Homebrew [RELEASE] ctrQuake - Quake 1 port

JuanmaHL

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How I can launch Team fortress mod? I copy the files, add the launch, and when I launch the game the background have the tf logo but when I press start it gives to me an error :/ and multiplayer error too.
Could not exec : autoexec. cfg
 
Last edited by JuanmaHL,

MasterFeizz

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How I can launch Team fortress mod? I copy the files, add the launch, and when I launch the game the background have the tf logo but when I press start it gives to me an error :/ and multiplayer error too.
Could not exec : autoexec. cfg
Download the files here, extract the folder (FORTRESS) into the ctrQuake folder in your sd card and create a .xml shortcut with the following content:
Code:
<shortcut>
    <name>Team Fortress</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>-game fortress</arg>
</shortcut>
 

Gentlemanboy

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Tried on o3ds , runs smothly , thanks for that, never played quake before, and I'm enjoying with my handheld >.< The second map/phase Its not loading up here, stuck at loading thing, but thanks anyway :D
 

Gentlemanboy

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You mean the second episode or the second level of episode 1?
The second episode, when I go to the plataform to load the episode, the game just gets stuck on loading, and if I wait like 2min, I get back to start menu. I didnt tried to reinstall yet, when I reach the episode, I'm gonna try. >.< [ o3ds 11.1 a9lh + luma ]
 

MasterFeizz

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The second episode, when I go to the plataform to load the episode, the game just gets stuck on loading, and if I wait like 2min, I get back to start menu. I didnt tried to reinstall yet, when I reach the episode, I'm gonna try. >.< [ o3ds 11.1 a9lh + luma ]
Where did you get the files for the full game? Make sure its not modified with something that could be specific to another engine port
 

TCPixel

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Download the files here, extract the folder (FORTRESS) into the ctrQuake folder in your sd card and create a .xml shortcut with the following content:
Code:
<shortcut>
    <name>Team Fortress</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>-game fortress</arg>
</shortcut>
does the xml file need to be called anything in particular? Placed inside the same folder as the .3dsx right?
 

MasterFeizz

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does the xml file need to be called anything in particular? Placed inside the same folder as the .3dsx right?
It's good to name it something related to the mod but there is no requirements, I believe it could be placed either inside the folder but I usually just throw it inside the 3ds folder

--------------------- MERGED ---------------------------

Got from here, gonna try download it again and replace later, I will post results.
The zip only includes the shareware episode (episode 1), you need to provide the pak1.pak from the full game yourself.
 

xtheman

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How would I boot mods with the .cia version? If i can't can someone help me make an xml for the half life mod? (want to play half life on my 3ds)
 
Last edited by xtheman,

MasterFeizz

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Ok. How would I go about making a xml for the .3dsx?
Assuming you have the mod files in a folder called hl inside the ctrQuake folder, the xml file would look something like this:
Code:
<shortcut>
    <name>Half-Life</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>-game hl</arg>
</shortcut>
 

xtheman

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Assuming you have the mod files in a folder called hl inside the ctrQuake folder, the xml file would look something like this:
Code:
<shortcut>
    <name>Half-Life</name>
    <executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
    <arg>-game hl</arg>
</shortcut>
Thank you! If i make an sdmh for the xml i would just name it the same as the xml right?
 
Last edited by xtheman,

Autz

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I joined to some servers and people go with: "Playing on a Nintendo 3DS. LOOOOL"; "Play on a PC man..." :rofl: This is amazing.

It was funny, but on some cases the game crashes and i can't go back to Home menu. The error message appears on bottom screen and looks like this: Failed to allowcate X bytes (usually 20-40 bytes).
 

Sega dude

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I'm confused about installing mods. I know you put the mod folder in the same directory as ctrQuake.3dsx and make the shortcut XML file, but where does it go? Does shortcut XML file go in the mod folder or the root of the ctrQuake folder? After you create the shortcut file, it's supposed to launch directly into the mod? Or is there something else you have to do? I'm new to running Quake mods in general.
 
Last edited by Sega dude,

MasterFeizz

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I'm confused about installing mods. I know you put the mod folder in the same directory as ctrQuake.3dsx and make the shortcut XML file, but where does it go? Does shortcut XML file go in the mod folder or the root of the ctrQuake folder? After you create the shortcut file, it's supposed to launch directly into the mod? Or is there something else you have to do? I'm new to running Quake mods in general.
The mod folder goes inside the ctrQuake folder, I believe the .xml can go either on the /3ds folder or the /3ds/ctrQuake folder. The shortcut will launch the mod directly; read the mod instruction to see if there are any other steps.
 

TCPixel

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I'm confused about installing mods. I know you put the mod folder in the same directory as ctrQuake.3dsx and make the shortcut XML file, but where does it go? Does shortcut XML file go in the mod folder or the root of the ctrQuake folder? After you create the shortcut file, it's supposed to launch directly into the mod? Or is there something else you have to do? I'm new to running Quake mods in general.
Create the xml file and put it in the 3ds/ folder. It will create a new shortcut on the homebrew launcher menu
 
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