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ctrquake's Issues

How to build this on Windows?

Like the port so much that I'd like to play around with the source, but I need help on how to build this on Windows. Guessing I need devkitpro or the devkitarm toolchain within it?

game won't fully boot

I am on old 3ds 11.13.0.-45 using luma3ds ver. 1.10. booted using .cia (3dsx doesn't work)
my game won't fully boot and displays
FindFile: can't find gfx/pop.tmp
Playing shareware version.
FindFile: can't find gfx.wad
Sys_error: W_loadWadFile: couldn't load gfx.wad
Press start to exit (this line displays as lines and dots until you press start)
I have tried reinstalling multiple times and this error always displays

Significant performance decrease on v0.8

I am using a New3DS XL with FW 11.0.0-33U.

I went to try out version 0.8 and found that the frame rate was more than halved when played. It was extremely choppy in some areas. So I decided to measure it with the "timedemo demo1" command on version 0.7 and 0.8. The difference between v0.7 and v0.8 was unreal surprising.

v0.7 returned 66.7 fps
v0.8 returned 23.6 fps

"timedemo demo2" returned similar results.

v0.7 returned 70.2 fps
v0.8 returned 24.9 fps

Dithering is disabled on v0.8

Screens don't turn back on after closing lid

Using an N3DS 10.3.0-28U with menuhax, I was not able to continue playing the game after closing and reopening the lid. I can still hear my weapon fire and jumping when pressing buttons, but I couldn't seen anything. The lcd was black and the backlights were off.

how do i install mods

the explanation on how to install mods wasnt very clear, and im very confused, could you possibly make a video or smthn

Suggestion: Move T# buttons on the overlay

I doubt this will make any difference seeing as how it's been over 7 years since the last update, but I really wish it was possible to change the position of the T1-5 buttons on the touchscreen overlay. I use my right thumb for aiming because I find it much more comfortable than using a stylus and holding my New 3DS one-handed. Having the T# buttons all on the right side means my thumb is constantly hitting them and getting the "T# is unbound, press F4 to bind it" message. It would be preferable if you could change the position of the T# buttons to be along the top center, like in Metroid Prime Hunters, or along the left side like in the Call of Duty DS games. This goes for all the FPS ports by this developer, which are mostly stellar but all suffer from this strange oversight.

Quake can't connect unless wireless lan is connected to the internet. (Fix)

Cia install launches and runs Quake just fine, 3dsx file crashes system. Latest Luma, b9s, and HBLauncher. Also, says "No Communications Available" when opening the Multiplayer menu. (Internet settings are correct.) using the console with
>connect 10.42.1.5
Also does not work. (Can confirm server is running on darkplaces, original quake files for both machine and 3DS, Firewall is allowing connections and nothing else has issue connecting, 3DS web browser can easily access a small http testing server running on port 8081.

EDIT: There isn't a dump, but I've discovered you have to use FakeMii to play on a lan without internet or if nintendo's servers are down.

Arm11 (Core0) crash when launching .3dsx application

Whenever I try to launch CtrQuake from homebrew menu, it crashes and says Arm11(Core0)
Data abort
And something with translation section
Im using a old 3ds XL on the newest firmware and luma 10.0.1.
I've just enabled show NAND or user string in System Settings.
Please. someone. Help me!

How to install mods?

I see that you have to make an XML file, but what do you put for the and after making the xml file how do you launch the mod?

Save Error

Whenever I go to save the game freezes up and all I hear is the same sound repeating. Also when I reboot my 3ds the saves appear but when loaded they too glitch out and crash

Can not launch game through Citra

Tried using ctrQuake.cia file with a 3ds folder, with ctrQuake (and its appropriate contents) contained within, in the same Citra game directory

Sys_Error: Could not find folder: sdmc :/3ds/ctrQuake

Tried using ctrQuake.3dsx file with ctrQuake.smdh file in the same Citra game directory

FindFile: can't find gfx/pop.Lmp
Playing shareware version.
FindFile: can't find gfx.wad
Sys_Error: W_LoadWadFile: couldn't load gfx.wad

Same error when launching within the ctrQuake folder that these files normally come in

Would like to have assistance in getting this to work in Citra.
Reason for why I'm trying to emulate on PC is just curiosity, nothing else.

Request: Possibility of Xonotic port?

Given that quake and Xonotic run on almost the same engine, (aside from a small handful of improvements from xonotic) would it be possible to port xonotic to the 3ds? I think it'd be an extremely popular port.

Issue with button mapping

hello I'm no sure if i've ever left an issue here before but here goes lately i've been trying to map the controls so i can use the touch screeen and stylus with my left hand and move with the face buttons as i am left handed, but while im able to map the b,x and y buttons the game will not let me map the a button to any controls even when i write it as mapped into the config file and it shows as mapped in game

furthermore its as if the game itself does not see the a button as a button at all

I am 100 percent sure my a button is not broken becuase itt functionin literally every thing else. Home menu other games other homebrew apps including quake 2.

for context i am using a new 3ds xl. I've tried everything i can think of but the game just does not seem to recognize this button despite the readme on the page saying it can be used for camera control, was there a change that removed the games ability to recognize this button on a new 3ds model or something? because it seems like to this game the a button is completely invisible

Weapons switching

Hello dear gamers and programmers.
Maybe i haven't understand how to do it right, but switching weapopns now is kinda difficult. In control settings there is one option to change weapons which only cycles them forward. You can manually assign any button to change weapons backward via console but it would be much more comfortable to do it via GUI, I guess (I use ZR and ZL).

