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pipeline
09-27-2007, 07:08 PM
(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 :

N800/N810 Ready-to-run; 20megs installed (https://garage.maemo.org/frs/download.php/9367/sdlquake-r2r-1.0.9-rev38.all.deb)
-or-
N800/N810 MMC2 Version (https://garage.maemo.org/frs/download.php/9365/sdlquake-mmc2-1.0.9-rev38.all.deb)
N800/N810 MMC1 Version (https://garage.maemo.org/frs/download.php/9366/sdlquake-mmc1-1.0.9-rev38.all.deb)



770 Installer (Expects datafiles to be on mmc1) :
770-MMC1 (http://wardenclyffetower.com/MaemoFiles/sdlquake/sdlquake-770-1.0.9-rev37.all.deb)


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/MaemoFiles/sdlquake/autoexec.cfg

(Multiplayer)
Multiplayer is compatible with the XQF Game Server (http://www.internettablettalk.com/forums/showthread.php?t=19965) browser which has been compiled for maemo.

To run classic threewave CTF, download this zip (http://wardenclyffetower.com/MaemoFiles/sdlquake/mods/3wavectf.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 (http://wardenclyffetower.com/MaemoFiles/sdlquake/mods/sdlq-botmatch.zip) 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/download.php/9357/maemo-sdlquake-1.0.9-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.

penguinbait
09-27-2007, 07:17 PM
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?

pipeline
09-27-2007, 07:25 PM
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!

Serge
09-27-2007, 07:25 PM
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
09-27-2007, 07:35 PM
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!

penguinbait
09-27-2007, 08:01 PM
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..

pipeline
09-27-2007, 08:05 PM
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.

ArnimS
09-27-2007, 09:03 PM
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
09-27-2007, 09:18 PM
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
09-27-2007, 09:40 PM
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.

penguinbait
09-27-2007, 10:15 PM
Fullscreen is nice, and the 400x240 is pretty responsive, now how do you turn on the pixledoubling??

That would be awesome, fullscreen and fast (however pixelated)

pipeline
09-27-2007, 10:36 PM
Hmm looks do-able :
http://maemo.org/community/wiki/gamedevelopment/

I suppose i might try that this weekend as a mod to vid_sdl.c

penguinbait
09-27-2007, 10:48 PM
Is there a way to start the game with ctf?

Is there a reference for the command line options available for sdlquake? I can't seem to find one, although I have not tried the source code yet?

lardman
09-28-2007, 05:25 AM
With the talk about whether the 770 has hardware floating point, I just wanted to check that you did compile to use hardware vfp (floating point)?

I.e. using CFLAGS=-mcpu=arm1136j-s -mfpu=vfp -mfloat-abi=softfp (you can remove the -mcpu flag if you need to as code generated with this flag can't be emulated in scratchbox so may break your build if intermediate binaries are generated and run).

The N800 toolchain naturally produces softfloat binaries, and you'll need to compile libm to use floating point too if you want to achieve the full effect as the standard N800 version is softfloat . If you already know all this then my apologies.

Cheers,


Simon

pipeline
09-28-2007, 06:16 AM
No i did not do anything special so it may be using softfloat. That means it might be playable on the 770 especially if pixel doubling can be made to work.

I'll see if i can compile as you describe to produce real vfp for 800.

Why would nokia release a math library for the n800 which isnt compiled to take advantage of the cpu fp... is that alot of asm code?

pipeline
09-28-2007, 06:42 AM
WOW... thanks lardman! I just compiled using those flags and that seems to make a huge difference. I havent done anything with libm.

I can run at largest resolution and it is very playable. I'll keep two versions for download in case 770 users care to try (non-fp?) version.

The fp version for 800 users can be downloaded here :
http://wardenclyffetower.com/MaemoFiles/sdlquakefp.zip

pipeline
09-28-2007, 07:10 AM
penguinbait... quake1 didnt not have ctf by default... it was a mod called threewave.

I found threewave but im not sure how well mods will work on the arm... since i am running off internal memory i am using shareware version. If you've got the full version (both PAK files ~50megs), then you can try downloading the file here :
http://www.fileshack.com/file.x/124/Quake+1+and+QuakeWorld+CTF+Server+version+4.21

extract the 3wave421x directory underneath your quake dir and add -game 3wave421x to the command line. I have no idea if it will work though. Perhaps i will get mmc functionality working tonight/tomorrow where i can test full version and this too.

lardman
09-28-2007, 10:03 AM
I think the reason they stayed with softfloat was partly compatibility and partly that the vfp (hardfloat) binaries were larger. Something funny like that. Iirc it was mentioned on the maemo-devel list a long while back when we were doing some benchmarking of soft-float vs vfp and looking at how fast vfp vorbis was vs fixed point tremor.


Simon

lardman
09-28-2007, 10:07 AM
Did you compile your own vfp libm (assuming it requires libm that is)?

If not, there's a version here: http://people.bath.ac.uk/enpsgp/benchmarks/

I suggest you try linking against the static version (rather than having to alter LD_LIBRARY_PATH so you find the shared lib - don't replace your existing libm with this one!) and see if that adds any extra speed. If Quake uses few or no mathematical functions (exp(), trig stuff, etc.) or uses its own implementations you might find that it doesn't do anything much at all.


Simon

pipeline
09-28-2007, 10:45 AM
No i did not compile libm.. perhaps improvement came from mfloat-abi softfp lib? Perhaps the last build i did is still all software fp just more efficient soft fp?

