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Today

  • 19 hours ago
    r67 (- BUG: Wrong subtexture loading - relevant for lightmaps. Fi...) committed by heribertod@gmail.com   -   - BUG: Wrong subtexture loading - relevant for lightmaps. Fixed. However, lightmaps still don't show. Investigate. - BUG: Initial texture blending status not correctly set. Fixed.
    - BUG: Wrong subtexture loading - relevant for lightmaps. Fixed. However, lightmaps still don't show. Investigate. - BUG: Initial texture blending status not correctly set. Fixed.

Yesterday

  • 27 hours ago
    r66 (- Most uses of a variable "gx_blend_enabled" were removed. T...) committed by heribertod@gmail.com   -   - Most uses of a variable "gx_blend_enabled" were removed. They were being both enabled/disabled on the same functions, rendering this setting useless on these cases. - Upon realizing the alpha channel of the framebuffer was not being used with texturing, the forced Z24 buffer format setting was removed, and reverted to the normal setting that changes the pixel format whether AA (antialiasing) is enabled or not.
    - Most uses of a variable "gx_blend_enabled" were removed. They were being both enabled/disabled on the same functions, rendering this setting useless on these cases. - Upon realizing the alpha channel of the framebuffer was not being used with texturing, the forced Z24 buffer format setting was removed, and reverted to the normal setting that changes the pixel format whether AA (antialiasing) is enabled or not.

Last 7 days

  • Feb 19, 2012
    r65 (- Texture min / max filters migrated, GL wrapper functions r...) committed by heribertod@gmail.com   -   - Texture min / max filters migrated, GL wrapper functions removed. - Removed code from sys_revol.c waiting for 1/60 second unnecessarily, in GX mode
    - Texture min / max filters migrated, GL wrapper functions removed. - Removed code from sys_revol.c waiting for 1/60 second unnecessarily, in GX mode
  • Feb 19, 2012
    r64 (- BUG: Really, really heavy palette shift calculations were ...) committed by heribertod@gmail.com   -   - BUG: Really, really heavy palette shift calculations were being made for a structure that is not in use in the Q1*** engines at all. A further check was added to avoid this. Now, the engine runs truly smoothly at 60fps.
    - BUG: Really, really heavy palette shift calculations were being made for a structure that is not in use in the Q1*** engines at all. A further check was added to avoid this. Now, the engine runs truly smoothly at 60fps.
  • Feb 19, 2012
    r63 (- Vertex specification migration complete, and all glBegin/E...) committed by heribertod@gmail.com   -   - Vertex specification migration complete, and all glBegin/End/Vertex/Color/TexCoord functions removed. World textures visible now. GXQUAKE LIVES!!!!!!! - BUG: Particles still display the triangle they're contained within. Investigate.
    - Vertex specification migration complete, and all glBegin/End/Vertex/Color/TexCoord functions removed. World textures visible now. GXQUAKE LIVES!!!!!!! - BUG: Particles still display the triangle they're contained within. Investigate.
  • Feb 19, 2012
    r62 (- Current color specification moved to global vars, for now....) committed by heribertod@gmail.com   -   - Current color specification moved to global vars, for now. Makes vertex specification easier to migrate from GL. - Incorporated change above to current migrated vertex specifications. Work on converting all of them continues.
    - Current color specification moved to global vars, for now. Makes vertex specification easier to migrate from GL. - Incorporated change above to current migrated vertex specifications. Work on converting all of them continues.
  • Feb 18, 2012
    r61 (- glTexSubImage2D implemented in GX. GL wrapper removed. - g...) committed by heribertod@gmail.com   -   - glTexSubImage2D implemented in GX. GL wrapper removed. - glEnable/glDisable(GL_TEXTURE2D) has been reimplemented with GX calls. GL functions removed. - A small change in the current glEnd() implementation made it possible to do incremental updates of GL -> GX vertex specification code. Updates have begun.
    - glTexSubImage2D implemented in GX. GL wrapper removed. - glEnable/glDisable(GL_TEXTURE2D) has been reimplemented with GX calls. GL functions removed. - A small change in the current glEnd() implementation made it possible to do incremental updates of GL -> GX vertex specification code. Updates have begun.
  • Feb 18, 2012
    r60 (- The reddish textures were actually a bug in the texture co...) committed by heribertod@gmail.com   -   - The reddish textures were actually a bug in the texture copying process. Fixed. Texturing FINALLY works! - Starting work on glTexSubImage2D (something that we might never use - but still...)
