so @rizzosisland @moi is there any chance of seeing 56k netplay on a future quake 1 port\fork?
8 player Q1 deathmatch with keyboard mouse would be a great addition to the library, mic support too for the ultimate nerd experience
Search found 35 matches
- Thu Mar 15, 2018 4:43 pm
- Forum: Developmental Ideas
- Topic: Might Scrap Makaqu. Possible to Finish Bero's Work?
- Replies: 8
- Views: 5739
- Sat Mar 10, 2018 1:39 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: Is there any interest in an updated Quake engine?
- Replies: 25
- Views: 10354
Re: Is there any interest in an updated Quake engine?
Bumping this, as I'm curious if you ever picked up the project again. same, but i'd like to nominate 56k multiplayer support, because back when makaqu quake was made, most people didn't have 56k ISPs, but now pretty much everyone here or on dc-talk owns a dreampi setup. it'd be fairly easy to get 8...
- Sun Nov 19, 2017 11:36 pm
- Forum: Developmental Ideas
- Topic: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
- Replies: 5
- Views: 5521
Re: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
true but it'd definately be the magnum opus of dreamcast homebrew considering how many more games can be built ontop of the engine
- Sun Jul 09, 2017 3:40 pm
- Forum: Developmental Ideas
- Topic: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
- Replies: 5
- Views: 5521
Re: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
don't flame me for bumping but i'd actually like to have a hypothetical conversation among the people here who know what they're talking about regarding what it would take to pull this off, the feasibility, drawbacks, and\or if porting xash3d to dc would be more feasible than hooking the mod extensi...
- Sun Apr 16, 2017 9:03 pm
- Forum: Developmental Ideas
- Topic: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
- Replies: 5
- Views: 5521
Re: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
So nobody has any thoughts or input to this? Developmental or not?
It has been ported before, and now there is source code
Counter-Strike on Dreamcast over 56k on cs_office would be so amazing I couldn't handle it
It has been ported before, and now there is source code
Counter-Strike on Dreamcast over 56k on cs_office would be so amazing I couldn't handle it
- Thu Feb 23, 2017 7:16 pm
- Forum: Developmental Ideas
- Topic: REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
- Replies: 5
- Views: 5521
REQUEST: Xash3D --Port--> XashDC - Or HLDC DLL Hooking
This is the only developmental request thread I'm going to make. I made a thread awhile ago asking what it takes to port an open source engine, but this is more specific I've looked at trying to get the official Half-Life DC port to load mod extensions and implement the needed functions to play onli...
- Thu Feb 23, 2017 6:07 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
When I try to build genromfs this is the output Dan@Dan-Desktop MINGW32 /opt/toolchains/dc/kos/utils/genromfs $ make cc -O2 -Wall -c -o genromfs.o genromfs.c In file included from genromfs.c:83:0: C:/msys32/mingw32/include/netinet/in.h:73:2: error: unknown type name 'u_long' u_long s_addr; ^~~~~~ C:...
- Thu Feb 23, 2017 4:59 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
Hey thanks a real lot for all your replies and explainations. I distanced myself from this project for a few days, if I don't go through all your replies in detail tonight I'll get it running over the weekend. Don't think I asked for help for no reason and ditched it :) -------- Edit: My issue with ...
- Sun Feb 19, 2017 2:27 am
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
Alright. So I'll rebuild KOS, copy the environ script to the bash startup, install python/gcc, (then switch to MYSY2 from MinGW or use MSYS2 the entire time?), then find the Dark Morford and post results tomorrow I'm going to try to build a Linux kernel if I can, then attempt implementing a writable...
- Sat Feb 18, 2017 6:07 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
I see, the only reason I'm using MinGW is because in the guide it says As the setup completes, it will ask whether you want to open a shell. Don't. Open C:\msys32\mingw32_shell.bat instead (mingw shell instead of msys2 shell). I'll give it a go later, thanks for patience ----------- Edit: I installe...
- Sat Feb 18, 2017 3:35 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
Well I disabled the validation parameter, and when I attempted to run build-all.sh it returns immediately without output, same thing for clean-all.sh. Unless when I reopen the MSys2 MinGW shell I have to input something to use the KOS profile/config. I was using the same window from initial install ...
