maemo.org - Talk

maemo.org - Talk (https://talk.maemo.org/index.php)
-   Games (https://talk.maemo.org/forumdisplay.php?f=12)
-   -   Playable Quetoo (Quake2) port for N800 (https://talk.maemo.org/showthread.php?t=10459)

ZerionSeven 2007-10-12 06:21

Playable Quetoo (Quake2) port for N800
 
I've made an playable version of Quetoo Quake2 port for the N800. The game renders at 320x192 by default, though any can be used by launching the game with f.ex. 'quetoo +set vid_width 400 +set vid_height 240' from xterm and the image is always scaled to fill the whole screen. Looking around works by dragging on the screen.

You'll need to place the quake2 paks to /media/mmc2/quake2/baseq2/. The menu link launches the first level of the full version. To go to other maps, start the game from xterm with 'quetoo +map name_of_map'. (there's an list of all the map names in the same folder that has the quake2 paks atleast on my quake2 cd).

The package and sources are available from http://www2.lut.fi/~thietan1/quetoo/.

The game does not run amazingly fast, but if someone could optimize the ConvertRGBtoYUY2 function in vid_sdl.c, the game could probably run far better.

Rocketman 2007-10-12 07:19

Re: Playable Quetoo (Quake2) port for N800
 
Hate to see duplicated work. Quetoo was already release quite a while ago, although there is probably lots of room for improvement.

https://garage.maemo.org/projects/maemo-quetoo/

You might want to contact him and see if he has any patches to improve the speed or functionality, or maybe you could do a joint version? I would love to see Quake 1/2 really running well on the N800. It would really highlight the power of this small, unassuming device. It is really too bad that Nokia hasn't done any work to support the 3d acceleration features built into the processor.

I would especially love to see bluetooth mouse support so that games like this could be played properly and for better interaction with remote systems.

ZerionSeven 2007-10-12 07:31

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by Rocketman (Post 81601)
Hate to see duplicated work. Quetoo was already release quite a while ago, although there is probably lots of room for improvement.

https://garage.maemo.org/projects/maemo-quetoo/

You might want to contact him and see if he has any patches to improve the speed or functionality, or maybe you could do a joint version? I would love to see Quake 1/2 really running well on the N800. It would really highlight the power of this small, unassuming device. It is really too bad that Nokia hasn't done any work to support the 3d acceleration features built into the processor.

I would especially love to see bluetooth mouse support so that games like this could be played properly and for better interaction with remote systems.

I knew about that version, tried some time ago, but it can only be played in a small window, and looking around doesn't work in any useful way. Though I guess I could have contacted him first, to see if he had made any progress, but it really wasn't all that much work to fix those. Done faster, than I probably would have received an reply from him.

torx 2007-10-12 07:35

Re: Playable Quetoo (Quake2) port for N800
 
Glad to see someone else finally taking up quetoo!

the last port is pretty much just a straight compile, and no updates were relaased to make it playable.

My tablet sort of screwed up so i can't test this right now, but i'll def try it after i reflash.

Just a qns though, how do i change the path to the data files? I would like to store it in my mmc1 instead.

ZerionSeven 2007-10-12 07:43

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by torx (Post 81603)
Just a qns though, how do i change the path to the data files? I would like to store it in my mmc1 instead.

The datadir is being set at compile time, so it probably can't be changed runtime right now, though quake2 does seem to have an basedir option too. You could try running with 'quetoo +set basedir /folder/where/baseq2/is/'. You'll also need to copy the autoexec.cfg and pics to the new baseq2 folder. I'll try looking into that, when I have a bit more free time.

ZerionSeven 2007-10-13 00:21

Re: Playable Quetoo (Quake2) port for N800
 
I did some further work on the project. I was able to optimize the RGB->YUY2 conversion a bit and the game now renders a bit faster.

More notably it seems it is possible to use basedir option to define the location of the data files and I made a simple launcher, that can be used to tell the game, where they are. The launcher also has options for selecting the map to start from, few resolution options, gamma and sensitivity sliders, options for displaying fps and particles and a difficulty setting.