I will try linking static vpf libm later... would that be libm.a?

Thanks

lardman
09-28-2007, 11:18 AM
You have got improvements as you compiled for hardfloat (so all the floating point in the code you're compiling uses the hardware rather than software).

You may just get a bit more of an improvement by doing any libm functions (trig, sqrt, all those sort of things) in hardware floating point rather than software too.

Yes, link against libm.a.


Simon

P.S. I should add that soft-float and hardfloat can be mixed (at the moment on the n800), which is why you can mix a hardfloat quake binary and a softfloat libm, etc.

iball
09-28-2007, 09:41 PM
Just make it run as fast as it does on my N95 cell phone. ;)

zeez
09-28-2007, 11:04 PM
Runs very nice on my N800 - this is so coool :)

pipeline
09-28-2007, 11:27 PM
I just updated the 800 version download to fix handling of config files.

The zip file also contains an optimized config.cfg file which you can put into the ID1 directory along with pak files (if you already have your own config you dont need this).

You can get this to work with pak files on a memory card. Just put the sdlquake executable on internal memory, create a quake directory on memory card, create an ID1 subdirectory in that directory, and put config.cfg and pak files in that id1 directory. Then launch the program with a command like this :

./sdlquake -winsize 800 480 -fullscreen -basedir /media/mmc2/quake/

(substitute mmc1 for mmc2 if you chose that card... for me internal is mmc2)

pipeline
09-29-2007, 11:03 AM
Installers created (see links in first post). Let me know of any issues with them.

salida
09-29-2007, 12:28 PM
hey all,
am having problems to launch quake.(i am a bit noob)
do i have to give some console command to launch the game?

pipeline
09-29-2007, 12:34 PM
How method did you use to install? Did you use any of the installers i just made (see first post).

ArnimS
09-29-2007, 12:46 PM
Installs/runs fine here - nice job

Playing at 800x480 on 770 gets about 1-3 fps in most scenes. Don't recall if the other quake built ages ago was faster (was that quake2)?

At smallest screen size it gets around 8-10 fps, so with pixel doubling it could be playable.

I'd suggest dpad for movement, stylus (absolute Xposition) for turning, dpad enter for jump and - key (index finger) for firing.

Erm nice job with the menu item starter - i gotta see how that is done.

pipeline
09-29-2007, 12:51 PM
Thanks arnim... would be great if you could verify that the n800-mmc1 version does not work on the 770... i built 800 version with flags to 'try' to use floating point but it may just be using more efficient softfloat which might work on 770.

I know your busy doing your own ports though :) Thanks for feedback... i'll probably try to get pixel doubling, which you mentioned, working.

I use pypackager to create the installs... its easy once you have a sample tree structure, desktop file, and start script.

If you want to download a sample, download :
http://wardenclyffetower.com/MaemoFiles/sources-py.zip

I would typically unzip that branch on windows machine, copy branch over to 800, chmod 755 on the bin script and pypackage it.

Everything from that root shows where the files will be copied during install to its a mini representation of entire file system. You need to edit /bin script, /lib/share branch to set up your directory, share/applications/hildon desktop file to link to bin/lib/icon.

salida
09-29-2007, 01:23 PM
Wow it is GREAT.
my mistake was that i confused the ways of install.
thanks great game

penguinbait
09-29-2007, 01:57 PM
THIS IS FREAKING AWESOME!!!!


I am playing fullscreen fast as can be

I am using bgp100, bluetooth gamepad, and its working great, just need ctf, and qwakeworld client.... a bt mouse would be awesome tooo



really really cool man, thanks alot!!!!!

penguinbait
09-29-2007, 02:13 PM
Sound Initialization
Couldn't open SDL audio: No available audio device
S_Startup: SNDDMA_Init failed.

Is sound no longer working??? It used to work right, is this just me?

pipeline
09-29-2007, 02:31 PM
if you had to hard kill the task you may need to reboot... i guess it leaves sdl channel open... normal exit of program should terminate sound properly.

Also the current config.cfg uses touchscreen to emulate mouselook... on a bluetooth mouse i would -think- it would work the same except you'd have to press +mouse1 before the mouse would work/lookaround... thats a limit of the quake1 engine i think that mouselook needs a press... not noticable with touchscreen though.

Since you have some extra buttons availabile here are some commands you might bind in config.cfg http://www.zedtoo.demon.co.uk/quake/q32.html

penguinbait
09-29-2007, 03:29 PM
I did to a kill earlier, but I rebooted already thinking the same thing? I guess it could have something to do with XFCE? Maybe I will try rebooting again?

penguinbait
09-29-2007, 03:44 PM
OK, I have esd installed, so I have to do an /etc/init.d/esd stop, then the sound works. Anyway around this you can think of, is there an esd setting for sdlquake, I am assuming no?

Anyway, I can stop before playing, and it plays so well, I look forward to see what else this spawns, ctf multiplayer, drooling!!


AWESOME JOB, really really thanks, I finally have a game to play on my nokia

torx
09-29-2007, 10:11 PM
Am i missing something here? Quake 2 runs great on the N800 already, why would anyone wanna go back to Quake 1?

pipeline
09-29-2007, 10:39 PM
what do you mean by great? just wondering because if it does run great for you perhaps you could post you config files and tell me what kind of resolution and frames per second that you get...

imo the person packaged that program just to prove it can be done... perhaps you have been able to tweak it to good playability... i doubt others could or would bother (aside from just proving it can run). do you know if the author of that quetoo port can be contacted for help/source/or fixes?

i can quake1 run it at 800x480 full resolution and it can still be fairly playable... it just seems more appropriate for this class of system/cpu/display.

