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

omcfadde 2010-05-13 05:34

Re: ioquake3 Engine Possibilities
 
Most likely the bugs you're seeing in ioquake3-maemo6 are due to the QVM support, also the optimization flags changed and the input code was reworked (again to allow for QVM support, but I did this rather quickly.)

I'll try to take a look at it most probably over the weekend. Sorry if this is causing you guys problems, but for now, as mentioned, you can use maemo5.

nax3000 2010-05-13 08:51

Re: ioquake3 Engine Possibilities
 
Is there a way to disable the accelerometer?
________
Anal Plug

omcfadde 2010-05-13 15:11

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by nax3000 (Post 656529)
Is there a way to disable the accelerometer?

Yes, you can set accel_sensitivity to zero by editing /home/user/baseq3/autoexec.cfg:

set accel_sensitivity 0

Currently there is no button combo to toggle the accelerometer on/off. Is this a feature you'd like to have?

nax3000 2010-05-13 16:28

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 656951)
Yes, you can set accel_sensitivity to zero by editing /home/user/baseq3/autoexec.cfg:

set accel_sensitivity 0

Currently there is no button combo to toggle the accelerometer on/off. Is this a feature you'd like to have?

Yes. I can't seem to get even one shot at the AI with the accelerometer..
Also I though this was the regular quake 3 thread woops hehe..
________
Design host

megaexer 2010-05-13 19:08

Re: ioquake3 Engine Possibilities
 
Is it possible you add mouse and joystick support? It would be good to play with Dualshock 3...

CarstenDutch 2010-05-13 19:11

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by nax3000 (Post 657062)
Yes. I can't seem to get even one shot at the AI with the accelerometer..
Also I though this was the regular quake 3 thread woops hehe..

Just install the older version! auto aim is way more fun and playable.

Deaconclgi 2010-05-13 19:23

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 656406)
Most likely the bugs you're seeing in ioquake3-maemo6 are due to the QVM support, also the optimization flags changed and the input code was reworked (again to allow for QVM support, but I did this rather quickly.)

I'll try to take a look at it most probably over the weekend. Sorry if this is causing you guys problems, but for now, as mentioned, you can use maemo5.

It is good to see that you are back and that Quake 3 hasn't been abandoned. Now that the N900 GL libraries have been updated, can you make versions of Quake 1 and 2 that are GL accelerated? No rush or anything but it never hurts to ask eh? :o

On a final note, while you are checking, are you able to correct the lighting in Quake 3. It appears that it is showing as Vertex Lighting even though it is set to Lightmap. They ambience and shadows are missing. Even the N82 version has the correct lighting. Also, the game crashes if I change the graphical settings. The PC and other mobile versions close upon changing the settings and then they relaunch with the new settings. It appears that the N900 version forgets to relaunch.

megaexer 2010-05-13 20:20

Re: ioquake3 Engine Possibilities
 
To me autoaim feels like cheating, can this game be updated we can aim with the accelerometer?
Quote:

Originally Posted by slender (Post 652146)
Quote:

Originally Posted by megaexer
See accelerometer control, to me it's easy!

http://www.youtube.com/watch?v=Yl91gQikaog - skip to 2:28

YES. There is many ways to implement it and in that video itīs implemented in good way. Some keys to success

- Accelcontrol only turning (towards,backwards from keys)
- Give user access to sensitivity
- Also put some inertia to turning so that it doesn't react to too little turns but still reacts so that you do not have to tilt whole screen sideways

So....Do we have ANY game right now on N900 that can be installed pretty easily and has optimized accel.controlling taking account of list.

Also I agree with the lightmaps and hardware accelerated Quake II part.

omcfadde 2010-05-14 04:32

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by megaexer (Post 657302)
Is it possible you add mouse and joystick support? It would be good to play with Dualshock 3...

Yes, it's possible. It's a bluetooth controller, however I'm not sure how much work is involved in supporting it on the N900 (kernel drivers, etc.) I have actually though about doing this already... I think it could make the game a lot more fun for PlayStation owners.

I don't have the PS3 controller though so it's not currently on the immediate todo list.

omcfadde 2010-05-14 04:33

Re: ioquake3 Engine Possibilities
 
I am looking at improving the input, and fixing the issues discussed already (performance regression, input bugs, etc.) Actually I did a little work on it this morning, so maybe something this weekend. :)

Deaconclgi 2010-05-15 20:52

Re: ioquake3 Engine Possibilities
 
Thanks for working on Quake 3. I look forward to seeing the lighting updated. I have always wanted a PC quality Quake3 on my mobile.

