are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.
Bunie said:I really dont want to insult this project, however,
There is already a Quake DS that runs better than this version, and is open source. why was it not picked up? If DSi support was added to it, then it would be legendary.
elhobbs said:are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.
do not confuse the keyboard with the console. the keyboard always shows when the console is open. in game mode the keyboard can be displayed in 3 different modes: off - no keys at all, mini - 0...9 along the top, and full - the whole keyboard shows (may only work if 3d is on the top screen). This can be changed in the options menu.Another World said:elhobbs said:are you typing 0 at the console - is that what you mean by the "press enter" part? the key binding are not processed when the console is open - for the most part only when the game is unpaused and you are in a level.
yes, when the console is open. i'm confused at this point. didn't you say that you could bind stuff to they virtual keyboard? how do you access stuff bound to the keyboard when playing if you can not open the console and physically type the key you want?
i'm thinking is misunderstood what you said.
thanks,
-another world
yeah, quake ds does run better - not by much though - been a while since I played it - so I may be way off. I think cquake looks better.Sir_Voe said:Bunie said:I really dont want to insult this project, however,
There is already a Quake DS that runs better than this version, and is open source. why was it not picked up? If DSi support was added to it, then it would be legendary.
I have to disagree on that. From the first release of cquake, I noticed things that I preferred over Quake DS. The skyboxes, textures, lighting and giblets were all a step above, and now that it runs in DSi mode, the one downfall: performance is ratcheting up too.
Not to place either developer above the other. Elhobbs and Simon are both very talented.
QUOTE said:Although I'd like to see a faster version of the game running I'm afraid I don't actually own a DSi so I think someone else would have to attempt it. And you're so right: Quake2 would likely work so much better with proper memory and a faster CPU. Can you program? I could lend support if you liked?
QUOTE(Change Log 08/28/11) said:Updated cquake.nds for single player only. Works in DS and DSi mode.
- updated for latest libnds
- changed makefile to compile as arm code
QUOTE said:UP/Down/Left/Right - moves around the screen
L/R - strafe
A - shoot
Y - change weapon
X - look up
B - look down
Double Tap Screen - jump
Rayder said:Erm....I seem to be missing something here. I downloaded the latest cQuake build and all I see is an .NDS file.....where's the readme.txt that tells you what files/folders you need to create and where to stick the necessary Quake files? I mean, I can glean SOME of what I need to know in this thread, but there seems to be gaps in the information, as if some of the info is common knowledge and didn't need to be explained. Well, where WAS it explained in the first place?
I would imagine more people would check this project out if there was some clearer instructions on how to set it up. As it is, we don't even have any screen shots to entice us, no clear set of instructions on how to set it up (none that I can see anyway), no YT vids of it running to increase interest......you see what I mean?
Obviously I'm missing some critical bit of something somewhere, but what, and where?
So far, this is all I know about this project:
I need the original Quake PAK files and MP3's (understood)
I will need to re-code the MP3's to 96kbps and 22khz stereo (easy enough to do)
I need an "ID1" folder in the root of my SD (are there other folders in that folder for levels and music and whatever else? This is where things become convoluted)
There will be cfg and/or ini and dat files. They may or may not be auto-created or required from....where? I put them where? In the root? In the "ID1" folder?
Do I really need some kind of homebrew booter program to run this? Can't I just run it straight from the cQuake.nds? I'm a little unclear on this homebrew booter deal that people keep mentioning, I never had to use any booter program before for any other homebrew.
ID1
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
......10.mp3
......11.mp3
......12.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK
...PAK1.PAK
...progs.dat
Dissolution of Eternity
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK
Scourge of Armagon
...music
......02.mp3
......03.mp3
......04.mp3
......05.mp3
......06.mp3
......07.mp3
......08.mp3
......09.mp3
...autoexec.cfg
...CONFIG.CFG
...PAK0.PAK

