Talk:Quake Wii
Half Life Wii?
Do you think we will be able to play half life with this mod?
--UNKNOWNGAM3r (talk) 05:06, 18 July 2016 (CEST)
Piko's QuakeGX
If someone could compile my code on their system, and then test to see if they can get the nun-chuck to work correctly. I think something is wrong with my devkits, and is causing this problem. I can't even get the nun-chucks working when I build vanilla QuakeGX version 0.04. -Piko —Preceding unsigned comment added by Piko (talk • contribs) 06:50, 24 April 2009 (UTC)
- Everyone has that devkit problem with QuakeGX. Which is why I am working on VBA GX instead of QuakeGX. I had lots of great improvements planned for QuakeGX. But whenever I compiled it I got that bizarre Nunchuk bug! Has anyone got any ideas what is causing it??? CarlKenner 20:55, 24 April 2009 (UTC)
- libogc changes? --ExtremsAlt 22:09, 24 April 2009 (UTC)
- freaking sweet work Piko (and Izhido). Thanks. Got a request now. Then nunchuck support in Q1Rev is more responsive and you don't have to reconnect it at the start of the game, can you port this over too? --FUNKAMATIC ~talk 02:08, 25 April 2009 (UTC)
- I just wanted to point out that the nunchuk issue with disconnecting and reconnecting can be fixed by compiling the source with an updated version of libogc.--Arikado 02:31, 25 April 2009 (UTC)
- No it can't. There is a massive bug in Quake GX when you compile with an updated version of libogc. Its symptom is that the Nunchuk stops allowing you to move. But the problem seems to be much deeper and unrelated to the Nunchuk itself. CarlKenner 09:17, 25 April 2009 (UTC)
- I'm fixing that, it related to the odd C++/C code mixing, I've written almost all the C++ code to work in C. There are still input bugs, but at least we're not grabbing imaginary C_Vars from god knows where. --Piko —Preceding unsigned comment added by Piko (talk • contribs) 18:51, 25 April 2009 (UTC)
Wondering if anyone is interested in helping me get Piko's QuakeGX to version 0.05, I'm almost there. The only really big bug left is with MOD_LoadVertexes, it crashes when loading certain levels. If you are good at debugging, or just feel like taking a shot, compile my QuakeGX with the latest version of devkitPPC r16, libogc 1.7.1a, and libfat 1.0.3. You need to use the latest versions or QuakeGX won't work correctly. --Piko 21:22, 29 April 2009 (UTC)
- Freaking sweet work, Piko! Thanks for the work on what is perhaps the greatest Wiibrew app!-FUNKAMATIC ~talk 22:34, 1 May 2009 (UTC)
- I think you're forgetting about all our wonderful RPS games. -- MetaFight 22:45, 1 May 2009 (UTC)
where can I get devkitppc r15 to compile, i can't find it
- -nerco7
NINE INCH NAILS ftw
Thanks for updating the music, Piko!!! Trent Reznor did a great job on the soundtrack for this game.--FUNKAMATIC ~talk 06:05, 12 May 2009 (UTC)
- I'd also like to thank Piko for adding mp3 support, and look forward to the fixed release once he works the bugs out. One thing I noticed in my time with the pst 0.08 builds, the music was very quiet. Even when turned all the way up, I have to turn the sound slider almost all the way down to hear it.--Sir Voe 18:11, 12 May 2009 (UTC)
Making Piko's version the official version
Piko's outdone himself and the latest version of QuakeGX by him is far better than Eluan's (and Izhido's Q1rev -- but lets not get into that). Instead of making Piko's version of QuakeGX look like the secondary version on the wiki page, I propose that we make Piko's version now be the main version of QuakeGX yet keep the download links at the bottom of the page of Eluan's version for anyone who may be interested in it. Does anyone else second this motion?--Arikado 23:46, 1 May 2009 (UTC)
- I'm not sure that's really anybody's call. I propose a disambiguation page for Quake. -- MetaFight 23:57, 1 May 2009 (UTC)
- Well I would just like to say, I don't plan on continue support for Eluan's GameCube version, because I think it's reach as good as it can get. I'm only focused on the Wii version, because there is still so much more it can do. Also, I can't get in touch with Eluan, or anyone else at the quake-gamecube google code site. I'm thinking of creating my own google code project if I don't hear from anyone there soon, it'll be called quake-wii, unless anyone else is more creative with a name. =P -Piko 00:41, 2 May 2009 (UTC)
- I think the answer is obvious. Your changes merely represent a fork at the moment. Since you can't get int touch with Eulan, you just have to continue as a branch-off for now. If and when you can get a hold of him to officially merge the changes back into his project, he might want to continue working on it as the lead coder, or he might just hand over the project lead to you. The point is, nobody knows yet, so just make a new separate page for your work for the time being. If the situation changes, you can easily deal with it at that time. --Flark 02:08, 2 May 2009 (UTC)
- Well I've gotten word from Eluan, we'll hopefully be talking about merging my changes into QuakeGX next week, and this page will no longer be needed. -Piko 04:56, 6 May 2009 (UTC)
- Any news on this? ~ PhoenixTank | talk | contribs | 00:51, 25 June 2009 (UTC)
USB keyboard support? ...and running DC simpsons mod?
