xboxscene.org forums

OG Xbox Forums => Software Forums => Xbox Homebrew Software => Topic started by: Twobee on December 31, 2003, 10:36:00 AM

Title: Great Job On Quake X, Lantus!
Post by: Twobee on December 31, 2003, 10:36:00 AM
Bump because of lots of good info in this thread
Title: Great Job On Quake X, Lantus!
Post by: ZASADAR on February 11, 2004, 05:39:00 PM
i cant get quakex to load retail and the only other mod i got working is xmen but it froze right when i tried to load a new game
Title: Great Job On Quake X, Lantus!
Post by: Heet on February 29, 2004, 03:57:00 PM
*nm, the one in xlink is for Quake2X.  I misread.
Title: Great Job On Quake X, Lantus!
Post by: Prican24 on February 29, 2004, 08:03:00 PM
dry.gif

any help on this?
Title: Great Job On Quake X, Lantus!
Post by: ScHlAuChi on December 03, 2003, 07:52:00 AM
Just wondering - does it support USB mouse and keyboard ?
Title: Great Job On Quake X, Lantus!
Post by: Heet on December 03, 2003, 08:25:00 AM
beerchug.gif
Title: Great Job On Quake X, Lantus!
Post by: lantus on December 03, 2003, 12:32:00 PM
smile.gif

as for Mods, ive only tested the official Quake Mission Pack 2 and Malice. I used to have Mission Pack 1 but i have lost my cd it seems.

Id be interested to hear which other Mods work/dont work for you etc.

Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 03, 2003, 12:41:00 PM
Lantus, you saved a life today, I just work up, was heading to the bathroom to get real horror show with the razor blades, when I decided, to check the news (people with suicidal tendancies still check the mail you know), low and behold, Quake 1.0 was out, and I felt as if my heart has been touched by Christ! Alas, a  reason to LIVE, thank you so VERY MUCH!!!



I'll bust out Shrak and stuff soon and give all of it a go, I've got a pretty decent Quake collection so....


Title: Great Job On Quake X, Lantus!
Post by: Bender_Unit_1 on December 03, 2003, 01:20:00 PM
This is very good news! Can't wait to play with this one! Thanks Lantus!!!

-Bender
Title: Great Job On Quake X, Lantus!
Post by: LepPpeR on December 03, 2003, 01:25:00 PM
This is seriously awesome.  Great work buddy.
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 03, 2003, 01:35:00 PM
QUOTE (lantus @ Dec 3 2003, 06:25 PM)
thats because your not exiting correctly.

config.cfg gets saved when you quit quake. This is by design.

What is the correct way to exit?  I play Quake, change the settings the way I like.  Press back, scroll down to quit, press start, and press Y.  When I boot up the game again from the launcher menu my settings have returned to defaults.
Title: Great Job On Quake X, Lantus!
Post by: lantus on December 03, 2003, 01:36:00 PM
that sounds correct - the values are being saved for me, i should know because i always play with the gamma up.

so im not sure what the issue is there - is anyone else experiencing this?
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 03, 2003, 01:42:00 PM
Could it have anything to do with what version of Quake I got the pak files from?

Edit:  Could you have it create a config file only when one isn't found?
Title: Great Job On Quake X, Lantus!
Post by: lantus on December 03, 2003, 02:25:00 PM
QUOTE (UberJim @ Dec 3 2003, 10:42 PM)
Edit:  Could you have it create a config file only when one isn't found?

it should already do this, thats the puzzling part. So, anyone else experiencing this problem?
Title: Great Job On Quake X, Lantus!
Post by: lantus on December 03, 2003, 02:31:00 PM
i just realised something, are you playing this off DVD-R or CD-RW ? that would explain it, otherwise im stumped
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 03, 2003, 03:09:00 PM
smile.gif


http://www.planetqua...orld/index.html
Goto the "Hall of Fame" and just d/l everything smile.gif

http://ethereal-hell.telefragged.com/

Quality stuffs


Please keep a report of what works and does not to help each other out.
Title: Great Job On Quake X, Lantus!
Post by: Neil on December 03, 2003, 03:21:00 PM
uhh.gif
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 03, 2003, 03:35:00 PM
It is on XBins.
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 03, 2003, 05:08:00 PM
QUOTE (lantus @ Dec 3 2003, 09:33 PM)
damn , im almost certain that saving to config worked, and now im a bit worried...do saves work?

the only difference i know of was that i was testing my code on E: instead of F: - i may have to mount f: before i can write to it, im not certain.

