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

xxxxts 2010-03-07 15:50

ioquake3 Engine Possibilities
 
Many games use the Quake III engine, such as; American McGee's Alice (my favorite), Heavy Metal : FAKK2, Return To Castle Wolfenstein, The World Is Not Enough, and Voyager : Elite Force - would it be possible with minor modifications to ioquake3 to run such games. I would think with the release of the Alice in Wonderland movie, the game would be getting some attention from it's old fans.

smurfy 2010-03-07 16:06

Re: ioquake3 Engine Possibilities
 
problem is, that most of the time the game developers modify their q3 engine. so its not longer a default q3. normal mods on the otherhand should work.

as far as i know there is a holomatch port for elite force which probably could be ported. (its a bunch of patches for the source of q3)

xxxxts 2010-03-07 16:14

Re: ioquake3 Engine Possibilities
 
So are you saying that there is a possibility that if I just use my Alice game files with ioquake3 that it might actually run with minor modifications such as changes of file names?

smurfy 2010-03-07 16:23

Re: ioquake3 Engine Possibilities
 
you can try, but i think it wont work. the problem is, that it likly the developers of alice changef some parts of the engine. like support for their own audio codec or models, or whatever.

i atleast know there is a port for mohaa and elitefoce
most commercial games which uses the q3 engine need modifications to the engine to get it work.

Devrim 2010-03-07 21:42

Re: ioquake3 Engine Possibilities
 
Well we could try to compare the engines first. You never know...

xxxxts 2010-03-08 06:02

Re: ioquake3 Engine Possibilities
 
I don't know that much about game engines at all.

xxxxts 2010-03-08 08:32

Re: ioquake3 Engine Possibilities
 
Alice also uses .pk3 files. (Same as Quake III); pak0.pk3, pak1_large.pk3, pak2.pk3, pak4_english.pk3

xxxxts 2010-03-08 08:51

Re: ioquake3 Engine Possibilities
 
I just looked at the .deb file and it is very similar to Alice, does anyone know how I can get into contact with Oliver McFadden?

F2thaK 2010-03-08 08:53

Re: ioquake3 Engine Possibilities
 
http://tinyurl.com/y9fvdyt

omcfadde 2010-03-08 09:10

Re: ioquake3 Engine Possibilities
 
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.

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..................

rolan900d 2010-03-10 09:44

Re: ioquake3 Engine Possibilities
 
Tried several mods and all won't work!

Can you guys help me out?

From the start of this update the stylus tap on the screen didn't work.
It was way off...

But he said we needed to tweak it a bit, but I can't get it to work...

Please some advice which file to tweak and way the results need to be...

mooninite 2010-03-11 05:44

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by omcfadde (Post 562158)

Can you please optify ioquake3? A few megs would be saved, plus firmware updates don't work unless ioquake3 is uninstalled (no matter how much free space you have).

xxxxts 2010-03-11 16:24

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by mooninite (Post 563350)
Can you please optify ioquake3? A few megs would be saved, plus firmware updates don't work unless ioquake3 is uninstalled (no matter how much free space you have).

This is what happens when you give a mouse a cookie. :p

rolan900d 2010-03-11 19:16

Re: ioquake3 Engine Possibilities
 
His question makes sense to me...
He is not asking for more...

xxxxts 2010-03-11 19:56

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by rolan900d (Post 564170)
His question makes sense to me...
He is not asking for more...

I'm just kidding around.:D

Deaconclgi 2010-03-12 00:03

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by xxxxts (Post 563954)
This is what happens when you give a mouse a cookie. :p

That is one of the books that I read to my class!!