I tried to make the game automatically save when quitting, and then loading from that point, when next launched, but the normal quake2 save funtion doesn't seem to be doing anything with quetoo. I think I'll try asking the upstream quetoo maintainer about that before wasting any more time with that. Though I won't be having access to my pc during the weekend, so that'll have to wait atleast until monday.

Files again available at http://www2.lut.fi/~thietan1/quetoo/.

torx 2007-10-14 12:10

Re: Playable Quetoo (Quake2) port for N800
 
Finally got around to trying this! This thing plays fantastic on the N800 (on 200x120 resolution)., infact, even smoother than the quake 1 port.

Everyone HAS to try this! Absolute milestone of gaming on the tablet!

Controls are mapped out nicely, except for the esc key, which more often than not, "kicks" me out of the game in the heat of the action.

If you want really smooth, but pretty bad graphics, try this:
$ quetoo +set vid_width 200 +set vid_height 120

Otherwise, you can go for:
$ quetoo +set vid_width 300 +set vid_height 180
if you want a good balance between framerate and graphics.

Note: I was testing the first release, as i couldn't install python. The second release should run faster.

You can get the shareware files here: # Shareware Quake Game Data (8.13m)

ArnimS 2007-10-14 16:29

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by ZerionSeven (Post 81810)
I did some further work on the project. I was able to optimize the RGB->YUY2 conversion a bit and the game now renders a bit faster.
http://www2.lut.fi/~thietan1/quetoo/.

Why are you converting to YUV2? AFAIK the native mode is RGB565

ZerionSeven 2007-10-14 16:50

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by ArnimS (Post 82101)
Why are you converting to YUV2? AFAIK the native mode is RGB565

Because, I'm doing the scaling by just converting the main surface to an overlay, and letting the N800 handle the scaling. I read somewhere, the N800 hardware supports YUY2 natively, so even if it's not done in hardware now, it probably could be someday.

Serge 2007-10-14 16:53

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by ArnimS (Post 82101)
Why are you converting to YUV2? AFAIK the native mode is RGB565

Maybe because arbitrary hardware upscaling is available through XV extension API on N800 (which is used by SDL for YUV format surfaces)? By the way, N800 graphics chip supports arbitrary upscaling for RGB color formats too. But if portability to Nokia 770 is also desired, maybe just using pixel doubling through XSP extension is a way to go.

ZerionSeven 2007-10-14 17:12

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by Serge (Post 82107)
Maybe because arbitrary hardware upscaling is available through XV extension API on N800 (which is used by SDL for YUV format surfaces)? By the way, N800 graphics chip supports arbitrary upscaling for RGB color formats too. But if portability to Nokia 770 is also desired, maybe just using pixel doubling through XSP extension is a way to go.

I didn't know the N800 could upscale RGB formats too. Would probably be quite a bit faster, since no conversion would be needed, but is there any simple way it can be done with SDL?

I'm not sure if the 770 is powerful enough to run the game at all, though XSP shouldn't be that hard to implement. Though atleast I far prefer the smooth scaling Xv does, than a simple pixel doubling would.

Serge 2007-10-14 17:50

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by ZerionSeven (Post 82114)
I didn't know the N800 could upscale RGB formats too. Would probably be quite a bit faster, since no conversion would be needed, but is there any simple way it can be done with SDL?

I don't think that it is exposed through SDL API, but you can try to use omapfb ioctl calls for screen update directly. Also probably Xv could support RGB565 format along with YUV as additional bonus, but it needs to be checked, I don't remember exactly.

Quote:

I'm not sure if the 770 is powerful enough to run the game at all, though XSP shouldn't be that hard to implement.
If N800 is fast enough to run quake2 in 400x240 mode, XSP will provide some speedup because you will not have to do that RGB->YUV conversion in software.

Quote:

Though atleast I far prefer the smooth scaling Xv does, than a simple pixel doubling would.
Pixel doubling is a bit misleading name most likely inherited from epson documentation. Actually it does smooth scaling.

pipeline 2007-10-14 19:40

Re: Playable Quetoo (Quake2) port for N800
 
I've built this with pixel doubling and the whole thing works good. XSP pixel doubling is pretty easy and i just did a quick benchmark to give you idea of results to expect :

@400x240 I set a bind in both configs to 'timedemo 1; map demo1.dm2'

Your build ran 9.3 fps
Xsp build ran 12.4 fps

So i would say it would be very worthy to implement xsp but that may limit your ability to implement other resolutions (maybe not needed for speed?) I guess you could scale within 400x240 window.

