Homebrew Quake 3 is being ported to Wii U

Name choice

  • ioQuake3-U

    Votes: 6 75.0%
  • ioQuake3-Cafe

    Votes: 2 25.0%

  • Total voters
    8

Mayo1990

I just play vidya
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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
  • 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




1783681165511.png
 
Last edited by Mayo1990,
The renderer and the networking were a REAL pain to implement. But now that those are lifted the rest is just straight forward. Here's the current progress. Shame that ioQuake3-U is winning, but this time around I'll let the community name the 2nd last Quake 3 Arena port that was missing to the bunch. The last one left is the GameCube one. But who knows for that.

 
Got most of the main things sorted out. Currently in the polish and bugfixes phase now.

Also implemented one of the extras (it will now fetch your Mii's name when booting the game on first boot, so it won't default to "Unnamedplayer").

Expect a release this upcoming week.
 
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Yeah as this port is reaching the first playable build overall (It's already playable, but there are some things I want sorted out before publishing) I'm finding new stuff as time goes on. And at the same time.... I'm finding stuff I expected to implement but I fell short. Thankfully the main headaches are sorted out so It's just a matter of polishing the edges.

Honestly, the best tip I feel like handing to those taking on homebrew ports is to not test stuff on emulators. They aren't absolutely reliable. This project was started last week and I began implementing the graphic renderer earlier this week and I lost so much time because I went against my own policy and tested things on Cemu first before testing them on hardware, so I had to rewrite most of the renderer.

This is what the game looked like on emu. Nothing to say about that, there's some work to be done, but nothing too harsh.
1783767183620.png

Now let's see what it looked like on hardware:
1783767316719.png



Thankfully this is a thing of the past since I sorted it out and the renderer now works as intended, but that's still a very important lesson.
 

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