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Re: Quake 1 now running!
Np :)
The links here are useful too: http://www.internettablettalk.com/fo...ad.php?t=18452 Also, set up the program for dbus (create a service file etc) and you get a nice startup notification :) Of course, I speak as a non dev... :p |
Re: Quake 1 now running!
Heh well being a maemo developer is 99% compiling someone elses code so you must mean you just dont have scratchbox installed ;)
Did you get this to work? Im not having luck... maybe the dbus service file is required just for taskbar integration? |
Re: Quake 1 now running!
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I've had varied success, in xmms, I can use those lines without a dbus service for it to show in the side. In quake, those lines only work for the home button. Writing a dbus service file is quite easy but I'm not if the app needs to be dbus aware, when i tried one with xmms, it would crash. |
Re: Quake 1 now running!
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I'll keep messing around with this... im sure theres some weird magical incantation i am missing. |
Re: Quake 1 now running!
Now that i have the XQF game server browser running, i took another look at quake multiplayer (it didnt work before), and found a patch which the sgi irix port of quake multiplayer devised to fix it for them.
So multiplayer now works and it works with the XQF server browser (well for lan games at least... no standard quake master servers are up with default xqf config) OS 2007 users let me know if the N800/810 doesnt work for you. N800/N810 Ready2Run, mmc2, and mmc1 packages in first post. A new 770 build is also in first post, so multi should in theory work there too. |
Re: Quake 1 now running!
I was able to run a threewave ctf server and connect to it from another tablet using XQF.
I made a zip of the ctf folder which contains two official mappacks (16 maps). Links and info in first post. Hopefully we will get quakeworld (quakeforge source port) which will have more internet games but at least you can play ctf with friends on tablet now over lan or internet. |
Re: Quake 1 now running!
Well i was making fixes to support teamfortress so i did a new build (sorry if you just upgraded).
- Fixed Flickering on level loads... no more ugly desktop showing through. - Numbers are available when SHIFT is held down so 810 users can type in numbers. - Re-added back the -mem variable i forgot in rev36, which some mods require - Increased the number of command line variables from 6 to 9 for launching mods with many options *Please Uninstall and reinstall* since the package names have changed for r2r, mmc1, and mmc2 packages. Links in first post. |
Re: Quake 1 now running!
Wow i feel like i finally got the sdlquake port done but i wanted one more mod... botmatch.
This mod is for mmc1/mmc2 8x0 users with full retail data files (pak1.pak). Its more than just a mod, its a maemo quake magnum opus :P I lifted code from machinima.com to get slow motion settings to make things easier for tablet users. Then i lifted the omicron bot mod which is very good for emulating ut/q3 type botmatches. Then i lifted a great set of 18 deathmap maps from the Multiplay Quake Archive. With that foundation, i made a good autoconfig mappings for maemo controls which include : AdminMode : Fullscreen=nextmap, zoomin/zoomout toggle settings like shell casing and humanbotpathing which might slow you down if left on GameSpeed : ZoomOut : slow down; ZoomIn : speedup; fullscreen : showspeed BotmatchMod : ZoomOut : AddBot; ZoomIn : removebot; FullScreen toggle bottalk ObserverMode : Fullscreen : become observer; ZoomOut : cycle players; ZoomIn : toggle chasemode 810 Users have additional binds (b : addbot; k : next map; c toggle shell casings; h toggle humanbotpathing)... when i first load on 810 i hit c, h, k (until i find a map), and then b to add bots It will cycle through all the maps randomly if you let the timelimit or fraglimit run out. If you manually select nextmap from the admin menu it will cycle sequentially through rotation. If you wanted to play other tablets, they need this mod and maps installed. Once a rev38 sdlquake and the sdlq-botmatch.zip are installed then from the console you would type : botmatchpxd : to launch a botmatch game (make a link using personal menu) botmatchpxd -listen : to host a multiplayer botmatch game other tablets or computers can join To join a botmatch game you can use XQF and set launch command to sdlquake -game omicron The net result : pretty good ut/q3-like botmatch capable of running a few bots or using as a demo (observing) showing your nice little computer simulation of lifeforms killing each other :) Speed is acceptable but hitchy in places... at normal (full) speed bots are really difficult... and thats leaving the skill at 0... for nightmare, edit autoexec.cfg and set skill to 3. So to try out the mod (mmc1/mmc2 8x0 full version users) : Download rev38 version in first post or repo and then download, and then Download the sdlq-botmatch.zip to root of mmc where data is and extract. Run from xterm botmatchxsp |
Re: Quake 1 now running!
anyone exept me noticed that sdlquake stopped working by segfault?
Reinstall doesn't seem to change anything. Maybe there's something wrong with one of my packets? Anyway, Hexen2 works without a glitch. (diablo - ssu updated on n810). |
Re: Quake 1 now running!
firstly, wow its just great. i played this before in my n95 but playing in N810 is even better.. bigger screen. btw, running it from the menu is great but when i used the personal launcher to run it, it doesn't come fullscreen not even the command sdlquake -winsize 800 480 -fullscreen helped. Also i downloaded the ready-to-run 20megs download and one last thing, where does it got installed? thanx
nevermind, i got it sorted. did impress my ipod touch user fren as IT, in his opinion, is not as good as ipod touch |
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