EDIT : Ok so i just tried quetoo again an the speed is actually really good its just that i cant bind to the menu and i need to remap everything, they mouselook is a little annoying so i'd probably need a keylook option or alter mouse input somehow so it has a 'deadzone'... and i had to manually bind a quit command. Its also in a weird place i think (opt) which is not in path so id need to rework the script and make a desktop for it... or really short launch command. And when this first came out i knew about 10% of what i know now... not very easy to run/use.

slider
09-29-2007, 11:02 PM
Beautiful! Runs smooth and fast. Easy install. Kudos

Um...er...how have people configured their game play? I don't seem to have enough inputs (pivot, look up/down, etc). are folks (only) playing with an external keyboard? thx in advance.

pipeline
09-29-2007, 11:08 PM
if your running off a memory card, did you download the config file i have linked to in the first post? (This is automatically installed only in the 20meg version)

It lets you use stylus to look around and dpad to move/strafe...

im working on better config now with aliases for different modes. So far i have ActionMode/ReconMode/and Screen Size mode which remap the zoom keys and change strafe/turn axis and other things to make up for fewer inputs.

penguinbait
09-29-2007, 11:12 PM
Beautiful! Runs smooth and fast. Easy install. Kudos

Um...er...how have people configured their game play? I don't seem to have enough inputs (pivot, look up/down, etc). are folks (only) playing with an external keyboard? thx in advance.


I am playing with BPG100

http://www.pocketnow.com/index.php?a=portal_detail&t=reviews&id=651

I use a hacked version of kbbd and it works OK. Its not the best control, but better than nokia dpad. It would be nice to see someone support a good quality gamepad. If there is another bt gamepad?

I have up,down,left,right fire, jump, look up, look down, change weapon.

I also have two keys that are zoom - and zoom +, which adjust screensize, I think I can bind them in the config to step left and step right, but I have not played with it that much.



This is running WAY better than quake2 on my n800?

slider
09-29-2007, 11:21 PM
if your running off a memory card, did you download the config file i have linked to in the first post? (This is automatically installed only in the 20meg version)

It lets you use stylus to look around and dpad to move/strafe...

im working on better config now with aliases for different modes. So far i have ActionMode/ReconMode/and Screen Size mode which remap the zoom keys and change strafe/turn axis and other things to make up for fewer inputs.

got it. many thanks. fantastic.
now. how do i hide from my wife for the next 5 hours....?

pipeline
09-30-2007, 09:45 AM
I kind of figured out autoexec.cfg is where the custom binds should be kept... config.cfg gets overwritten by quake and you could lose settings if you keep them there.

I have made changes the keymappings and now support various modes like (StrafeMode, TurnMode, ZoomMode, and ScreenSizeMode)... you toggle through them with the 'menu' key (below dpad middle of three buttons).

I describe in detail in modified first post of this thread but essentially this will let me go into 'TurnMode' for completely stylus free play or go into 'StrafeMode' which is perhaps best suited for fast play. Since Zoom and Screensize now have there own modes, the + and - keys were freed up for jump and nextweapon as well.

(Download has been rolled up into 1st post and also the installers)

pipeline
09-30-2007, 12:26 PM
I added support for pixel doubling and it runs -very- fast so i expect 770 can be very playable. I will need feedback though 770 users to verify though.

- Note -------
In order to minimize graphical glitches, you will need to adjust the ScreenSizeMode to as large as possible.

If you have xterm installed then (after you have set up the data directories) type at xterm console 'sdlquake-reset'... this will copy over the optimized autoexec.cfg from the install dir to the data directory.

If not then download the optimized autoexec linked above and copy into your data directory in memory card /quake/id1 directory.
---------------

(Packages rolled up into first post)

On my 800 i get 20 frames per second with the 800 build (floating point+pixeldoubling) and if i use the 770 build (on the 800) i get 8.2 frames per second (pixeldoubling only). I would -guess- 770 users would get about 6 frames per second accounting for cpu clock rate. These numbers are really just rough scale factor... i did a timerefresh quake command the results of which differ depending on your surroundings. The n800 runs 800x480 (full size window) at around 8 fps... shinking view area will increase this as needed.

Please provide feedback- Thanks

ArnimS
10-01-2007, 07:51 AM
Please provide feedback- Thanks

Great job! On 770 i get the following

- In fullscreen there are still occasional flickers ( possibly due to X11 cursor drawn for synergy? ) sdl has a HIDECURSOR function...
Also, i noticed when using XSP i had to do the following:
screen = SDL_SetVideoMode(800, 480, 16, SDL_SWSURFACE|SDL_FULLSCREEN);

SDL_UpdateRect (screen, 0, 0, 400, 240)


... whenever i updated partial rects i got bad flickering - this may be the cause of the flickering when the status display is being drawn at bottom - non-zero offset, small updaterects. [yes, it is strange, but that's the deal - all updates must be composited first, then drawn to screen in one big UpdateRect]

- Exiting game does not unset pixel-doubling mode.

- I'd like to control the wasd with dpad and up/down/left/right with stylus, but currently the stylus makes me move, and i can't control the attitude. Sometimes i can get stylus to turn left/right a bit, but it jumps around too much.
Here's roughly how i'd imagine hacking the stylus to be usable for directional control:
Hack the SDL loop to ignore mouse position changes until mousebutton down (stylus down). Then track differential movement with the normal mouse control while leftbutton state is "down". To get fancy, you could add some inertia to the turning.
The motion i'm thinking of is similar to the page-scroll on a browser. A quick drag to the left - over say 1/4 of the screen, would turn player about 30-40 degrees - a quick 'jot' over half the screen would turn player 90degrees...