Hi
Thanks for all the great updates for quake! Do you think you will be able to add usb keyboard support to your version? Also is there a way to get the top quake DC simpsons quake mod to run on you latest build? [1] ...Available here: http://www.megaupload.com/?d=8N5E34X9
Many thanks--Baboon 09:18, 3 May 2009 (UTC)
- USB keyboard support is enabled as of version 0.08, and I'm uploading it right now. =) As for mods, I took out the initial menu, because I wanted to redo it using the WiiGUI library, and make it a bit more pleasant to look at. I'll see about placing the initial mod selection menu back in. -Piko 17:22, 3 May 2009 (UTC)
- Actually, did you try opening the DC iso with MagicISO, and just putting the PAK2.PAK along with the other paks in ID1? That might work out of the box already? ;) Steve32 12:19, 5 June 2009 (UTC)
Going to start slowing down releases.
Well considering most of the show stopping bugs are gone, I'm going to slow down releases, try to bundle more changes together. So it's going to seem like things slowed down, but they haven't. I've got a lot of under the hood fixes to make. I have to learn GX inside, and out. Also I've got to fix ecstatics. One more quick release may be soon, simply to reenter the mod support menu, other then that it's going to take me a bit to get a lot of the changes I want done in. -Piko 22:41, 3 May 2009 (UTC)
Mp3 music support?
hey, sorry first time post here, hope it's in the right spot :P top job on getting this quake port back in shape.... just wondering if mp3 or wav music support is ever going to find its way into this game? bring on the NiN!
Self slaughter 11:39, 5 May 2009 (UTC)
- Mp3 support is planned, it'll take the place as the CD driver, because Wii can't read CD anyways. -Piko 17:22, 5 May 2009 (UTC)
thanks for adding music, you rock :) just to let you know though it seems to work and not work randomly, ie. when i started quake it had music on the demo, then when i actually started the game no music, then i quit and tried again and it seemed to work again.. may of been a config issue or something, only tried it a couple of times and had music about half the time... and on a side note save games still don't seem to work properly, when i load a save i get all sorts of errors (something to do with sounds i think from memory) scrolling through the console and enemies get the wrong models and stuff, like floating shotguns attacking me and stuff... but if i start the level normally, then load my save for that level it seems to get things right again... and if the zombie tries to attack me while its doing this quake will crash, i'll try to remember to take a photo next time to give you more info.. top work though, i love this game... just letting you know :) —Preceding unsigned comment added by Self slaughter (talk • contribs) 10:24, 12 May 2009
Incompatible Game Saves
- I'll begin investigating, and see what I can come up with. If you can e-mail me the save files to ciaran(dot)gillespie(at)gmail(dot)com I can try to figure out what is going on. -Piko 15:03, 12 May 2009 (UTC)
- Well after some testing, I can't recreate your save problem. You might want to send me those save files, and check to see if your SD card is corrupted. -Piko 16:35, 12 May 2009 (UTC)
- I've experienced the same issue as above. The saves I loaded I had made in QuakeGX 0.02 if that helps resolve the issue. Let me know if you need me to send you the saves. Tehpola 16:11, 16 May 2009 (UTC)
- I also have saves I made with Eulan's Quake GX .04 that do not load in Quake Wii. --Flark 21:17, 17 May 2009 (UTC)
- I've experienced the same issue as above. The saves I loaded I had made in QuakeGX 0.02 if that helps resolve the issue. Let me know if you need me to send you the saves. Tehpola 16:11, 16 May 2009 (UTC)
Crash while loading a savegame in version 08
- Love the project , but I am not able to load my savegames. It seems to save properly .but when I try to load the savegame it crashes with : "The following error occured : IDP :ioctlsocket (FIONREAD) failed" . Then it simply returns to the hbc. My setup is PAL 4.0 with 8gb sdhc.robertfisk 14:17, 26 May 2009 (UTC)
Multiplayer
I joined the default multiplayer server and there was only one other person who was there, and he left after a few minutes before I could even locate him in the map. That's pretty much how it would go. I would idle on the server for about 10-20 minutes, someone with default settings would join ("WiiPlayer") and then leave within a few minutes before I even had the chance to fight them. Also, I can't figure out how to send chat messages so I can say "hi" or something to prevent people from just leaving. All in all, a frustrating experience. --Flark 10:36, 7 May 2009 (UTC)
- Yes the default server lab.ihoc.net sucks. I was only using it for testing, I should of taken it out, but I kept forgetting. If someone wants to suggest, or even host a better server to make default that would be good. There is nothing wrong with the net code on Quake Wii, the lag is from that server being terrible. We really need our own Wii only server. -Piko 00:03, 9 May 2009 (UTC)
- People don't stick around because (in my experience, at least) the controls in multiplayer are laggy as hell. You don't shoot until half a second or so after you press the button, and movement is extremely jerky and unreliable. I don't think these are due to the port itself, but are problems inherent to the NetQuake code which was taken from Q1Rev, as I'm told it's not great even at the best of times. You can map preset messages to button presses in the configs too, by the way. -muesli —Preceding unsigned comment added by Muesli (talk • contribs) 07:26, 8 May 2009 (UTC)