Your development is one of the reasons I bought my N900. I have been a huge Quake fan since seeing Quake demoed on a Wal-Mart PC in 1996....

rolan900d 2010-05-20 19:17

Re: ioquake3 Engine Possibilities
 
Can't download OpenArena and ioquake due 2 error concerning a missing gles file!

I am running RC 1.2

Deaconclgi 2010-05-21 00:14

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by rolan900d (Post 668250)
Can't download OpenArena and ioquake due 2 error concerning a missing gles file!

I am running RC 1.2

Install the file that MohammadAG posted in this Post.

http://talk.maemo.org/showthread.php...ht=brain+party

IzzehO 2010-05-21 00:58

Re: ioquake3 Engine Possibilities
 
Any news on getting ps3 controllers (or mouse input) working with q3?

[Knuckles] 2010-05-21 07:59

Re: ioquake3 Engine Possibilities
 
Is it possible to map the tilting left and right of the accelerometer to strafing left and right instead of turning?

I've been playing beta 6 with one hand to shoot and change weapon, one to aim using stylus, and accelerometer to move about, and bot fragging ensues :)

Having Q3 on your cellphone is awesome.

IzzehO 2010-05-21 08:58

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by [Knuckles] (Post 668859)
Is it possible to map the tilting left and right of the accelerometer to strafing left and right instead of turning?

Would kill for this and for PS3/Mouse input... but it doesn't look like anyone is going to pick it up :'(

rolan900d 2010-05-21 16:29

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Deaconclgi (Post 668612)
Install the file that MohammadAG posted in this Post.

http://talk.maemo.org/showthread.php...ht=brain+party

Thanks but another new error:

package not compatible....

Deaconclgi 2010-05-21 19:55

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by rolan900d (Post 669552)
Thanks but another new error:

package not compatible....

Ok, try this.

http://talk.maemo.org/showthread.php...n+party&page=3

Same thread, different file. One worked for me. It is posted by MohhamadAG as well.

All I did was download both and install one that worked.

nax3000 2010-05-21 20:37

Re: ioquake3 Engine Possibilities
 
Hey does anyone know how to enable autoaim in ioquake3?
________
Penny Stock Picks

rolan900d 2010-05-21 23:17

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Deaconclgi (Post 669801)
Ok, try this.

http://talk.maemo.org/showthread.php...n+party&page=3

Same thread, different file. One worked for me. It is posted by MohhamadAG as well.

All I did was download both and install one that worked.

Same issues on my RC 1.2 firmware!
But thanks for the help...

Stil a package not supported error after that libgles error

rolan900d 2010-05-21 23:24

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Deaconclgi (Post 669801)
Ok, try this.

http://talk.maemo.org/showthread.php...n+party&page=3

Same thread, different file. One worked for me. It is posted by MohhamadAG as well.

All I did was download both and install one that worked.

With that dpkg -i command it worked!
Thanks mate!

Deaconclgi 2010-05-22 02:47

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by rolan900d (Post 669991)
With that dpkg -i command it worked!
Thanks mate!

You're welcome!!!! I am very glad it worked for you!!! Quake 3 is fun and a great showpiece. Now I feel like I didn't lose anything by upgrading to PR 1.2RC.

You will also be able to install Brain Party and any other application that depended on the GL deb.

Enjoy :D

Spotfist 2010-05-26 07:57

Re: ioquake3 Engine Possibilities
 
so if I do what Mohammad did and type

"root
dpkg -i /home/user/MyDocs/libgles1-sgx-img_0.20091104.300m5_armel.deb"

Then I can install quake 3 deb file? at the moment it says dependancies are missing, could this lead to errors in the future?

Deaconclgi 2010-05-27 02:02

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Spotfist (Post 678340)
so if I do what Mohammad did and type

"root
dpkg -i /home/user/MyDocs/libgles1-sgx-img_0.20091104.300m5_armel.deb"

Then I can install quake 3 deb file? at the moment it says dependancies are missing, could this lead to errors in the future?

Yes, that is what I did and it worked. Just be sure to place the libgles file in the MyDocs folder and copy and paste the root text into x and hit enter.

Enjoy

xxxxts 2011-06-18 01:19

Re: ioquake3 Engine Possibilities
 
With the release of the new Alice game - do you think if we ask EA to open the source for the engine they will consider it?

Creamy Goodness 2011-06-18 02:41

Re: ioquake3 Engine Possibilities
 
no i do not think they would consider it

Kangal 2011-06-18 03:36

Re: ioquake3 Engine Possibilities
 
I'm still waiting for ZEQ2Lite for the N900/ARM-linux.


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