That's all for now. Excellent job so far!

pipeline
10-01-2007, 08:38 AM
Thanks... i think most of the issues you found can be fixed by using the autoexec.cfg in the first post. Put that in /quake/id1 directory with data files. That should also fix the wasd thing... with that you can use the menu key to toggle between Turn and Stafe dpad modes. Using touchscreen to looking around works but is glitchy... i usually look around by pressing fullscreen button and looking with dpad... using stylus for critical areas. Maybe i will improve this if i figure out a good way.

Yes your right i think about the compositing... it flickers painting the status bar... my autoexec.cfg hides that bar as workaround and after doing that its flicker free (on my n800). Flickers still occur during level changes and rare other conditions but its still worth it. I will mess around to see if any of the suggested lines you mentioned help out.

On my 800... if i exit the program using the menu (i.e. normally) pixel doubling is automatically undone... does this not work for you? I am guessing since you didnt hide the status bar (using autoexec.cfg) that some other program got focus and you just cant shut it down because system is doubled... the autoexec fixes that for me if i close down all other applications (also means run from menu icon so no xterm stealing focus). I will look into seeing if theres any kind of event i can put into like a screen lost focus to unset xsp automatically.

Thanks alot for your help, xsp makes a big difference for playability.

convulted
10-01-2007, 09:24 AM
Is there any way of rotating the screen 180 deg (via an option or something) for us left-handed people :-)?

anidel
10-01-2007, 09:43 AM
Just in case anyone wants to now how fast this game is on the Nokia n800 (I don't have a 770 at hand), just check my low-quality video on youtube (it was taken with a cellphone, sorry guys):

http://www.youtube.com/watch?v=b3An-Yvejww

Thanks everyone.

PS: the game can play almost at same speed when ran at full res.

anidel
10-01-2007, 09:45 AM
Is there any way of rotating the screen 180 deg (via an option or something) for us left-handed people :-)?

I fully support this request. Even if I am not left-handed, I find myself playing at best while using the right hand to move and fire (I think because I got used to that by playing with the keyboard [cursor keys are on the right side of the keyboard]).

pipeline
10-01-2007, 09:15 PM
Hah... very cool to have youtube vid. I dont think anyone would doubt this though since it runs on cellphones :) Hopefully this is more fun than those though... the control scheme makes it very playable for me. I also don't think any cellphones can run 800x480 :)

I doubt the 180 thing but if i ever run into an easy way to do it... i will. My guess is it would run alot slower.

I know very little about the SDL graphics engine so i will set my goals low. I intend to just work on making whats in there now work better (such as maybe touchscreen look glitches and pixel double flicker. I am willing to share the mods i make if others want to add that type of support. Most of the changes can be gathered by just reading this thread though.

pipeline
10-01-2007, 10:46 PM
If you own the registered version of quake it appears that you can use mods with sdlquake.

I was able to get ReaperBot working so i could play Deathmatch with bots... very hard though. (Maybe perfect if you have bluetooth keyboard or gamepad) They adapt somewhat but i will keep eye out for dumb bots more evenly matched to tablet play.

I was also able to get threewave ctf working (very lonely though since no ctf bots or multi yet). Assuming I can find a bot that supports a teamplay mod like this i will put the two together.

In addition to this it also means alot of user created single player episode/total conversions could run within this engine. Some look and play like completely different games (assuming you or I can still find them!)

Not sure about multiplayer... since this requires keyboard input. Assuming the capability -is- there (not sure) i could code a workaround to connect to certain ip address.

desiv
10-01-2007, 11:14 PM
Runs fast (I've never required LOTS of FPS :-) on my 770. You're right, it does work better with the autoexec.cfg file, but I still have the graphics problem (pixel doubling) after I exit. I have to reboot the 770.

Also, I have nothing but problems with the touchscreen control.

I can't figure it out or something. If I try anything, I end up getting the screen to spin or I end up looking at the floor or ceiling... Maybe I just don't have the hang of something, I'll reread this thread to see what I've missed..
But "turn mode" with center button fire seems to work best for me so far.

Thanx,

desiv

ArnimS
10-02-2007, 01:31 AM
Runs fast (I've never required LOTS of FPS :-) on my 770. You're right, it does work better with the autoexec.cfg file, but I still have the graphics problem (pixel doubling) after I exit. I have to reboot the 770.

Also, I have nothing but problems with the touchscreen control.

I can't figure it out or something. If I try anything, I end up getting the screen to spin or I end up looking at the floor or ceiling... Maybe I just don't have the hang of something, I'll reread this thread to see what I've missed..
But "turn mode" with center button fire seems to work best for me so far.

desiv

Well so far i'm trying this - and it's almost playable steering - the screen only jumps strangely on occasion now.

AFAICT, Mlook must be off by default and only ON when mouse1 is down.

right after the bind mouse1 +mlook in the autoexec.cfg - i have

-mlook
m_filter "0"
m_side "0.0" // Must be ZERO - DPAD is movement
m_forward "0.0" // Must be ZERO - DPAD is movement
m_yaw "0.02"
m_pitch "0.002"
sensitivity "3"

a lot less jumpy - though i do get skitters/jumps sometimes

possibly this is due to a discontinuity between old mlook abs(x,y) mouse position and new position if below a certain delay - i.e. when mlook is bound to mouse1, there is code that discards last mouse coordinates after a few ms - to prevent discontinuity in view from occurring from last mouseup(x,y) - current mousedown(x,y).