I got a saved game to work.  It wrote it to the ID1 folder.
Title: Great Job On Quake X, Lantus!
Post by: wired57 on December 03, 2003, 06:21:00 PM
this sucks, I can't get a retail .pak file for mine, I tried to recreate one off of my old files, and that didn't work, cause the version I have has no .pak file, so I can't play my retail copy, of someone could help me out with this issue, I would be very happy
Title: Great Job On Quake X, Lantus!
Post by: ZildjianKX on December 03, 2003, 07:40:00 PM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: wired57 on December 03, 2003, 10:37:00 PM
Could someone post the contents of pak0.pak and pak1.pak, so I can recompile my old data files, cause currently they aren't in the .pak format properly, so I can't use my retail files, if someone could help me, I would very much enjoy it
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 04, 2003, 02:27:00 AM
For those who can not get the full version to work:

Simply delete the contents of the ID1 directory that you get with this distro, then replace those contents with the contents of the ID1 directory on your retail Quake CD. That's that.


Lantus: Ok here is the deal it writes a CFG file, but does not keep the settings I choose in the menu.

Here is another thing that is odd. I set the invert look to on with notepad, and that worked, but now I am trying to assign "toggleconsole" to Y, and "map level_1" to B but when I save the new CFG file to the XBOX and start Quake, it sets the controls back to default.
Title: Great Job On Quake X, Lantus!
Post by: crobar on December 04, 2003, 06:17:00 AM
ok wait...i must  have missed somthing!
i just downloaded this to check it out and i played around with quake  but  i can load  other quake games on this too?
dont flame  im new to this release.

great job by the way!
lantus, your stuff is always so on point how do you do it!?
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 04, 2003, 10:17:00 AM
Have you tried changing the actual controls and see if that works?  ie making the L trigger run and the A button jump.  I got a crosshair in and that worked.  Saving controls did not.
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 04, 2003, 12:43:00 PM
I changed crosshair "0" to crosshair "1" or something like that.
Title: Great Job On Quake X, Lantus!
Post by: yozuri82 on December 04, 2003, 01:12:00 PM
oh ok i see it now....dont know how i missed it before?
thanks.
Title: Great Job On Quake X, Lantus!
Post by: yodanut on December 04, 2003, 01:23:00 PM
So this is where you all praise the classic ports! I too love this, so thanks Lantus!

At the risk of repeating something you may be tired of hearing (and sorry if I am), have you ever considered porting one of the more modern engine updates such as Doomsday or Tenebrae? I'd love to see any of those two make their way to the Xbox but so far interest doesn't seem to be very high for either.
Title: Great Job On Quake X, Lantus!
Post by: UberJim on December 04, 2003, 02:56:00 PM
Do you think I will be able to watch "The Seal of Nehahra" on Xbox any time soon?
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 04, 2003, 05:55:00 PM
The Seal of Nehahra requiires its own EXE does it not? If that is the case, then you answer would be NEVER, unless of course Lantus wanted to make a serparate Quake port just for that.


Ok, I got some more stuff that should work with Quake, and I think I found a work around for MODs such as Area 51 that require you to enter the console and load up a certain map from in game. As soon as my girl friend desides to get of the XBOX (if ever), I'll run a few experiments, and report my findings here.
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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)


Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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.
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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.
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 05, 2003, 03:39:00 AM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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!??!?!
Title: Great Job On Quake X, Lantus!
Post by: Gmc 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.
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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.
Title: Great Job On Quake X, Lantus!
Post by: Dahak 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
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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.
Title: Great Job On Quake X, Lantus!
Post by: Dahak on December 06, 2003, 12:35:00 PM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: XDelusion 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.
Title: Great Job On Quake X, Lantus!
Post by: KaioShin 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)
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 07, 2003, 07:30:00 PM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 07, 2003, 09:12:00 PM
smile.gif

Have you had any success with the MODs that have an autoconfig file yet?
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 07, 2003, 10:11:00 PM
smile.gif

So there are defininite plans for a GL Wrapper? AWSOME, this in itself will open up a whole new world of options for Quake and....


