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Quake Engine on the Nintendo Wii?

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1 Quake Engine on the Nintendo Wii? on Fri Feb 24, 2012 12:30 pm

drmabuse1981

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Commander
Commander
Hi there,

Does somebody here own a Homebrew Enabled Wii?
I have seen there is a port of WinQuake for the Wii (or maybe 2 Quake engines),
somebody played it? Does it run good (FPS, crashing, custom maps)?

Greetz

2 Re: Quake Engine on the Nintendo Wii? on Fri Feb 24, 2012 4:35 pm

jastolze

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Brigadier Grade 3
Brigadier Grade 3
drmabuse1981 wrote:Hi there,

Does somebody here own a Homebrew Enabled Wii?
I have seen there is a port of WinQuake for the Wii (or maybe 2 Quake engines),
somebody played it? Does it run good (FPS, crashing, custom maps)?

Greetz
http://wiibrew.org/wiki/Q1Rev
I would have thought the wii could handle it. Then again, (I think) it only has like 64 MB ram and not too sure about the processor. However, we have a quake 3 port on the PSP 2000 which also has 64 MB ram, and it runs (slow, but still...) along with a quake 2 port. So, in my opinion, I could see it running without any crashes, in addition to pretty decent FPS and loading custom maps SHOULD be possible. When it comes to mods like Killer Quake Pack, or something large like that, then I could see it crashing, as I tried loading KQP on the Quake PSP port, but crashes after loading a map...

3 Re: Quake Engine on the Nintendo Wii? on Fri Feb 24, 2012 9:29 pm

DukeInstinct

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Commander Grade 3
Commander Grade 3
I used to have that Quake 1 port on the Wii and it ran quite well and I didn't experience any crashes. I didn't get to try out any mods unfortunately.

Also the Wii has 99 MB of RAM(which is an extremely odd number for memory). The processor is actually around the same speed as an XBox's or PS3's if the source I read is right.

Nintendo should really just slap some more RAM in and they would fix a lot of problems.



4 Re: Quake Engine on the Nintendo Wii? on Fri Feb 24, 2012 11:17 pm

thonglover

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Hero
Hero
DukeInstinct wrote:I used to have that Quake 1 port on the Wii and it ran quite well and I didn't experience any crashes. I didn't get to try out any mods unfortunately.

Also the Wii has 99 MB of RAM(which is an extremely odd number for memory). The processor is actually around the same speed as an XBox's or PS3's if the source I read is right.

Nintendo should really just slap some more RAM in and they would fix a lot of problems.

I agree with ya duke at at the same time, It'll cost them money to upgrade the wii. (witch won't be happening pig )

5 Re: Quake Engine on the Nintendo Wii? on Sat Feb 25, 2012 9:29 am

drmabuse1981

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Commander
Commander
Thanks for the infos Wink

I MIGHT get a used Wii soon and will try to port my little Quakemod to the Wii, but i need to modify the engine (add HLBSP support and some other stuff).



6 Re: Quake Engine on the Nintendo Wii? on Sat Feb 25, 2012 4:23 pm

thonglover

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Hero
Hero
Its funny how the wii can handle games like the conduit and the conduit 2 but can't handle quake. -.-

7 Re: Quake Engine on the Nintendo Wii? on Sat Feb 25, 2012 6:19 pm

DukeInstinct

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Commander Grade 3
Commander Grade 3
The Conduit's engine was made specifically for the Wii. Most other FPS games are just ports. They work, but I doubt they are as efficient as they could be.



8 Re: Quake Engine on the Nintendo Wii? on Mon Feb 27, 2012 10:32 am

Supermario641996

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Reclaimer
Reclaimer
I have played The Conduit. It tends to freeze every hour. (I have no internet at my house if people are wandering, I'm at school.)




Shhh, it's Mario.  Don't forget to introduce yourself to our community here and our Discord group here. Very Happy
http://augustine.forumotion.com/

9 Re: Quake Engine on the Nintendo Wii? on Tue Feb 28, 2012 7:13 am

drmabuse1981

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Commander
Commander
I just found a "Half Life Quake port" for the Wii.
I still dont have a Wii but i played it on the PC with Darkplaces and is looks ok.
The weaponmodels are messy, but it seems to be a nice mod for the Wii.

http://u-ac.net/rikku2000/WIIHalf-Life_0.2.rar

Half-Life Multiplayer Modification for Quake on Nintendo WII

About/Info:
Half-Life Multiplayer Modification allow to play the Half-life
Multiplayer on Quake. Becuse some maps are Laggy and have some
Bugs i will try to fix it so please dont care this bugs i try
my best to give support.

Requirements:
Quake must be installed.