I assume there is such code because tapping on different portions of the screen does not zip your view around.

Only occasionally, when dragging the view around, do i see extreme jumps now. Maybe this could be due to stylus briefly losing contact/mouse1down status, thus confusing quake1's delta-calculating code.

CobraKC
10-02-2007, 04:05 AM
:) This is totally awesome. I noticed on steam you can download full for 10 bucks. Does anyone know if that datafile for full would work with n800? Thanks again for working on this!!
CobraKC

fanoush
10-02-2007, 04:36 AM
Is there any way of rotating the screen 180 deg (via an option or something) for us left-handed people :-)?
Well this is best done in kernel. It is relatively easy to do it in a dirty way. The videochip both in n770 and n800 supports rotated blits so it is just about setting one register before doing screen update (same like with pixel doubling). I have this in my backlog for more than year :-)

pipeline
10-02-2007, 07:33 AM
Well i have added code to unset pixel doubling on exit and built new 770 and 800 builds. I havent updated setup packages though so you will need to grab them here :
-removed-

Yes, messing with those mouse setting might help stabilize mouse... although the settings you mentioned slow it down too much for me... something you adjust yourself though... i currently have no code at all to support stylus its all configs... keep in mind the zoom script changes sensitivity so if you cycle though the modes you want to update them as well.

Further inquiries regarding 180 rotation can be forwarded to Mr. Fanoush c/o ITT forums :) (i guess that would invert/reverse dpad and touchscreen?)

fanoush
10-02-2007, 08:05 AM
Further inquiries regarding 180 rotation can be forwarded to Mr. Fanoush c/o ITT forums :)

:-)

(i guess that would invert/reverse dpad and touchscreen?)
This is the dirty part :-)

Proper solution (#0) = implement framebuffer rotation in kernel (in all four directions), enable RANDR in xserver, use X server extensions for rotation ... this may come from nokia once they fix the ui to be resolution independent

dirty solution #1 (harder) implement just 180 degree rotation in video, keypad and touchscreen drivers (i.e. do changes in 3 independent drivers). This would make rotation to be completely transparent to whole system. Question is how to properly rotate uncalibrated raw touchscreen events.

dirty solution #2

implement just video rotation so it it usable only in fullscreen just like pixel doubling, then you can rotate key presses and mouse move and click events in your app.

#2 is easiest, #1 is best hackish solution, #0 should/may/will come from Nokia sooner or later/never

pipeline
10-02-2007, 03:02 PM
:) This is totally awesome. I noticed on steam you can download full for 10 bucks. Does anyone know if that datafile for full would work with n800? Thanks again for working on this!!
CobraKC

A quick search leads me to think : yes

This link seems to indicate that source ports (which is what sdlquake is) work :
http://forums.somethingawful.com/showthread.php?threadid=2582560&pagenumber=3

All you'd need to do is grab the PAK1.PAK file and put into tablet data dir on memory card (probably wont fit both paks in internal memory)

penguinbait
10-02-2007, 04:23 PM
A quick search leads me to think : yes

This link seems to indicate that source ports (which is what sdlquake is) work :
http://forums.somethingawful.com/showthread.php?threadid=2582560&pagenumber=3

All you'd need to do is grab the PAK1.PAK file and put into tablet data dir on memory card (probably wont fit both paks in internal memory)

make sure all files are lowercase, or it wont work PAK1.PAK must be pak1.pak, at least that was my experience...

vegasvento
10-03-2007, 04:45 PM
Im lovin this! between doom and now quake im set!

earl00
10-03-2007, 07:26 PM
great work. Bt keyboard works great, just need BT mouse support now. No bugs and doubling works perfectly for me on N800(no restart needed). Would you be able to do quake 2 (pixel doubling) aswell. Great job again look forward to future releases.

pipeline
10-03-2007, 08:44 PM
Thanks... glad people are enjoying it.

Do you have BT mouse? Since i don't i have no way of testing that. If you try it make sure to press mouse1 button before looking around. I do know the touchscreen is acting as a mouse so unless they work together that probably takes precedence.

Dunno about quake2 (quetoo)... i can look into it... not sure how much work he had to do to get it to work. I see hints of issues i might have from his demo.

iball
10-03-2007, 08:47 PM
Quake 2 with the grapple mod and LAN multiplayer....ah, the good old days.
"Now I'm gonna hafta grapple ya!"

earl00
10-03-2007, 09:02 PM
i had quetoo installed but took it off since it wasn't enjoyable to play.

pipeline
10-03-2007, 09:50 PM
The best grapple was the offhand hook so you didnt even have to change weapons :P just tarzan through the level... and yes that make for fun grapple frags... more embarrasing than getting killed by spark shooting blaster.

quetoo source tree looks complicated... they no longer support software rendering... i will look into old source snapshot or quakeforge but that could take awhile... would have been nice if the maemo port in garage had source code.

earl00
10-03-2007, 10:08 PM
bug: cursor/stylus/turn-around glitch.

ArnimS
10-04-2007, 12:17 PM
bug: cursor/stylus/turn-around glitch.

Feature Request: Make it run Bethsoft's Daggerfall.

