Homebrew [Release] Quake2CTR - Quake 2 port

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Does this support mods/expansions like its little brother? :)

I tried launch 'xantrix' from the console, but got nothing.
 
Did you quit the game properly, or via the home menu?

This. You absolutely cannot use the home button to bounce out, you need to quit via the quake menu. Learnt this the hard way.

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Mods and expansions need to be statically compiled
Any pointers on one would go about that with a cia? :))
 
This. You absolutely cannot use the home button to bounce out, you need to quit via the quake menu. Learnt this the hard way.

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


Any pointers on one would go about that with a cia? :))

Grab the source code for the mod/game and modify the engine source code to statically compile the mod/game
 
Did you quit the game properly, or via the home menu?

I quit the game properly.

By the way, the circlepad dead-zone might need some tweaking? I find that I have some slight drift while moving using the C-stick and then letting go of it, the player keeps moving slightly to the backward until I move again.

Edit: So I played again and the game does save my controls, it just restores the stock binds and then applies my controls, I find that if I unbind one of the default controls it's back the next time I launch the game but any new binds I create are saved properly.

The circlepad drift is still a problem, and happens regardless of the circlepad speed setting
 
Last edited by dustarma,
Wow MasterFeizz, this runs surprisingly good, i'd say even better than quake 1! A big thank you, another classic fps on the go!

Is the rendere some kind of pc software mode?
 
Wow MasterFeizz, this runs surprisingly good, i'd say even better than quake 1! A big thank you, another classic fps on the go!

Is the rendere some kind of pc software mode?

Yes, this running with software rendering. I did get hardware rendering working on ctrQuake and now I'm optimizing my graphics library, then I can use in Quake2CTR and hopefully I'll get good performance with the O3DS.
 
Yes, this running with software rendering. I did get hardware rendering working on ctrQuake and now I'm optimizing my graphics library, then I can use in Quake2CTR and hopefully I'll get good performance with the O3DS.
hmm Quake 1 runs with 40-60 on O3DS and Q2 runs with under 30 with scaling 100% and everything on high... N3DS no probs
 
First of all thank you MasterFeizz for your work on making q1 and q2 playable on 3ds.

I have a question, as I own a O3DS (and got no c-stick) would it be possibile to map the controls this way:

- map movement (forward, backward etc) to buttons ABXY
- map look bound to left stick
and remaining keys (next weapon, open door, use inv) to touch screen keys t1, t2 etc.

One last question, does the circle pad pro works? Thanks
 
First of all thank you MasterFeizz for your work on making q1 and q2 playable on 3ds.

I have a question, as I own a O3DS (and got no c-stick) would it be possibile to map the controls this way:

- map movement (forward, backward etc) to buttons ABXY
- map look bound to left stick
and remaining keys (next weapon, open door, use inv) to touch screen keys t1, t2 etc.

One last question, does the circle pad pro works? Thanks
Yeah it does. You need the console commands like Bind "A" look up (stupid example). Or you look into the controls
 
Yeah it does. You need the console commands like Bind "A" look up (stupid example). Or you look into the controls

Thank you, but I think I need some help, as I don't know what to write exactly in the console, referring to how the analog pads on 3ds are actually named etc. How do I bind keys like this?

Example

bind (circle pad pro up) look up // or // bind (c-stick up) look up

Bind (x key) walk forward

Do you have a cfg file ready for circle pad pro?
 

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