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172 bytes removed ,  23:10, 29 April 2009
== Piko's QuakeGX ==
"Alright, I'll give this one more shot, just because this bug has got to be something stupid. I'd love to get some people to take a look at the code, and if you have a gekko debugger, do me a favor, and try to figure out why the final movement speeds of the player are behaving oddly. I've fixed most of the other bugs, disabled gamecube controller for now, but I'll be placing that back in once this bug is found. Everything This is in C, except the libfat controller, but I'll be removing that soon enough. If someone could, please, pleasestill buggy, pretty please help me debug this. Just run "make wii"getting close though." --[[User:Piko|Piko]] 1621:5810, 26 29 April 2009 (UTC) ===Milestone #1 (0.05)===:Client network capability. -DONE:Compatibility with libOGC 1.7.1a, and devkitPPC r16. 2 Bugs remaining:Enhanced input system. -DONE:Fixed on screen keyboard -DONE ===Milestone #2===:Loading id1 data from USB drive, or DVD.:Being able to host network games.:Connection to master server to get Quake-Wii server list. 
===Updates===
:"Two major bugs left. Feel free to help. First, and most important, MOD_LoadVertexes crashes into a code dump when loading certain levels (I'd love for someone who is GX a debugging expert to look into this), and the config file isn't being saved. Other then that my latest version of QuakeGX is getting close to being finished." --[[User:Piko|Piko]] 21:01, 29 April 2009 (UTC) 
===Download===:[http://www.fallenacorn.com/piko/quake-wii-piko/quake-wii-piko.tar.gz quake-wii-piko.tar.gz]
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