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Automatically exported from code.google.com/p/quake-gamecube
Some SDTVs and HDTVs zoom into the image just a little bit, trimming off
portions of the edges.
This "trim" is about as large as a single row of text from the Quake console
Original issue reported on code.google.com by [email protected]
on 13 Jun 2008 at 5:33
What steps will reproduce the problem?
1. Everytime I press "exit" from the game menu to leave, Wii hangs with
Exception (DSI) Occurred! etc, etc...
2. Sometimes while I'm playing and I choose "new game", Quake freezes
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
I'm using QuakeGX v0.11 on PAL Wii 4.1 cIOS rev.14, HBC v1.0.3
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 16 Aug 2009 at 9:44
This mod can't be played because of missing button/key support.
If you have this game, please get in touch and let me know which keys
aren't supported!
Original issue reported on code.google.com by [email protected]
on 21 Aug 2007 at 6:58
What steps will reproduce the problem?
1. Connect to a nonexistant server/make a typo in the address
2. Try to connect to an existing real server
3. Watch the pointer
What is the expected output? What do you see instead?
The pointer fails to move/unresponsive
What version of the product are you using? On what operating system?
GX 0.05
Wii 4.2U
Please provide any additional information below.
That pretty much sums it up, its annoying because if server connect fails then
I have to restart the entire game to connect and play.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2010 at 3:43
The game requires a larger stack to be specified in ogc.ld. It would be
nice to get back to the default 128K stack size.
Original issue reported on code.google.com by [email protected]
on 9 Feb 2008 at 12:55
What steps will reproduce the problem?
1. have id1 folder in root with pak0.pak in it. i.e. x:\id1
2. have quake folder in the apps folder which is in the root. i.e.
G:\apps\quake
3. I placed quake.elf, gpl.txt, quake.dol, icon.png, and meta.xml in that
quake folder. the last two are so I have a button for it in my homebrew
channel.
4. I renamed quake.elf to boot.elf
5. I launched quake from the homebrew menu and got a memory dump or
something.
What is the expected output? What do you see instead? expected to see
quake. got a dump instead.
What version of the product are you using? On what operating system?
latest version for wii
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2008 at 1:47
Everytime I start this game this game, it crashes when you see the loading
screen in Quake. I placed all the files correctly!
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 3:18
I spent about an hour last night and cooked up an autoexec.cfg file for the
base id1 game for the Wiimote/Nunchuk combo. It's mostly similar to the
built in config.cfg but with a couple of minor tweaks:
DPad left and right scrolls through previous/next weapons
C and Z is bound to Swim Up and Swim Down
m_pitch is lowered slightly to make it a bit easier to keep your view
centered vertically
unbindall at the top to remove all the excess PC binds-- cleans up the
customize controls menu just to make it a little less confusing
Always Run enabled by default.
Wasn't sure where else to throw this, so forgive me if it's in the wrong place.
Original issue reported on code.google.com by [email protected]
on 4 Jun 2008 at 9:20
Attachments:
Currently it seems that the PAK files path are hardcoded and had to be
installed on the root of the SD card
x:\ID1\PAK0.PAK.
It will be desirable to make it work with a relative path so we can install
install it on a subdirectory when we use for example the Homebrew Channel.
Ex. x:\apps\quake\ID1\PAK0.pak.
Original issue reported on code.google.com by [email protected]
on 1 Jun 2008 at 1:22
It would be nice to support DVDs.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 7:44
When you're being hurt by slime or lava, no pain sounds are heard when
shotting at the same time. They should be different channels, check with
original quake.
Original issue reported on code.google.com by [email protected]
on 9 Aug 2008 at 1:36
It would be great to use the Nunchuk movement left and right to strafe or
change weapons. I don't know if the Nunchuk movement is avaible from
libOGC but if not maybe in time ;)
Original issue reported on code.google.com by [email protected]
on 29 Sep 2008 at 5:45
What steps will reproduce the problem?
1. The current "Quake.elf" file doesn't show up in the Homebrew Channel
2. Renaming "Quake.elf" to "boot.elf" will allow it to be displayed...
3. but there is no name nor a graphic icon.
What is the expected output? What do you see instead?
Using the homebrew Channel, it displays "/apps/Quake/boot.elf -- <No
description>"
What version of the product are you using? On what operating system?
Running the Homebrew channel Beta 8
Please provide any additional information below.
Provided you copied the PAK files over, the game still runs great. This is
just a cosmetic blemish.
Original issue reported on code.google.com by [email protected]
on 14 Jun 2008 at 8:33
please, thank you.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2008 at 12:31
It would be nice to be able to turn as well.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 9:27
Like most wii homebrew, quake has an annoying issue on 16:9 displays even
though a pretty straightforward fix has been known for quite some time now.