What i did was edit vid_sdl.c where it sets video mode i check if width is 400 and if so i drop in xsp code (mostly copy and pasted ) from here :
http://maemo.org/community/wiki/gamedevelopment/

make sure to add linker flags -lXsp so that libraries are pulled in.

Your launcher is great! Very creative use of launch script.

Although i have version 1 installers i wont bother posting links to them unless you want a hands on side by side test.

Oh, yea.. i was also able to join in a network game by adding +connect 192.168.1.100 to connect to my desktop (official quake2) game so it seems multiplayer is supported and works although probably only makes sense to play other tablet users.

How cool would that be if you could implement some kind of multiplayer game join/setup to your launcher ! Boy requesting features is fun!

I was also able to run ctf game but i had issues with game dir ... i had to put ctf pak file (11megs) on internal memory with ctf game library. Still alot of possibilities... maybe an ITT ctf server.

ZerionSeven 2007-10-14 21:13

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by pipeline (Post 82147)
I've built this with pixel doubling and the whole thing works good. XSP pixel doubling is pretty easy and i just did a quick benchmark to give you idea of results to expect :

@400x240 I set a bind in both configs to 'timedemo 1; map demo1.dm2'

Your build ran 9.3 fps
Xsp build ran 12.4 fps

So i would say it would be very worthy to implement xsp but that may limit your ability to implement other resolutions (maybe not needed for speed?) I guess you could scale within 400x240 window.

What i did was edit vid_sdl.c where it sets video mode i check if width is 400 and if so i drop in xsp code (mostly copy and pasted ) from here :
http://maemo.org/community/wiki/gamedevelopment/

make sure to add linker flags -lXsp so that libraries are pulled in.

Oh, yea.. i was also able to join in a network game by adding +connect 192.168.1.100 to connect to my desktop (official quake2) game so it seems multiplayer is supported and works although probably only makes sense to play other tablet users.

How cool would that be if you could implement some kind of multiplayer game join/setup to your launcher ! Boy requesting features is fun!

I also made a quick version, which uses XSP to do the scaling rather than converting to an overlay and while the game reports a higher fps, the actual gameplay feels more jerky. I think'll keep the overlay scaling for now, atleast until I can figure out, what I'm doing wrong with XSP.

I already started adding multiplayer join to the launcher, so that'll be in the next version.

I uploaded binaries for a XSP version to http://www2.lut.fi/~thietan1/quetoo/quetoo-xsp.tar.bz2 and sources to http://www2.lut.fi/~thietan1/quetoo/...sp-src.tar.bz2.

Serge 2007-10-14 21:32

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by ZerionSeven (Post 82159)
I also made a quick version, which uses XSP to do the scaling rather than converting to an overlay and while the game reports a higher fps, the actual gameplay feels more jerky. I think'll keep the overlay scaling for now, atleast until I can figure out, what I'm doing wrong with XSP.

Apparently that's the problem with tearsync. It is enabled for YUV screen updates in xserver, but is turned off for normal RGB updates (to avoid a tearing line at the bottom part of screen because of slow screen update speed). So overall N800 hardware is capable of doing arbitrary upscaling for RGB with tearsync, these features are also supported in omapfb kernel driver (except for 24-bit and 32-bit video modes), but all this good stuff is not available for use from xserver and SDL. Maybe it makes sense submitting a feature request at maemo bugzilla to ask for some way of using these features (probably the most easy way would be to allow setting arbitrary screen resolutions implemented via the use of hardware scaling). I would not hold breath though, as Nokia developers were very reluctant to implement even XSP support (initial N800 firmware did not have a working pixel doubling). The best chance to get this stuff working would be to hack xserver (sources are available fortunately) and add all the needed features to it, submit a patch to maemo bugzilla and hope that it might get into official firmware release eventually :)

pipeline 2007-10-14 21:39

Re: Playable Quetoo (Quake2) port for N800
 
Yep... sounds familiar. I implemented a quick absolute positioning mouse at first but it seemed as though the actual touchscreen (or touchscreen movement) bogged it down.