- I didn't actually get any lag at first. The controls are very responsive. But for some reason, it will begin to lag badly seemingly at random whether or not there are any other players connected. While this is happening, there is an image flickering in the top left corner. The only way to solve this is to disconnect and rejoin. --Flark 08:48, 8 May 2009 (UTC)
- The lag is due to the default server. I've connected to other servers and had very smooth gameplay for long periods of time. To speak, just type "say" proceeded by your message at the console. I suggest you open up your cfg file and edit the text of one of the button bindings to activate "message mode", so you only need to push that button to bring up the say command. --Sir Voe 13:17, 8 May 2009 (UTC)
- Where can I find a list of good servers to join? What servers are you using? We should create a list or something so we can all join the same servers and recognize each other. Maybe we could just all add "WB" (for WiiBrew) or "Wii" or something like that to our player names. --Flark 16:41, 8 May 2009 (UTC)
- I've found some good ones on the list at www.quakeone.com/servers/, my favorites being speaknow.quakeone.com and dm.clanhdz.com. --Sir Voe 17:23, 8 May 2009 (UTC)
- Would it be possible to make a "Quake Channel" that installs on the Wii's menu and works as a sort of frontend lobby system? You could use it to check different servers for games/players/etc, maybe even some sort of friend-tracking system, and then once you choose your game it boots you directly into a multiplayer Quake Wii game from the SD card. Might be an easier way to allow players to switch servers and whatnot rather than doing so within Quake itself. --Muesli 15:48, 9 May 2009 (EST)
- First of all, you don't need a channel to do that. Why does everyone always want channels? The Homebrew Channel is more than enough. Every app doesn't need to be it's own bloody channel. Besides that, the system menu has been patched to prevent this and so only users with old system menu versions can install channels unless they can make use of Twiizer's undisclosed hack(s). Moving on, what you're asking would require a bunch of new code and would be a separate project in its own right. If somebody did something like that, I'd rather have them create a set of common interface libraries that all homebrew devs can make use of, rahter than waste all that time and energy implementing these kinds of features for a single game. --Flark 10:50, 9 May 2009 (UTC)
- The reason I mentioned channels is because I tend to think that an indicator right there on the menu telling me who is and isn't playing at any given time would mean I'd be more likely to play than if I had to boot the game just to check who's on, and I doubt I'm the only one. It's pretty much the only homebrew app I can think of (aside from maybe a decent media plater) that warrants a channel as it might actually serve some purpose other than to save a few button presses. I'm not seriously asking people to make one, just wanted to see what people thought about the idea. Sheesh.--Muesli 13:31, 9 May 2009 (UTC)
- Did you read the whole paragraph, or did you just stop after the first two or sentences? :/ Read the whole thing. So anyway, I seriously doubt anyone would even be interested in doing that, channel or not. --Flark 18:08, 9 May 2009 (UTC)
- What do you mean by "channel or not"? Anyway, I'm not asking people to make it, and the reasons you gave earlier are reasons why people wouldn't do it, not why they couldn't - I know a guy who's looking at coding something for the Wii and I figure this might be a better option than some crappy RPS game. Considering you're the only person answering I won't begrdge the mods for just deleting this whole branch of the conversation, it's not going anywhere.--Muesli 10:17, 10 May 2009 (UTC)
- Did you read the whole paragraph, or did you just stop after the first two or sentences? :/ Read the whole thing. So anyway, I seriously doubt anyone would even be interested in doing that, channel or not. --Flark 18:08, 9 May 2009 (UTC)
- The reason I mentioned channels is because I tend to think that an indicator right there on the menu telling me who is and isn't playing at any given time would mean I'd be more likely to play than if I had to boot the game just to check who's on, and I doubt I'm the only one. It's pretty much the only homebrew app I can think of (aside from maybe a decent media plater) that warrants a channel as it might actually serve some purpose other than to save a few button presses. I'm not seriously asking people to make one, just wanted to see what people thought about the idea. Sheesh.--Muesli 13:31, 9 May 2009 (UTC)
- First of all, you don't need a channel to do that. Why does everyone always want channels? The Homebrew Channel is more than enough. Every app doesn't need to be it's own bloody channel. Besides that, the system menu has been patched to prevent this and so only users with old system menu versions can install channels unless they can make use of Twiizer's undisclosed hack(s). Moving on, what you're asking would require a bunch of new code and would be a separate project in its own right. If somebody did something like that, I'd rather have them create a set of common interface libraries that all homebrew devs can make use of, rahter than waste all that time and energy implementing these kinds of features for a single game. --Flark 10:50, 9 May 2009 (UTC)
- Would it be possible to make a "Quake Channel" that installs on the Wii's menu and works as a sort of frontend lobby system? You could use it to check different servers for games/players/etc, maybe even some sort of friend-tracking system, and then once you choose your game it boots you directly into a multiplayer Quake Wii game from the SD card. Might be an easier way to allow players to switch servers and whatnot rather than doing so within Quake itself. --Muesli 15:48, 9 May 2009 (EST)
Version Roll Back!