The problem is due to the way libogc deals with some default wii
setting(s). Please fix this issue in the next version of quake wii. I am
not asking for proper widescreen support, just that you fix this problem.
More information is here:
http://sourceforge.net/tracker/index.php?func=detail&aid=2029635&group_id=114505
&atid=668551
Original issue reported on code.google.com by [email protected]
on 23 Aug 2008 at 5:57
Since the GX version, areas with secret lifts and other overlapping walls
seem to 'flicker' between them.
An example can be seen in e1m1 'The Slipgate Complex' where once you cross
the bridge and go inside, to the right is a pillar, behind it, the floor
where the secret lift is 'flickers.'
Original issue reported on code.google.com by [email protected]
on 22 Jun 2008 at 1:28
It would be nice if the player sounds (getting hit, firing, jumping) came
from the wiimote.
Original issue reported on code.google.com by [email protected]
on 4 Jun 2008 at 7:09
What steps will reproduce the problem?
1. In QuakeGX_0.04 SDHC (or not) version, try to save progress "Single
player" -> "Save Game"
2. Select a free slot.
3. Game freezes.
What is the expected output? What do you see instead?
The game has bloqued, in older versions gives an error of "Can´t open file"
or similar one instead save progress.
What version of the product are you using? On what operating system?
QuakeGX_0.04 and later QuakeGX_0.04 SDHC.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2009 at 10:05
Headtracking with a second wiimote á la Johnny Lee would be a neat
enhancement for (much) later versions.
I think Johnny Lee even released his sources, so the math could be copied
straight over. Creating a camera offset and applying it to the camera
matrix shouldn't be that hard to do either.
Original issue reported on code.google.com by [email protected]
on 18 Jun 2008 at 2:55
What steps will reproduce the problem?
1.
2.
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.
I have the september quake
i am using homebrew channel beta 9 , Wii firmware 3.3u
ok after the games loads up, I disconnected & reconnected the Nunchuk and YES
it recognizes the control input BUT the wierd thing is that;
1. if i want to strafe left, it goes well
2.if i want to strafe backward, it goes well
3.NOW if i want to strafe right, instead the character goes left instead of
right
4.ALSO if i push the joystick forward to perform forward movemnt, instead IT
GOES BACKWARD!
to my conclusion the joystick forward movement and right movement are going
backward and left side.
i have tried configuring , resetting controls to default but its makes no
changes.
I need help!
PS: my nunchuk works well with wii commercials games so which mean the forward
and right isnt broken.
Original issue reported on code.google.com by [email protected]
on 21 Nov 2008 at 7:54
1. Quit the game (the GameCube resets).
2. Start SDLOAD from Action Replay
Expected to see SDLOAD menu, but instead a black screen is presented.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 9:58
Should connect to the quake servers using wi-fi.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2008 at 4:16
Where do I place the Mission Pack files? In the folder /apps/quake/id1 or I
need to make a folder?
Original issue reported on code.google.com by duhowpi
on 26 Oct 2008 at 1:21
When a GameCube pad is plugged into any port, the Nunchuk joystick does not
function.
Original issue reported on code.google.com by [email protected]
on 28 Sep 2008 at 5:54
What steps will reproduce the problem?
1. Attempted to compile with Devkit r16 libogc 1.7.1a, and libfat 1.0.3
2. Start new game.
3. Unable to move forward, backwards, and side to side correctly.
What is the expected output? What do you see instead?
Being able to smoothly, and correctly move threw the game.
What version of the product are you using? On what operating system?
SVN rev 202
Please provide any additional information below.
The problem with the pitch is that for some reason if you try to use an
extern c_var value in a C++ part of the program, like input.cpp, the float
value return as 0, and the pointer to the c_vars are incorrect as well. To
fix this problem I rewrote input in C, and several other parts of the
program in C, but movement from side to side, and forwards, and backwards
is still incorrect.
After lots of debugging, without the aid of a geckoUSB, I have discovered
that there is no problem with the input data, from input.cpp, or the
movement commands being passed. The problem occurs after
NET_SendUnreliableMessage. For some reason the movement message gets
mangled, and comes to the server with incorrect values. I get a feeling
that something is overrunning it's array, based on how odd these bugs are.
Original issue reported on code.google.com by [email protected]
on 28 Apr 2009 at 12:19
What steps will reproduce the problem?
1. Start a game normally that has no issues.
2. Die
3. Reload to find that the center of the screen is now located on the
right-bottom. Stays this way from that point on, even after restarting the
game.
What is the expected output? What do you see instead?
When I reload, the cursor and gun should remain centered, however, the
'center' has moved to the right-bottom of the screen, and pointing at the
real center causes you to look left and to stay looking ahead you have to
aim at the bottom-right.