Crash on opening

When I run CtrQuake from Homebrew I get the following crash dump
https://a.doko.moe/irejov.dmp
I'm on 11.8.1 CFW Luma3DS, Old 2DS.

Fix for building under Linux

In file "/source/in_ctr.c" in line 26 change "#include <3DS.h>" to "#include <3ds.h>"...
Linux shell is very case sensitive ;)

Audio latency after opening the home menu

It seems like sometimes when opening the home menu, ctrQuake will have really high audio latency once you return to the game.

This is happening on an old 3DS on 11.2 running Luma3DS.

crash on launch via Home Brew app

crashes when i try and launch it the way it sed AND i use a nintendo 3ds XL yoshie specal ED, the error code is of the top screen:
An exception occurred
Processor: Arm11 (core 0)
Exception type: data abort
Fault status: Translation - Section
Current process: 3dsx_app (000400000D921E00)

don't have much of a tech brain so, my 3ds xl will also crash if libretro is quit the L+R+SELECT+START is used or just quit the game but only in prboom so idk i REALLY need help on this, [cant add the .dmp file sorry]
thanks in advance
[sorry about the spelling errors]

Connecting to online servers

I haven't been able to join any servers and when I put the correct ip in it says unable to make socket broadcast capable

Add Content Rating

First I just want to say: this port is awesome!!! Memories! Fantastic adoption. So fun. Thank you!!!

Request: please add the content rating level of this app into the CIA. Mature rating if possible. I want to prevent my kids from digging around on my DS and finding violent video games until they're a little older ๐Ÿ˜‡

Thank you

Audio latency after high memory usage/closing screen

I've been using ctrquake on o3ds as a testbed for qc/maps cause i don't have an old computer lying around. Just ran into this bug

Poorly optimized maps will trigger the ram warning badge (as expected) but the audio starts to lag behind if the strain is high enough. this appears to only happen in the case of extremely high ram usage. you can reproduce this by turning off mipmapping (d_mipscale 0) since it forces full resolution textures at distance.

A similar issue happens if you close the screen and open it, and if you leave it closed long enough it will just not start back up again. The latency doesn't go away, it seems to require a full restart.

Pretty minor considering it only appears if you're playing seriously unoptimized or huge maps but i've only run into it while testing beta stuff, it might appear in the mission packs though.

"new game" button

Whenever I'm already in a game and i press "new game" it says are you sure, i press every button on my controller and it didn't work. I have to reset when i want to make a new game but idrc tbh

NVM im stoopid

Double tap "jump" missing

In order to use ctrQuake in older 3Ds, it would be nice to recover the double tap jump.

In this commit you deleted Touch_TouchpadTap function, and in further commits all this code was reworked and reorganised for a better understanding.
But this had the side effect of deleting the double tap function.

My suggestion is to apply these changes:

{
  if(!keyboardToggled && touch.px > 268 && touch.py > 14 && touch.py < 226)
    Touch_SideBarTap();
  else if (keyboardToggled && touch.py > 62 && touch.py < 188 && touch.px > 12 && touch.px < 308)
    Touch_KeyboardTap();
  else if (touch.py > 214 && touch.px > 142 && touch.px < 178)
    Touch_KeyboardToggle();
  // Analised last to recover double tap jump and to avoid conflicts with other functionalities
  else if (!keyboardToggled)
    Touch_DoubleTapJump();
}

void Touch_DoubleTapJump()
{
  u64 thisTap = Sys_FloatTime();
  if ((thisTap - lastTap) < 0.5){
    Key_Event(K_SPACE, true);
    lastKey = K_SPACE;
  }
  lastTap = thisTap;
}

Maybe there's a better way to do this, if I have time i could test it by myself.
Great job, anyway!! :D

LAN Multiplayer Unable to connect

quakepchost picture of pc successfully hosting server

quake3dsfailedconnect
pictures of 3ds being unable to connect

"Host_Error: CL_Connect: connect failed"
"Unable to make socket broadcast capable"

This may be improper setup or not actually a bug but I've been trying to get my n3ds to connect to my friends computer (we are on the same LAN)

We connected with another computer to see if it was his computer and it worked so im at a loss
(which is a bit of a shame because quake 1 lan parties are pretty sick and i was interested in using my n3ds to play)

PC are glquake 0.98 / 1.09

apologies if this was user error

Suggestion: New controls for old3ds systems

I've been thinking of new controls for Quake if you have an OLD3DS
The controls are:
Jump = B
Shoot = Y
Swim Up and Down = DPad Up and Down
Turn Left-Right = L and R
Change weapon = LeftDPad
Movement = Circle Pad
and that's pretty much it. Agree or Nah?

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