Homebrew [Release] Quake2CTR - Quake 2 port

Prime321

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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?
I dont have circle pad. I use New3ds. So i cant help you there. You could try to overwrite a key like instead of Activate item: A you try to replace A with the pad up. MAybe it displays a key and then you write the command with the key into the console
 

MasterFeizz

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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?

You should be able to make most changes on the options menu, make sure you are using the last release(v0.2). Circlepad pro should work, but I've never tested it.
 

lordhardware

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I always looked to see if Simon had come back to the scene.

Glad someone picked this up again because I loved it on my DS.

I always laughed that my DS could play it and the Vita still can't.

I'm loving it so far, just one suggestion: can you separate the x axis and y axis sensitivity controls for the circle and c stick?
 

dsearnack

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Grab the source code for the mod/game and modify the engine source code to statically compile the mod/game
I have the base packs installed from cd - is there any documentation or a start you could give me to getting these complied?
For The Reckoning and Ground Zero I assume it would be similar steps, no?
 

MrHuu

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I have the base packs installed from cd - is there any documentation or a start you could give me to getting these complied?
For The Reckoning and Ground Zero I assume it would be similar steps, no?

You'll need the source code, not the installed 'precompiled' version.
I've succefully compiled rogue but having problems with xatrix. I'll release them when i've updated them to v0.2.
Also, Catch the chicken is almost ready for release!
 
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Purplstuph

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You'll need the source code, not the installed 'precompiled' version.
I've succefully compiled rogue but having problems with xatrix. I'll release them when i've updated them to v0.2.
Also, Catch the chicken is almost ready for release!
Can you share how and is it possible with quake 1?
 

MrHuu

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Can you share how and is it possible with quake 1?

Refer to the ctrQuake thread for more info as this is discussed already. For quake 1 it isn't necessary to compile mods. They are loaded through a .xml file. If you have any questions, i'll try to anwser them in the other thread.
 

ShadF0x

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Necrobump!
Is it possible to map gyro as C-stick? I've tried to poke around but to no avail. cvarlist was of no help and I have no idea if there are other ways to look up available inputs.
 

MasterFeizz

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Necrobump!
Is it possible to map gyro as C-stick? I've tried to poke around but to no avail. cvarlist was of no help and I have no idea if there are other ways to look up available inputs.
I never implemented gyro support, so at this moment it's not possible.
 

Reaper1192

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You'll need the source code, not the installed 'precompiled' version.
I've succefully compiled rogue but having problems with xatrix. I'll release them when i've updated them to v0.2.
Also, Catch the chicken is almost ready for release!
Any news/progress on the expansions?
 

MrHuu

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Any news/progress on the expansions?

I still have to create some nifty artwork to go with this.. but in the meantime you could play with this:

Quake II Mission Pack: The Reckoning (aka xatrix)

Copy these files, together with your full xatrix folder to 'sd:\3ds\quake2\'
Run it through your homebrew launcher.
 

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  • Quake2Xatrix_3DSX_17-6-2018.7z
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MrHuu

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Let me elaborate a bit more.

To be able to create a 3DS version of a mod, the source code must be available. As this needs to be compiled alongside the Quake2CTR source. By replacing the default game 'baseq2' ('GAME' folder in source)
with the mods source.

The current available Quake2CTR builds crash as soon as we try to load a custom folder. This is caused by the program trying to set the CD-dir. Which isn't available-->crash.
A simple fix to be able to load custom folders is to disable the CD-dir in the code.
@MasterFeizz Are you with me? You've probably already figured this out. Else, let me know.

With this solved we're able to use to commandline to set a game. eg. (XML) '+set game ctc', or (console) 'game ctc'. Since a mod is precompiled, it's already set in the code to avoid the need for xml's.


I've succesfully build (.3dsx AND .cia):
expect them soonTM

Capture the Flag
Catch the Chicken
Xatrix
DDay - with bots YES! (still need to fix default bindings)

*Rogue is giving me a headache...

Here's both .3DSX and .CIA build with Catch the Chicken. Complete with icon this time!
The v2.2 version of the client is included, also works on PC / similar.

.3dsx
- Copy all files included to: 'sd:/3ds/quake2/'
or
.cia
- Copy 'ctc' folder to: 'sd:/3ds/quake2/'
- Install .cia

Let me know if they run ok for you,
Have (some multiplayer) fun!
 

Attachments

  • Quake2CTC_3DSX_18-6-2018.7z
    2.6 MB · Views: 279
  • Quake2CTC_CIA_18-6-2018.7z
    2.6 MB · Views: 286
Last edited by MrHuu, , Reason: Added .cia

Purplstuph

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Let me elaborate a bit more.

To be able to create a 3DS version of a mod, the source code must be available. As this needs to be compiled alongside the Quake2CTR source. By replacing the default game 'baseq2' ('GAME' folder in source)
with the mods source.

The current available Quake2CTR builds crash as soon as we try to load a custom folder. This is caused by the program trying to set the CD-dir. Which isn't available-->crash.
A simple fix to be able to load custom folders is to disable the CD-dir in the code.
@MasterFeizz Are you with me? You've probably already figured this out. Else, let me know.

With this solved we're able to use to commandline to set a game. eg. (XML) '+set game ctc', or (console) 'game ctc'. Since a mod is precompiled, it's already set in the code to avoid the need for xml's.


I've succesfully build (.3dsx AND .cia):
expect them soonTM

Capture the Flag
Catch the Chicken
Xatrix
DDay - with bots YES! (still need to fix default bindings)

*Rogue is giving me a headache...

Here's a .3DSX build with Catch the Chicken. Complete with icon this time!
The v2.2 version of the client is included, also works on PC / similar.

Copy all files included to: 'sd:/3ds/quake2/'

Let me know if they run ok for you,
Have (some multiplayer) fun!

That's some sweet work there! I've been working on Quake 1 Arena aka Quake "not" Live (not my work but i do try to fix/change things) for a while. I only know how to make xml shortcuts for hbl.
Can you make a cia from this? i'd really like to see the mod i play the most on the home menu.
 
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MrHuu

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Here's more:

Quake II Mission Pack: Ground Zero (aka rogue)

Got it working, complete with icon.
Cia's will follow as soon as i got the banners ready..

Copy these files, together with your full rogue folder to 'sd:\3ds\quake2\'
Run it through your homebrew launcher.
 

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  • Quake2Rogue_3DSX_23-6-2018.7z
    462.8 KB · Views: 301

Bondgirl85

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The link probably changed, just copy the actual link to the raw cia and convert it into a qr code.
Can't figure out how to do that. I found the QR generator site but how do I make the url? Or do I just copy the link from the OP? I don't know what a raw cia is. I looked it up online and it gave me no results on how to do it.

And what the heck is baseq2 folder?

I assume to install this game manually, this cia only goes in the 3ds folder and no other folders in the 3ds folder correct? Then when I turn the system back on, it will say I got new software?
 

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