QUAKEDC TECH INFO:

The boot sequence:

    exec quake.rc
    bind "DC_TRIGL" "+jump"
    bind "DC_A" "+back"
    bind "DC_Y" "+forward"
    bind "DC_B" "+moveright"
    bind "DC_X" "+moveleft"
    bind "DC_DUP" "impulse 10"
    bind "DC_DRIGHT" "impulse 10"
    bind "DC_DDOWN" "impulse 12"
    bind "DC_DLEFT" "impulse 12"
    bind "DC_TRIGR" "+attack"
    gamma 0.8

I've put here only quake.rc and all the settings that are defined after it, in their actual sequence.
As you can see, not only the dc pad bindings are overwritten by QuakeDC, but also the gamma value. It's annoying since I prefer gamma 1.


Using Reset to Defaults to set dc pad functions:

On QuakeDC, you can't use the config.cfg file to save your joypad bindings, like you can do on the PC version. QuakeDC overwrites the DC pad bindings right after loading the config files when it boots.

The major problem with this is that if you don't have a DC keyboard, you will be not able to bind the DC joypad buttons to the commands not available in the "Customize Controls" menu.

The default.cfg has an "unbindall" command at it's start, thus erasing all bindings before setting the new ones.

This is the reason for why the Titanium Studios have put the dc pad bindings after the quake.rc. But I still can't find any reason for the gamma to be overwritten.

You must put all the dc pad bindings, including those that you don't want to change, in the default.cfg file.
If you don't want to reset all the settings to its defaults, you have 2 options:

  1. Open quake.rc, remove the line "exec default.cfg" and put the default.cfg contents into that place. Then clear the default.cfg and put only the dc pad bindings and the gamma value you want.

  2. Change the name of the default.cfg and in quake.rc replace the line "exec default.cfg" with its new name. Then create a default.cfg with your bindings and gamma.

Then, boot up your QuakeDC and in the options screen select the "Reset to defaults" item.


CD audio:

In order to Quake enables CD audio and the CD console command, the CD must be IDLE when Quake starts. This must be the reason for why the CD command isn't available in QuakeDC.

The CD audio support in QuakeDC looks like some kind of hack. It only plays the tracks, and only when a map starts or when the SVC_CDTRACK is used on QuakeC. Also QuakeDC doesn't detects the status of the CD audio.

In normal Quake, if a command is used to play an audio track that is already being played, Quake ignores the command. But, in QuakeDC, the track will restart playing from the beginning.

Also, audio tracks don't loop in QuakeDC. When the track stops playing, you can only restart it by creating a way to restart it via QC, like the JoyMenu's CD Player or the "track" JoyMenu console command.

The last and worst thing about the CD audio support in QuakeDC is that if ANY file is loaded from the CD while an audio track is playing, the audio track will stop. Again, you can only restart it manually, and plus it will play from the beggining, not from the point where it stopped.


Tips:

  • You may want to put an menu_main command at the end of quake.rc, so the game will start at the menu, but you still can see the demos by pressing start. This is because you may don't want to wait until the game finishes loading and meshing the demo files.
    You may think why I don't tell you to put the menu_main at the end of default.cfg instead. This is cause I assume that you will use the default.cfg to set your dc pad bindings. But there's no problem.

  • If you burn the cd without config.cfg or autoexec.cfg, delete their execs in quake.rc, so the game will not show error messages about them in the boot.

  • To original quake mods, no TCs, it seems that the maximum file size that can be added to the game is 250KB or less, that meaning the size of the files that becomes loaded at the same time.


Messages that appear at the maps loading when the developer variable is set to 1:

    start.bsp: 4.7 megabyte data cache
    start.bsp with a 184 bytes player.mdl: 4.7, 4.6 MB data cache
    The Grisly Grotto: 5.4 megabyte data cache
    end.bsp: 6.4 megabyte data cache with a 184 bytes player.mdl
    40 entities inhibited

I think that this can be useful to measure size limits to the mods, but I hasn't spended time with it. Just note that the low values must mean that the dc RAM is filled with the WinCE.

Copyright © 2001
The author of this site is not connected or affiliated in any way with Sega Enterprises, id Software, Titanium Studios or any other company mentioned.