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17 bytes added ,  12:38, 26 April 2009
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==Need to know how you compile a working version of QuakeGX with DevkitPPC r16, libfat 1.0.3, and libogc 1.7==
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== IR control ==
 
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I need to know how it is that you were able to compile a working version of QuakeGX with the latest tools, and libraries?!
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I just want to get my netcode patch to work, but no matter how hard I try I can't get QuakeGX to compile with the latest tools. Please get in contact with me, I'm right now rewriting half of QuakeGX, and I still can't find this where the side movement, forward movement bug is coming from. I tracked down one bug with the linking of C++ code, input.cpp to Quake where the extern cvars were incorrectly linking, but I still can't find this last bug, and I'm going a little crazy, because I know somehow you compiled QuakeGX with the latest tools, or you manual hacked in SDHD support. Please contact be threw replying here, or on my user page. [[User:Piko|Piko]] 04:54, 26 April 2009 (UTC)
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MAN! your quake port FPS IR control is like perfect! How did you do it?
 
MAN! your quake port FPS IR control is like perfect! How did you do it?
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and thank a whole bunch.  You've made homebrew on the Wii cool.--<font face="Alba Super">[[User:Funkamatic|<font color="red">FUNKAMATIC</font>]]</font>  <font face="Copperplate Gothic Light">[[User talk:funkamatic|(talk)]]</font> 23:00, 25 June 2008 (CEST)
 
and thank a whole bunch.  You've made homebrew on the Wii cool.--<font face="Alba Super">[[User:Funkamatic|<font color="red">FUNKAMATIC</font>]]</font>  <font face="Copperplate Gothic Light">[[User talk:funkamatic|(talk)]]</font> 23:00, 25 June 2008 (CEST)
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== Need to know how you compile a working version of QuakeGX with DevkitPPC r16, libfat 1.0.3, and libogc 1.7 ==
 +
 +
I need to know how it is that you were able to compile a working version of QuakeGX with the latest tools, and libraries?!
 +
I just want to get my netcode patch to work, but no matter how hard I try I can't get QuakeGX to compile with the latest tools. Please get in contact with me, I'm right now rewriting half of QuakeGX, and I still can't find this where the side movement, forward movement bug is coming from. I tracked down one bug with the linking of C++ code, input.cpp to Quake where the extern cvars were incorrectly linking, but I still can't find this last bug, and I'm going a little crazy, because I know somehow you compiled QuakeGX with the latest tools, or you manual hacked in SDHD support. Please contact be threw replying here, or on my user page. [[User:Piko|Piko]] 04:54, 26 April 2009 (UTC)
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