    - The reddish textures were actually a bug in the texture copying process. Fixed. Texturing FINALLY works! - Starting work on glTexSubImage2D (something that we might never use - but still...)
  • Feb 17, 2012
    r59 (- GX_TF_RGBA format implemented. However, alias models look ...) committed by heribertod@gmail.com   -   - GX_TF_RGBA format implemented. However, alias models look now reddish. Investigate why. - Initial attempt at brush polygons. Not succesful. Also, investigate why.
    - GX_TF_RGBA format implemented. However, alias models look now reddish. Investigate why. - Initial attempt at brush polygons. Not succesful. Also, investigate why.
  • Feb 17, 2012
    r58 (- Most texture loading functions were converted out of the G...) committed by heribertod@gmail.com   -   - Most texture loading functions were converted out of the GL implementation. - BUG: The format of RGBA pixels for GX is completely different from the GL function calls. Determine real format and change GX_LoadAndBind().
    - Most texture loading functions were converted out of the GL implementation. - BUG: The format of RGBA pixels for GX is completely different from the GL function calls. Determine real format and change GX_LoadAndBind().
  • Feb 16, 2012
    r57 (- BUG: Color specification was implemented wrong in GL wrapp...) committed by heribertod@gmail.com   -   - BUG: Color specification was implemented wrong in GL wrapper. Fixed. Now, the walls are all black, but some features (models, sky) can still be seen. - The new texture implementation now captures mipmaps correctly, not losing any memory allocated by them. Still, the system uses only map 0.
    - BUG: Color specification was implemented wrong in GL wrapper. Fixed. Now, the walls are all black, but some features (models, sky) can still be seen. - The new texture implementation now captures mipmaps correctly, not losing any memory allocated by them. Still, the system uses only map 0.

Last 30 days

  • Feb 15, 2012
    r56 (Texture loading work begins. - New texture cache with tex o...) committed by heribertod@gmail.com   -   Texture loading work begins. - New texture cache with tex objects and memalign'ed data created. - GX_Bind() modified, new GX_LoadAndBind() implemented. - First few glTexImage2D() calls substituted with GX_LoadAndBind(), no problems found while running.
    Texture loading work begins. - New texture cache with tex objects and memalign'ed data created. - GX_Bind() modified, new GX_LoadAndBind() implemented. - First few glTexImage2D() calls substituted with GX_LoadAndBind(), no problems found while running.
  • Feb 12, 2012
    r55 (- Alpha values testing implemented. Empty GL wrapper still i...) committed by heribertod@gmail.com   -   - Alpha values testing implemented. Empty GL wrapper still in place. Will be removed later.
    - Alpha values testing implemented. Empty GL wrapper still in place. Will be removed later.
  • Feb 12, 2012
    r54 (- Blending implemented. Empty GL wrapper functions deleted. ...) committed by heribertod@gmail.com   -   - Blending implemented. Empty GL wrapper functions deleted. Now, dlights work as expected. - All framebuffer functions were removed from GX implementation. No support for them as the engine implemented them. This means, no screenshots, no environment map testing, and saddest of all, no experimental mirror support :((( . - Because of above, the **_ztrick and **_clear cvars were removed. - Clear color buffer set to red (as indicated by the original GL implementation). - Despite the above, Z (depth) testing & writing functionality *has been* implemented. Empty GL wrapper functions deleted.
    - Blending implemented. Empty GL wrapper functions deleted. Now, dlights work as expected. - All framebuffer functions were removed from GX implementation. No support for them as the engine implemented them. This means, no screenshots, no environment map testing, and saddest of all, no experimental mirror support :((( . - Because of above, the **_ztrick and **_clear cvars were removed. - Clear color buffer set to red (as indicated by the original GL implementation). - Despite the above, Z (depth) testing & writing functionality *has been* implemented. Empty GL wrapper functions deleted.
  • Feb 12, 2012
    r53 (- Back face culling functions implemented, empty wrappers re...) committed by heribertod@gmail.com   -   - Back face culling functions implemented, empty wrappers removed
    - Back face culling functions implemented, empty wrappers removed
  • Feb 12, 2012
    issue 19 (Just a question) Status changed by heribertod@gmail.com   -   No, I don't think GX will solve this. To me, this is a issue of the engine not getting, randomly, the path of the cuurent working directory / folder. Having said that, getting the software renderer out of the engine seems to make it smaller. Who knows, this might make the fs lib bug disappear? –------------ You can contact me at heribertod@gmail.com. There is no point in allocating slots for issues for thesr questions.
