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pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#1
(1.0.9-Rev38 packages created May 17 for N8X0 mmc1/mmc2) : this version adds slow motion capabilities to support new botmatch mod. Ready2Run and 770 Users can not use this new version since the mod requires much horsepower and Retail data.

(1.0.9-Rev37 packages created May 12 : fixed flicker on level changes, readded mem cli option for mods, multiplayer works since 36)

This is a build of SDLQuake with versions for Nokia n800/n810 and 770.

All installations packages create two menu items, one to launch in a regular 800x480 screen mode, and another to run using pixel doubling for faster gameplay. -IF Running the pxldbl version close other windows first for best reliability -

Methods of install :

N800/810 :



770 Installer (Expects datafiles to be on mmc1) :
770-MMC1

IF INSTALLING to MEMORY CARD you also need to create directory called /quake/id1 on it and put in the custom autoexec.cfg and data (PAK) files in it. If you don't own quake you can download the shareware data (PAK) files from here (not needed for bigdaddy install) :
http://www.libsdl.org/projects/quake/

For the autoexec.cfg file, you can either go to xterm and type 'sdlquake-reset' to copy the installed autoexec.cfg to your data directory where the program is looking for it. You would only need to do this one time or if you make changes to the file and want to revert to these original optimized settings. Or you can just download it from here :
http://wardenclyffetower.com/MaemoFi...e/autoexec.cfg

(Multiplayer)
Multiplayer is compatible with the XQF Game Server browser which has been compiled for maemo.

To run classic threewave CTF, download this zip for both server(tablet?) and clients(tablets?) and extract to quake datadir. You should end up with a quake/ctf directory. On the server tablet run (from xterm/script/etc) :
sdlquakepxd -game ctf +exec server.cfg -listen
Then from client tablets you will have to connect using XQF and due to an issue with XQF not detecting game type you will have to (temporarily) change XQF quake game preference's 'command line' to :
sdlquakepxd -game ctf
You can leave its working directory as /media/mmc2/quake (or wherever your basedir is)
Then for normal dm or coop games change command line back to just sdlquakepxd
You can also set your player name in autoexec.cfg (for clients) and server.cfg (for host)

Botmatch + Custom Maps for mmc1/mmc2 8x0 users with retail quake (pak1.pak) :
I have assembled a botmatch add on for sdlquake which rev38 support. Download the zip archive and extract to the root of the mmc card containing your quake directory. It will set extract files to the \quake\id1\maps and \quake\omicron directories.
Then (from xterm) just type botmatchpxd and use the menu key to cycle between configuration modes.

--------------------------
If you have the autoexec.cfg configuration file properly installed to the data directory, then you have Four play modes : StrafeMode, TurnMode, ZoomMode, and ScreenSizeMode.. you toggle through them with the 'Menu' key (below dpad its the center of three buttons).

In all Modes :
DPAD Enter = Fire
Esc = Show Menu
Menu = Change Mode (See Below)
FullscreenKey : Hold down to temporarily look around with dpad

In Strafe Mode :
DPAD Left/Right = strafeleft/straferight
- Key : Jump
+ Key : NextWeapon

In TurnMode :
DPAD Left/Right = turnleft/turnright
- Key : Jump
+ Key : Next Weapon

In ZoomMode (you can use to test/adjust the fov):
- Key : Zoom Field of View out
+ Key : Zoom Field of View in

ScreenSizeMode
- Key : Shrink window area
+ Key : Enlarge window area

---------------------------------
Performance Estimates :
N800/810 400x240 (XSP PixelDoubled) : ~25 fps avg (with full window size)

N770 400x240 (PixelDoubled) : Estimate 6-8fps (adjusting window size may help)
---------------------------------

Pixel Doubling mode is only (automatically) engaged whenever the resolution chosen has width of 400.

And finally here is a snapshot of the latest sourcecode including all my modifications here (in case you have a maemo scratchbox dev environment setup) :
https://garage.maemo.org/frs/downloa...9-rev38.tar.gz

If you download the source code above do -not- run ./configure just make and/or read the pipeline-readme file. Perhaps others more knowlegeable than me in the deficient areas can make an even better build... please share fixes if you do though.
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Last edited by pipeline; 2011-02-21 at 18:25.
 

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penguinbait's Avatar
Posts: 3,096 | Thanked: 1,525 times | Joined on Jan 2006 @ Michigan, USA
#2
nice job, now a quakeworld client and a gamespy frontend.

I would love to play some multiplayer quake CTF, I tried to get this working, but had problems with screen resolutions.


nice job!

I wonder how it will run under XFCE?

Last edited by penguinbait; 2007-11-17 at 04:19.
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#3
Well most resolution options are available from the command line, but since this is not hildonized fullscreen requires hard kill of xterm which may leave open sound device.

Probably best to run windowed until bindings allow clean exit of program but if you dont mind maybe having to reboot, you can run :

./sdlquake -winsize 800 480 -fullscreen

You've got alot more experience doing linux builds so if you'd like to take over or help out please do!

Last edited by pipeline; 2007-09-28 at 01:42.
 
Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#4
Originally Posted by pipeline View Post
Not sure if it will work on 770/os2006... does the 770 have math co-processor? if not it may not ever work out unless someone (not me) codes a lot of custom integer math logic.
No, 770 doesn't have floating point math support in hardware, that's why we have Doom instead

if not it may not ever work out unless someone (not me) codes a lot of custom integer math logic.
Searching for 'quake' and 'fixed point' revealed the following page: http://quake.pocketmatrix.com/readme.php
You can check their sources to test if they are better suited for ARM powered devices.

