Hi xDYou just need to add the .pak files from the full version into the id1 folder.
Thanks ^^
Last edited by Lyuksus,
Hi xDYou just need to add the .pak files from the full version into the id1 folder.
Place the mod folder on the ctrQuake folder (for team fortress that folder is called "fortress"), then you create a .xml shortcut with the folder name as the value for arg tag.Hi xDits me again , firstly thank you really really much i thought you had to delete the pak0 file , but you told me to just do the pak 1 file with pak0 file in it it works , thank you really much , aaand i have another question , how do you play mods ? :o xD (sry if im annoying you )
and yes you posted under the .github site how to do it . I couldnt really follow it or i dont know how to go on
Thanks ^^
<shortcut>
<name>Team Fortress</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>fortress</arg>
</shortcut>

With enough time it will.I'm looking forward to the next release!Hopefully you'll get the hardware acceleration to do as you want!

With enough time it will.


Is this project still getting love? I'm still looking forward to hardware rendering and 3dsto3ds multiplayer.

Thank you for letting us know that you are still working on ctrQuake. I homebrewed my N3DS just for this. It is currently already very playable.I'm still working on this, I'll release a small update soon with gamma settings and hopefully better sound.
As long as the mods work on winQuake ( the official windows port ) it should work. All mods I tested work fine.Thank you for letting us know that you are still working on ctrQuake. I homebrewed my N3DS just for this. It is currently already very playable.
Btw, can we play the 2 official mod with this ?
Pip'

nevermind you just answered my question lolAs long as the mods work on winQuake ( the official windows port ) it should work. All mods I tested work fine.
Have fun!!!
Since the Qreate mod was tested with dosQuake, I think it should work.does the Queate mod work with ctr quake??


To play the expansion, must I remove the 2 original *.pak for the expansion one in the ID1 folder ?
That works, but the best way is to create a folder for each mission pack and launch it like a modTo play the expansion, must I remove the 2 original *.pak for the expansion one in the ID1 folder ?
Pip'

Currently, I haveThat works, but the best way is to create a folder for each mission pack and launch it like a mod
Currently, I have
./3ds/ctrQuake/id1/pak0.pak
./3ds/ctrQuake/id1/pak1.pak
./3ds/ctrQuake/ctrQuake.smdh
./3ds/ctrQuake/ctrQuake.xml
./3ds/ctrQuake/ctrQuake.3dsx
./3ds/ctrQuake/keyboardOverlay.bin
./3ds/ctrQuake/touchpadOverlay.bin
./3ds/ctrQuake/scourge/pak0.pak
I also have this xml file named ctrQuake.xml :
<shortcut>
<name>Scourge</name>
<executable>/3ds/ctrQuake/ctrQuake.3dsx</executable>
<arg>scourge</arg>
</shortcut>
... but no dice so far.
Pip'

Uhmm, I can't test it right now because I'm at work, but I'll take a look later

