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2010-03-08
, 10:44
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Posts: 491 |
Thanked: 341 times |
Joined on Nov 2009
@ LA
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#12
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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.
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2010-03-09
, 00:22
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Posts: 337 |
Thanked: 192 times |
Joined on Feb 2010
@ Atlanta
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#13
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2010-03-09
, 10:38
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Posts: 341 |
Thanked: 64 times |
Joined on May 2009
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#14
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2010-03-09
, 21:32
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Posts: 491 |
Thanked: 341 times |
Joined on Nov 2009
@ LA
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#15
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2010-03-10
, 07:42
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Posts: 23 |
Thanked: 78 times |
Joined on Oct 2009
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#16
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The Following User Says Thank You to omcfadde For This Useful Post: | ||
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2010-03-10
, 08:45
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Posts: 491 |
Thanked: 341 times |
Joined on Nov 2009
@ LA
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#17
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http://omcfadde.blogspot.com/2010/03...tive-qvms.html
Happy hacking!
The Following User Says Thank You to xxxxts For This Useful Post: | ||
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2010-03-10
, 09:20
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Posts: 527 |
Thanked: 121 times |
Joined on Feb 2010
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#18
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http://omcfadde.blogspot.com/2010/03...tive-qvms.html
Happy hacking!
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2010-03-10
, 09:28
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Posts: 491 |
Thanked: 341 times |
Joined on Nov 2009
@ LA
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#19
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2010-03-10
, 09:37
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Posts: 4,365 |
Thanked: 2,467 times |
Joined on Jan 2010
@ Australia Mate
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#20
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http://thilo.kickchat.com/efport-progress/README-EF.txt