Homebrew [Release] Quake2CTR - Quake 2 port

Searinox

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I noticed that if the console is put to sleep while the game is running, when it wakes back up it will show an in-game "no connection" icon between the singleplayer session and the "server", and just hang there.
 
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Npcutz64

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Hi! I just wanna say ctrquake 1 and 2 are great ports, I've just been having a couple problems with quake 2.

Quake 2 will not save any settings I change such as c stick sensitivity or mapped controls, I was able to change the config file to keep look strafing turned on but c stick sensitivity reverts back to being super slow whenever I close the game
 

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To play mods with Quake2CTR, the mod has to be compiled from source and statically linked to Quake2CTR.
I've pushed a few changes to allow us to do exactly this, create custom .3dsx and .cia builds with a mod included.

https://github.com/MrHuu/Quake2CTR

Currently available build options:
Code:
make
make ctf
make ctc
make rogue
make xatrix
make dday

You still have to provide your own game-assets.

All credits and massive thanks to @MasterFeizz for creating Quake2CTR and making this possible.
 
Last edited by MrHuu,
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placebo_yue

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I installed the doom port last night and its awesome!
Does this one have 3D support as well? that's the biggest reason for me to download these, as i already have all these games for PC, and the VR ports too for those that have em.
Thanks for the work put on keeping those classics alive
 

MasterFeizz

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I installed the doom port last night and its awesome!
Does this one have 3D support as well? that's the biggest reason for me to download these, as i already have all these games for PC, and the VR ports too for those that have em.
Thanks for the work put on keeping those classics alive
Stereoscopic 3D support is currently not implemented. Of my work, only ctrQuake and daedalusX64 have stereoscopic 3d
 

Wavy

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Game works fine but when i open my saved file, it always starts from the beginning. And also there is no music, what can i do?
Quake2CTR (as of now) has no music support and as for the saving, are you saving/loading on SSV2? or are you making a saving on the other save slots? If you're saving/loading on SSV2, then save on any other save slot besides SSV2. If you're saving on any of the other save slots, then that's pretty strange and that means unfortunately, I can't help you. =(
 

Steamquail

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Hi, guys, awesome port! But i have some issues with touch control. In the 0.1 release it was ok ( a little too sensitive, but ok), but in the 0.2 release there was some kind of dead zone added to the touch screen. Can i reduse it a little or turn off completely? Via console commands or something
 
Last edited by Steamquail,

EvilJagaGenius

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To play mods with Quake2CTR, the mod has to be compiled from source and statically linked to Quake2CTR.
I've pushed a few changes to allow us to do exactly this, create custom .3dsx and .cia builds with a mod included.

https://github.com/MrHuu/Quake2CTR

Currently available build options:
Code:
make
make ctf
make ctc
make rogue
make xatrix
make dday

You still have to provide your own game-assets.

All credits and massive thanks to @MasterFeizz for creating Quake2CTR and making this possible.

What tools can I use to compile the source code? I have both mission packs and would love to put them on 3DS. There's just no instructions or readme in the repositories, and I've never messed with 3DS homebrew before, so I'm not sure what to do.
 

Wavy

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I need to dust up my laptop, but from what I remember I only needed to fix a couple of bugs and it should be ready for release.
No rush but have you dusted off your laptop yet? I'm curious to see how hardware rendering goes.

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

What tools can I use to compile the source code? I have both mission packs and would love to put them on 3DS. There's just no instructions or readme in the repositories, and I've never messed with 3DS homebrew before, so I'm not sure what to do.
You'll need devkitPro to compile. just go into the Quake2CTR source then type one of the listed commands.
 

theRec

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Very nice job MasterFeizz :bow:, also for your other jobs (nuke dukem and quake 1 & 3),
and MrHuu for the .3dsx files that allow play xatrix and rogue , i have the steam quakes but a shame no music, then i prefer play in my New 2DS, if you added music it would be amazing, but still excellent work, thank you so much, sorry my english.
 
Last edited by theRec,

EvilJagaGenius

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You'll need devkitPro to compile. just go into the Quake2CTR source then type one of the listed commands.

Finally got around to trying this, I tried with both MasterFeizz's repo and MrHuu's, but I get multiple definition errors when it links stuff. Using a fresh install of devkitPro with the 3DS components installed.

Code:
linking Quake2CTR.elf
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: game/g_main.o:C:/devkitPro/projects/Quake2CTR-master/game/g_main.c:47: multiple definition of `dedicated'; qcommon/common.o:C:/devkitPro/projects/Quake2CTR-master/qcommon/common.c:46: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: game/g_main.o:C:/devkitPro/projects/Quake2CTR-master/game/g_main.c:43: multiple definition of `maxclients'; server/sv_main.o:C:/devkitPro/projects/Quake2CTR-master/server/sv_main.c:47: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:34: multiple definition of `scr_viewsize'; client/cl_scrn.o:C:/devkitPro/projects/Quake2CTR-master/client/cl_scrn.c:47: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:33: multiple definition of `vid_gamma'; ref_soft/r_main.o:C:/devkitPro/projects/Quake2CTR-master/ref_soft/r_main.c:137: first defined here
c:/devkitpro/devkitarm/bin/../lib/gcc/arm-none-eabi/11.1.0/../../../../arm-none-eabi/bin/ld.exe: ctr/vid_ctr.o:C:/devkitPro/projects/Quake2CTR-master/ctr/vid_ctr.c:32: multiple definition of `vid_fullscreen'; ref_soft/r_main.o:C:/devkitPro/projects/Quake2CTR-master/ref_soft/r_main.c:136: first defined here
collect2.exe: error: ld returned 1 exit status
make[1]: *** [/opt/devkitpro/devkitARM/3ds_rules:42: /c/devkitPro/projects/Quake2CTR-master/Quake2CTR.elf] Error 1
make: *** [Makefile:252: build] Error 2

Any help would be nice, thanks!
 

Wavy

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Finally got around to trying this, I tried with both MasterFeizz's repo and MrHuu's, but I get multiple definition errors when it links stuff. Using a fresh install of devkitPro with the 3DS components installed.

Code:
linker errors

Any help would be nice, thanks!
Ah, I think it could be because Quake2CTR can't compile on latest versions of devkitARM and libctru. No way to fix that (to my knowledge). Sorry!
 

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Hi, guys, awesome port! But i have some issues with touch control. In the 0.1 release it was ok ( a little too sensitive, but ok), but in the 0.2 release there was some kind of dead zone added to the touch screen. Can i reduse it a little or turn off completely? Via console commands or something
I actually also have that problem, and it's a bit annoying knowing that next to none of my shots will be perfectly accurate...
 

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