one question:is posible play vs bots in multiplayer offline??
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I'll start looking to official mission packs first. When they'll be ported, i'll start working on some mods.jastolze wrote:Hey nice job getting around to the port. Quake 2 has a lot of great mods. Unfortunately, they have to be compiled for specific OS's. When you get enough free time, were you planning on compiling some mods to work on the vita? Q2 doesn't have MP bots by default so if you were considering it, the CRBot and Eraser are the best. I can link the sources if you're up to the task?
Sweet! Thanks! Q2 mods are better than Q3 imo. It's a shame they aren't playable after a download. How hard would it be to compile the mods for vita? Will the Windows mod source work? Or does it need to be Linux?Rinnegatamante wrote:I'll start looking to official mission packs first. When they'll be ported, i'll start working on some mods.jastolze wrote:Hey nice job getting around to the port. Quake 2 has a lot of great mods. Unfortunately, they have to be compiled for specific OS's. When you get enough free time, were you planning on compiling some mods to work on the vita? Q2 doesn't have MP bots by default so if you were considering it, the CRBot and Eraser are the best. I can link the sources if you're up to the task?
Mods need to be compiled as suprx and dinamically loaded using this ( https://github.com/hyln9/vita-libdl).jastolze wrote:Sweet! Thanks! Q2 mods are better than Q3 imo. It's a shame they aren't playable after a download. How hard would it be to compile the mods for vita? Will the Windows mod source work? Or does it need to be Linux?Rinnegatamante wrote:I'll start looking to official mission packs first. When they'll be ported, i'll start working on some mods.jastolze wrote:Hey nice job getting around to the port. Quake 2 has a lot of great mods. Unfortunately, they have to be compiled for specific OS's. When you get enough free time, were you planning on compiling some mods to work on the vita? Q2 doesn't have MP bots by default so if you were considering it, the CRBot and Eraser are the best. I can link the sources if you're up to the task?
Is there a guide on how to do this? Once I learn how, I'll make a bunch of mods compatible and even make a compatibility list. Do I need to know any coding languages to do this?Mods need to be compiled as suprx and dinamically loaded using this ( https://github.com/hyln9/vita-libdl).
Main game to will need to be dinamically loaded (linux-like src) since atm vitaQuakeII is statically linked.
Atm still not implemented, is in the todo list (like the touch and rearpad support)wmxp wrote:I tried joining the CoOp server you made available, but it looks like you must use the console to type a map vote to get out of the Ship Lobby. Your Quake1 Vita port had the select button open up the vita keyboard to type, but I cannot figure out how to use it on this one. Is there a trick, or is it not implemented?