Talk:Q1Rev

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Will you be doing Q2, Q3A etc? Beegee7730 17:46, 20 April 2009 (UTC)

yeah, are you working on Q2 now Izhido? --FUNKAMATIC ~talk 22:36, 23 April 2009 (UTC)
He said he was on #wiidev--Arikado 20:50, 24 April 2009 (UTC)
Yeah, I did :) though, probably, I'll stop at Q2. To be honest, I'm not quite fond of Q3A myself. --Izhido 10:13, 27 April 2009 (UTC)

Q3A is the best one! Would be awesome with network support. Beegee7730 10:22, 28 April 2009 (UTC)

NO GRAPHICS?

When i clicked on join match i got: NO GRAPHICS? DOWNLOAD THE 'NEW' MAPS, anyone know how to fix that? —Preceding unsigned comment added by Jassim (talkcontribs) 17:15, 24 April 2009 (UTC)

That usually means the server you're connecting requires data not in the pakfiles you got with your game. Usually, going to the web site of the server will give you clues where the 'new' maps can be found. Hmm... I'm intrigued: what server did you connect to? --Izhido 10:16, 27 April 2009 (UTC)


i cant find where i can download the new maps, reckon you could post the link to them here please —Preceding unsigned comment added by Jassim (talkcontribs) 14:26, 2 May 2009

SDHC support

Is there any chance that SDHC support may be added to the game? SMR Kurosan 07:27, 25 April 2009 (UTC)

Hmm... I honestly thought that, with the latest libogc release, it would be automatic. What kind of problems are you having with your SDHC card? --Izhido 10:17, 27 April 2009 (UTC)
Sorry, I didn't realize that was the case. The game didn't list support for SDHC on its page or on the Homebrew Browser Channel, so I assumed it wouldn't work. I just tested it and it works perfectly; so sorry about the trouble. SMR Kurosan 22:47, 27 April 2009 (UTC)

Comparison of Features?

How does this compare to the other Quake wii port? What specific features are different? --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? --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. -Piko 20:49, 29 April 2009 (UTC)