    Status: Done
    No, I don't think GX will solve this. To me, this is a issue of the engine not getting, randomly, the path of the cuurent working directory / folder. Having said that, getting the software renderer out of the engine seems to make it smaller. Who knows, this might make the fs lib bug disappear? –------------ You can contact me at heribertod@gmail.com. There is no point in allocating slots for issues for thesr questions.
    Status: Done
  • Feb 12, 2012
    issue 19 (Just a question) reported by blinxk2...@yahoo.com   -   What steps will reproduce the problem? 1.so do you think gx will help solve your engine problem with color.pcsx? (i think that's what its called) 2.(to be more clearer) solve the engine confusion? 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
    What steps will reproduce the problem? 1.so do you think gx will help solve your engine problem with color.pcsx? (i think that's what its called) 2.(to be more clearer) solve the engine confusion? 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
  • Feb 11, 2012
    r52 (- Matrix manipulation code is now out of the GL wrapper, and...) committed by heribertod@gmail.com   -   - Matrix manipulation code is now out of the GL wrapper, and into the gx_*** modules
    - Matrix manipulation code is now out of the GL wrapper, and into the gx_*** modules
  • Feb 11, 2012
    r51 (- Fixed GL emulation behavior bug (function calls for vertex...) committed by heribertod@gmail.com   -   - Fixed GL emulation behavior bug (function calls for vertex and color did not match previously created vertex descriptors). The GX build now renders untextured polygons to the screen, as it was intended in early stages of the changes. - Network error message corrected - didn't include newline char.
    - Fixed GL emulation behavior bug (function calls for vertex and color did not match previously created vertex descriptors). The GX build now renders untextured polygons to the screen, as it was intended in early stages of the changes. - Network error message corrected - didn't include newline char.
  • Feb 10, 2012
    r50 (- More bugs discovered. It seems the new compilation does th...) committed by heribertod@gmail.com   -   - More bugs discovered. It seems the new compilation does things differently, and the old code used for GL emulation does not work anymore. Most GX_**** calls in the emulation layer were disabled.
    - More bugs discovered. It seems the new compilation does things differently, and the old code used for GL emulation does not work anymore. Most GX_**** calls in the emulation layer were disabled.
  • Feb 09, 2012
    r49 (- Bugs found in the GL implementation. Tests underway, some ...) committed by heribertod@gmail.com   -   - Bugs found in the GL implementation. Tests underway, some code in sys_revol moved
    - Bugs found in the GL implementation. Tests underway, some code in sys_revol moved
  • Feb 09, 2012
    r48 (Changes in Q1Rev-GX: - Copies of every gl_*** file were crea...) committed by heribertod@gmail.com   -   Changes in Q1Rev-GX: - Copies of every gl_*** file were created, and renamed as gx_*** - gl*** variables were also renamed to gx*** - glRevol code was copied into gx_vidrevol.c, and header definitions into gxquake.h, to help in converting GL routines - Initial conversion work in progress
    Changes in Q1Rev-GX: - Copies of every gl_*** file were created, and renamed as gx_*** - gl*** variables were also renamed to gx*** - glRevol code was copied into gx_vidrevol.c, and header definitions into gxquake.h, to help in converting GL routines - Initial conversion work in progress
  • Feb 08, 2012
    r47 (After a long time giving it some thought, it was decided tha...) committed by heribertod@gmail.com   -   After a long time giving it some thought, it was decided that implementing an OpenGL wrapper for the engines is not the most effective solution for hardware acceleration on the engines for the Wii. Thus, support for GX hardware will be implemented as a separate entity from the current GL implementation. The GL implementation will be, in turn, .donotinclude'd out of the projects. Also, the old ***-GL and ***-GLimp engines will, in time, be removed and replaced by new ***-GX and ***-GXimp engines. - Old Q1Rev-GL project removed - New Q1Rev-GX project created, with new GXQUAKE macro defined - Non-video-specific code for Q1*** code has been updated to watch for GXQUAKE
    After a long time giving it some thought, it was decided that implementing an OpenGL wrapper for the engines is not the most effective solution for hardware acceleration on the engines for the Wii. Thus, support for GX hardware will be implemented as a separate entity from the current GL implementation. The GL implementation will be, in turn, .donotinclude'd out of the projects. Also, the old ***-GL and ***-GLimp engines will, in time, be removed and replaced by new ***-GX and ***-GXimp engines. - Old Q1Rev-GL project removed - New Q1Rev-GX project created, with new GXQUAKE macro defined - Non-video-specific code for Q1*** code has been updated to watch for GXQUAKE