;)

konttori
10-04-2007, 12:41 PM
Hey, I saw the video, but I've been such a lame *** busy person that I haven't had the time to test out the quake yet. However, I noticed something in the video that I would consider modifying. The shooting should imho be done with some other button thatn dpad middle. The dpad is SOOO much better once you press the middle button down and keep it down all the time. Then just use any other button on the device for shooting. Anyway, my 2 cents.

pipeline
10-04-2007, 01:34 PM
Feature Request: Make it run Bethsoft's Daggerfall.

;)

Since it seems all references to linux daggerfall invoole the use of a dosbox emulator this seems like your the man for that one! It seems no has done a linux port of that. That would probably be very fun though.. i loved morrowind and oblivion.

Kontori i suppose i could add another mode.. but sounds like you want dpad button to do nothing? I would get rid of something like pad look (currently the fullsccreen key) ... If you never need to change modes you can edit the bindings in the autoexec.cfg file yourself... and use the menu key for whatever you want.

I'll see if i can stabilize look glitchyness too.

pipeline
10-04-2007, 07:30 PM
Mouse (touchscreen) glitchyness fixed... seems to work perfect for me with default mouse settings. I also fixed (optional) commandline -mem variable for mods requiring more memory (default is 8 meg heap some mods need -mem 16 for 16 megs or even 24megs).

Eventually i will update all setup package but for now 800 users can download fixed program here :
-removed-

Another mode TurnMode2 has been added to make the Fullscreen button Firebutton and dpad enter does nothing. It doesnt feel right for me as i thought you were using like rocker but it might avoid accidental weapon discharge and im all about safely discharging ones nailgun :)

Turnmode may also be tweaked and/or rolled into setup... give feedback if you want this top-button firing mode changed.

The latest autoexec.cfg containing this mode can be found here :
http://wardenclyffetower.com/MaemoFiles/sdlquake/autoexec.cfg (if bigdaddy install put in /usr/lib/sdlquake otherwise put on memory card in /quake/id1 dir)

---------------
On a mod note, complex team mods are really for advanced players so i was looking for casual mod for shorter 5-15 minute playtimes.

(Mods require you to own the full game)

Killer Quake Patch (review -- http://retroquake.planetquake.gamespy.com/blog/?p=151)

Has tons of features but i need to configure them into my different 'modes'. As a first draft i have just three bot commands available from a Bot Mode menu. You can have friendly bots like zeuss or cujo (dog) to help fight enemies or you can spawn enemy zeuss bot for multiplayer/dm game.

Since this requires the full game (data files which i do not distribute), it will never be bundled into the main installer but i will create separate installers for it.

For now if your interested, create a 'killer' directory under quake data directory (next to id1) and extract this archive there :
http://wardenclyffetower.com/MaemoFiles/sdlquake/killer.zip

You will need the updated n800 executable linked in this post (for the -mem command) and you can launch it via xterm command :

sdlquakepxd -mem 16 -game killer

Not sure anyone is really waiting on something like this so you could just wait for installer when i make next batch... i am also likely to update the game modes but perhaps you want to play this weekend. If anything you can look at the review to see what features this mod might eventually support for maemo.

earl00
10-05-2007, 12:06 AM
Excellent job. Look glitch gone. I didn't try the new autoexec.cfg since I like the fire button as D-pad - i might try it. maybe :) Thanks for all your hard work.

penguinbait
10-05-2007, 01:10 AM
So whos gonna put up the dedicated quake server? We need a place to play other IT's

Tirithen
10-05-2007, 04:33 AM
Wow this was one of the most amzing things I've seen so far, I downloaded the deb, installed it and it worked right away, smooth and with sound and all!

Great! :-D

konttori
10-05-2007, 05:50 AM
Kontori i suppose i could add another mode.. but sounds like you want dpad button to do nothing? I would get rid of something like pad look (currently the fullsccreen key) ... If you never need to change modes you can edit the bindings in the autoexec.cfg file yourself... and use the menu key for whatever you want.

I'll see if i can stabilize look glitchyness too.

Yeah, basically, once you omit the middle button, you can then use the dpad in the same way as you would for example a nintendo dpad. You can use it in a rocker fashion instead of a move-your-finger-to-press-a-key fashion.

ArnimS
10-05-2007, 07:53 AM
Thanks for the fixes, pipeline! I mostly just let the demos run and watch in amazement :)

More possible things to do..

- remove the stats display completely so it doesn't break doubling
- remove the 'loading' icon (the inverted pentagram in top center)

I also noticed that q1 runs very smoothly when running in 200x120 window. Might be worthwhile to try a 2x point-scaler in the final SDL render pass. I know 200x120 sounds awful but playing in the window was pretty fun due to the speed.

Most of the time i sit there and watch the demos, and dream about an elder scrolls Arena/Daggerfall or ultima underworld engine based on the q1 renderer :)

(edit) Amazing mods of quake are possible! Racing games, battle chess, even an RPG? Somebody look into these pleeze...

http://www.quaketerminus.com/addon.htm

(edit) Some RPG 'mods'
http://www.inside3d.com/prydongate/download.html

quakec - modify the game via add-on code
ftp.fu-berlin.de/pc/games/idgames2/quakec

pipeline
10-05-2007, 08:30 AM
Penguinbait : i haven't forgotten about this.. i will look multiplayer/qw this weekend. I would not try it as-is yet.. it hard locks trying to find a server... i will look into code.