The default accelerating mouse is annoying but it didnt seem to bog down input as much so i left it in... until maybe a last ditch effort to try workarounds. As annoying as it is it can pan around sooo smooth... i think because your not constantly -moving the stylus- just setting a location to track to... while the absolute positioning resulted in a flurry of SDL movement callbacks.

Perhaps you are at that point. Maybe you can trap the event queue for mouse movements and respond to only every third movement or something... see if that helps.

see if dpad movement (or timedemos) feels smoother (no stylus input) to see if this might be it.

ZerionSeven 2007-10-14 23:19

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by pipeline (Post 82164)
Yep... sounds familiar. I implemented a quick absolute positioning mouse at first but it seemed as though the actual touchscreen (or touchscreen movement) bogged it down.

The default accelerating mouse is annoying but it didnt seem to bog down input as much so i left it in... until maybe a last ditch effort to try workarounds. As annoying as it is it can pan around sooo smooth... i think because your not constantly -moving the stylus- just setting a location to track to... while the absolute positioning resulted in a flurry of SDL movement callbacks.

Perhaps you are at that point. Maybe you can trap the event queue for mouse movements and respond to only every third movement or something... see if that helps.

see if dpad movement (or timedemos) feels smoother (no stylus input) to see if this might be it.

I did some testing, and while it does appear the game is not as jerky when not using the stylus, it's quite hard to tell. Why would the stylus movement not slow down the overlay scaled version just as much as it does the xsp doubled one?

But I think I'll make the game use the xsp doubling at 400x240 and the overlay with any other for now, since it doesn't really run playably at 400x240 with the overlay scaling anyway (though the RGB->YUY2 conversion can probably still be optimized considerably).

I might even look into modifying the xserver to allow scaling to any resolution, though the game works well enough at something like 320x192 with the scaled overlay, so I'll probably be doing some other work first.

pipeline 2007-10-15 01:05

Re: Playable Quetoo (Quake2) port for N800
 
Your latest version running pixel doubled has very smooth look now. Well done!

I had to do some other tweaks and im not sure how many helped but :

The most important tweak was to go into maemo control panel and under sounds, Disable the Key sounds.

You notice how buttons make a noise when pressed as 'feedback'... well in the game when you keep a key held down and move the stylus its like re-registering the key event, causing a barrage of sound interruptions... as if only one input (button or touchscreen) allowed at a time. By disabling the key sound its probably just avoiding cpu burden/interrupting to play that sound... which may be helping responsiveness but if for anything it just helps me keep my sanity. The hardware limitation (hack?) is probably still there... it just doesnt burden machine to 'notify' you falsely about it being a 'new' button press 10 times a second... when you actually never released it.

I also added these lines to autoexec.cfg :
precache 1
+mlook
bind mouse1 ""

precache might help (assuming it works as advertised)
i doubt the mouse commands change anything different from how you have it... but thats a good default i use.

So this is pretty much great for me although i might tweak configs or post my configs. I wonder if programs can disable those system sounds automatically (restoring old button sound state when done)... i dont really need button sounds (just wondering how one might do it).. touchscreen sounds are all i really need.


-default keybind suggestion-
Since users cant save might be nice change f4 bind to something like :
bind f4 "give shotgun; help"

At least then they have minimum weapon they can call up using menu key, which can get them out of more early situations until they can find better weapons

Not sure how you are packaging but you could convert the icon in the src directory to png and put into /usr/share/pixmaps and reference from .desktop file to add q2 icon to menu. The latest version of pypackager will let you also pick that icon to use in the uninstall menu (nice to see even if your uninstalling a different app)... not sure how that would be done without pypackager.


Great work... ill be watching out for impovements.

ZerionSeven 2007-10-15 02:05

Re: Playable Quetoo (Quake2) port for N800
 
I've uploaded an third release again to http://www2.lut.fi/~thietan1/quetoo/. New is the XSP doubling for 400x240 and the launcher has received some new options, including ability to connect to a multiplayer game.

