and more like halo showing the maps visually with a graphic and all.
I'd also like to address the port of Revamped that was released by Ironmaster49. I'm not upset that he released a port before me, because I know that he was just doing it because he was excited and I'm sure hes younger. It does complicate my situation of releasing this port because he worded it in a way that sounded like it was a genuine port, and people are going to get confused now when I release mine. I'm not sure why he decided to release the port when It is bugged to hell instead of keeping it private, but whatever. I will admit it did take away a bit of my enthusiasm for the project but didn't stop me nonetheless, I will still get this out to you guys in the most stable form I can. Till the next update guys!
True! I said his port was better in my own thread OP, i was excited for his port, we aren't competitors or anything. I was just hyped up! Don't think of us as competitors, people will play @TCPixel port and ignore mine, it does not matter to me that people won't play my port, im just excited for @TCPixelKeep going! In the end, it doesn't matter which port comes out first. What people will remember and play is the better port!
Don't worry I'm not mad dude, I understand you were excited. I would only recommend that next time maybe consider the person developing the port who began first would like to have a singular release. Maybe you could try to port other quake mods instead of the one I'm porting hahaTrue! I said his port was better in my own thread OP, i was excited for his port, we aren't competitors or anything. I was just hyped up! Don't think of us as competitors, people will play @TCPixel port and ignore mine, it does not matter to me that people won't play my port, im just excited for @TCPixel
Sorry, i just really like halo xD. I hope @TCPixel releases soon, can't wait to play, am excited.Don't worry I'm not mad dude, I understand you were excited. I would only recommend that next time maybe consider the person developing the port who began first would like to have a singular release. Maybe you could try to port other quake mods instead of the one I'm porting haha
Just a little update, things are going well. I haven't had time to work too much on things over the weekend but this week I will get some core things dealt with such as finishing the HUD(which is nearly done), adding a custom menu layout, and creating a halo revamped themed cia and 3dsx file. I'd also like to tackle transparency for the HUD and sprites but I am unfamiliar with that code and I don't know if transparency is something that comes with hardware rendering or not so I can't promise I will get it done. Either way I'll give it a crack! Part of me wants to redo the whole multiplayer screen to be less like quake, and more like halo showing the maps visually with a graphic and all
Hey those are some cool features you are adding! And Yea I meant opacity, it'd be nice for the HUD elements but not necessary.Unfortunately traditional transparency on PSP is taken care of by hardware rendering as I ran into this when I wrote an fps display for ctrQuake. Unfortunately you must conform to using the standard Quake transparency method: using the regular palette and setting the transparent parts to R: 159, G: 91, B: 83. A: 0. This renders to index 255 in the engine which will remove the color altogether from the image. You can take a look at any menu .lmp file in the .pak file in Fimg for an image to base off of. I'll let you know if I am able to do anything interesting.
Likewise, I managed to do an incredibly basic load of HLBSP and WAD3 files in the engine...so here's a look at NDU from NZP on ctrQuake:
I'll try and test some transparent sprites tonight.
Keep going man, you got this. Don't worry about the work others release. It should not be compared to the work you release. Don't give up.
Edit: if you mean transparency as "opacity", then you are completely out of luck
#NotificationsquadHey those are some cool features you are adding! And Yea I meant opacity, it'd be nice for the HUD elements but not necessary.