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I'm delighted to announce the latest version of QuakeDS for public consumption - pre-release two!

I was going to do several releases over the last two months, but I'm kinda glad I held back as I think that "one more feature" thing really helped!

 

Changes from pre1->pre2:

 

- faster rendering

- vertex lighting and light animations (proper lightmapping may be in the next build)

- Alias model texturing

- proper timebase, so no variable speed

- a crosshair and a HUD

- the Quake font (or whatever font is available in the mod you're playing)

- a nearly-proper sky

- sky, water, lava, sludge animations

- full control configuration

- game save saving/loading

- every level works - I have played from beginning to end with no crashes or thrashing

- wifi network play, via an access point (build coming in a few days after more testing)

- adequate support for mods/TCs in this build - full compatibility in the EXRAM build (coming in a few weeks)

- much improved sound system on the ARM7 (no music yet...)

- transparent water support via r_novis or VIS'ed maps

- hardware fogging for a light depth cue, or thick fog for underwater

- LOADS more little things (eg the end-of-episode finale messages)

 

The bad,

 

- if you had problems getting pre1 to run on your card before (say you had a DS Link) then it ain't gonna run this time! Same goes for cards which have no DLDI driver.

- you will only get textured models if you use pak files - loose files won't work any more

- if you have a slow flash card then loading textures on the fly may really annoy you

- particles and sprites still haven't been fixed

- there's an occasional sound glitch

- no on-screen keyboard in this build

 

To run (the quick way),

 

- download the zip file, and put the NDS in the root of your card

- DLDItool it with the DLDI driver of your choice

- make a directory in the root of your card named id1

- put the config file (downloaded from the site) in the id1 directory

- put your two pak files in that directory too

- plug into DS and power on.

 

As I said before, wait a few days for the networking build (full co-op and deathmatch) and hang on a little longer for the full TC compatibility.

Don't forget to actually read the web page as there are a bunch of options to change stuff like loading textures etc.

 

Legal: I take no credit for the development of Quake, that all goes to the guys at id Software. I also claim no copyright, trademark etc. Again, all work, copyrights, trademarks are owned by them.

I just made the patch which coaxes the game into running on the DS.

 

DCEMU Release Thread

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