I've also put a deathmatch server running at zerion.selfip.net, if people would like to try out the multiplayer.

Quote:

Originally Posted by pipeline (Post 82191)
Your latest version running pixel doubled has very smooth look now. Well done!

I had to do some other tweaks and im not sure how many helped but :

The most important tweak was to go into maemo control panel and under sounds, Disable the Key sounds.

You notice how buttons make a noise when pressed as 'feedback'... well in the game when you keep a key held down and move the stylus its like re-registering the key event, causing a barrage of sound interruptions... as if only one input (button or touchscreen) allowed at a time. By disabling the key sound its probably just avoiding cpu burden/interrupting to play that sound... which may be helping responsiveness but if for anything it just helps me keep my sanity. The hardware limitation (hack?) is probably still there... it just doesnt burden machine to 'notify' you falsely about it being a 'new' button press 10 times a second... when you actually never released it.

So this is pretty much great for me although i might tweak configs or post my configs. I wonder if programs can disable those system sounds automatically (restoring old button sound state when done)... i dont really need button sounds (just wondering how one might do it).. touchscreen sounds are all i really need.

Hadn't even thought about the default feedback sounds the device has. I just hate those so I've always disabled them right after flashing. I don't know if they could be disabled for the duration of the game, but I'll try looking into that.

Quote:

Originally Posted by pipeline (Post 82191)
I also added these lines to autoexec.cfg :
precache 1
+mlook
bind mouse1 ""

precache might help (assuming it works as advertised)
i doubt the mouse commands change anything different from how you have it... but thats a good default i use.

The page http://console.planetquake.gamespy.c...s/quake_2.html tells me
Quote:

Originally Posted by http://console.planetquake.gamespy.com/commands/quake_2.html
precache

Type: Operation

Description: Load up all the necessary information before entering a map.

Note: This is an internal command used to load up all the necessary models, sounds, sprites, and images before starting a level. This command is send by the server to the client right before the server is ready to accept the client into the game. This command checks what level the server is running, and using that information compiles a list of all necessary games files that should be loaded up for that specific map, and loads them.

So I don't think that precache option should do anything in autoexec.cfg. Mouselook should be on by default and I already have that 'unbindall' command in the autoexec.cfg, which clears the mouse1 binding.

Quote:

Originally Posted by pipeline (Post 82191)
-default keybind suggestion-
Since users cant save might be nice change f4 bind to something like :
bind f4 "give shotgun; help"

At least then they have minimum weapon they can call up using menu key, which can get them out of more early situations until they can find better weapons

I'd rather have the game save the game when exited and then continue from that point when next launched, but I'm not sure if saving works with quetoo, I'll have to try asking the upstream author about that. But if it doesn't I'll have to add something like that.

Quote:

Originally Posted by pipeline (Post 82191)
Not sure how you are packaging but you could convert the icon in the src directory to png and put into /usr/share/pixmaps and reference from .desktop file to add q2 icon to menu. The latest version of pypackager will let you also pick that icon to use in the uninstall menu (nice to see even if your uninstalling a different app)... not sure how that would be done without pypackager.


Great work... ill be watching out for impovements.

The package already installs some icons into '/usr/share/icons/hicolor/26x26/hildon' and such, and they are referenced in the .desktop file. Don't really know why they don't seem to display. The deb control file also has the XBS-Maemo-Icon-26, with the icon in base64 and it does display in the app manager for me.

earl00 2007-10-15 04:26

Re: Playable Quetoo (Quake2) port for N800
 
server working great. we should schedule a n800 deathmatch.

torx 2007-10-15 11:34

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by earl00 (Post 82222)
server working great. we should schedule a n800 deathmatch.

The map rotation are abit too fast though. More often than not, the map changes while i was downloading the map half way.

Other than that, it would be good if the maps are smaller and more open. It's pretty hard to navigate the map and find opponents to kill with such huge maps and little player. In fact, i was running around the map for a pre tty long time thinking i was all alone until pipeline lobbed a few grenades at me. :D

pipeline 2007-10-15 11:35

Re: Playable Quetoo (Quake2) port for N800
 
Looks good... seems multi will be fun...

