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)
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)

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)
Nice. I didn't expect that. I wonder how feasible USB Mouse support is. --Flark 22:58, 3 May 2009 (UTC)
USB Mouse is possible, I've seen some examples. -Piko 23:09, 4 May 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)


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)

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 (talkcontribs) 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.--Sir Voe 13:17, 8 May 2009 (UTC)