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by blinxk2...@yahoo.com   -   Of course i will report back here with my findings as well as of now ill be playing to the point where it crashed (with correct timing) hopefully this can help you (ment to add this)
    Of course i will report back here with my findings as well as of now ill be playing to the point where it crashed (with correct timing) hopefully this can help you (ment to add this)
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by blinxk2...@yahoo.com   -   Thank you for the response That never crossed my mind my date is right but the time maybe well off getting to the detention center shouldnt take 17 hours at most 2 or 3 ill set my clock right on the wii and redo everything just to have all our bases cover (never needed the time on the wii menu)
    Thank you for the response That never crossed my mind my date is right but the time maybe well off getting to the detention center shouldnt take 17 hours at most 2 or 3 ill set my clock right on the wii and redo everything just to have all our bases cover (never needed the time on the wii menu)
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by heribertod@gmail.com   -   Thanks for your help. I'm not entirely sure I understood your last question. The date/time registered in QRevPAK.err is not actually from the engine, but from the date/time that the Wii's internal clock displays on the main menu. In any case, I'm sorry to hear that you lost your session. This will require a revision way deeper than I previously thought. But it will be revised, rest assured. I'll report my findings as soon as I get them.
    Thanks for your help. I'm not entirely sure I understood your last question. The date/time registered in QRevPAK.err is not actually from the engine, but from the date/time that the Wii's internal clock displays on the main menu. In any case, I'm sorry to hear that you lost your session. This will require a revision way deeper than I previously thought. But it will be revised, rest assured. I'll report my findings as soon as I get them.
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by blinxk2...@yahoo.com   -   before i answer wouldn't the engine still count the runtime of the save? like on quakerevpak1 i had a save that was close to 8 or 9 hours but on here i had to start over but i noticed the time still stayed the same (still going as time goes by) [if so] i would say yes
    before i answer wouldn't the engine still count the runtime of the save? like on quakerevpak1 i had a save that was close to 8 or 9 hours but on here i had to start over but i noticed the time still stayed the same (still going as time goes by) [if so] i would say yes
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by heribertod@gmail.com   -   Whoa. Confusion it is, then. Can you please confirm that the last time the crash you described (the one at Detention Center) occurred at 2012/02/07 17:18:25 ?
    Whoa. Confusion it is, then. Can you please confirm that the last time the crash you described (the one at Detention Center) occurred at 2012/02/07 17:18:25 ?
  • Feb 07, 2012
    issue 13 (How to load Quake "Mission Pack 1 - 2" and "Malice") Status changed by heribertod@gmail.com   -   Yes. You should be able to play these mission packs, starting with Release 1 of Quake Rev PAK. However, since I don't currently own any of these, I can't actually say for sure. If I understand this correctly, however, then it should be only a matter of: 1) Copying the /rogue , /hipnotic , and /whatever_Malice_uses folders to the media card, next to /ID1; 2) Creating 3 new entries in the QRevPAK.xml file pointing to the new games, all copies of the entry with <Engine>Q1Rev</Engine> , and specifying in <Arguments> the related options (again, -rogue , -hipnotic, or -whateverMaliceUses ). For the time being, I think I'll rely on you to share your findings on the matter. Ah, if only I could get ahold of the mission packs, somehow... (Legally, please. The homebrew community does not need any more bad rep.)
    Status: Fixed
    Yes. You should be able to play these mission packs, starting with Release 1 of Quake Rev PAK. However, since I don't currently own any of these, I can't actually say for sure. If I understand this correctly, however, then it should be only a matter of: 1) Copying the /rogue , /hipnotic , and /whatever_Malice_uses folders to the media card, next to /ID1; 2) Creating 3 new entries in the QRevPAK.xml file pointing to the new games, all copies of the entry with <Engine>Q1Rev</Engine> , and specifying in <Arguments> the related options (again, -rogue , -hipnotic, or -whateverMaliceUses ). For the time being, I think I'll rely on you to share your findings on the matter. Ah, if only I could get ahold of the mission packs, somehow... (Legally, please. The homebrew community does not need any more bad rep.)
