Homebrew ioQuake3-Wii

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This is flags/banners on ps4 version and is when 32bit lightmapping is used in the maps scripts/x.shader file. What I do is look at the map I am using then edit the shader file, I look for flag/banner/cable/wire etc... in it then remove the light map section for those. They show up fine in game but abviously flags don't reacting to light effects and transparrent sections are see through so I edit the tex file and remove transparency for that.

It happens because the homebrew sdk doesn't support 32bit lighmaps - only 16bit ones so when you are trying to generate or calculate a 32 bit number in the program when its running it runs out of byte space once it gets past the 16 bits and causes the weird flickering effect. You won't be able to fix that in the code/sdk/compiler so you need to edit the shader file directly. I have gone through all 200+ maps I have and manually fixed them.

The only decals that are affected are the blood/wall marks though, everything else displays fine. Also in the target quake mod since the camera is fixed, the decals don't display any z-fighting at all and display just fine, leading me to believe it's some kind of camera or geometry issue rather than any issue with rendering the decals.
 
The only decals that are affected are the blood/wall marks though, everything else displays fine. Also in the target quake mod since the camera is fixed, the decals don't display any z-fighting at all and display just fine, leading me to believe it's some kind of camera or geometry issue rather than any issue with rendering the decals.
Well if you want to prove that theory then it will not take long, open the map.pak file (it's just a renamed zip) and look in the scripts folder for the shader file, in your quake directory make a folder called scripts. Look for the texture file (use photoshop or similar) that is used for the graphic that's causing the issue, in the shader file look for a reference to that image/tex file and remove the lighmap entry for it. Upload the modified shader file and put it in the scripts folder then restart quake3.

That will prove it to you.
 
Awesome stuff!!
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
1790468071493.png
 
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
View attachment 592687

Holy crap that's impressive! The PSP has what, only 32MB of RAM?? This is going to be huge news for running mods if it all works out!
 
Holy crap that's impressive! The PSP has what, only 32MB of RAM?? This is going to be huge news for running mods if it all works out!
It doesn't run on 32 MB of RAM. It's running on 64. But I managed to get my OG Xbox port to run Team Arena as well as all Q3 maps with bots on that console.

Still though, this wil be a pretty positive thing to optimize this port later on.
 
I'm probably going to make a full memory overhaul since I learnt a lot of new tricks while working on the OG Xbox port.

This means that we can get "higher quality" textures, Team Arena and not see the console choking and dying by itself due to not enough memory.

Just for notice, I applied some of these improvements on my PSP port:

Yup, Q3DM11 fully loaded. With decent graphics. The game does choke a bit against bots in such big maps, but this does raise my confidence in porting all these improvements to the Wii port.
View attachment 592687
Cool news, the Wii port really deserves to look its best!
 
Next week I should release one of its last updates unless new features will grasp my eyes.

What to expect:
  • Shadow/Blood on the ground won't clip anymore
  • The mirror in Q3DM0 always deforms when looked sideway, so this upcoming patch will also fix it
  • Playable Team Arena
  • Few memory optimizations I learnt off my PSP and OG Xbox ports. (protip: it'll look extremely good in 240p) which will give enough breathing room to load custom maps again.

It's been quite the ride. From a barely playable product to something that actually runs efficiently on Wii. In 6 months. I'm amazed.
 
Next week I should release one of its last updates unless new features will grasp my eyes.

What to expect:
  • Shadow/Blood on the ground won't clip anymore
  • The mirror in Q3DM0 always deforms when looked sideway, so this upcoming patch will also fix it
  • Playable Team Arena
  • Few memory optimizations I learnt off my PSP and OG Xbox ports. (protip: it'll look extremely good in 240p) which will give enough breathing room to load custom maps again.

It's been quite the ride. From a barely playable product to something that actually runs efficiently on Wii. In 6 months. I'm amazed.
Congratulations! It has become a fine, stable port. Looks better than ever, specially on the CRT. Playing a quick round of Quake III every now and then without having to turn on the PC, is awesome.
 
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Well, not that my image quality is good enough but I usually prefer to check on real hardware. Release is planned for later this week.

Shadows fix (also applies to blood, and the mirror behind won't look malformed anymore):

1791118756375.png


Team Arena booting. Expect long loading times, lots of sound there, but I still want to tweak a few more things before release:
1791118849495.png
 
New release.

  • Various bugfixes tied to graphics glitches (blood/shadows clipping as well as mirrors not clamping properly)
  • Improved memory management
  • New Build: Team Arena. It requires the missionpack folder.
Download

Oh yes, the decals are working exactly as intended now and I would say this is a commercial quality release! I tried stress testing the memory optimizations by loading a custom level with a lot of custom skins and ended up with a exploding polygon mess :P but to be clear that was me intentionally trying to see how far the memory optimizations go by trying to overload the Wii - that fact that it didn't go into a loading loop or die on a black screen is a good sign! I'm going to keep testing how far the Wii can go with custom content but for now it seems as good as it was before with the added bonus of looking way better, definitely your finest release yet!

EDIT - OpenArena might not be able to load all assets and large maps though, at least without enabling "force player model", I tried loading one of the bigger maps "OA_Thor" with bots but it failed to load without forcing player models (it didn't load in any previous build without forcing player models though) so keep an eye out for that one if you guys wanna play OA on the Wii, most of the other content loads fine though.
 