Ok yes you do have uninstall icon but i think your main icon should be in /usr/share/pixmaps.. when i put it there it shows up (after reboot)

Heh yep i saw torx and could tell he was enjoying relaxing slime bath so i didnt pineapple him :) i did notice at least with two people not shooting alot that the player movements were very smooth which is good.

I didnt notice map being too small.. maybe just learning or relearning them you can fly through real quick... but i'm sure some custom maps have been made which are more arena like... i wonder if autodownload works :) then you could just add a new map to server and client will download it.

ZerionSeven 2007-10-15 12:27

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by torx (Post 82276)
The map rotation are abit too fast though. More often than not, the map changes while i was downloading the map half way.

Other than that, it would be good if the maps are smaller and more open. It's pretty hard to navigate the map and find opponents to kill with such huge maps and little player. In fact, i was running around the map for a pre tty long time thinking i was all alone until pipeline lobbed a few grenades at me. :D

I changed the timelimit to 30 on the server (it was 10). I didn't try all of the maps, but I think the ones I did were pretty good sized, maybe not for just 2 players though, but I'm hoping there'd be atleast a few more than that. My connection should be able to handle 16 players, though I don't know how much the number of players would affect the game speed on the device.

You can see a list of all players with the menu key (or to whatever the help command is bound to).

Quote:

Originally Posted by pipeline (Post 82278)
Looks good... seems multi will be fun...

Ok yes you do have uninstall icon but i think your main icon should be in /usr/share/pixmaps.. when i put it there it shows up (after reboot)

Heh yep i saw torx and could tell he was enjoying relaxing slime bath so i didnt pineapple him :) i did notice at least with two people not shooting alot that the player movements were very smooth which is good.

I didnt notice map being too small.. maybe just learning or relearning them you can fly through real quick... but i'm sure some custom maps have been made which are more arena like... i wonder if autodownload works :) then you could just add a new map to server and client will download it.

Putting the icons in the /usr/share/icons/hicolor, I can have several icons for different sizes, but seems I have to run 'gtk-update-icon-cache -f /usr/share/icons/hicolor' for them to register there. Next version will have them fixed, and they should appear if you run that command as root with the current version, though maybe not instantly, but at least after a reboot.

Quetoo should support autodownload and I think I have it enabled on the server, though I haven't actually tried it.

tobiasj 2007-10-15 13:52

Re: Playable Quetoo (Quake2) port for N800
 
I have been following this topic with excitement as I really enjoy Quake II and cant wait to play it on the N800.
So with that in mind, I downloaded the latest version got out my Quake2 CD and put all the data on my SD card, installed Quetoo and launched it. The menu looks great, and I can run the game from xterm (with a really long string of command line options) but I can not get the browse button or the launch button to do anything in the menu. I must be doing something wrong, but in going over this thread and the web page for Quetoo for N800 I dont see anything.
Anyone have any suggestions why it wont launch or let me browse to the baseq2 folder? I can type in the path manually (which I do) but even then the launch button still doesnt do anything.

Thanks,
-John

torx 2007-10-15 14:27

Re: Playable Quetoo (Quake2) port for N800
 
THe path should look something like /blah/quake2/

not necessary to include baseq2.

tobiasj 2007-10-15 17:55

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by torx (Post 82319)
THe path should look something like /blah/quake2/

not necessary to include baseq2.

Yeah, I figured that out, thanks though. Still, shouldn't the browse button or the launch button do something?

-John

tobiasj 2007-10-15 19:19

Re: Playable Quetoo (Quake2) port for N800
 
OK I figured that out, it was a python problem. (duh I guess..) I am not sure what but a removal and reinstall of python2.5 fixed it right up. Now it browses and launches.

Which brings me to my next set of questions.

Key Mapping. I have a BT keyboard that I use for important things like well, Doom, Frotz and now QuakeII, or at least I would if I could figure out how to make it work correctly. I made some changes to the autoexec.cfg like suggested in this thread, but I must not know what the keys are called or something because I can not seem to get the ctrl key to fire.

s_volume 0.1
unbindall
bind uparrow +forward
bind downarrow +back
bind leftarrow +left
bind rightarrow +right
bind enter +moveup
bind f4 help
bind leftctrl +attack
bind f7 weapnext
bind x +movedown
sv_enforcetime 0
m_filter 0
timedemo 0

I would rather turn when using the left and right arrows and then for straifing use 'a' and 'd' (no mouse look) plus I want the control key to be fire, and none of those changes work. (I have not added a and d yet since whats the point...)