    Status: Fixed
  • Feb 07, 2012
    issue 18 (a bug i believe) commented on by blinxk2...@yahoo.com   -   here you go buddy good luck!
    here you go buddy good luck!
  • Feb 07, 2012
    issue 18 (a bug i believe) Status changed by heribertod@gmail.com   -   I think I actually know what is going on. However, before confirming it, I want to ask you for a specific file on your media card. If you installed Release 2, then just after the crash, a file called "QRevPAK.err" should have been created, specifying the cause of the error. Could you please attach that file to this issue report? That file will either confirm my worst fears, or leave me utterly confused. In any case, it will be a good thing to have that file handy, if only for debugging purposes.
    Status: Accepted
    I think I actually know what is going on. However, before confirming it, I want to ask you for a specific file on your media card. If you installed Release 2, then just after the crash, a file called "QRevPAK.err" should have been created, specifying the cause of the error. Could you please attach that file to this issue report? That file will either confirm my worst fears, or leave me utterly confused. In any case, it will be a good thing to have that file handy, if only for debugging purposes.
    Status: Accepted
  • Feb 07, 2012
    issue 18 (a bug i believe) reported by blinxk2...@yahoo.com   -   What steps will reproduce the problem? 1.Not sure if someone else experienced this but on quake 2 when you go to the detention center and ready to leave it (after you kill the big robot guy) its goes to loading then straight back to the loader (ive replayed the level same result) 2. for more detail on what i was doing i need to get the red key (hopefully you get the idea of what door i mean) i think its a type of loading bug 3 .if it helps your other version didn't do this (not trying to sound mean) What is the expected output? What do you see instead? What version of the product are you using? On what operating system? quakerevpak2 Please provide any additional information below.
    What steps will reproduce the problem? 1.Not sure if someone else experienced this but on quake 2 when you go to the detention center and ready to leave it (after you kill the big robot guy) its goes to loading then straight back to the loader (ive replayed the level same result) 2. for more detail on what i was doing i need to get the red key (hopefully you get the idea of what door i mean) i think its a type of loading bug 3 .if it helps your other version didn't do this (not trying to sound mean) What is the expected output? What do you see instead? What version of the product are you using? On what operating system? quakerevpak2 Please provide any additional information below.
  • Feb 06, 2012
    issue 17 (osk) commented on by blinxk2...@yahoo.com   -   Thank you i appreciate the answer and nice work once again buddy!
    Thank you i appreciate the answer and nice work once again buddy!
  • Feb 05, 2012
    issue 17 (osk) Status changed by heribertod@gmail.com   -   What you described is not only true, it is the expected behavior of the on-screen keyboard. So, in order to type two consecutive colons, you wil need to press Shift, type semicolon, press Shift again, then type semicolon again. ... That is, until I found that there was a bug in the on-screen keyboard that makes it not to type any shifted characters after the first one. Starting from Release 2, this has been fixed.
    Status: Fixed
    What you described is not only true, it is the expected behavior of the on-screen keyboard. So, in order to type two consecutive colons, you wil need to press Shift, type semicolon, press Shift again, then type semicolon again. ... That is, until I found that there was a bug in the on-screen keyboard that makes it not to type any shifted characters after the first one. Starting from Release 2, this has been fixed.
    Status: Fixed
  • Feb 05, 2012
    issue 9 (Colormap.pcx I uninstalled and reinstalled Homebrew) Status changed by heribertod@gmail.com   -   I'm simultaneously happy AND sad to report that I finally managed to reproduce both issues. With the first one, unfortunately, I found out that the engine, randomly, does not always receive properly info about where in the media card it was launched from ( argv[0] ) making it not always finding the /baseq2 folder. Worse yet, it happens with ALL engines, not just Q2Rev. this makes me think there might be a bug in the filesystem library of devkitPPC, unfortunately. If so, all we can do is wait for a fix on this issue,and then recompile with the new library. As for the second one, it actually goes deeper than that: simply put, there doesn't seem to be enough RAM in the Wii to handle all possible gameplay scenarios. The ones you describe match closely what I've found when memory gets way too fragmented to solve all memory requests succesfully. Apart from divine intervention, I don't think we can get an easy fix for this issue in the near future. I will continue trying, however, rest assured.