Last edited by Disorarara,
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Oh yes, the decals are working exactly as intended now and I would say this is a commercial quality release! I tried stress testing the memory optimizations by loading a custom level with a lot of custom skins and ended up with a exploding polygon mess :P but to be clear that was me intentionally trying to see how far the memory optimizations go by trying to overload the Wii - that fact that it didn't go into a loading loop or die on a black screen is a good sign! I'm going to keep testing how far the Wii can go with custom content but for now it seems as good as it was before with the added bonus of looking way better, definitely your finest release yet!

EDIT - OpenArena might not be able to load all assets and large maps though, at least without enabling "force player model", I tried loading one of the bigger maps "OA_Thor" with bots but it failed to load without forcing player models (it didn't load in any previous build without forcing player models though) so keep an eye out for that one if you guys wanna play OA on the Wii, most of the other content loads fine though.
The only optimization I made was to slice in half the textures and make the console decode them on load (so a 512x512 texture would be 256x256 without sacrificing quality). The exploding polygons is sort of weird but if I have a pic or a screen I could investigate further.

For Open Arena I could pull the same trick I did for Team Arena (going natively), that could help with the memory further.
 
The only optimization I made was to slice in half the textures and make the console decode them on load (so a 512x512 texture would be 256x256 without sacrificing quality)

For Open Arena I could pull the same trick I did for Team Arena (going natively), that could help with the memory further.

Ah so it's not enabled on OpenArena? I think that would help a lot especially since it's more or less a FOSS version of Team Arena rather than just vanilla Quake 3, with the added weapons and larger maps and all. Also that is a brilliant memory optimization! I was going to ask what you did to make larger stuff fit and that's just genius - it also helps menu assets not visually break while trying to load custom thumbnails which was a persistent issue in earlier versions, now it works fine and looks so much better.

EDIT: I'll also try to recreate the same exploding polygon situation although the level I was testing it on (OXODM6) now doesn't load at all and just crashes the game regardless of bots or lackthereof :P, it wouldn't be the first time a piece of custom content either worked before or almost worked and now refuses to work again on this port although those situations are very few and far in between. I was able to get the "Save the Universe" mode of the Hunt mod working exactly 4 times on either the first or second release of the mod loader build (on official maps and very tiny custom maps) before it just refused to load anything ever again, regardless of anything (deleted everything, clean install etc). I didn't report this earlier because mod loading is just a cherry on top of an awesome port so I fully expected to be touch and go but if that's something you're interested in investigating, those are two notable problematic mods that technically should work and I have photographic evidence of working but can't get working anymore.

EDIT 2: Also I should note my SDXC card isn't exactly stable either, I've had issues with it suddenly being read only when inserting into my computer and I know storage mediums have been a problem with this port before so before I say something definitively doesn't work I'll try these tests again on another SD card before I report things being an issue or not.
 
Last edited by Disorarara,
Ah so it's not enabled on OpenArena? I think that would help a lot especially since it's more or less a FOSS version of Team Arena rather than just vanilla Quake 3, with the added weapons and larger maps and all. Also that is a brilliant memory optimization! I was going to ask what you did to make larger stuff fit and that's just genius - it also helps menu assets not visually break while trying to load custom thumbnails which was a persistent issue in earlier versions, now it works fine and looks so much better.
Open Arena runs in Interpreter, prior to last update it ran in JIT. Going native will make it effectively work.

Quake 3 runs in JIT because otherwise it would break mod support. But I could always make it native too but make it in JIT for Mod Selector (not that useful though as the game already runs fine).

The texture compression brought good results on both the Xbox and PSP ports, so porting it over on Wii was a default win
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Ah so it's not enabled on OpenArena? I think that would help a lot especially since it's more or less a FOSS version of Team Arena rather than just vanilla Quake 3, with the added weapons and larger maps and all. Also that is a brilliant memory optimization! I was going to ask what you did to make larger stuff fit and that's just genius - it also helps menu assets not visually break while trying to load custom thumbnails which was a persistent issue in earlier versions, now it works fine and looks so much better.

EDIT: I'll also try to recreate the same exploding polygon situation although the level I was testing it on (OXODM6) now doesn't load at all and just crashes the game regardless of bots or lackthereof :P, it wouldn't be the first time a piece of custom content either worked before or almost worked and now refuses to work again on this port although those situations are very few and far in between. I was able to get the "Save the Universe" mode of the Hunt mod working exactly 4 times on either the first or second release of the mod loader build (on official maps and very tiny custom maps) before it just refused to load anything ever again, regardless of anything (deleted everything, clean install etc). I didn't report this earlier because mod loading is just a cherry on top of an awesome port so I fully expected to be touch and go but if that's something you're interested in investigating, those are two notable problematic mods that technically should work and I have photographic evidence of working but can't get working anymore.

EDIT 2: Also I should note my SDXC card isn't exactly stable either, I've had issues with it suddenly being read only when inserting into my computer and I know storage mediums have been a problem with this port before so before I say something definitively doesn't work I'll try these tests again on another SD card before I report things being an issue or not.
I'll investigate the maps you mentioned as well as the Mod Selector with a debug build.

I also use a SDXC card. The game reads a lot of datas though, that may be why. But it can read from USB in case you'd rather want to run it this way.
 
Last edited by Mayo1990,
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