Homebrew ioQuake3-Wii

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While TCs definitely don't seem to work, simple gameplay mods do which is still a plus in my book since there are a handful of really great gameplay mods. On another note it seems like the texture detail has gone down slightly more in this new release? It looks just a tad bit blurrier and some texture seams are now visible on skyboxes and other miscellaneous details like the rocket launcher. If that saves on memory though, it's a worthwhile tradeoff the game still looks fantastic either way.
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Quake 3 Rally and Quake 3 Team Fortress work! Their respective Quake 1 versions of these mods work on QuakeGX Wii so it's super fitting that they should also work on ioquake3-Wii :D

For those of you looking to run mods, it's better to find really early versions of mods instead of using the latest since it's far more likely to run and fit within the Wii's memory limitations.
While TCs definitely don't seem to work, simple gameplay mods do which is still a plus in my book since there are a handful of really great gameplay mods. On another note it seems like the texture detail has gone down slightly more in this new release? It looks just a tad bit blurrier and some texture seams are now visible on skyboxes and other miscellaneous details like the rocket launcher. If that saves on memory though, it's a worthwhile tradeoff the game still looks fantastic either way.
Post automatically merged:

View attachment 581310
View attachment 581311

Quake 3 Rally and Quake 3 Team Fortress work! Their respective Quake 1 versions of these mods work on QuakeGX Wii so it's super fitting that they should also work on ioquake3-Wii :D

For those of you looking to run mods, it's better to find really early versions of mods instead of using the latest since it's far more likely to run and fit within the Wii's memory limitations.


DAMN WTF IS THAT QUAKE RALLY!
 
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New Release.

Two new builds: Mod Selector & Classic:

Mod Selector:

Basically a mod selector for Quake 3. Don't expect heavy mods to work, but It's still worth checking whether they run or not. May need some tuning. Drop the mods on the QUAKE3 folder, then select on boot.

CLASSIC:
Special Quake 3 multiplayer-only client that will let users connect and play with Dreamcast clients.

Changes:
  • Dropped the 240p/264p builds. Now the user will be prompted to pick their video mode on boot. If no video mode has been chosen within 10 seconds, it will default to 480p.
  • Fixed the overscan. Now the screen shouldn't cut off anymore.
  • Added USB gamepad support for Dualshock 3, Dualshock 4, Dualsense and Switch Pro Controller inputs.
  • Improved loading times. This may need some tuning or removal. Only Quake 3 Arena and Classic are affected.

Latest release.
Still to do:
  • Fix the buttons rebinding issue
  • Fix some graphical issues (ex. flickering shadows, mirrors not being displayed properly like in Q3DM0)
  • Make a Star Trek Voyager: Elite Force Holomatch build.
Analog controller is now buttery smooth on the Wii U Pro Controller, this is great. I'll test the Sony supported controllers tomorrow.

On another note it seems like the texture detail has gone down slightly more in this new release? It looks just a tad bit blurrier and some texture seams are now visible on skyboxes and other miscellaneous details like the rocket launcher. If that saves on memory though, it's a worthwhile tradeoff the game still looks fantastic either way.
I just noticed this too. Is this a permanent trade-off? Didn't want to change video settings as they made the game crash some versions ago, and I think it is normal for most of those not to be touched, I wonder if they can be disabled in the Wii port, at least the ones that are not supposed to be changed no matter what.
 
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Analog controller is now buttery smooth on the Wii U Pro Controller, this is great. I'll test the Sony supported controllers tomorrow.


I just noticed this too. Is this a permanent trade-off? Didn't want to change video settings as they made the game crash some versions ago, and I think it is normal for most of those not to be touched, I wonder if they can be disabled in the Wii port, at least the ones that are not supposed to be changed no matter what.
Probably has to do with something while I was fixing the flickering shadows issue. I'll investigate.
 
New Release.

Changes:
  • Added USB gamepad support for Dualshock 3, Dualshock 4, Dualsense and Switch Pro Controller inputs.

Latest release.
Still to do:
  • Fix the buttons rebinding issue
  • Fix some graphical issues (ex. flickering shadows, mirrors not being displayed properly like in Q3DM0)
Tested ioQuake III with a DualSense, and a DualShock 4 (DualShock 3 untested yet, I was lazy). Again, smooth action!

Issues on these controllers:
  • Pressing Square / Triangle (Y / X) makes the weapon selection jump 2 slots, all the time.
  • X / O seem to be inverted, compared to the Wii U Pro Controller? X is jump, O is crouch.
 
Tested ioQuake III with a DualSense, and a DualShock 4 (DualShock 3 untested yet, I was lazy). Again, smooth action!