    Status: WontFix
    I'm simultaneously happy AND sad to report that I finally managed to reproduce both issues. With the first one, unfortunately, I found out that the engine, randomly, does not always receive properly info about where in the media card it was launched from ( argv[0] ) making it not always finding the /baseq2 folder. Worse yet, it happens with ALL engines, not just Q2Rev. this makes me think there might be a bug in the filesystem library of devkitPPC, unfortunately. If so, all we can do is wait for a fix on this issue,and then recompile with the new library. As for the second one, it actually goes deeper than that: simply put, there doesn't seem to be enough RAM in the Wii to handle all possible gameplay scenarios. The ones you describe match closely what I've found when memory gets way too fragmented to solve all memory requests succesfully. Apart from divine intervention, I don't think we can get an easy fix for this issue in the near future. I will continue trying, however, rest assured.
    Status: WontFix
  • Feb 05, 2012
    issue 8 (Suggestion for viewpoint manipulation with Wii remote) Status changed by heribertod@gmail.com   -   Thanks for your suggestion. Right now, unfortunately, it will not be implemented. Starting with Quake Rev PAK Release 2, when the Wiimote goes out of the screen, it will attempt to calculate how fast you were moving, and it will rotate accordingly. This, however, will only work in the horizontal direction. Here is hoping you will find this compromise useful for your needs.
    Status: WontFix
    Thanks for your suggestion. Right now, unfortunately, it will not be implemented. Starting with Quake Rev PAK Release 2, when the Wiimote goes out of the screen, it will attempt to calculate how fast you were moving, and it will rotate accordingly. This, however, will only work in the horizontal direction. Here is hoping you will find this compromise useful for your needs.
    Status: WontFix
  • Feb 05, 2012
    issue 7 (Music Support?) Status changed by heribertod@gmail.com   -   Starting from Quake Rev PAK Release 2, CD music track playback has been implemented. Just copy all of your Ogg Vorbis-encoded tracks to a new /cdtracks folder inside your /ID1 or /baseq2 folders, and you're set. Just remember to *NOT* add a filler Track 1, since the engines already assume it doesn't exist.
    Status: Fixed
    Starting from Quake Rev PAK Release 2, CD music track playback has been implemented. Just copy all of your Ogg Vorbis-encoded tracks to a new /cdtracks folder inside your /ID1 or /baseq2 folders, and you're set. Just remember to *NOT* add a filler Track 1, since the engines already assume it doesn't exist.
    Status: Fixed
  • Feb 05, 2012
    issue 6 (Add the use of Quake 2 mods) Status changed by heribertod@gmail.com   -   As of Quake Rev PAK Release 2, it is possible to incorporate new engines, with customized command- line arguments to both old and new engines. So, in the future, we *all* will be able to create and/or play any custom mods we wish to play, including (hopefully) the ones mentioned here.
    Status: Fixed
    As of Quake Rev PAK Release 2, it is possible to incorporate new engines, with customized command- line arguments to both old and new engines. So, in the future, we *all* will be able to create and/or play any custom mods we wish to play, including (hopefully) the ones mentioned here.
    Status: Fixed
  • Feb 05, 2012
    issue 3 (Q2Rev Wiimote+Nunchuck Controls are not as user friendly as ...) Status changed by heribertod@gmail.com   -   Beginnig with Quake Rev PAK Release 2, the following changes were implemented: 1) As previously mentioned, pressing [A] can be made now optional through an option menu on all engines. 2) When in free look mode, if the Wiimote goes out of the screen horizontally, it will calculate just how fast it was intended to move, and then rotate accordingly. (Eventually, this might be improved once the Wii MotionPlus can be used on the engines.) 3) Key aliases can now be used to map any key in the different controllers to any other key, even non-controller keys. Default key aliases are specified in the engines, are written into the config.cfg file, and can be changed using the new "keyalias" command in the console. By doing this, there is no need to hard-wire any key to any function whatsoever, and the default key bindings can be left unaltered if desired. 4) The [C] key in the Nunchuk, is used to both Crouch and summon the On-Screen Keyboard, was changed so the OSK pops up after release, but only if the button was pressed for less than 0.5 seconds. 5) It is possible now to play with the Classic controller, or the original Gamecube controllers. I'm not entirely sure this answers all of your issues, but so far, this is the best answer I can come up with. It is my personal belief that this is the best control scheme that can be used with the Wiimote/Nunchuk combo; I don't like the idea of stealing someone else's work; and, finally, I don't want to alter the way the original Quake engines work, since my original intent was to port them to match as closely as possible to the original engines. At the very least, give Quake Rev PAK a try, to see if it changes your point of view on this issue.
