Quake dreampi features added

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BlueCrab
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Re: Quake dreampi features added

Post#21 » Tue Apr 03, 2018 6:38 pm

Anonymouse wrote:
BlueCrab wrote:
Nico0020 wrote:I have a DreamPi and BBA, will BBAs ever work for this too or will it not work that way?
Considering that the online functionality was added using KOS' built-in network stack and libppp (for the dialup connection part), it should be relatively easy to get the BBA (and the Lan Adapter) to work with it as well, if they don't just work with it already. ;)

I tried to make sure that all of that was easy to use with different devices as I was writing it up in KOS, after all.


Hi Blue Crab. Thank you for your input to this topic. Have you ever considered making a simple online game to introduce the idea of Online possibilities with DC homebrew? You certainly are an expert with KOS so will be the ideal person to showcase this.
I actually had worked on a simple online game back in the day (more than 10 years ago, that is). That said, I don't really have the time to do anything like that most likely, unfortunately.

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Nico0020
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Re: Quake dreampi features added

Post#22 » Wed Apr 04, 2018 8:44 am

I had always hoped someone back in the day would release a basic game that had online features, just as a proof of concept for others.

Didn't DCSquares add BBA support for uploading high scores in one of its final versions?

I loved that little game.

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Sonic1994DC
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Re: Quake dreampi features added

Post#23 » Wed Apr 04, 2018 8:23 pm

What? Another game being brought online that's homebrew? This is madness! :lol:

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KGRAMR
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Re: Quake dreampi features added

Post#24 » Thu Apr 05, 2018 2:01 am

SHUOUMA IS JUST UNSTOPPABLE GUYS LET ME TELL 'YA!!!
Now You're Playing with Power
Do The Math
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DR TEAMCAST
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Re: Quake dreampi features added

Post#25 » Thu Apr 05, 2018 5:46 am

https://www.youtube.com/watch?v=Xow4vK21YNo

makaqu 1.3.1 is seemingly 100% compatible with Quake Team Fortress. gonna start testing out maps today because i didn't know there weren't any maps included with the mod when i made the video

if anyone else wants to test stuff just download makaqu 1.3.1 and QTF 2.8, and put the FORTRESS folder in "iso_root:\QUAKE\FORTRESS". then add maps to "iso_root:\QUAKE\FORTRESS\MAPS"
http://www.filefactory.org/index.php?ga ... category=1

turns out the guy who made the original 2fort map has a few other maps, that should be interesting
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Anonymouse
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Re: Quake dreampi features added

Post#26 » Fri Apr 06, 2018 11:07 am

DR TEAMCAST wrote: https://www.youtube.com/watch?v=Xow4vK21YNo

makaqu 1.3.1 is seemingly 100% compatible with Quake Team Fortress. gonna start testing out maps today because i didn't know there weren't any maps included with the mod when i made the video

if anyone else wants to test stuff just download makaqu 1.3.1 and QTF 2.8, and put the FORTRESS folder in "iso_root:\QUAKE\FORTRESS". then add maps to "iso_root:\QUAKE\FORTRESS\MAPS"
http://www.filefactory.org/index.php?ga ... category=1

turns out the guy who made the original 2fort map has a few other maps, that should be interesting


Looks great. Let us know how you get on
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart

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Anthony817
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Re: Quake dreampi features added

Post#27 » Fri Apr 06, 2018 12:28 pm

I must ask the question. Why go with Makaqu instead of the Titanium Studios port? Makaqu is software rendered, Titanium Studios port is Hardware Accelerated, developed with Windows CE and looks freaking amazing, as well as runs full speed. I really don't understand why anybody would focus on Makaqu over that port?

There was a release of the game with many addons and mods added to it, as well as multiplayer maps. It used the shareware version, but I think you could easily release a version with the full version of the game.

http://dcevolution.sourceforge.net/inde ... nniversary

Were you just unaware of this port or are there limitations when working with it over Makaqu? I keep seeing posts about this coming back online at various sites and forums, but it seems nobody else is questioning why you were going with the port that has performance issues over one with full speed and hardware acceleration? Just trying to understand here more of less.

I guess the network stack in KallistiOS has something to do with it? Not sure if it would be easy to add network to Windows CE games or not.

You are an amazing asset to the Dreamcast online community and I would consider you somewhat of an international treasure with all the great games you continue to bring online! Keep up the great work Shuouma! :)
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moi
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Re: Quake dreampi features added

Post#28 » Fri Apr 06, 2018 12:58 pm

Anthony817 wrote:I must ask the question. Why go with Makaqu instead of the Titanium Studios port?


TS never bothered to release the source to the public. They were not obligated to, since their port never saw an official release.

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Anthony817
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Re: Quake dreampi features added

Post#29 » Fri Apr 06, 2018 2:37 pm

Ah I guess that would be why. Then again they never expected it to be released to the masses. But they would have had to have known it would be popular. I was thinking that the source would have been needed to add all those extra features but they were just plugins basically as far as the JoyMenu and stuff was concerned.
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moi
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Re: Quake dreampi features added

Post#30 » Fri Apr 06, 2018 3:02 pm

Anthony817 wrote:I was thinking that the source would have been needed to add all those extra features but they were just plugins basically as far as the JoyMenu and stuff was concerned.


The Game logics is running on a platform independent virtual machine interpreting Quake's own version of C language dialect called QuakeC. That's why Q1 mods once compiled are running on all Quake ports as long as those aren't using engine specific stuff.

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