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 Post subject: Makaqu 1.5.1
PostPosted: Tue Nov 15, 2005 5:17 pm 
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DCEmu Ex-Mod
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Makaqu 1.5.1 is released, get it here.

Here's a list of changes. For the changes after the version 1.3, check the blog.
Quote:
============================
1.3.1 version changes:
============================

- Fixed the analog stick bug in the Dreamcast version. The Windows binary remains unchanged from version 1.3.



============================
1.3 version changes:
============================

- Changed the "r_fullbright" cvar to render BSP models with neutral lighting instead of maximum lighting.
- Rewrote most of the PC controller code and added support for a second controller.
- Enabled the second controller on the Dreamcast version.
- Implemented savegame deletion by pressing backspace, delete, button 4 on the PC controller, or X on the DC controller.
- Done some changes to EF_SHADOW.
- Implemented EF_CELSHADING.
- Changed some other stuff.



============================
1.2 version changes:
============================

Dreamcast-related bugfixes:
- Updated the default deadzone values for the controller.
- Fixed the cd_enabled cvar being not registered if there is no audio tracks on the disc.

Common changes:
- Updated BlackAura's e-mail address in the credits screen.



============================
1.1 version changes:
============================

Dreamcast-related bugfixes:
- Corrected the name of mouse button 1.
- Fixed the "Pause" option in the Audio Options menu.
- nxMakaqu would crash when trying to save FrikFiles, because it tried to save them in the CD. Now the FrikFiles are saved in the RAM. There's no way to same them on the VMU yet though.
- The "screenshot" command is ignored now. This was done to prevent crashes, because it tried to save them in the CD.

Windows-related bugfixes:
- Fixed the crosshair being not displayed correctly in some video cards.
- Fixed the network menus (they were disabled by mistake).

Common bugfixes:
- Fixed a small problem with the interpolation (sorry, can't remember what it was).
- Now the translucent viewmodels are drawn over the translucent water instead of under it.
- Fixed the network protocol (demos recorded with some mods were not working).
- Fixed the "cmdline" cvar.
- Fixed some menu options that were not saved in the config file.

Dreamcast-related changes:
- Added an IP.BIN file.
- Modlist support for the /ID1 directory.
- Added support for the file /quake/gamedir/nxmakaqu.ini. This file can be used to set the title and description of the game in the modlist, as well as the sound samplerate, the video resolution, the size of the heap memory, and extra command line parameters.
- Added 320x480 and 640x240 resolutions (640x240 is faster).
- Resolutions up to 768x576 are selectable in the modlist.
- Changed the default audio samplerate to 11025 Hz, thus fixing some games that needs more RAM.
- The default setting for the stereo sound is set accordingly to the DC BIOS setting.
- Added support for volume control of the CD audio.
- The CD audio can be changed between stereo/mono, and the stereo can be reversed.
- The engine can detect the amount of CD tracks and display it on the Audio Options menu.
- Added support for mouse button 3 and mouse wheel. The mouse is fully supported now.
- Significant changes to the analog input support. Now the analog stick's axes can be bound to any command, and the "Axis/Trigger Function" options are gone.
- Added auto-repeat for the keys and face buttons while in the console or menu.
- Added vibration (Puru Puru/Jump Pack) support.
- Added a SVC_VIBRATE (61) message to the network protocol. Usage: SVC_VIBRATE, + 5 writebytes (special, effect1, effect2, duration, controller).
- VMU saves are compressed now, and saves from version 1.0 can still be loaded.
- Replaced the VMU file icon. The new one features colored borders for each game.
- Added a simple VMU LCD icon.
- FrikFiles are opened from the RAM if found in there, otherwise they are opened from the CD. Saving is always done in the RAM.

Windows-related changes:
- Removed the CD audio volume control from the audio menu.
- Now the engine knows the difference between CDs with no audio tracks and empty drives.
- The underwater screen buffer is always used, thus making the transparencies run faster on some computers.

Common changes:
- Improved the models of the super shotgun, nailgun, super nailgun, rocket launcher and thunderbolt. These new versions works better with interpolation and transparencies.
- Added a new progs.dat file with many bugfixes and some new features.
- The new progs.dat features a workaround for the solid skies in the original Quake levels. It can be disabled by typing "savedgamecfg 1" in the console.
- The status bar isn't displayed when changing levels anymore.
- The underwater warping effect runs at the same resolution of the video now.
- The camera tilting during weapon recoil is smoother. Now it uses 16-bit angles instead of 8.
- The Thunderbolt's lightning follows the player's rotation and movement smoothly now.
- Created QC support for self.frame_interval, to customize the time of the interpolation for each entity. Setting it to -1 disables interpolation, and setting it to zero uses the default value (0.1 seconds).
- Non-audio tracks are skipped when selecting an audio track in the Audio Options menu.
- Added a 3D stereo mode, using the r_stereo_separation cvar. It has a few bugs.
- Added options for fog and 3D stereo separation in the Developer menu. To disable the fog you must turn the developer mode off.
- Added the Timescale extension.
- Added a sv_compatibility cvar, to allow both network gaming and demo recording compatible with normal Quake.
- Added a sv_makaqu cvar to enable Makaqu-exclusive effects (EF_SHADOW, etc.).