Issues on these controllers:
  • Pressing Square / Triangle (Y / X) makes the weapon selection jump 2 slots, all the time.
  • X / O seem to be inverted, compared to the Wii U Pro Controller? X is jump, O is crouch.
I'll investigate the double input on the weapons selection. X/O being inverted is intentional, as it matches my PS3/PS4 ports.
 
I'll investigate the double input on the weapons selection. X/O being inverted is intentional, as it matches my PS3/PS4 ports.
Yeah, the inverted buttons I don't mind, they could be altered if it needs to be, when the buttons config gets fixed later.

BTW, smooth sailing with DualShock 3, other than the double inputs when changing weapons.
 
Last edited by niuus,
Hi @Mayo1990 ,

I finally had time to test the last 1.1 build and I get an error right before starting a map, when it's loading the assests:
"VW_POWERPC COMPILER ERROR: NOT ENOUGH MEMORY" (see attached image).

I reinstalled the previous 1.0 build, which was working just fine (I even posted some pictures), and now I get the same "Not enough memory" error. Even with the very first map. Previous builds get me a DSI exception while loading the app.

I have tried two different SD cards. I have remove the apps and the paks and copy them again. But I still get that error. I also tried with the paks stored in the USB.
I don't know what I have broken. I haven't installed any cios or similar. Before trying the 1.1 build I also tested some other apps like the recently updated Wii64 1.4.2 and the 0.51 DreamCast emulator, but I don't think that has anything to do with this issue.

My Wii is PAL and from day one. You mentioned that something was weird with my Wii's memory and that's why I couldn't get this app to work until 1.0. But what kind of memory is at fault? RAM, NAND, storage?

Any clue as of what is happening? Anyone else had the same error message?
 

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Hi @Mayo1990 ,

I finally had time to test the last 1.1 build and I get an error right before starting a map, when it's loading the assests:
"VW_POWERPC COMPILER ERROR: NOT ENOUGH MEMORY" (see attached image).

I reinstalled the previous 1.0 build, which was working just fine (I even posted some pictures), and now I get the same "Not enough memory" error. Even with the very first map. Previous builds get me a DSI exception while loading the app.

I have tried two different SD cards. I have remove the apps and the paks and copy them again. But I still get that error. I also tried with the paks stored in the USB.
I don't know what I have broken. I haven't installed any cios or similar. Before trying the 1.1 build I also tested some other apps like the recently updated Wii64 1.4.2 and the 0.51 DreamCast emulator, but I don't think that has anything to do with this issue.

My Wii is PAL and from day one. You mentioned that something was weird with my Wii's memory and that's why I couldn't get this app to work until 1.0. But what kind of memory is at fault? RAM, NAND, storage?

Any clue as of what is happening? Anyone else had the same error message?
Can you try both builds both with CLEAN q3config.cfg and report back? I'm fairly sure It's the faster loading feature in the 1.1 version which I mentioned that it could bring issues, since it touches memory. Otherwise we may need to run a couple debug builds when I get back in working on this port for the next release.
 
Can you try both builds both with CLEAN q3config.cfg and report back? I'm fairly sure It's the faster loading feature in the 1.1 version which I mentioned that it could bring issues, since it touches memory. Otherwise we may need to run a couple debug builds when I get back in working on this port for the next release.
I already deleted all the files from the SD card and copied again the pak files. I also deleted the app, downloaded it again, and started it as if it was the very first time.

But the weirdest thing is that I'm getting the same error even after restarting everything with the 1.0 build, which has been the only build that worked for me and it did it wonderfully.

Or by CLEAN q3config.cfg do you mean something different than removing it and run the app to create a new one?
 
I already deleted all the files from the SD card and copied again the pak files. I also deleted the app, downloaded it again, and started it as if it was the very first time.

But the weirdest thing is that I'm getting the same error even after restarting everything with the 1.0 build, which has been the only build that worked for me and it did it wonderfully.

Or by CLEAN q3config.cfg do you mean something different than removing it and run the app to create a new one?
Rerun the app to create a new one
 
I already deleted all the files from the SD card and copied again the pak files. I also deleted the app, downloaded it again, and started it as if it was the very first time.

But the weirdest thing is that I'm getting the same error even after restarting everything with the 1.0 build, which has been the only build that worked for me and it did it wonderfully.

Or by CLEAN q3config.cfg do you mean something different than removing it and run the app to create a new one?
If you want, post the MD5 for each .pak file, so we can compare those to a fully functional one, which I have ready to check. Maybe a specific file is an older version and not fully supported? Or corrupted, even.
 
Next release should feature an additional build:

1784207521149.png


I'm currently porting it on PS3 for some tests. Once I'm done I'll port it to my other builds. Pretty much like everything else.
 

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