I get low fps (3-8fps?) but can shrink window for what i would guess is fast enough gameplay (15+?)
Rendering for a small resolution and then scaling it fullscreen should fix performance problems.

Anyway, I myself prefer turn based games on 770/n800, the controls are not very well suited for action
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#5
Yep i played that on a Pocket PC. Worked fairly good if someone wanted to go that route... i suspect it wouldnt be trivial though.

You referring to scaling? Thats beyond my capabilities i think... others (yourself perhaps? ) could do a build with that though... i will try to remember all my trivial mods so others can replicate if needed.

I agree about preferring a nice slow turn based game... more so now that my brain has become a nice slow turn based engine as i get older but this was needed for n800 geek cred... plus i can code my godmode cheat!

Last edited by pipeline; 2007-09-27 at 23:39.
 
penguinbait's Avatar
Posts: 3,096 | Thanked: 1,525 times | Joined on Jan 2006 @ Michigan, USA
#6
Can full version be played also, I am getting

Nokia-N800-26:/home/user/quake# ./sdlquake
FindFile: can't find gfx/pop.lmp
Playing shareware version.
FindFile: can't find gfx.wad
Error: W_LoadWadFile: couldn't load gfx.wad


I have no gfx dir, is this inside the PAK file?
I am downloading shareware now to see if that works?

Scratch that


My quake files were uppercase, user tr and renamed them all with lowercase, and all is good..

Last edited by penguinbait; 2007-09-28 at 00:14.
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#7
hmm since i am loading to internal memory i just threw the shareware version on there. i cant imagine they (sdlquake devs) would tamper with the pak file or limit it to shareware version... did you copy both pak0.PAK and pak1.PAK (for full version) ? perhaps resources are needed from both.

the gfx file should be in the shareware pak file... they might have moved a resource from pak1 to pak0 to make the shareware pak. its an archive format with tree structure inside... although winrar cant read it now so im not sure what format.

Edit : Glad its now working for you.

For some reason, the file it keeps its settings in (config.cfg) is being copied into /tmp/id1. If you want to adjust key bindings, for now you will need to set write permissions on that directory or copy into there as root.

I also rebuilt the program to accept dpad enter when it asks you if you really want to quit the game. My zip file was made on windows so chmod 755 before running. Most other options should be editable via cfg files until real build is made.

Last edited by pipeline; 2007-09-28 at 00:48.
 

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ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#8
Originally Posted by pipeline View Post
Well since no one else wanted to do this, i built quake 1 for maemo and it seems like it will work fairly good on my n800.

This is first iteration but wanted to share to prove it can be done. I will go through the code and try to get it fullscreen, with maemo friendly bindings, and support of memory card for storing data files, and deb installer.

If other coders want to jump on board feel free... i just compiled sdlquake with the VM appliance (not the appliance released today but one which supports bora)

Not sure if it will work on 770/os2006... does the 770 have math co-processor? if not it may not ever work out unless someone (not me) codes a lot of custom integer math logic.

I get low fps (3-8fps?) but can shrink window for what i would guess is fast enough gameplay (15+?)

Sounds work and i actually just like the eery immersion of the environment so it may perfect game to have for me.

Just download the executable (its zipped for now, perhaps someone can post a tar) from :
http://wardenclyffetower.com/MaemoFiles/sdlquake.zip

Put that in a directory like /home/user/quake

Then download the shareware data files from :
http://www.libsdl.org/projects/quake/

and extract that archive underneath the quake directory (so that you have a /home/user/quake/ID1 directory)

If you dont like the idea of download a non-fully playable game then hold off while it matures, otherwise post feedback/results.
Grep (-r) the source tree for something like

SDL_SetVideoMode

or

Uint32 flags = SDL_ANYFORMAT | SDL_HWSURFACE | SDL_DOUBLEBUF;

you want to add SDL_FULLSCREEN. The "|" is just an arithmetic OR that combines the bits in the SDL_FLAGs to a single unsigned 32-bit integer.

For e.g. if we were talking about a three-bit unsigned integer, and PUP_HUNGRY = 1 (binary 001) and PUP_SLEEPY = 4 (binary 100) then PUP_HUNGRY | PUP_SLEEPY = 5 (101)

You can also get much improved framerates by using xsp pixel doubling (just google that). Also, the fixed point implementation should speed things up even on the N800.

The gp2x also has a fixed-point quake implementation which may be closer to the sdlquake you have built http://wiki.gp2x.org/wiki/2xQuake
"The game is very playable and benchmarks at 12.5 fps on demo1 at 320x240, 200mhz, with full detail,"

Hope that helps. Congratulations and godspeed!
 
penguinbait's Avatar
Posts: 3,096 | Thanked: 1,525 times | Joined on Jan 2006 @ Michigan, USA
#9
I am running this on XFCE and it runs in fulscreen, but no matter what I do the resolution is the same both in window and fullscreen?
 
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#10
i just figured out the command line is ./sdlquake -winsize 800 480 -fullscreen

Thanks arnimS... i just checked and they anticipated that with the -fullscreen command line option... nice to verify though. While in there i noticed the winsize command line var. Pixel Doubling could be useful since most of the time i have to zoom the screen to half size to be playable.

If directory permissions are set up ok it will autogenerate a config.cfg file.. id recommend changing :
F7 to "sizeup"
F8 to "sizedown"
F6 to "+klook"

save and then copy into /tmp/id1

full screen is beautiful but slow... that will let you zoom in and out the visible area to speed up slow down depending as needed... and the fullscreen button + dpad directions let you look around.

Last edited by pipeline; 2007-09-28 at 02:05.
 
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