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Posts: 29 | Thanked: 24 times | Joined on Jan 2010
#291
FYI, I noticed it doesn't automatically create the hidden folder .q3a until after you run it at least once. I had to do that before I could paste files into the hidden path.
 
Posts: 377 | Thanked: 68 times | Joined on Dec 2009
#292
Thanks. Ill update my quick guide.
 
Posts: 377 | Thanked: 68 times | Joined on Dec 2009
#293
Originally Posted by CarstenDutch View Post
I needed too uninstall it for the 1.1 update too work and after that installed/played without problems.
Indeed it does. And you dont need to do all that stuff to get it working either. You just reinstall ioquake3 and your good to go!
 
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Posts: 365 | Thanked: 98 times | Joined on Nov 2009
#294
Originally Posted by Snaps View Post
Indeed it does. And you dont need to do all that stuff to get it working either. You just reinstall ioquake3 and your good to go!

Precisely, the paks you gathered from the legal source disk have no bearing in the maemo architecture. IOQuake is the interrupter of these programs and is the only thing that has dependencies within the Maemo OS.

2d
 
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Posts: 345 | Thanked: 72 times | Joined on Dec 2009 @ Reunion Island
#295
i was playing with quake 3 before the pr 1.1 update, and there was something really annoying, the game couldn't keep in memory the cd key... is there a way to store it in the game ?? thx
 
Posts: 173 | Thanked: 160 times | Joined on Jan 2010 @ London, UK
#296
I can't find a reference here to the fact that you can use the demo download from idsoftware.com and just use the single pak0.pk3 in baseq3 directory.

I noticed the baseq3 directory was root owned, I chowned to user, and I have a link to MyDocs/ for the actual .pk3 for space reasons, although the demo pak is only 47meg.

It's almost installable entirely without cmdline or root as long as it's willing to look in MyDocs by default and all that's needed is repository adding (until it is made live).

You could consider asking ID if they mind packaging the demo pak file. Then this would work out of the box.



Note: for anyone on a recent dist with a changed GNU tail and maybe different "print" binary, you'll need to fudge stuff to extract the pak. The file linuxq3ademo-1.11-6.x86.gz.sh from http://www.idsoftware.com/games/quak...e_section=demo is a self installing .sh but it's many years old.

Make a tail and print script and put it in the 1st part of your PATH:

#!/bin/sh
exec /bin/tail -n $@

#!/bin/sh
echo -- $@

PATH=/location/of/printandtail:$PATH sh -x linuxq3ademo-1.11-6.x86.gz.sh -target newdirectoryname

cd newdirectoryname
find . |grep pak

You can work the rest out.

I wonder if trying to loopback mount the .dmg with HFS+ filesystem support was an option on the mac download, or maybe the .exe was unzippable ?
 
Posts: 78 | Thanked: 28 times | Joined on Jan 2010 @ Norway
#297
I find the aiming with touch controls in this game horrible. Any way to make it more like duke nukem 3d?
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Originally Posted by geneven View Post
The N900 is a baby with super-powers. It hasn't learned to use all of them yet, but it is learning fast..
 
Posts: 526 | Thanked: 99 times | Joined on Sep 2009
#298
Does anyone here use OpenArena?

If so it would be awesome if someone could set up a Maemo/N900 server at home so we can all kill each other from our phones. It's really hard to play PC users :-(
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Christopher Stobbs

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Posts: 52 | Thanked: 4 times | Joined on Jan 2010 @ Montreal, Canada
#299
I am having a hard time with this openarena game... it auto-runs backward even if ive set the auto run to off... or sometimes it just turns left by itself... any advice?
 
Posts: 526 | Thanked: 99 times | Joined on Sep 2009
#300
Yeah I would like to be able to turn off the accelerometer controls for the game, it's way to hard to play like that.

Plus I just got the wiiController working with it which I find makes the game much more playable :-) I configure jump and shoot on the wii and then use the arrow keys , was playing online and actually got a few kills :-)
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Christopher Stobbs

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