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#81
For most of the first person shooters a mouse is very essential at least for me. I guess its because I am not used to console games. Good thing BT HID support won't be so hard on the N900.
 
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#82
Originally Posted by allnameswereout View Post
I'm more worried about the usability. Do you have any plans or ideas to make the controls easier, so it gets on par with PC game which utilizes keyboard & mouse?
Yes, it would be nice to add support for at least a Bluetooth mouse as the aiming on the touchscreen can be quite hard. This was the reason behind addind the auto aim.

However, if your playing against other players who don't have an external mouse it would give you a pretty big advantage...

P.S. Posting from the bus on my way to the summit now. I'll have better connectivity there.
 
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#83
Originally Posted by epz View Post
Any chance of having the cap as an option, if i were playing it it would likely be near a power source such as on a long train.
Yes, it's just a configuration option, com_maxfps, in autoexec.cfg. You can easily remove that line.
 
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#84
Originally Posted by omcfadde View Post
This was the reason behind addind the auto aim.
Ahh yes, naughty, as there isn't Punkbuster for Linux/ARM... totally forgot that. Rules out many games.

Hmm, in some previous games there was no difference between Y axis aiming. These games didn't require a mouse. Stuff like Doom.
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Last edited by allnameswereout; 2009-10-11 at 09:26.
 
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#85
Just to let you know, the package has now been sent to the autobuilder a few minutes ago... So assuming no problems, it should be available soon.

Honestly, I'm not deliberately trying to tease you all.
 

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Posts: 23 | Thanked: 78 times | Joined on Oct 2009
#86
The package has been successfully compiled by the autobuilder, but it might take some time before it shows up in extras (and you need to click the update button on the Application Manager.)

Some more creative users have found the link already but will need to manually install the dependencies. e.g. libgles1.
 

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#87
Originally Posted by omcfadde View Post
Yes, it would be nice to add support for at least a Bluetooth mouse as the aiming on the touchscreen can be quite hard. This was the reason behind addind the auto aim.

However, if your playing against other players who don't have an external mouse it would give you a pretty big advantage...

P.S. Posting from the bus on my way to the summit now. I'll have better connectivity there.
IMHO the perfect setup would be to tie accelerometer to the xy axis as the mouse so you tilt the phone to turn/look up, arrow keys for movement and space for fire with whatever else you want as the jump/weapon buttons.
 
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#88
Originally Posted by epz View Post
IMHO the perfect setup would be to tie accelerometer to the xy axis as the mouse so you tilt the phone to turn/look up, arrow keys for movement and space for fire with whatever else you want as the jump/weapon buttons.
Yeah, it's quite possible someone else could come up with a better input solution. The one in use now works quite well, but there definitely is room for improvement.

Also there are still a couple of bugs, the main one at the moment is the menu requiring double taps... I'll try to get it sorted out as soon as I have time.

Btw, useful key combos:
Fn (Blue Arrow) + Ctrl/Sym = Open/Close console.
Fn + = (Next to backspace) = Esc key.

Our keyboard is a bit limited with only 3 rows so I had to be a little creative here.
 

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#89
FYI, you should probably wait for ioquake3_1558-maemo2 (rather than maemo1) as I accidentally forgot the autoexec.cfg in maemo1. The game will still run if you start it manually, but you won't get nice defaults.
 

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#90
@omcfadde

cheers, if i recall it was pretty easy to change the mouse binding in quake so ill have to have a play with the accelerometer once the n900 finally ships. how it is exposed in linux is another matter but it sounds like hacking time, sods law the n900 will likely ship 2 days before i have a month long testing program at work.
 
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