Arnim : forgot your using 770 i think.. i'll release a fixed exe this weekend for 770 mouse glitch.. would be nice to 2x scale as you say but dont know about that... who knows. yes the engine is amazing... all credit to john carmack and sdlquake guys.

pipeline
10-06-2007, 01:52 PM
I created new packages for all clients/downloads mostly to fix the stylus/mouse glitch.

I looked into multiplayer and found the nokia seems to provide two network adapters... the first is just a loopback and the second just identifies (under quake) as datagram sockettype. So i disabled the searches for games on the loopback adapter and that stops the hard lock but i havent been able to get it to find the glquake server on my desktop... might be a firewall issue so you might want to experiment setting up and trying to connect to your own servers. The latest glquake shows up as version 1.09 which is the same as the sdlquake code version although the actual quake protocol is version 3 so i imagine any 'latest' standard quake servers would be compatible.

Also made minor adjustments to launch scripts to benefit people who run mods. Now you can pass command line variables to sdlquake and sdlquakepxd launch scripts to shorten launching of mods.

---
Yes arnim i have tried a few mods... it takes a while to run through them to get idea of whether they will work on tablet. Like Insomnia seems really good so far but its a little slow on the 800 even with xsp... still great levels though.

BeyondBelief is a mod which plays almost like an expansion pack so far (bright, fast, and gives easy skill option)... i plan on playing that all the way through. If anyone who owns the full game wants to try this out you can download my 'bbelief' game dir from here :
http://wardenclyffetower.com/MaemoFiles/sdlquake/bbelief.zip
(unzip into a /quake/bbelief dir and maybe chmod +w on the config files). If you updated to latest installer you have updated launch scripts so you would launch from xterm via :
sdlquakepxd -game bbelief +map bbstart

I'll try out the rpg game next (EDIT) Ok it works but is very clumsy with mouse -pointer- could work but would take alot of config tweaking. For me id rather play 2d rpg.

desiv
10-06-2007, 04:59 PM
OK, just downloaded the newest version for the 770. Thanx.
It appears more stable. The status display on the bottom is now visibile during game play (unless I'm fullscreen of course) and the stylus tracks very well.
However, it seems slower. I'd say alot slower, but I didn't save the old version, so I can't compare.
Can someone else with a 770 try this? Also, if you can put the previous version up somewhere, I can compare them.
Thanx!
desiv

pipeline
10-06-2007, 05:16 PM
Are you running the pixel doubled version? Because the latest version has done nothing to fix the status bar... should be invisible or flickering less window size is maxed out.

If you are running pxl dbl version and want to compare with previous version you'll have to download the zipped executable because i didnt keep the installer for it. It's at :
-removed to avoid confusion-

earl00
10-06-2007, 05:17 PM
good job pipeline, keep it up.

desiv
10-06-2007, 05:21 PM
That's it!
I got it from the front page of this thread, and the only 770 link I found in that message.
And, yes, it says pxd. Never thought of that.
OK, so, is one of those versions, the one for the 770 with the stylus fix but without pixel doubling?
(I'll try the one in the link here to see. Last version I had worked fairly fast, but had the stylus glitch)
Thanx
desiv
p.s. Just thinking. A command line option to trigger the timedemo mode might be usefull...

pipeline
10-06-2007, 05:32 PM
the version in the first post is the latest meaning it should have both pixel doubling version AND mouse fix... the version i just linked two posts ago is older version with only pixel doubling for you to compare (which i guess you dont anymore)...

When i attempt to diagnose the timerefresh i change my a bind (in autoexec.cfg) to be bind "F5" "timerefresh" ... then i start a game and before moving anywhere i hit that menu key. It still says 8.4 or so fps for the 770 version (running on my 800) which is what i remembered it being before. Do you know how to edit the autoexec.cfg?

I just updated the autoexec.cfg file to add timerefresh as the FullScreen button when in the 'ScreenSizeMode'. I usually do 3 consecutive timrefreshes and then open console (EscapeMenu/Options/Go to Console) to read results. You or anyone who wants this timerefresh feature can download the updated autoexec.cfg here :
http://wardenclyffetower.com/MaemoFiles/autoexec.cfg

and put that (probably overwrite) in the id1 directory with the data files.


After starting a game (dont move anywhere) toggle to 'ScreenSizeMode' wait for all messages to dissapear and then hit fullscreen.

desiv
10-06-2007, 05:44 PM
OK, it was the screensize.
when I run it in 400 x 320 it's like it was.
But, the bottom status bar is great in 800x480. Game is just slow. 400x320 fast, but status is black/flickers. Weird.
Thanks, stylus is great!!!
desiv

pipeline
10-06-2007, 05:57 PM
Yea you want to hide the status bar in pixel doubled mode... not sure if i will ever fix that... kind of a tradeoff. Its actually 400x240 mode (half of 800x480).

For users who are able to edit the /usr/bin/sdlquakepxd script file you might try setting the height to 200. You will still see stuff in the background but like widescreen tv the good stuff is centered so might be more enjoyable... as long as width is 400, pixel doubling will be engaged. Doing that (running only 200 height) raised my 770 fps from 8.5 fps to around 10.2 fps. That might translate to 8 fps on a 770 which is probably what i would want as minimum average (although it will be faster in hallways/corridors).

I do all my editing on an xp machine running WinSCP to connect to openssh running on maemo.

