Talk:Quake Wii

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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 (talkcontribs) 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)
Here are the versions you need to compile. --Piko —Preceding unsigned comment added by Piko (talkcontribs) 00:39, 25 April 2009 (UTV)
devkitPPC r15
libfat 20080530
libogc 20080630
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 (talkcontribs) 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)

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)

USB keyboard support? ...and running DC simpsons mod?


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? File:Http:// ...Available here:

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)