    Status: Fixed
    Beginnig with Quake Rev PAK Release 2, the following changes were implemented: 1) As previously mentioned, pressing [A] can be made now optional through an option menu on all engines. 2) When in free look mode, if the Wiimote goes out of the screen horizontally, it will calculate just how fast it was intended to move, and then rotate accordingly. (Eventually, this might be improved once the Wii MotionPlus can be used on the engines.) 3) Key aliases can now be used to map any key in the different controllers to any other key, even non-controller keys. Default key aliases are specified in the engines, are written into the config.cfg file, and can be changed using the new "keyalias" command in the console. By doing this, there is no need to hard-wire any key to any function whatsoever, and the default key bindings can be left unaltered if desired. 4) The [C] key in the Nunchuk, is used to both Crouch and summon the On-Screen Keyboard, was changed so the OSK pops up after release, but only if the button was pressed for less than 0.5 seconds. 5) It is possible now to play with the Classic controller, or the original Gamecube controllers. I'm not entirely sure this answers all of your issues, but so far, this is the best answer I can come up with. It is my personal belief that this is the best control scheme that can be used with the Wiimote/Nunchuk combo; I don't like the idea of stealing someone else's work; and, finally, I don't want to alter the way the original Quake engines work, since my original intent was to port them to match as closely as possible to the original engines. At the very least, give Quake Rev PAK a try, to see if it changes your point of view on this issue.
    Status: Fixed
  • Feb 05, 2012
    r46 (- Readme files for all engines have been updated to the late...) committed by heribertod@gmail.com   -   - Readme files for all engines have been updated to the latest release. Gah! Where did we get so many files to update?
    - Readme files for all engines have been updated to the latest release. Gah! Where did we get so many files to update?
  • Feb 05, 2012
    QRevPAK.R2.zip (Quake Rev PAK - Release 2) file uploaded by heribertod@gmail.com   -  
    Labels: Featured Type-Package OpSys-All
    Labels: Featured Type-Package OpSys-All
  • Feb 05, 2012
    r45 (- meta.xml and readme files updated to Release 2 (oops, sorr...) committed by heribertod@gmail.com   -   - meta.xml and readme files updated to Release 2 (oops, sorry...)
    - meta.xml and readme files updated to Release 2 (oops, sorry...)
  • Feb 05, 2012
    r44 (- Release 2 DONE! - BUG: On-screen keyboard had some problem...) committed by heribertod@gmail.com   -   - Release 2 DONE! - BUG: On-screen keyboard had some problems detecting keys while on shift state. Fixed. - Not mentioned in previous revision: if an error occurs that gives any of the engines a chance to call Sys_Error(), that call will now create a "QRevPAK.err" file with the corresponding Sys_Error() message and the date/time the error occurred. It won't point, however, which of the engines originated the error. (To be implemented at a later date.)
    - Release 2 DONE! - BUG: On-screen keyboard had some problems detecting keys while on shift state. Fixed. - Not mentioned in previous revision: if an error occurs that gives any of the engines a chance to call Sys_Error(), that call will now create a "QRevPAK.err" file with the corresponding Sys_Error() message and the date/time the error occurred. It won't point, however, which of the engines originated the error. (To be implemented at a later date.)
