I spent my last few months porting Quake 3 Arena to most consoles that didn't have a port yet (Wii, PS3, PS4, Xbox One), but my main roadblock was always the Wii U. Thanks to all the experience I gained from my previous ports as well as a new toy I'll release later I decided to give it another shot and I got much farther this time. The port is far from playable at the moment, but I lifted most of the roadblocks I ran into last time, which made all this very promising. Since this is my most important project so far, I'd like the first release to be very, very polished. However, I'm still unsure about which name I should pick this time around, so I'll pick the one with most votes the moment I have to do the release.
Main features
Pro and Cons compared with each of my ports:
Wii
+ More stable framerate
+ Mods can load more reliably
+ Higher resolution, higher quality models and textures
+ Team Arena support
+ Automatically sets Player name based off User's Mii (with limits, due to characters limitations)
+ XInput support thanks to Bloopair
- No mouse and keyboard support
- No additional video modes
- Relies on CafeGLSL to work
PS3
+ More stable framerate
+ higher quality models and textures, but not as noticeable as Wii's
+ XInput support thanks to Bloopair
- No native OSK (for now) for text inputs
- Relies on CafeGLSL to work
- No mouse and keyboard support
PS4
+ Faster boot times
+ Easier to distribute since CafeGLSL is not copyright protected
+ XInput support thanks to Bloopair
- No native OSK (for now) for text inputs
Main features
- Crossplay with other Quake 3 clients, either via LAN or online
- Various inputs support
- Mod support
- Open Arena, Team Arena and CLASSIC (specific build to crossplay with Dreamcast clients) support.
Pro and Cons compared with each of my ports:
Wii
+ More stable framerate
+ Mods can load more reliably
+ Higher resolution, higher quality models and textures
+ Team Arena support
+ Automatically sets Player name based off User's Mii (with limits, due to characters limitations)
+ XInput support thanks to Bloopair
- No mouse and keyboard support
- No additional video modes
- Relies on CafeGLSL to work
PS3
+ More stable framerate
+ higher quality models and textures, but not as noticeable as Wii's
+ XInput support thanks to Bloopair
- No native OSK (for now) for text inputs
- Relies on CafeGLSL to work
- No mouse and keyboard support
PS4
+ Faster boot times
+ Easier to distribute since CafeGLSL is not copyright protected
+ XInput support thanks to Bloopair
- No native OSK (for now) for text inputs
Last edited by Mayo1990,