Sorry about this, I know you all must of loved the mp3 support, but I'm going to have to roll back. I'll try to get the bugs fixed soon, and release a version 0.12. Sorry about this, but unless you want your Wii randomly crashing I suggest you go download version 0.08. Mega Sorry. -Piko 17:38, 12 May 2009 (UTC)
Q2Rev
Are you planning to get together with Izhido and Eluan to develope Quake II GX? JussiPik 09:42, 19 May 2009 (UTC)
Loading saved game bug
Everytime that I´m going to load my saved game something really funny happens, the enemies turn into weapons and the whole game is messed. There appears a message something like a sound file fail to initilize. The thing is that I need put "new game" first then load my save to play normally, if you load the game direct in the main menu this strange bug happens. TunaLover 19:09, 14 June 2009 (UTC)
Original soundtrack
The feature list claims that it is possible to have this. How can it be done? Swift Finch 17:52, 13 December 2009 (UTC)
Help
What files are necessary to run the full version. I own GLQuake, but it doesnt have pak1?????? it has a MAPS folder, GFX, GLQUAKE, and PROGS. i have pakexplorer, time, and patience. what shoud i do? Gg 14:44, 10 January 2010 (UTC) GG
Classic Controller Invert
I prefer having the look joystick of the controller inverted vertically. There is an option that I assume does that for the nunchuk, but nothing that works on the classic controller. It would be nice if you either updated that setting to include the classic controller or to add the option for it. Either way, I would like this added plz. RockGuy32 01:07, 2 February 2010 (UTC)
Quake Team Fortress
Hiya! I was just wondering if anyone knew how to install the origanal quake team fortress ob this wii realese? P.s Is the network play good?(laggy or not? I have a deccent internet)--Barrelroll5 18:51, 14 February 2010 (UTC)
IP Address issues - can't connect to servers
It's a well-known issue that standard Quake will always try to use your local internal network IP address (such as 192.168.x.x) instead of your externally visible public IP address, which it needs in order to connect to internet servers..... I am having that problem, so I can't connect to any servers. How are other people able to do so? If you go to Multiplayer, New Game, TCP/IP, it shows you what IP Quake is bound to, and it's always the local net internal IP for me..... The usual fix for this is to manually configure Quake to use your external IP address by specifying it on the command line, like: Quake.exe -ip xxx.xxx.xxx.xxx
But.... is there any way to do this on the wii? I don't see any configuration options for this..... And I'm still wondering... how are other people getting this to connect?? I tried it on Q1Rev as well, and have the same issue.
EDIT: oh, I was able to connect to the default server... but not other servers I tried. What's up with that? It still looks like the IP address issue.... maybe some servers can work around it.
EDIT: Yep, IHOC runs a modified server to fix this. But it looks like there's an easy(?) client-side fix for this too: http://forums.inside3d.com/viewtopic.php?t=1857
I hope that can be incorporated into this Quake port.
(spam: try out my Quake server mod: connect fvf.servequake.com -- it's usually in cooperative mode, so you can team up and kill monsters) --Mr. Reaper 21:27, 28 March 2010 (UTC)
Anyone still play/wanna play this ?
If anyone wanna play this, there is still some servers compatible with quake wii, send me a pm on my discord: notwotwo#2155
Incompatibility with "MotionPlus Inside" Wiimotes
For a while I was confused about why this program was "softlocking" my wiimote, and seemingly the issue is that it only works with original non-motionplus wiimotes. This isn't surprising since the latest version is over a decade old, but might as well write it down here so people who might have this issue know what's going on. With the source code being open it seems like it might be possible to fix this, but I wouldn't know how to do that. This happens with every version I've tried, up to the latest 0.8. Maajft (talk) 20:25, 4 March 2024 (CET)