What version of the product are you using? On what operating system?
Quake 0.04
Homebrew Channel 1.0.1 (Wii)
Please provide any additional information below.
Initial installation worked fine, with correct center. Happens only after
death and reload and stays that way. Tried removing the app from SD card
and replacing it with version downloaded from net. Same thing, issue was
still present.
Original issue reported on code.google.com by [email protected]
on 17 Jan 2009 at 6:51
What steps will reproduce the problem?
1. Run with a wireless nunchuk attachment
2.
3.
What is the expected output? What do you see instead?
Working nunchuck(after unplug/replug), Instead it doesn't work at all. It
works when I plug the nunchuk straight into the remote.
What version of the product are you using? On what operating system?
2008/09/26, Wii 3.2
Please provide any additional information below.
Original issue reported on code.google.com by stephen.george.west
on 8 Jan 2009 at 12:38
Create menu options for sbar transparency, 2D res, crosshair and roll.
Convert textures to 16-bit?
Original issue reported on code.google.com by [email protected]
on 24 Aug 2008 at 5:57
In the file meta.xml the line
<version>GX 0.02</version>
should be
<version>GX 0.03</version>
That's an easy fix!
Original issue reported on code.google.com by [email protected]
on 10 Sep 2008 at 4:24
Basically, when you go to the menu, it should either pause the entire game
or use the newly-implemented Viewlock. As it is, when you go to the menu,
your mouse still aims your player around.
Original issue reported on code.google.com by [email protected]
on 31 Aug 2008 at 2:34
No matter what you do, the Brightness slider doesn't seem to do anything.
It always stays at the same brightness level.
Original issue reported on code.google.com by [email protected]
on 22 Jun 2008 at 1:26
What steps will reproduce the problem?
1. Join a multiplayer game
2. Join another multiplayer game
3. Join another multiplayer game
4. Watch for error
What is the expected output? What do you see instead?
Z_Malloc: failed on allocation of 40 bytes
What version of the product are you using? On what operating system?
GX 0.05
Wii 4.2U
Please provide any additional information below.
After receiving the same error on my computer and consulting the admins at
quakeone.com it turns out -zone 1024 is something you are supposed to change
from default because failure to do so hinders multiplayer playing on newer
system (ie not win 95). Unfortunately, there is no place to edit launch
options. Also Baker claims he should look at the source and talk to you guys:
http://quakeone.com/forums/quake-help/general-help/5633-quake-problems-z_malloc-
failed-allocation-40-bytes.html#post71057
Original issue reported on code.google.com by [email protected]
on 14 Jun 2010 at 3:48
Need to reduce screen size or give an option.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 8:00
My television does not seem to like a 480i signal over component video. I
modified the source code to force a progressive scan 480p output, which
fixed my TV's horrible distortion. However, it appears that the quake
engine was only outputting to the top half of the screen.
I'm not quite sure what the problem there was (you would know better than
I), but I would suspect that it's due to a hardcoded resolution of 320x240.
It would be nice to get working progressive scan, even if this means
doubling the resolution for lower framerates. (The framerate doesn't matter
much to me if I can't play at all!)
Thanks for your time.
Original issue reported on code.google.com by [email protected]
on 1 Jun 2008 at 4:11
Because the display is 640 pixels wide and the font is only 8 pixels wide,
it may be difficult to read on SD televisions.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 9:53
Made some minor changes to the Makefile (quake-wii/build/wii/Makefile) to
make it compile right after checkout, assuming you have all the right libs
and envs.
Index: Makefile
===================================================================
--- Makefile (revision 120)
+++ Makefile (working copy)
@@ -1,5 +1,6 @@
# About the release.
VERSION := WIP
+include $(DEVKITPPC)/wii_rules
# Directories.
SRC_DIR := ../../src
@@ -21,9 +22,9 @@
COMMON_FLAGS := -mcpu=750 -meabi -mhard-float -g -Wall -pipe -mrvl
OPT_FLAGS := -Os -fno-merge-constants -fno-strict-aliasing -
fsingle-precision-constant
DEFINES := -DGEKKO
-CFLAGS := $(COMMON_FLAGS) $(OPT_FLAGS) $(DEFINES) -I
$(DEVKITPRO)/libogc/include
+CFLAGS := $(COMMON_FLAGS) $(OPT_FLAGS) $(DEFINES) -I
$(DEVKITPRO)/libogc/include -I$(DEVKITPRO)/libfat/include
CXXFLAGS := $(CFLAGS) -Weffc++ -fno-exceptions -fno-rtti
-LDFLAGS := $(COMMON_FLAGS) -L$(DEVKITPRO)/libogc/
lib/wii
+LDFLAGS := $(COMMON_FLAGS) -L$(DEVKITPRO)/libogc/
lib/wii -L$(DEVKITPRO)/libfat/lib/wii
# Linker info.
LIBS := -lwiiuse -lbte -lfat -logc
Original issue reported on code.google.com by [email protected]
on 9 Jun 2008 at 8:26
Add rumble support.