Play Online:
Loading id1 data from USB drive to host network games.
Connection to master server to get Quake-Wii server list.

Install:
Extract the file "pak2.pak" to your Quake directory.

Team:
Rikku2000 - rikkuff2000@yahoo.de
XavioR - avirox38@hotmail.com

10 Re: Quake Engine on the Nintendo Wii? on Tue Feb 28, 2012 9:13 pm

_shameless_

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Colonel Grade 3
Colonel Grade 3
yea theres a psp version of this floating around too, just a simple quake mod

11 Re: Quake Engine on the Nintendo Wii? on Wed Feb 29, 2012 12:21 pm

thonglover

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Hero
Hero
Sad this it doesn't work on PspGo Sad

12 Re: Quake Engine on the Nintendo Wii? on Wed Feb 29, 2012 5:05 pm

jastolze

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Brigadier Grade 3
Brigadier Grade 3
thonglover wrote:Sad this it doesn't work on PspGo Sad
Why wouldn't it work on the PSP GO? I remember playing half life on the N1000 series. I didn't use a loader or anything. I've sold my go, but I do remember playing it on 6.20 TN-B (or TN-C). and it worked fine. I mean, TN A-E offered better support for homebrew than any version of PRO, while PRO is mainly for ISO's and PSX games. What CFW are you using? Also, the Go has the same amount of ram as the 2000 and 3000 series, so if for some reason it doesn't work, it could be a newer version of a motherboard for the PSP GO.

13 Re: Quake Engine on the Nintendo Wii? on Wed Feb 29, 2012 8:04 pm

thonglover

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Hero
Hero
jastolze wrote:
thonglover wrote:Sad this it doesn't work on PspGo Sad
Why wouldn't it work on the PSP GO? I remember playing half life on the N1000 series. I didn't use a loader or anything. I've sold my go, but I do remember playing it on 6.20 TN-B (or TN-C). and it worked fine. I mean, TN A-E offered better support for homebrew than any version of PRO, while PRO is mainly for ISO's and PSX games. What CFW are you using? Also, the Go has the same amount of ram as the 2000 and 3000 series, so if for some reason it doesn't work, it could be a newer version of a motherboard for the PSP GO.
OMG Eeeee! I googled pspgo half life and NOW IM PLAYING IT

14 Re: Quake Engine on the Nintendo Wii? on Mon Mar 05, 2012 11:59 am

drmabuse1981

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Commander
Commander
Still waiting for my Wii.
I already looked at the source of QuakeGX and it seems to support external textures (PCX and TGA) and skyboxes (gfx/env/sky***)...

http://wiibrew.org/wiki/QuakeGX

15 Re: Quake Engine on the Nintendo Wii? on Mon Mar 05, 2012 4:11 pm

_shameless_

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Colonel Grade 3
Colonel Grade 3
theres a darkplaces for dreamcast if you wanna give that a go too

16 Re: Quake Engine on the Nintendo Wii? on Mon Mar 05, 2012 6:17 pm

thonglover

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Hero
Hero
_shameless_ wrote:theres a darkplaces for dreamcast if you wanna give that a go too
Hey Wait a min, if quake has a polygon lmit Then what is this?? http://www.youtube.com/watch?v=u1kqtDO1AQw&feature=player_embedded Look how shmove (I FALL AT SPELLING)
that shotgun is in the real UNMODDED quake shotgun look like it was made from cardboard. polygon limit my tail....

17 Re: Quake Engine on the Nintendo Wii? on Mon Mar 05, 2012 7:39 pm

_shameless_

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Colonel Grade 3
Colonel Grade 3
the polygon limit can be changed in the engine

18 Re: Quake Engine on the Nintendo Wii? on Mon Mar 05, 2012 11:33 pm

DukeInstinct

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Commander Grade 3
Commander Grade 3
thonglover wrote:
_shameless_ wrote:theres a darkplaces for dreamcast if you wanna give that a go too
Hey Wait a min, if quake has a polygon lmit Then what is this?? http://www.youtube.com/watch?v=u1kqtDO1AQw&feature=player_embedded Look how shmove (I FALL AT SPELLING)
that shotgun is in the real UNMODDED quake shotgun look like it was made from cardboard. polygon limit my tail....

The shotgun in the mod is still just 2 cylinders and a handle.

It should still be well within the standard Quake's engine limit. The engine has obviously been modified anyway.



19 Re: Quake Engine on the Nintendo Wii? on Sat Mar 10, 2012 7:16 am

drmabuse1981

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Commander
Commander
I have tested some "high-poly" MDLs in the old WinQuake, and it doesnt cause problems. One MDL has 1728 tris.

But yes, you can change/remove the limit in the engine, its a work of 1 minute.
You can also use MD3 models in Darkplaces Smile

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