- Fri Feb 17, 2017 4:59 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
Tried to edit but I can only have 3 attachments Here are the kos-ports build-all.sh errors kosports.png Edit: It also compains about makefile.rules, I know this is something really simple, but I don't know how to correct make *** [path/to/kos/Makefile.rules:19: stuff.o] Error 1 I won't spam the boar...
- Fri Feb 17, 2017 4:54 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
Re: *ONE* KOS Error: libbz2 validation error
Well for some reason I can compile the dreameye example, and the g1ata example, but if I try the hello example, it fails due to genromfs hello.png dreameye.png Here are the libbz2 errors, and the same thing happens when I try to build all the examples in the examples root directory errors.png I woul...
- Thu Feb 16, 2017 6:25 pm
- Forum: Official Sylverant PSO Server Forum
- Topic: PSO v2 Widescreen Code: Update Patch Disc?
- Replies: 6
- Views: 1858
Re: PSO v2 Widescreen Code: Update Patch Disc?
I'd really rather if I was adding them that they could be added for all versions of the game at the same time (so, we'd need at least V1 PAL/Japan and V2 Japan... and the NTE :P ).[/size] Esppiral didn't have a problem taking my request for Sonic Adventure v1.005 NTSC after doing PAL a few days bef...
- Thu Feb 16, 2017 6:12 pm
- Forum: Programming Discussion
- Topic: *ONE* KOS Error: libbz2 validation error
- Replies: 15
- Views: 2500
*ONE* KOS Error: libbz2 validation error
Nice job on the new guide and kos_install_script.sh at https://dcemulation.org/?title=DCEmulation:IRC_Chat https://dcemulation.org/?title=Compiling_KOS_on_Windows Everything worked fine, except for one error I'm having, preventing me from running build-all.sh make: *** [opt/toolchains/dc/kos/../kos-...
- Wed Feb 01, 2017 1:20 pm
- Forum: Official Sylverant PSO Server Forum
- Topic: PSO v2 Widescreen Code: Update Patch Disc?
- Replies: 6
- Views: 1858
PSO v2 Widescreen Code: Update Patch Disc?
There's been a long ongoing widescreen codebreaker code thread on assemblergames.com, I think they have over 100 games by now They just today got a code for PSO v2, it would be pretty awesome if BlueCrab was able to update the patcher disc to include an option for the widescreen patches I there's a ...
- Mon Nov 28, 2016 12:00 pm
- Forum: Front Page News and Forum Guidelines
- Topic: In The Line Of Fire - Coming Soon!
- Replies: 35
- Views: 31709
Re: In The Line Of Fire - Coming Soon!
+1pcwzrd13 wrote:I do hope online multiplayer will be a stretch goal. There are an increasing number of people playing Dreamcast online every day thanks to DreamPi so I'm sure there would be a lot of interest.
do it
- Tue Oct 04, 2016 8:34 am
- Forum: Developmental Ideas
- Topic: Porting HLSDK Client.dll to Windows CE?
- Replies: 0
- Views: 5045
Porting HLSDK Client.dll to Windows CE?
I've been looking into the inner workings of half-life for dreamcast and windows ce for quite awhile now, this post pertains to the latest post here http://assemblergames.com/l/threads/half-life-for-dreamcast-has-some-functional-multiplayer-components.57318/page-17#post-911570 It would be really, re...
- Tue Jul 05, 2016 2:54 pm
- Forum: Official Sylverant PSO Server Forum
- Topic: Sylverant Feature Suggestions
- Replies: 148
- Views: 46181
Idea: Adding in-game Dreamcast Now notifications to server
I thought something like displaying "(user) is playing (game)" / "(user) is online" on-screen, in-game, like the output for the /commands when someone connects to any game and Dreamcast Now updates their status. It would be similar to Xbox 360 notifications, and that would be pre...
- Sun Jul 03, 2016 9:46 pm
- Forum: Developmental Ideas
- Topic: A serious discussion: porting open source engines to DC
- Replies: 3
- Views: 4490
A serious discussion: porting open source engines to DC
Say someone wanted to port OpenMW (TES3 Morrowind), Xash3D (Half-Life engine + Mods), or OpenRW (GTA3) to Dreamcast. All of which are open sourced re-implementations of engines, but take advantage of the new power of today's hardware. What would be involved in successfully porting one of those to Dr...