Original issue reported on code.google.com by [email protected]
on 15 Aug 2008 at 3:12
http://es.youtube.com/watch?v=VaTNfrv7p8E
(scuse for my english,i'm french :))
i know it isn't a priority, but it will be a nice mod^^
good job for the GX support :D
Original issue reported on code.google.com by [email protected]
on 14 Jun 2008 at 1:26
To make Quake Wii more usable, and to open up the possibilities for online
play a little bit more, and On-Screen keyboard would be simply sublime,
and great for those who lack a USB keyboard.
Original issue reported on code.google.com by [email protected]
on 3 Jun 2008 at 6:15
What steps will reproduce the problem?
1. Kill a monster.
2. Slowly turn away from the corpse.
3. Watch the corpse model stop rendering prematurely.
What is the expected output? What do you see instead?
The model to be rendered.
What version of the product are you using? On what operating system?
0.0.1 Beta
Please provide any additional information below.
It appears that the frustrum view calculations that test if a model is in
the camera's view, and to detect if a model is to be rendered or not is
prematurely stopping the rendering of models when the model reaches the
corner of the view. It's most notable with larger models like the shambler.
Original issue reported on code.google.com by [email protected]
on 23 Jun 2008 at 5:58
What steps will reproduce the problem?
1. Game doesn't recognize my 2 expansion packs (Scourge of Armagon &
Dissolution of Eternity)
What version of the product are you using? On what operating system?
I'm using QuakeGX v0.11 on PAL Wii 4.1 cIOS rev.14, HBC v1.0.3
Please provide any additional information below.
I put them in apps\Quake\Scourge of Armagon and apps\Quake\Dissolution of
Eternity. I choose new game but starts the retail game...
Original issue reported on code.google.com by [email protected]
on 16 Aug 2009 at 9:51
Any chance a future version will feature support for the original game's
soundtrack?
If not using music files on the SD card could it stream from the original CD?
Thanks and keep up the good work!
Original issue reported on code.google.com by [email protected]
on 22 Jun 2010 at 7:14
Reload the texture (and not crash) when the texture cache mismatches.
Original issue reported on code.google.com by [email protected]
on 15 Aug 2008 at 3:13
What steps will reproduce the problem?
1. Start a new game
2. Before choosing an Episode go to options and change the 2D Resolution
Setting to anything other than the Default Setting.
3. Choose an Episode; once the level loads you are stuck in an 'Zoomed In'
mode.
What is the expected output? What do you see instead?
Expect normal gameplay; instead the player is stuck with a 'Zoomed In' view
which makes gameplay almost imposible.
What version of the product are you using? On what operating system?
Quake GX 0.04 on an NTSC Nintendo Wii.
Please provide any additional information below.
If you need a video of this behavior contact me at [email protected]
Original issue reported on code.google.com by [email protected]
on 8 Oct 2008 at 9:06
This problem seems to have developed on all Wii-based ports of games made
by id Software. This is a relation with WiiDoom, as the nunchuk's axis does
not seem to have correct configuration for these game ports. Since
development on WiiDoom has been locked down (allowing any professional to
take over the project) I have yet to allocate with any fixes to this error.
This is a defect which could cause popularity of these ports to drop. If
you programmers have located a fix to this problem, I will be very glad.
PS: I have yet to test this with the GC controller.
Original issue reported on code.google.com by [email protected]
on 29 Jun 2009 at 6:33
What steps will reproduce the problem?
1. NTSC Wii Menu 3.3
2. Attempt to load Quake from Homebrew Channel
3.
What is the expected output? What do you see instead?
Quake should start, it's currently freezing on the load bar. Still have
control of the Wii "hand", but buttons don't work, have to hard shutdown
Wii. GX 0.03 worked fine previously.
What version of the product are you using? On what operating system?
GX 0.04, NTSC Wii Menu 3.3
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 26 Sep 2008 at 7:56
If you're using a TV that overscans the HUD elements like health and armor
will be cut off or outside the screen. This would require another config
element.
Original issue reported on code.google.com by [email protected]
on 13 Jun 2008 at 5:01
EZQuake is probably one of the best looking versions of Quake and has many
other features..
Any chance to include the EZQuake patch in the future?
Original issue reported on code.google.com by [email protected]
on 28 Aug 2008 at 8:25
It would be nice if MP3s were supported as a substitute for CD audio.
Original issue reported on code.google.com by [email protected]
on 4 Aug 2007 at 9:29
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