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4 bytes added ,  21:50, 29 April 2009
How does this compare to the other Quake wii port? What specific features are different? --[[User:Mr. Reaper|Mr. Reaper]] 18:22, 27 April 2009 (UTC)
: That's actually a good question. I haven't had the chance to play it. Maybe somebody else could do us the favor and fill in the details? --[[User:Izhido|Izhido]] 17:19, 27 April 2009 (UTC)
:: As the only one currently working on QuakeGX, I can explain the difference. QuakeGX has hardware acceleration, Q1Rev uses software. QuakeGX has what I see as better controls, and smoother frame rate control, Q1Rev's controls feel rather hacked on, and the FPS feels really choppy, also you cannot bind controls the way you want. QuakeGX is currently buggy with the latest version of libogc, and devkitpro, but I'm fixing that. QuakeGX doesn't have Network play, but my buggy version does. Q1Rev uses the newer sound library system. Q1Rev also seems to be using the newer MEM2 enabled malloc, this has just been recently added to libOGC, QuakeGX handles memory using the old SYS_GetArena2Lo, and SYS_GetArea2Hi, though this really is not a big deal, Quake has internal memory heap anyways, so it doesn't matter how you give it memory, just give it memory. Over all, I've implement the network patch, and removed a lot of QuakeGX old methods for handling fat file access, and it's odd mixing of C, and C++ code. There is still one bug, for some reason the function MOD_LoadVertexes in gx_model.c segfaults on loading certain maps, I'm still tracking this bug down. I'd love to get some help from Izhido, becuase right now I cannot get in contact with Eluan, and I need someone good at debugging, and I've simply copied code from Q1Rev into QuakeGX, witch reminds me I have to edit the credits. -[[User:Piko|Piko]] 20:49, 29 April 2009 (UTC)


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