"How to burn":
- Add your .pak files from original Quake to the id1 dir. There's no need to rename or patch anything.
- Burn as usual.

Have fun.

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Last edited by mankrip on Mon Oct 22, 2012 5:56 am, edited 10 times in total.

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 Post subject:
PostPosted: Tue Nov 15, 2005 6:40 pm 
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Insane DCEmu
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Very, very good.


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 Post subject:
PostPosted: Tue Nov 15, 2005 7:27 pm 
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Psychotic DCEmu
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OMG!
Fragger your tricky one, it's wonderful, all this time we waited for this release and nobody comments loud and clear about it?

BTW, how is this thing looking on a 20" TV? Way less blured than RADthingy i hope...
We need a new mod compatibility list for this one :D

Thank you sir.

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 Post subject:
PostPosted: Tue Nov 15, 2005 10:13 pm 
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'bout time!

Anyway, nice job. I'll have to try this thing out later.


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 Post subject:
PostPosted: Tue Nov 15, 2005 10:32 pm 
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DCEmu Super Poster
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Cool, I'm gonna burn it tonight. News posted at Consolevision.

EDIT: From some reason, it keeps telling me that no games were found.

This is my folder structure:

1st_read.bin
IP.BIN
ID1\autoexec.cfg
ID1\PAK0.PAK
ID1\PAK1.PAK

EDIT2: D'oh - it's supposed to be Quake\ID1. It's working now.


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 Post subject:
PostPosted: Tue Nov 15, 2005 11:11 pm 
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DCEmu Super Poster
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Hey, question - how do you get out of zoom view once you're in it? Also, when you say there's support for CD audio, does that mean I can burn a few audio tracks on the first session and nxMakaqu will play them?


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 Post subject:
PostPosted: Wed Nov 16, 2005 8:25 am 
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Pimp DC Devver
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No more craptacular RADQuake, woohoo; although I've been using NxMakaqu for awhile now, I'll get this version as it's more complete.

Great job Fragger and BlackAura!

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 Post subject:
PostPosted: Wed Nov 16, 2005 12:53 pm 
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Fragger & BlackAura: You guys rock ! :kiss)

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 Post subject:
PostPosted: Wed Nov 16, 2005 12:55 pm 
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just wonderfull cant wait to see this sweet working :P :kiss)

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 Post subject:
PostPosted: Wed Nov 16, 2005 2:05 pm 
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Source code?

edit: after a good 10 minutes the download finally finished and i found the source inside the package.

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 Post subject:
PostPosted: Wed Nov 16, 2005 2:47 pm 
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Indeed great! It will so fun trying this with different mods, like TAoV! Downloading now...

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 Post subject:
PostPosted: Wed Nov 16, 2005 4:13 pm 
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ok I'm new to this whole quake thing so I've got questions of course.

Is there like an open source, free version of Quake I download for this or do I pull the files off my pc version.

If I get the files from my pc copy do I have to convert them to something else? If so, how?

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 Post subject:
PostPosted: Wed Nov 16, 2005 4:32 pm 
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Psychotic DCEmu
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AntiPro wrote:
ok I'm new to this whole quake thing so I've got questions of course.

Is there like an open source, free version of Quake I download for this or do I pull the files off my pc version.

If I get the files from my pc copy do I have to convert them to something else? If so, how?

If you don't have the full Quake 1, use the shareware pak0.pak instead. Or a stand alone mod, like TAOV.

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 Post subject:
PostPosted: Wed Nov 16, 2005 4:44 pm 
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I do have Quake 1 and atleast one of the mission packs. Can I just pull the files from the cd or is there any installation involved?

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 Post subject:
PostPosted: Wed Nov 16, 2005 5:14 pm 
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AntiPro wrote:
I do have Quake 1 and atleast one of the mission packs. Can I just pull the files from the cd or is there any installation involved?

You should be able to pull them of the CD without installing it. Look to see if you can find PAK0.PAK and PAK1.PAK on your disc. That's all you need. Stick those files in Quake\ID1 (just read my above post with the folder structure).


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 Post subject:
PostPosted: Wed Nov 16, 2005 7:52 pm 
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Insane DCEmu
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very cool. Does this have VGA support as well?

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 Post subject:
PostPosted: Wed Nov 16, 2005 8:16 pm 
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Should do. VGA support is pretty much automatic for KOS apps anyway.


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 Post subject:
PostPosted: Thu Nov 17, 2005 12:10 am 
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DCEmu User with No Life
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sweet, just now read this. screens perhaps?

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 Post subject:
PostPosted: Thu Nov 17, 2005 5:18 am 
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This sounds awesome :o

I can rip the Pak files from the mac versions of quake right?

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 Post subject:
PostPosted: Sat Nov 19, 2005 2:33 am 
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Matisfaction wrote:
I can rip the Pak files from the mac versions of quake right?


Yes, that is correct.


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