  • Feb 04, 2012
    r43 (- Removed "Now playing" message from CD tracks playback - CD...) committed by heribertod@gmail.com   -   - Removed "Now playing" message from CD tracks playback - CD tracks playback now uses a single buffer for track data, that grows with bigger tracks, but doesn't change on smaller ones - Hunk memory allocation changed for Q2*** engines (helps minimize fragmentation) - On-screen keyboard now appears in Q2*** engines only if [C] is pressed and released in less than 0.5 seconds - Con_sprintf now uses a static buffer. Should alleviate some memory issues in Q2*** engines - Fixed MD4 algorithm issue in Q2*** engines for little-endian machines
    - Removed "Now playing" message from CD tracks playback - CD tracks playback now uses a single buffer for track data, that grows with bigger tracks, but doesn't change on smaller ones - Hunk memory allocation changed for Q2*** engines (helps minimize fragmentation) - On-screen keyboard now appears in Q2*** engines only if [C] is pressed and released in less than 0.5 seconds - Con_sprintf now uses a static buffer. Should alleviate some memory issues in Q2*** engines - Fixed MD4 algorithm issue in Q2*** engines for little-endian machines
  • Jan 31, 2012
    issue 17 (osk) reported by blinxk2...@yahoo.com   -   What steps will reproduce the problem? 1. For quakerevpak the OSK on quake 2 when pressing shift and hitting the ; button it wouldn't duplicate another : instead only one (also other buttons as well) and most severs have : : (and other double symbols as well) for whatever match their doing 2. sorry i know your busy and im trying not to pester you 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
    What steps will reproduce the problem? 1. For quakerevpak the OSK on quake 2 when pressing shift and hitting the ; button it wouldn't duplicate another : instead only one (also other buttons as well) and most severs have : : (and other double symbols as well) for whatever match their doing 2. sorry i know your busy and im trying not to pester you 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
  • Jan 31, 2012
    issue 16 (New to controls) commented on by blinxk2...@yahoo.com   -   it worked! thank you again Only if you want. Since i got a classic controller pro i can report back here with my findings on what works and what doesn't if you ever wanted to test some data for it
    it worked! thank you again Only if you want. Since i got a classic controller pro i can report back here with my findings on what works and what doesn't if you ever wanted to test some data for it
  • Jan 31, 2012
    issue 16 (New to controls) commented on by blinxk2...@yahoo.com   -   Thank you for the respond ok ill give it a shot! HELL YES! dude that's awesome! again thank you man i really appreciate it :D
    Thank you for the respond ok ill give it a shot! HELL YES! dude that's awesome! again thank you man i really appreciate it :D
  • Jan 31, 2012
    issue 16 (New to controls) Status changed by heribertod@gmail.com   -   Thanks! To answer your questions: 1. The provided on-screen keyboard (OSK) was planned to be used with the Wiimote controller. Unfortunately, I don't currently own a Classic Controller Pro, so I'm not aware if there is some kind of Wiimote emulation that lets you move through the OSK keys and press them. So, in order to type a server name (or, well, anything else in the game), you will need to press either [ZL] on the classic controller, or [C] in the nunchuk to enable the OSK, *then* use your Wiimote to navigate between keys & click with [A] to type the corresponding keys into the console / config menu. Sorry about that. 2. YES. Q3ARev (Quake 3 Arena) is in my plans. Unfortunately, I don't yet have a target date for it, since there are a few issues regarding the Q2*** engines that I need to fix before going any further. But, rest assured, as long as it depends on me, it will happen. Someday.
    Status: Done
    Thanks! To answer your questions: 1. The provided on-screen keyboard (OSK) was planned to be used with the Wiimote controller. Unfortunately, I don't currently own a Classic Controller Pro, so I'm not aware if there is some kind of Wiimote emulation that lets you move through the OSK keys and press them. So, in order to type a server name (or, well, anything else in the game), you will need to press either [ZL] on the classic controller, or [C] in the nunchuk to enable the OSK, *then* use your Wiimote to navigate between keys & click with [A] to type the corresponding keys into the console / config menu. Sorry about that. 2. YES. Q3ARev (Quake 3 Arena) is in my plans. Unfortunately, I don't yet have a target date for it, since there are a few issues regarding the Q2*** engines that I need to fix before going any further. But, rest assured, as long as it depends on me, it will happen. Someday.
    Status: Done
  • Jan 31, 2012
    issue 16 (New to controls) commented on by blinxk2...@yahoo.com   -   sorry ment to put using QuakeRevPak and its quake 2
    sorry ment to put using QuakeRevPak and its quake 2
  • Jan 31, 2012
    issue 16 (New to controls) reported by blinxk2...@yahoo.com   -   What steps will reproduce the problem? 1. Just two questions and thank you for an awesome job! you rock man! 2. how do i type in a sever's name using a classic controller pro? 3. when you complete this do you think its possible to do quake 3? What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
    What steps will reproduce the problem? 1. Just two questions and thank you for an awesome job! you rock man! 2. how do i type in a sever's name using a classic controller pro? 3. when you complete this do you think its possible to do quake 3? What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
 
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