...other games.
Title: Great Job On Quake X, Lantus!
Post by: ScHlAuChi on December 08, 2003, 08:39:00 AM
QUOTE (ScHlAuChi @ Dec 7 2003, 07:47 AM)
Having a little problem here with QuakeX

Is it normal that i have to press a key all the time to have mouse look enabled ?
Is there any way to make it enabled constantly ?

Is there a solution for that ?
Title: Great Job On Quake X, Lantus!
Post by: ScHlAuChi on December 08, 2003, 01:40:00 PM
smile.gif
didnt knew - i was in the impression that it was like this in the original quake already
and that theres a console command for to fix that, like: cg_mouselookconstant 1 or whatever.

Thx for the info lantus
Title: Great Job On Quake X, Lantus!
Post by: KaioShin on December 08, 2003, 07:09:00 PM
QUOTE (lantus @ Dec 8 2003, 07:17 AM)
finally im definetly going to be working on a hardware accelerated version, most likely by providing a D3D wrapper around OpenGL in SDL.

good news all round for Quake fans eh? wink.gif

This is good news.

After speaking with LordHavoc about how you said you was thinking about doing it he had this to say...

<LordHavoc> he should look at the D3DQuake port
<LordHavoc> it's a big D3D wrapper for glquake

I keep forgetting about D3DQuake...
Not sure if you'd heard about D3DQuake already or not... Either way I'm sure it'd be worth a look. smile.gif


And... I'm happy to see the network enabled version can connect to PC servers online. Maybe now I'll actually feel like going back to visit my old Quake online playing friends. smile.gif

(if only the "usual place" I know about would get the new version)
Title: Great Job On Quake X, Lantus!
Post by: lantus on December 08, 2003, 07:27:00 PM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: KaioShin on December 15, 2003, 11:38:00 AM
Figured I'd drop Lantus a quick note about the latest version of RADQuake (SDLquake port for dreamcast)

They have now added a nice controller driven onscreen keyboard to the port. It can be used for the console, entering the players name in the player options menu, etc...

The new menu code was developed using Winquake as the testbed. Then was added into RADQuake... where it works just fine. I've not looked at the code yet but something like this should be simple enough to add into the xbox port(s).

I know QuakeX supports a USB keyboard but considering the fact most people dont have one rigged for use with Xbox I think it'd be very useful to a lot of people to have this built right into the engine. (up till this point QC onscreen keyboards have been used in a select few Dreamcast aimed mods)

Reaper's site is: http://imrtechnology.ngemu.com/
You can get RADQuake and the source from there.
Title: Great Job On Quake X, Lantus!
Post by: Mo|)|)er on December 20, 2003, 10:58:00 PM
a suggestion for another quake game would be arena using halo controls. I think it would be cool to have
Title: Great Job On Quake X, Lantus!
Post by: XDelusion on December 22, 2003, 04:54:00 PM
Then again, why in the world would you want to create a Halo DM TC on a console that already has Halo, which as a matter of fact is MODable within itself.
Title: Great Job On Quake X, Lantus!
Post by: bellapl1 on December 23, 2003, 05:05:00 PM
How do I get cd audio working in Quake, I tried ripping the wma's quake 2 style, and I tried leaving the quake cd in the xbox (would be an annoying way to do it), and neither worked ...

Cheers
Title: Great Job On Quake X, Lantus!
Post by: bellapl1 on December 26, 2003, 01:48:00 AM
smile.gif
Title: Great Job On Quake X, Lantus!
Post by: nagmine on December 26, 2003, 10:38:00 AM
so whens the mulitplayer version gona be in the usual place? or are we waiting for the next release first
Title: Great Job On Quake X, Lantus!
Post by: Twobee on December 26, 2003, 05:18:00 PM
Success! I got the full movie (Devils Covenant) running under QuakeX, it was quite a bit of trial and error but I got it workin! It was a bit to complicated to simply explain here though so I don't think I will type up a huge tutorial till I see theres some intrest in this particular mod. Just post here if you want some more info and I will write it up. Anyways i'm off to finnish watching this 2 hour epic (on my TV wohoo) =) Thanks again to lantus for the killer port!

-Twobee