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Flandry's Avatar
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#71
Will the demo content work with this? I never bought the game, but did enjoy an odd fragfest after a heinous test using the demo, because that's what the comp lab had.

Now, UT i do have on my shelf. Unreal, UT Gold and UT2004.

BTW it blows my mind that Q3A can run 30-60 FPS on a PHONE. ROFL
 
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#72
Originally Posted by omcfadde View Post
I'm the developer behind the Quake 3 demo at Maemo Summit yesterday. Currently there are no packages or sources online yet, but I am going to try to get the source onto Garage as soon as possible (takes ~72 hours to register a project.)
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?
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#73
Originally Posted by omcfadde View Post
I'm the developer behind the Quake 3 demo at Maemo Summit yesterday. Currently there are no packages or sources online yet, but I am going to try to get the source onto Garage as soon as possible (takes ~72 hours to register a project.)

Quim already posted some information, and hopefully we'll get the video online soon. I've attached the slides, although they are nowhere near as interesting as the video.

As far as performance goes, I usually cap it to 30 fps due to battery life, but the (currently not very optimized) code can hit between 30-60 fps in some places.

I'm sure a lot of you are looking forward to getting the package and hopefully some of you hacking on the code, too. You do need to have a legal copy of the Quake 3 data files, however, as it would be illegal for me to distribute them.

P.S. Thanks for all the positive comments.

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.
 
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#74
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.
Something like /cg_maxfps which he set default to 30 in the config file.

In some games its best to have maxfps at a certain limit to increase bunny hopping/strafe jumping. I know the feature exists in Quake 3 engine and Quake 3 but am not aware of ideal maxfps setting.

You're talking about long train. The ability to play Quake 3 multiplayer over 3G I question due to latency.
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#75
I don't have video either, but it was very interesting seeing good old q3a on a big screen, being controlled by a tiny device. Even weirder realizing that the controller was the computer, not just the controller.

You tilt to run, swipe to look, and tap the proxy sensor to fire.

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#76
Could the N900 be connected upto a keyboard and mouse with TV out to a TV or monitor (via VGA box) and played as it originally was ? and then disconnected from those parts and continued on the train or bus using the tilt controls etc?
 
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#77
@Thor: there are Bluetooth keyboard and mouse.
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#78
Would love to see Quake 3 (or Q3 engine based FPS) demo with bluetooth mouse and/or bluetooth keyboard over WiFi multiplayer with PCs. And one with current input mehods. Both just to research the actual percetage of disadvantage.
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#79
They should find the thinnest lcd\led screen out there, put it on a clean white table\platform and shows just 2 cables going out of the screen: A power cable and an AV cable that goes to the N900.

In front of it, a wireless bluetooth keyboard and a bluetooth mouse.

That'd be a nice image to drive down the point that the future has arrived..
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#80
Maybe.

Gamers traditionally prefer wired (e.g. PS/2, USB) input devices over wireless (IR, Bluetooth) because the former reduces latency. Same with ethernet versus WiFi. Even more with 3G.

I also just wonder about the optimal hardware combination. I mean, judging from the demo it is pretty difficult to move (strafe) with free look on.
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