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ioquake3 Engine Possibilities
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omcfadde
2010-03-08 , 09:10
Posts: 23 | Thanked: 78 times | Joined on Oct 2009
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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.
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