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Posts: 20 | Thanked: 2 times | Joined on Feb 2008
#1
With the release of the Quake 1 & Quake 2 for the Nokia internet tablets, do you think it would be possible to get the original Quake mod of Team Fortress working? The original source code for V2.5 can be found here: http://www.moddb.com/mods/10525/team-fortress/downloads

PS Sorry if this project is not possible, or outrageous, but I'm new the ITs and really don't know their limits
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#2
Someone could build QuakeWorld and use TF on that (q1 mods work on maemo without recompile) The sdlquake build i did doesnt work for mult but you could probably run the mod right away... would be a little lonely though unless you could summon a bot

I guess its possible to compile it for Quake2 (maqii), since ctf is just a multiplayer mod (compiled quakec) which is running on maemo now.

Possible yes... from me not anytime soon. Zerions pretty quiet so i dont know if he would be interested or not.

Maybe a nice project for a new maemo porter!
 
penguinbait's Avatar
Posts: 3,096 | Thanked: 1,525 times | Joined on Jan 2006 @ Michigan, USA
#3
I should have known by the question mark... I was very excited for a second.
__________________
To all my Maemo friends. I will no longer be monitoring any of my threads here on a regular basis. I am no longer supporting anything I did under maemo at maemo.org. If you need some help with something you can reach me at tablethacker.com or www.facebook.com/penguinbait. I have disabled my PM's here, and removed myself from Council email and Community mailing list. There has been some fun times, see you around.
 
qole's Avatar
Moderator | Posts: 7,109 | Thanked: 8,820 times | Joined on Oct 2007 @ Vancouver, BC, Canada
#4
Team Fortress was never developed for Quake 2, due to the fact that Valve snapped up all of the TF devs. There IS, however, a Team Fortress look-alike for Quake 2 called Weapons Arena. I found the home page with the downloads page and the install handbook. It seems to be easier to use this link to download the files, however.

In theory, one would download wfq2client.zip and wfq2maps.zip, unzip Weapons Factory to the proper quake2 dir (quake2/wf), and the map pack to quake2/wf/maps, and then run:

maqii +set game wf +map acid3

... When I do this, however, I get what looks like generic Quake2 running the WF map. Sigh.

EDIT: I guess the problem is that I only have the client files. I need to test this with a WF server.
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#5
I played a -lot- of WeaponsFactory3 (quake3 engine). that was great game.

Yea i would think most q2 mods like wf2 would require compiling for arm architecture.

But i do remember i few 'simple' mods which -were- server side only like freeze tag, lfire ctf, lasermine (had tons of fun with this one)

I think i noticed issue where maqii doesnt display laser beams correctly (although it does other effects like forcefields)... not sure if this issue was isolated or system wide.

Freeze tag was fun but then probably not as much appeal as plain ctf which we already have.
 
qole's Avatar
Moderator | Posts: 7,109 | Thanked: 8,820 times | Joined on Oct 2007 @ Vancouver, BC, Canada
#6
I didn't realize that we needed to compile mods for specific architectures, but now I look at the directories for specific mods, you're right; many of them have a .dll or .so file in the mod... Sigh.

Interestingly, I didn't see a .dll file in the Weapons Factory client dir. That's a good sign.
 
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