The +right and +left are from http://console.planetquake.gamespy.c...ake_2.html#h-2
but dont work, in fact, it still straifs left and right when I use them.
I did try both ctrl and leftctrl to no avail. Does anyone know how to make this work?

9a6or 2007-10-15 20:16

Re: Playable Quetoo (Quake2) port for N800
 
I have the same problem as tobiasj, ie.cannot browse in Settings. Reinstalling python2.5 runtime did not help. Any suggestions?

pipeline 2007-10-15 23:50

Re: Playable Quetoo (Quake2) port for N800
 
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.

I know this is happening because i (after noticing this problem) i ran the startup script quetoo-launcher from xterm and i inserted a print command as debug text... i can see it firing fine when i shut down using the close button but if i shutdown with x icon then xterm doesnt show command prompt and i have to ctrl-c to quit... after which i can run again. Since you cant ctrl c if launching with icon i would probably have to reboot or find task to kill.

Suggestion for others having problems : run quetoo-launcher from xterm and see if there are any messages/errors dumped to console to help zerion track it down.

I also get a warning about libglade not understanding do_overwrite_confirmation for class 'GtkFileChooserDialog' but this warning is probably harmless because i fixed it and still have shutdown problem.

MoridinBG 2007-10-16 07:50

Re: Playable Quetoo (Quake2) port for N800
 
Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)

tobiasj 2007-10-16 11:59

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by 9a6or (Post 82475)
I have the same problem as tobiasj, ie.cannot browse in Settings. Reinstalling python2.5 runtime did not help. Any suggestions?

I know this is being a bit picky, but did you remove it completely before the re-install? I had to remove it and follow the instructions (loosely of course) for the complete removal of 2.4 before the upgrade to 2.5 so that when I reinstalled 2.5 it was a clean install with no luggage left over from the previous install. Thats when it started working..


-John

torx 2007-10-16 12:34

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by pipeline (Post 82520)
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.

Same problem here, but it usually fixes with a "killall python2.5 && killall quetoo".

Quote:

Originally Posted by MoridinBG (Post 82600)
Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)

GMT +8 here, but i've irregular sleep pattern so timezone doesn't really make sense for me. :)

Khertan 2007-10-16 12:40

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)
Reply With Quote
GMT +1 for me :)

9a6or 2007-10-16 17:47

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by tobiasj (Post 82655)
I know this is being a bit picky, but did you remove it completely before the re-install? I had to remove it and follow the instructions (loosely of course) for the complete removal of 2.4 before the upgrade to 2.5 so that when I reinstalled 2.5 it was a clean install with no luggage left over from the previous install. Thats when it started working..

I had 2.5 before (not 2.4) so it was an uninstall followed by install (ie. reinstall). Is there a trick to fully remove 2.5?

9a6or 2007-10-16 18:23

Re: Playable Quetoo (Quake2) port for N800
 
In red pill mode I've now removed ALL progs beginning with python plus kagu which was holding python. Then reinstalled python2.5-runtime and quetoo, and now all works fine :)

Thanks for the hint tobiasj

MoridinBG 2007-10-16 18:49

Re: Playable Quetoo (Quake2) port for N800
 
I left my charger at work and the battery is with red status. So today I won't be able, but what about arranging a deathmatch let's say everyday @ 21:00 Greenwich time?
May be a time around noon would be more suitable at it will be day for most players, but many are at work at this time.

ZerionSeven 2007-10-16 19:43

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by pipeline (Post 82520)
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.

I also get a warning about libglade not understanding do_overwrite_confirmation for class 'GtkFileChooserDialog' but this warning is probably harmless because i fixed it and still have shutdown problem.

Had forgotten to move the main windows destroy signal, when I moved things to the separate config dialog, so the launcher didn't close properly when closed with the x. This'll be fixed in the next version, but for now you should use the close button to close the launcher.

