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Author Topic: Great Job On Quake X, Lantus!  (Read 269 times)

XDelusion

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Great Job On Quake X, Lantus!
« Reply #30 on: December 04, 2003, 07:02:00 PM »

smile.gif

When I get the SDK I may have a look, don't expect much though, I don't know how to code...

...much. smile.gif



Ok, so you want to play Area 51, Rapture, Insomnia, and all the other goodies!??! smile.gif


Well here is what you do, goto:

http://quakestuff.telefragged.com/


Download PakExplorer, and the required DLL files.

Download Area 51 for this example:

http://public.planet...-c/area51.2.zip


Extract it to its own directory called Area51 or what ever.

Now open the docs for area 51, usually they would tell you to dump all the BSP files into a MAPS directory inside the ID1 directory, then to start up Quake and type in the console "map level_2" or some shit like that.

Instead what you will do is start up PakExplorer, create a new file inside your Area51 directory, and call it pak0.pak  (yes that is a ZERO).

Make a new folder in the root of the Pak file called MAPS, drag all the BSP files into that directory, and then rename level_1.bsp to START.BSP (I keep everything lower case), then simlpy close PakExplorer and it will save the enw Pak file.


When ever you have  a MOD that requires you to type Map such and such in the console, this is basically what you will need to do, if you see extra files such as Progs.dat and what not, throw them into the root of the pak file, and keep everthing organized as it is in the directory.

so far I have the following mods working:

Alkado  (seems fine without the +play creepy
command).

APSP1: The Final Threat

Flesh

Rapture

Area 51

Shut Up! RPG

Insomnia? (I had to toss progs.dat into the pak file, but it does not seem to want to warp to a level when you select skill level, also auto.cfg screws it up, cause of the GL calls I guess).

Dissolution Of Eternity (commercial Mission pak)


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XDelusion

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Great Job On Quake X, Lantus!
« Reply #31 on: December 04, 2003, 09:32:00 PM »

Alkado: Hmm ok, seems the weapons don't want to change, you'll need to type that command I mentioned above, in the console (I'd assume) in order for this one to work right.

After The Fall: Works Flawless!!!!!!!!!!!!!!!!!!!!!

Shrak (commercial MOD)

Quake Rally (not sure why, but this one WILL NOT work at all, I even edited the PAK file to correct what was missing, and still no go).

The Demon King


CHECK THIS PAGE!!!

http://www.quaketerminus.com/addon.htm


Another note, you may want to make the directory names small, I.E. ATF or Shrek otherwise Quake will not see the mods.
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XDelusion

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Great Job On Quake X, Lantus!
« Reply #32 on: December 05, 2003, 02:11:00 AM »

smile.gif

EDIT: Ok wait, the player is supposed to be able to look about and shoot, but here is what we have on the XBOX by default:

Right Trigger, Fire Left Trigger Jump.
Right Analog Move Player Left and Right
Left Analog Lets player look up and down.
D-Pad selects weapons.

I do not fully understand how you have the analogs mapped in the config file, but what I'd like to pull off (if quake does not overwrite the damn config file that is) is this:

D-Pad to move L and R, as well as look up and down.

A button to Jump
X button to Fire
Triggers to Change weapons.

Would this be possible?

If not, which I assume is the case as it appears that the analog is emulating a Mouse, then perhaps there is at least a way to move the Move Left And Right features over to the Left analog as well?

If so it would be interesting to begin a series of Contra clones based on the Quake engine, it works out amazingly well!


One other thing that would REALLY help out this port would be enlarged FONTS, I looked in the PAK files, but there are no fonts in there, so this must all be controlled from the Engine itself.
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XDelusion

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Great Job On Quake X, Lantus!
« Reply #33 on: December 05, 2003, 03:39:00 AM »

smile.gif
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XDelusion

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« Reply #34 on: December 05, 2003, 09:36:00 AM »

Hmm you like Quake, but not MODs? Strange...


XMen QUake works fine.

Blood Mage locks up when you try to start game (GL Issue?)

Hack & SLash seems to work fine.

Oh ya on Target Quake, now sometimes when I start the game I can't move left unless I hold up on the left analog! What gives!??!?!
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Gmc

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« Reply #35 on: December 05, 2003, 01:34:00 PM »

QUOTE (XDelusion @ Dec 5 2003, 07:36 PM)
Hmm you like Quake, but not MODs? Strange...

Why is it strange?
This game was my first FPS, I'm gonna love it forever, lol.
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XDelusion

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« Reply #36 on: December 05, 2003, 02:19:00 PM »

Exactly, it does never get old, and seeing as you like it so much you should at least check out some of the official Mission Packs, they are as good if not better in my opinion.

http://www.ritual.com/scourge/

http://www.activisio...e/eternity.html
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XDelusion

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« Reply #37 on: December 05, 2003, 09:23:00 PM »

Golden Cup sees to be working fine, but this one wall, if you hit the corner, you get stuck. :/

Slide seems fine, but I wonder if there is a way to spped your guy up when you slow down?

