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-   -   ioquake3 Engine Possibilities (https://talk.maemo.org/showthread.php?t=46718)

smurfy 2010-03-08 09:32

Re: ioquake3 Engine Possibilities
 
You could also read some infos about possible prblems here:

http://thilo.kickchat.com/efport-progress/README-EF.txt

xxxxts 2010-03-08 10:44

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 559577)
There seems to be a lot of interest in getting mods working with the N900 ioquake3 port. I'm willing to spend a bit of time on this (hopefully tonight/tomorrow) but I'm going on vacation on Wednesday during which I will try to do minimal programming.

Anyway, QVM support shouldn't be much of a problem. It might be a bit slower, as it will be interpreted. The major problems are:
1. I'm using absolute coordinates in CG_MouseEvent(), these must become relative for unmodified cgame modules to work correctly, and
2. Auto-aim is hard to implement cleanly (yes, it can be done by writing directly to the X/Y coord memory locations but that is horribly hackish.)

Accelerometer movement/usercmd generation is in the client code, so that is not a problem.

Thank you for taking the time to taking a look at ioquake3 ports for different games. Can't wait to hear your findings! Have a good vacation!

Tony

Deaconclgi 2010-03-09 00:22

Re: ioquake3 Engine Possibilities
 
Would it be possible to fix the lighting in Q3A as well. The settings show Lightmap but the lighting appears to be Vertex, thus giving us less detailed shadowing.

Thank you for your hard work.

REMFwhoopitydo 2010-03-09 10:38

Re: ioquake3 Engine Possibilities
 
world of padman would be a good one.

xxxxts 2010-03-09 21:32

Re: ioquake3 Engine Possibilities
 
Well, it seems to me that Mr. McFadden is far more knowledgeable and skilled in game engine development/porting (at least with the Quake 3 engine). There is no doubt that he is already an incredible asset to the Maemo community and what I personally wish to see is more playable games on the N900 using ioquake3 (or a modified version). I believe he could do that rather simply (keyword: believe), he is the expert not I. As far as lighting goes on his previous work, there will always be men to stand on the shoulders of giants to fix the little things.

omcfadde 2010-03-10 07:42

Re: ioquake3 Engine Possibilities
 
http://omcfadde.blogspot.com/2010/03...tive-qvms.html

Happy hacking!

xxxxts 2010-03-10 08:45

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 562158)

I will test it out now with Alice (the only Quake 3 mod I have)! Thank you!

rolan900d 2010-03-10 09:20

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 562158)

Hi buddy,

on my end it still crashes when loading a mod..
Also couldn't tweak the settings so it wil work...

The tap on the screen is way of ...

xxxxts 2010-03-10 09:28

Re: ioquake3 Engine Possibilities
 
No go here for Alice; pak0.pk3, pak1_large.pk3, pak2.pk3, pak3.pk3, pak4_english.pk3 are all in /home/user/.q3a/baseq3/ and crash on start up.

F2thaK 2010-03-10 09:37

Re: ioquake3 Engine Possibilities
 
dang..................


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