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Screenshot of the Week

 
 

Quake2x-LE V1.00 Released
-------------------------------------------------
Quake2X-LE - Quake2 for Xbox Lantus Edition V1.00
-------------------------------------------------

This is Quake2 for Xbox consoles ported from Quake2Forge sources.
The distribution comes with the shareware PAK file to get you started.

Disclaimer: Repi already ported Quake2 over 2 years ago. However I
felt there were some things missing in his port so I decided to make my own.
Repi's port contains hardware rendered graphics, which look far superior
to Quake2x-LE which uses SDL based software renderer. The choice is yours.

--------------------
Features
--------------------

- Full singleplayer
- Full multiplayer support
- Mod Menu for expansion paks/TC's etc
- Gamepad/Mouse/Keyboard support.
- Customizable inputs
- PAL60 support
- CDDA audio.
- Uses SDLx
- Source code released

Enjoy!
Posted by lantus on Saturday, May 08, 2004 at 07:51 Comments (18)
are you ready to rail?
some screenshots of a my WIP port of Quake2 using the QuakeForge2 sources.







the aim is to get full mod support, networking, downloading, kb/mouse/controller support working before a release - as usual no ETA at this stage, but a first release isnt to far away.

currently the only downside of this port is that it will only use software rendering at this stage. If you prefer hardware rendering use Repi's Quake2x port instead.

Posted by lantus on Wednesday, May 05, 2004 at 16:12 Comments (19)
QuakeX V1.01 Released

----------
Whats New
----------

- Added TCP/IP network support.
- Experimental XLink support added (works for some, doesnt for others?)
- Fixed some bugs with paths. Many more mods will now run (QRally, SFQuake etc)
- Fixed issue with D-Pad "jerk"
- Rebuilt with latest libSDLx revision.
- Added seperate 640x480 and 320x240 builds.

This is a (near) complete list of changes made by TheDumbAss:

All of Fragger's changes to RADQuake have been ported over to the QuakeX source and modifed as needed.
This includes:

- major changes and additions to the menu system and how the buttons move you through it.
- Controller setup including the function and sensitivity of the thumb sticks 
- A functional onscreen keyboard that works on all text forms in the menus and for the console
- An optional Greatly enhanced Status Bar (includes alignment options)
- Several other changes and improvements
 
Changes unrelated to Fragger's code:

- Enhanced Tab Completetion.
- show_fps.
- Chasecam fixed.
- Fix to stop crashes when loading the wrong BSP version.
- max_fps From the tutorial here.


Known bugs:

- At any resolution greater than 320x240 the crosshair does not work right in menu or on screen.
- The onscreen keyboard is hyper speed in the console. In menus it is fine.


read TDA Changes.txt for more information.

Posted by lantus on Friday, April 30, 2004 at 20:59 Comments (0)
Wrapup of 2003 and whats ahead
Howdy folks, I just wanted to take some time out to give people a summary of whats ahead for me in terms of Xbox and 2004.

First, though, I'd like to say what an awesome year we had this year in terms of homebrew/emulation. XPort amazed us with his army of emulators, UI updates and hard work. I wish I had 1/10th of his skills at times. His peak was when he seamlessly gave us the "no it's not possible to port!" PSX emulator.

Other highlights for me is Mameox. It's come a long way since the beginning and i hope the team keep working on it with the same desire as they have been in the past (VMM code is on #xbins, no excuses guys! ;)

Props to Mhz for KawaX. An amazing effort on the Xbox and definetly one that "raised the bar" for all emulation authors. Especially FBA-X, we stood up and took notice when we saw how seamlessly VMM worked in KawaX.

As for me, I think my highlights were FBA-X with Neogeo/VMM, SDLx and U64-X ports.

SDLx has turned out well. Im happy to see some ports already using it, but hope to see alot more in future. It's a proven library, you've seen what QuakeX, DOSXbox, ScummVMx can do. Lets see more SDL ports!

Looking to next year, I will still be maintaing my stuff as normal - but I will most likely be focusing more into SDL ports.

A couple of new things in the works for 2004 (no eta - when it's done):

GLQuakeX - A new update to QuakeX with a OpenGL -> D3D wrapper is on the way. I've been wrestling with memory management as glquake models eat up tons of memory. But I should be able to figure out a solution to it.

SDLQuake2x - development has started on a new Quake2 port (based on the Quakeforge source). Repi has done an amazing job on Quake2x but hardcore fans found it limited in terms of MODs/online play etc. So far it's running with a software render at good framerates.

of course there will be usual updates to xSnes9x ( Snes9x 1.43 will own ), FBA-X (new year, new drivers!)

Oh, and if I'm not mistaken there may be one little suprise left for 2003...you'll just have to take my word for it.....


Have a great new year folks :)
Posted by lantus on Tuesday, December 30, 2003 at 17:02 Comments (5)
Network QuakeX
I removed the stubbed driver and added in the winsock code version, and with some slight tweaks this is the result





LAN games are supported therefore I'm pretty sure this will work over XLink as well without any modifications required.

Note: this is not Quakeworld - thats a longer term port.
Posted by lantus on Sunday, December 07, 2003 at 17:31 Comments (4)
QuakeX V1.00 Released
--------------------------------
QuakeX - Quake for Xbox V1.00
--------------------------------

This is Quake for Xbox consoles ported from SDLQuake V1.09. The
distribution comes with the shareware PAK file to get you started.

--------------------
Features
--------------------

- Full singleplayer
- 640x480 rendering at 60fps
- Mod Menu for expansion paks/TC's etc
- Gamepad/Mouse/Keyboard support.
- Customizable inputs
- PAL60 support
- CDDA audio.
- Uses SDLx
- Source code released


Enjoy!
Posted by lantus on Wednesday, December 03, 2003 at 04:43 Comments (5)
update on status of ports

Good news for FPS fans - I'm in the porting mood again. Here's an update of all things ClassicX style:

SDLQuake - actively being worked on. Gamepad routines almost complete. Working on Mod menu next and its testing then release time. First cut wont support networking. Im contemplating porting Quakeworld over for that but thats longer term. ETA of first build : days.

Duke3dX - I'm not satisfied with its current state and definetly want to update this. I'm looking at bringing out another update before Christmas but SDLQuake is definetly my focus at this time.

ROTTX - theres a few outstanding bugs that some users have reported to me. Looking at an update before Christmas.

DoomX - DoomX is dead. However I've been playing around with prBoom and I *might* look into a port. No promises though.

Hexen2 - started a port of this , it was one of my other favorites. No ETA, longer term project.

Posted by lantus on Tuesday, December 02, 2003 at 15:50 Comments (2)
SDLx Site Open
opened up a new site for my up and coming SDL library for the Xbox - more information here
Posted by lantus on Saturday, July 12, 2003 at 08:23 Comments (0)
Duke Gets Keyboard/Mouse

Im back!

Finally got around to working on some more Duke3D last night. I've added in mouse/keyboard support. Expect a similar update to ROTTX. Working on a few more issues (merging in latest CVS source, bug fixes etc) before a public release.

Posted by lantus on Monday, July 07, 2003 at 17:03 Comments (3)
DoomX development suspended indefinetly.

Thanks to HyperG, DoomX development has been suspended until further notice. You can thank him for leaking out a release which boasted 4 player network support and other fixes, of which I know of 2 other people who have this release.

All emails to me about this subject will be deleted instantly so don't bother hassling me about it.

Posted by lantus on Thursday, May 22, 2003 at 01:57 Comments (54)

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