I have a bit newer version of glade on my desktop than the device has, but it should just ignore any settings it doesn't understand. But that should not make browse dialog not appear, if anyone's still having this problem, it would help if you could post any output from the launcher, when run from xterm, when started and when the browse button is clicked.

Also noticed typing the basedir manually didn't work, I've also fixed this for next version.

Quote:

Originally Posted by tobiasj (Post 82459)
Key Mapping. I have a BT keyboard that I use for important things like well, Doom, Frotz and now QuakeII, or at least I would if I could figure out how to make it work correctly. I made some changes to the autoexec.cfg like suggested in this thread, but I must not know what the keys are called or something because I can not seem to get the ctrl key to fire.

s_volume 0.1
unbindall
bind uparrow +forward
bind downarrow +back
bind leftarrow +left
bind rightarrow +right
bind enter +moveup
bind f4 help
bind leftctrl +attack
bind f7 weapnext
bind x +movedown
sv_enforcetime 0
m_filter 0
timedemo 0

I would rather turn when using the left and right arrows and then for straifing use 'a' and 'd' (no mouse look) plus I want the control key to be fire, and none of those changes work. (I have not added a and d yet since whats the point...)

The +right and +left are from http://console.planetquake.gamespy.c...ake_2.html#h-2
but dont work, in fact, it still straifs left and right when I use them.
I did try both ctrl and leftctrl to no avail. Does anyone know how to make this work?

I moved the default autoexec.cfg (the one that gets copied to the when you set basedir) to /usr/share/quetoo/quake2/baseq2/ with the third release, which also happens to be the default basedir, so it seems the game is now executing that instead of the one in the basedir set in the launcher. So you'll need to modify that, if you want to change the keys. I'll think of some better way to handle this for the next version.

ZerionSeven 2007-10-16 22:27

Re: Playable Quetoo (Quake2) port for N800
 
Fourth release is now ready and again available from http://www2.lut.fi/~thietan1/quetoo/. This mainly fixes problems with the launcher, like the icons and closing the window. Only new features are a combo box for selecting the player skin in the launcher (you'll need the players folder from your quake2 cd in the baseq2 folder on your device for this to work properly) and the autoexec.cfg is no longer copied to the basedir (and even if it is there, it does nothing), instead the launcher now tries to exec an user.cfg if placed there, where you can change the default key bindings or any other settings.

Quote:

Originally Posted by MoridinBG (Post 82804)
I left my charger at work and the battery is with red status. So today I won't be able, but what about arranging a deathmatch let's say everyday @ 21:00 Greenwich time?
May be a time around noon would be more suitable at it will be day for most players, but many are at work at this time.

For me anything not between 04:00 GMT and 13:00 GMT would be fine, looking at what others posted as their timezones, perhaps 22:00 GMT would be good?

MoridinBG 2007-10-17 21:25

Re: Playable Quetoo (Quake2) port for N800
 
I finally got the paks. Copied the entire baseq2 (heavy 214MB) on the card, set the dir in launcher and nobody. Started it in terminal and when I hit Launch it spits out an error about unable to find pics/colormap.pcx. It's there, checked it. runing quetoo with params in xterm gives the same.

ZerionSeven 2007-10-17 22:40

Re: Playable Quetoo (Quake2) port for N800
 
Quote:

Originally Posted by MoridinBG (Post 83391)
I finally got the paks. Copied the entire baseq2 (heavy 214MB) on the card, set the dir in launcher and nobody. Started it in terminal and when I hit Launch it spits out an error about unable to find pics/colormap.pcx. It's there, checked it. runing quetoo with params in xterm gives the same.

Are you sure you have the folder that has the baseq2 folder set in the launcher and not the baseq2 folder itself? Meaning if your paks are in /media/mmc2/quake2/baseq2/, then the path in the launcher should be /media/mmc2/quake2.

If that's not it, perhaps there was some error in copying the paks, you could try recopying them to the card. You also only need the paks and the players folder in baseq2. Mine are 198.4 MB.


All times are GMT. The time now is 21:05.

vBulletin® Version 3.8.8