OUM is fine

Starship 1 and 2 are fine

KickFlip is fucked up.
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Dahak

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« Reply #38 on: December 06, 2003, 06:32:00 AM »

QUOTE (XDelusion @ Dec 5 2003, 05:02 AM)
Ok, so you want to play Area 51, Rapture, Insomnia, and all the other goodies!??! smile.gif


Well here is what you do, goto:

http://quakestuff.telefragged.com/


Download PakExplorer, and the required DLL files.

Download Area 51 for this example:

http://public.planet...-c/area51.2.zip


Extract it to its own directory called Area51 or what ever.

Now open the docs for area 51, usually they would tell you to dump all the BSP files into a MAPS directory inside the ID1 directory, then to start up Quake and type in the console "map level_2" or some shit like that.

Instead what you will do is start up PakExplorer, create a new file inside your Area51 directory, and call it pak0.pak  (yes that is a ZERO).

Make a new folder in the root of the Pak file called MAPS, drag all the BSP files into that directory, and then rename level_1.bsp to START.BSP (I keep everything lower case), then simlpy close PakExplorer and it will save the enw Pak file.


When ever you have  a MOD that requires you to type Map such and such in the console, this is basically what you will need to do, if you see extra files such as Progs.dat and what not, throw them into the root of the pak file, and keep everthing organized as it is in the directory.


Okay, I am feeling like a real idiot here, because your instructions seem crystal clear to me, and I'm following them to the letter, but I still can't even get Area51 to run. Every time I try to run the mod it just hangs the xbox indefinitely. I've turned of IGR in EvoX to make sure that wasn't the problem, but it still hangs.

The only mod I have been able to get work to some degree is the X-Men RoA (demo and full version), but they only work as far as the transporter in the War Room that would begin the game proper. Once I step on the lightning dish and the loading sign appears it hangs.

Any ideas?  sad.gif
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XDelusion

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« Reply #39 on: December 06, 2003, 09:57:00 AM »

As for X-Men, I got mine off Underdogs since it is NO WHERE to be found on the commercial market, so you might try that one.

As for Area 51.

Make sure all your Area511 pak files are directly inside the AREA51 directory, and not within a subdirectory. Also make sure that the 1st Map in the series is renamed to start.bsp.

Beyond that if it does not work, I am not sure what is going on, but I can tell you how my XBOX is set up, if that makes any difference as to what runs and what does not.


I am running the UnleashedX Menu system (was on Evox)

I have the IGR enabled on the BIOS, and everything runs fine (never tried Evox's IGR)


OH yes, and as for the BIOS I am running, I am using the LATEST X2 BIOS, which if you are not, I'd highly suggest you update, perhaps that will clear up a lot of probelems for you.
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Dahak

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« Reply #40 on: December 06, 2003, 12:35:00 PM »

smile.gif
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XDelusion

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« Reply #41 on: December 06, 2003, 12:43:00 PM »

Well if you ever change your mind, I've only had one flawed BIOS flash via Evox, and that we with an X2 Lite that I did not isntall correctly. All other XBOX's I've worked on were fine, even the ones I flashed that had a Matrix.

The latest X2 BIOS is the way to go, I have MUCH less problems than I used to.
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KaioShin

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Great Job On Quake X, Lantus!
« Reply #42 on: December 07, 2003, 06:41:00 PM »

QUOTE (XDelusion @ Dec 5 2003, 01:39 PM)
The old DC Quake that you speak of was ported as a Demo in 9 days, did not support MODs, ran sloppy, had to be hacked so you could save most levels and over all sucked aside of the fact that it had OpenGL support. This port blows anything it could have done away, the DC version was not too MOD friendly AT ALL.

This port is a ton better than Titanium Studio's QuakeDC port... Besides the fact its on Xbox and obviously has more ram to work with than dreamcast.

But to correct XDelusion a bit...
QuakeDC did support mods just not in a friendly "mod menu" way. You had to do one mod per disc.

It ran somewhat well with standard quake and simple mods. But if the model's poly count went up the framerate went down... quickly... because Titanium forgot/broke a thing called "Backface Culling" during their port. And basicly what Backface Culling does is make it so the polygons of a model that are not visible to the player are not drawn. QuakeDC drew them anyway... (so I guess it was sloppy)

On almost all levels you could save. You just often needed a completely empty VMU. The "hack" was a mod that took you to a tiny level between levels where you could save a super small 8 block or less save.

It did not have OpenGL support. Though it did have hardware rendering. It used Direct3D for its hardware rendering library... which goes along with the whole WinCE 'os' it is running on. (damn extra layer of abstraction taking up ram)

The single biggest problem I know of for QuakeDC is the fact the source is officially closed.

The newest version of RADQuake (another Dreamcast engine. This time based on SDLQuake like QuakeX here) surpasses everything QuakeDC ever did except one single thing... Hardware rendering. And it is VERY mod friendly. And the best thing of all... Its completely open source. (As it should be)
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XDelusion

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« Reply #43 on: December 07, 2003, 07:30:00 PM »

smile.gif
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XDelusion

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« Reply #44 on: December 07, 2003, 09:12:00 PM »

smile.gif

Have you had any success with the MODs that have an autoconfig file yet?
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