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Posts: 153 | Thanked: 159 times | Joined on Nov 2009
#11
You could also read some infos about possible prblems here:

http://thilo.kickchat.com/efport-progress/README-EF.txt
 
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Posts: 491 | Thanked: 341 times | Joined on Nov 2009 @ LA
#12
Originally Posted by omcfadde View Post
There seems to be a lot of interest in getting mods working with the N900 ioquake3 port. I'm willing to spend a bit of time on this (hopefully tonight/tomorrow) but I'm going on vacation on Wednesday during which I will try to do minimal programming.

Anyway, QVM support shouldn't be much of a problem. It might be a bit slower, as it will be interpreted. The major problems are:
1. I'm using absolute coordinates in CG_MouseEvent(), these must become relative for unmodified cgame modules to work correctly, and
2. Auto-aim is hard to implement cleanly (yes, it can be done by writing directly to the X/Y coord memory locations but that is horribly hackish.)

Accelerometer movement/usercmd generation is in the client code, so that is not a problem.
Thank you for taking the time to taking a look at ioquake3 ports for different games. Can't wait to hear your findings! Have a good vacation!

Tony
 
Posts: 337 | Thanked: 192 times | Joined on Feb 2010 @ Atlanta
#13
Would it be possible to fix the lighting in Q3A as well. The settings show Lightmap but the lighting appears to be Vertex, thus giving us less detailed shadowing.

Thank you for your hard work.
 
Posts: 341 | Thanked: 64 times | Joined on May 2009
#14
world of padman would be a good one.
 
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Posts: 491 | Thanked: 341 times | Joined on Nov 2009 @ LA
#15
Well, it seems to me that Mr. McFadden is far more knowledgeable and skilled in game engine development/porting (at least with the Quake 3 engine). There is no doubt that he is already an incredible asset to the Maemo community and what I personally wish to see is more playable games on the N900 using ioquake3 (or a modified version). I believe he could do that rather simply (keyword: believe), he is the expert not I. As far as lighting goes on his previous work, there will always be men to stand on the shoulders of giants to fix the little things.
 
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Posts: 23 | Thanked: 78 times | Joined on Oct 2009
#16
 

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Posts: 491 | Thanked: 341 times | Joined on Nov 2009 @ LA
#17
Originally Posted by omcfadde View Post
http://omcfadde.blogspot.com/2010/03...tive-qvms.html

Happy hacking!
I will test it out now with Alice (the only Quake 3 mod I have)! Thank you!
 

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Posts: 527 | Thanked: 121 times | Joined on Feb 2010
#18
Originally Posted by omcfadde View Post
http://omcfadde.blogspot.com/2010/03...tive-qvms.html

Happy hacking!
Hi buddy,

on my end it still crashes when loading a mod..
Also couldn't tweak the settings so it wil work...

The tap on the screen is way of ...
 
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Posts: 491 | Thanked: 341 times | Joined on Nov 2009 @ LA
#19
No go here for Alice; pak0.pk3, pak1_large.pk3, pak2.pk3, pak3.pk3, pak4_english.pk3 are all in /home/user/.q3a/baseq3/ and crash on start up.
 
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Posts: 4,365 | Thanked: 2,467 times | Joined on Jan 2010 @ Australia Mate
#20
 
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