Anyway, I cant wait to get an updated Q3 or atleast a rollback to the one we had before this. The game is too similar in performance to my N82 Q3 and is no longer a pick up and play showpiece :(

I am more than confident that it will be fixed one our master coder comes off a well deserved vacation. :)

rolan900d 2010-03-12 00:09

Re: ioquake3 Engine Possibilities
 
Well I grabbed the previous version and pleased with that for the time being

Deaconclgi 2010-03-12 00:26

Re: ioquake3 Engine Possibilities
 
Where did you get the previous version? Did you have to uninstall the new version and do the whole copying of files?

rolan900d 2010-03-12 00:31

Re: ioquake3 Engine Possibilities
 
From here:

http://maemo.org/packages/view/ioquake3/

I just uninstalled quake3 and then installed the previous version.
All was good...

This the direct link to it:

http://maemo.org/packages/package_in...3/1558-maemo5/

Deaconclgi 2010-03-12 00:44

Re: ioquake3 Engine Possibilities
 
I uninstalled the new one and the old one wont install due to a missing gl lib. I never had that problem before. How can I correct that error and reinstal?l

Deaconclgi 2010-03-12 00:58

Re: ioquake3 Engine Possibilities
 
ok. So I installed the new version with no problem to atleast have Q3 and then clicked the link you provided and the old version installed OVER the new version!!!!!!!!! WOW! I was able to downgrade the game without an uninstall and it fixed the lib error. All is well that ends well. I think others should try downgrading from the link. Ok, now I have to get back to work. Thank you for your help!

rolan900d 2010-03-12 07:06

Re: ioquake3 Engine Possibilities
 
If you get an error installing and it asks for "Libgles1-sgx-img", it is because you have disabled some of the other repositories, make sure you keep the default ones enabled all the time!!

F2thaK 2010-03-12 07:11

Re: ioquake3 Engine Possibilities
 
yeah this caused me many head aches

rolan900d 2010-03-12 11:42

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Deaconclgi (Post 564520)
ok. So I installed the new version with no problem to atleast have Q3 and then clicked the link you provided and the old version installed OVER the new version!!!!!!!!! WOW! I was able to downgrade the game without an uninstall and it fixed the lib error. All is well that ends well. I think others should try downgrading from the link. Ok, now I have to get back to work. Thank you for your help!

No problem mate

Ghostface 2010-03-20 16:15

Re: ioquake3 Engine Possibilities
 
Good Job on the ioquake3 port so far.

Could somebody please point me to the sourcecode of the maemo5 port ? - I couldn't find it :/

Also setting up an svn repo for it would be a good idea :)

qwerty12 2010-03-20 16:17

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by Ghostface (Post 574864)
Could somebody please point me to the sourcecode of the maemo5 port ? - I couldn't find it :/

http://repository.maemo.org/extras-d...-maemo6.tar.gz ; Garage project: https://garage.maemo.org/projects/quake3

Ghostface 2010-03-20 16:37

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by qwerty12 (Post 574866)

The git repo appears to be empty (apart from the welcome message), and the download links do not work for me.

Am I doing something wrong ?

Edit: Ups, I didn't see the download window on the other monitor - silly me :D

Thanks dude!

Deaconclgi 2010-05-12 21:15

Re: ioquake3 Engine Possibilities
 
Quote:

Originally Posted by rolan900d (Post 564501)
From here:

http://maemo.org/packages/view/ioquake3/

I just uninstalled quake3 and then installed the previous version.
All was good...

This the direct link to it:

http://maemo.org/packages/package_in...3/1558-maemo5/

Does anyone have the file that was linked to this post? The 5th version of Quake 3. It appears the old versions have been removed from the server and all that is left is the buggy 6th version that is in the repositories.

Thank you.

Deaconclgi 2010-05-12 22:39

Re: ioquake3 Engine Possibilities
 
Okay, I found what I was looking for.....

http://espejo.freemoe.org/repository...ee/i/ioquake3/

This link contains backup versions of all of the released Quake 3 versions for the N900 incase anyone wants an earlier version. The Maemo5 version has the working mouse cursor and faster framerate than the latest version.

CepiPerez 2010-05-13 00:29

Re: ioquake3 Engine Possibilities
 
Alice and Wolfestein are two of the besta games I've played


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