I need to port over that Halo Quake mod made for PSP overto this. If we could play that mod online with Quake World, holy shit that would be cool! The singleplayer stuff would be well suited for NuQuake. A guy named R3aper ported it over to Maqaku about 10 years ago, but it suffered framerate issues.
Re: nuQuake v1.2
Posted: Mon Mar 09, 2020 4:37 pm
by mrneo240
Anthony817 wrote:I need to port over that Halo Quake mod made for PSP overto this. If we could play that mod online with Quake World, holy shit that would be cool! The singleplayer stuff would be well suited for NuQuake. A guy named R3aper ported it over to Maqaku about 10 years ago, but it suffered framerate issues.
"good luck" opengl quake uses a lot more memory than software quake for a multitude of reasons. i've toyed with it previously and found some working maps and such but the mod i found was so hastily thrown together its not super clear what works and doesnt, as far as maps go
heres my notes: good luck deciphering them. i cant remember
manic maze f hig l2mp l1 links m longest mak maniac narrowed night pball prisioner psp spiders startbg start startarena testflood title two wizard foundation battlecreek bk
reload is impulse 13
dc contenders f m mak maniac pball startbg foundation battlecreek bk
Re: nuQuake v1.2
Posted: Tue Mar 10, 2020 4:15 pm
by mrneo240
Fixed sound engine, cdda and gun clipping
Re: nuQuake v1.2
Posted: Tue Mar 10, 2020 4:31 pm
by azel
Amazing work! If my mouse I ordered a month ago isn't lost in the mail I will commit to doing a full playthrough when this is released.
azel wrote:Amazing work! If my mouse I ordered a month ago isn't lost in the mail I will commit to doing a full playthrough when this is released.
I did end up testing mouse + kbm. It's all working fine.
When you plug in a mouse it auto activates mouse look (shocking) but the keyboard stays as arrows. So I don't really have a way to save multiple settings/options other than using 2 vmus. But if you set up the input stuff and save config it should just work every time.
Re: nuQuake v1.2
Posted: Tue Mar 10, 2020 10:39 pm
by dave_van_damn
Very impressive! Is there a link to the new version with CD-DA?
Re: nuQuake v1.2
Posted: Tue Mar 10, 2020 11:00 pm
by mrneo240
dave_van_damn wrote:Very impressive! Is there a link to the new version with CD-DA?
No
Re: nuQuake v1.2
Posted: Tue Mar 10, 2020 11:56 pm
by Anthony817
mrneo240 wrote:
Anthony817 wrote:I need to port over that Halo Quake mod made for PSP overto this. If we could play that mod online with Quake World, holy shit that would be cool! The singleplayer stuff would be well suited for NuQuake. A guy named R3aper ported it over to Maqaku about 10 years ago, but it suffered framerate issues.
"good luck" opengl quake uses a lot more memory than software quake for a multitude of reasons. i've toyed with it previously and found some working maps and such but the mod i found was so hastily thrown together its not super clear what works and doesnt, as far as maps go
Iight, makes sense. I guess my idea of using this for certain mods to get better performance out of it vs Maqaku is going to be a bit troublesome. That absolutely makes sense though now that you mention it. Not sure why I thought it would be any other way?
Perhaps if we tailor made it for NuQuake within limitations(i.e. stripped out non-working maps) it would be best? After hearing this though, not sure how well it would work with the singleplayer maps in the original PSP version along with all the bots and other entities?