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Posts: 478 | Thanked: 101 times | Joined on Feb 2010
#441
what a boob! I actually used that thread to locate the download for ioquake hehe I assumed that as the title states it was more about alice etc hehe

To be honest Im happy with the autoaim for now, as Im worried the accelerometer will be too hard to play, but will keep an eye on the thread thanks
 
Posts: 527 | Thanked: 121 times | Joined on Feb 2010
#442
On PR 1.1.1. I loved this!

Now on RC PR 1.2 no install....

Libglews errors and when I try to install that single deb, I still have an error...
Not compatible package..

Is there somebody who has this running on RC PR 1.2 ???

Openarena same errors
 
Posts: 255 | Thanked: 61 times | Joined on Feb 2010
#443
Originally Posted by rolan900d View Post
On PR 1.1.1. I loved this!

Now on RC PR 1.2 no install....

Libglews errors and when I try to install that single deb, I still have an error...
Not compatible package..

Is there somebody who has this running on RC PR 1.2 ???

Openarena same errors
Im having dependency errors also on the leaked pr1.2
 
Posts: 337 | Thanked: 192 times | Joined on Feb 2010 @ Atlanta
#444
Originally Posted by ear0wax View Post
Im having dependency errors also on the leaked pr1.2
Take a look at this thread:

http://talk.maemo.org/showthread.php?t=46718&page=7
 

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Posts: 30 | Thanked: 0 times | Joined on May 2010
#445
where can i download it ?
 
CarstenDutch's Avatar
Posts: 147 | Thanked: 78 times | Joined on Dec 2009 @ Netherlands
#446
There is no problem anymore now to install the maemo6 version.

What about the older maemo5 version its giving me a dependencie problem, why is this not automaticly fixed with a older one of ioquake3?

ps. ''apt-get install libgles1-sgx-img'' version 0.20091104.34+0m5 and older 5 version installed after that, working great.

Last edited by CarstenDutch; 2010-05-26 at 23:54.
 
NightShift79's Avatar
Posts: 417 | Thanked: 200 times | Joined on Apr 2010 @ Germany
#447
I hope someone from you could help me to get ioquake3 running on my n900... I'm on new PR1.2

I copied the *.pak and the *.cfg files to /home/user/baseq3
Ioquake3 still shows blackscreen then exits...

the crash report looks like this:
Code:
ioq3 1.36 linux-arm Mar 10 2010
----- FS_Startup -----
Current search path:
/home/user/.q3a/baseq3
/home/user/baseq3/pak1.pk3 (7 files)
/home/user/baseq3/pak0.pk3 (3539 files)
/home/user/baseq3

----------------------
3546 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_S3_s3tc not found
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_EXT_texture_filter_anisotropic not found
------------------

GL_VENDOR: Imagination Technologies
GL_RENDERER: PowerVR SGX 530
GL_VERSION: OpenGL ES-CM 1.1
GL_EXTENSIONS: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_point_sprite GL_OES_point_size_array GL_OES_matrix_palette GL_OES_draw_texture GL_OES_query_matrix GL_OES_texture_env_crossbar GL_OES_texture_mirrored_repeat GL_OES_texture_cube_map GL_OES_blend_subtract GL_OES_blend_func_separate GL_OES_blend_equation_separate GL_OES_stencil_wrap GL_OES_extended_matrix_palette GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_stencil8 GL_OES_compressed_ETC1_RGB8_texture GL_OES_mapbuffer GL_OES_EGL_image GL_EXT_multi_draw_arrays GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_IMG_texture_format_BGRA8888 GL_IMG_texture_stream GL_IMG_vertex_program 
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(0-bits) Z(0-bit) stencil(0-bits)
MODE: 3, 800 x 480 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulse".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x1a0c9f0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading dll file ui.
Sys_LoadDll(//baseq3/uiarm.so)... 
Sys_LoadDll(//baseq3/uiarm.so) failed:
"//baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(/home/user/.q3a/baseq3/uiarm.so)... 
Sys_LoadDll(/home/user/.q3a/baseq3/uiarm.so) failed:
"/home/user/.q3a/baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(/home/user/baseq3/uiarm.so)... 
Sys_LoadDll(/home/user/baseq3/uiarm.so) failed:
"/home/user/baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(ui) failed to load library
Failed to load dll, looking for qvm.
Loading vm file vm/ui.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 1740352 bytes on the hunk
********************
ERROR: User Interface is version 3, expected 6
********************
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: Imagination Technologies
GL_RENDERER: PowerVR SGX 530
GL_VERSION: OpenGL ES-CM 1.1
GL_EXTENSIONS: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_point_sprite GL_OES_point_size_array GL_OES_matrix_palette GL_OES_draw_texture GL_OES_query_matrix GL_OES_texture_env_crossbar GL_OES_texture_mirrored_repeat GL_OES_texture_cube_map GL_OES_blend_subtract GL_OES_blend_func_separate GL_OES_blend_equation_separate GL_OES_stencil_wrap GL_OES_extended_matrix_palette GL_OES_framebuffer_object GL_OES_rgb8_rgba8 GL_OES_depth24 GL_OES_stencil8 GL_OES_compressed_ETC1_RGB8_texture GL_OES_mapbuffer GL_OES_EGL_image GL_EXT_multi_draw_arrays GL_IMG_read_format GL_IMG_texture_compression_pvrtc GL_IMG_texture_format_BGRA8888 GL_IMG_texture_stream GL_IMG_vertex_program 
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(0-bits) Z(0-bit) stencil(0-bits)
MODE: 3, 800 x 480 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
Loading dll file ui.
Sys_LoadDll(//baseq3/uiarm.so)... 
Sys_LoadDll(//baseq3/uiarm.so) failed:
"//baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(/home/user/.q3a/baseq3/uiarm.so)... 
Sys_LoadDll(/home/user/.q3a/baseq3/uiarm.so) failed:
"/home/user/.q3a/baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(/home/user/baseq3/uiarm.so)... 
Sys_LoadDll(/home/user/baseq3/uiarm.so) failed:
"/home/user/baseq3/uiarm.so: cannot open shared object file: No such file or directory"
Sys_LoadDll(ui) failed to load library
Failed to load dll, looking for qvm.
Loading vm file vm/ui.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 1740352 bytes on the hunk
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
recursive error after: User Interface is version 3, expected 6
Thx for help.

//edit:
I had to install the quake3 patch as well, now it works.

Last edited by NightShift79; 2010-05-30 at 15:22.
 
Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#448
Can anyone please tell me how to enable autoaiming?
________
M F L B

Last edited by nax3000; 2011-03-18 at 13:08.
 
Posts: 100 | Thanked: 37 times | Joined on Feb 2010
#449
add "set aim 1" into /home/user/baseq3/autoexec.cfg, it should work.
 
Posts: 619 | Thanked: 100 times | Joined on Jan 2010
#450
Originally Posted by megaexer View Post
add "set aim 1" into /home/user/baseq3/autoexec.cfg, it should work.
Just opened autoexec.cgf and that value seems to be there already
________
Find headshop

Last edited by nax3000; 2011-03-18 at 13:08.
 
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