You can also use my splicer utility here (Requires python 2.5 be installed) :
http://www.internettablettalk.com/forums/showthread.php?t=9024&p=77152

To browse entire filesystem for text files/script files and choose to edit them with leafpad (if leafpad is installed).

earl00
10-06-2007, 06:18 PM
got quake rally working. Just put "RALLY" in quake directory and goto xterm and enter: sdlquakepxd -game RALLY

http://www.quaketerminus.com/mods/qr12.zip

it is really hard to control the car.

pipeline
10-06-2007, 06:44 PM
Yep.. i got it running too... this could use alot of work to config files though since the rally.cfg has alot of extra commands which arent being bound to maemo keys/buttons. The autoexec in id1 is being used so they might be conflicting... you'd probably have to create an autoexec.cfg in rally and strip out most commands. Maemo keys are F6 fullscreen, F8 zoomout, F7 zoom in, F5 menu key, ESC = ESC, Dpad enter = ENTER

Looks fun though so i'll probably mess with the configs... or let me know if you optimize yours.

earl00
10-06-2007, 06:46 PM
thanks that would be great. maybe try making the "-" button accelerate and d-pad up nothing.

pipeline
10-07-2007, 11:24 AM
Ok ill try doing that today... i played a little last need but i can tell it will need alot of playtesting :)

Also since i think i have done just about all i can do with the acutal source code itself i am posting it for other developers (who have scratchbox build environment installed). I may make small changes in the future but maybe someone else could do alot better in certain areas like flicker or net play.

* See first post for link to download the source code with all my changes

I will probably just fine tune some mods, fix any easy bugs, and maybe optimize graphics settings for 770 users for speed (autoexec visual quality options) to see if that can get any extra frames per second.

pipeline
10-07-2007, 06:23 PM
earl your right, qrally works much better with button accelleration. You may already have configured it to work good for you, but in case you or others cant get the bindings to work right, you can download this zip archive and extract into /quake/rally directory :

http://wardenclyffetower.com/MaemoFiles/sdlquake/rally.zip

If you already downloaded earl's archive just grab the three config files from that archive. There are still issues but its really playable on my n800.

As you suggested, i disabled dpad forward and made
- key : accelerate
fullscreen key : change to in car cam
+ key : change to 3rd person cam
menu key : headlight

Then you can start it with (as earl already stated) :
sdlquakepxd -game rally

You can watch the demos or start single player game which dumps you into semi tough level choosing map. If you want to play all practice tracks then learn to jump the ramp alll the way across... might be best to use 3rd person + stylus to line up and then dont look back.

I dont think there are bots but if you want a challege you can play time trial races by launching qrally01 through qrally04 maps from xterm like :
sdlquakepxd -game rally +map qrally02

You can launch time trials from starting map picker level by slowly falling off the ramp to land on track underneath... but command line might be easier.

Unfortunately saving doesnt work right so you will have to either master the start level or the command line.

Also they recommend 12 megs so if you run into any issues you right try adding -mem 12 to the command line.

The in car view shows how cool a race game could be but its not usable for me since you only get steering when accellerating.

3rd person view works best once you figure out the car will work to get where your looking.

Really fun! thanks earl!

torx
10-09-2007, 10:49 AM
i can't get the car to reverse in qrally!?

I binded "s" to backpedal, but i didn't reverse when i pressed it. What do i do now?

ArnimS
10-09-2007, 11:23 AM
Thank you so much for the mouse control fix, pipeline. It works perfectly now.

<bows>

pipeline
10-09-2007, 07:48 PM
Glad to hear it works good for you arnim. Thanks for all your help :)

torx - in rally.cfg you'll see im binding downarrow to +reverse

if your using something besides dpad (like keyboard) you'll need to bind s +reverse also

R-R
10-17-2007, 06:34 PM
EDIT: Apparently i forgot to change my hosts file to point to my new hostname and gethostbyname was failing and thus crashing quake...


Anything below this point is history ;-)
------------------------------------------------------------------------------------

Weird things over here... i had SDL quake full-ready-2-run package showing as version 1.1 in dpkg...
Then i did something stupid forcing me to reflash my n800 to the latest firmware (the SDHC-fix one), and now the package i see is 1.2 and it segfaults at launch...

http://wardenclyffetower.com/MaemoFiles/SDLquake-800-Ready2Run.deb

---------------------------------------------------------
HHGTTG:~# sdlquakepxd
No need to override?
Before addgamedir com_gamedir
Added packfile ./id1/pak0.pak (339 files)
After addgamedir com_gamedir ./id1
FindFile: can't find gfx/pop.lmp
Playing shareware version.
Console initialized.
Segmentation fault
HHGTTG:~#
---------------------------------------------------------
Any ideas? It was working very well before flashing and comparing my 2 dpkg -l list i don't see what could have caused it beside the package version change... :(

pipeline
10-17-2007, 07:59 PM
Heh Update, glad its working good for you now :) I wasnt entirely sure it was your issue though so i will leave explanation below for xterm launchers... i should clean up final pxd shutdown and console debug messages :/
---------
Version 1.2 was released to fix touchscreen 'jitteryness', to prevent multiplayer attempts from locking up the device (never successfully ran multi though)... and to add uninstall icon.

I am running the latest firmware and it runs fine for me although i installed the mmc2 version first since i have full game. I just installed bigdaddy and it works for me. The point at which you are getting a segfault is where i get a UDP Initialized notification. Since i have just reflashed i should not have any special networking libraries installed and attempts to play with no network connection or offline seem to work good so i'm kind of at a loss.

Unfortunately even the latest n800 bigdaddy build issues an extra call to disable pixel doubling on shutdown which causes a segfault. This segfault doesnt affect the loading and playing of the game though and occurs only when shutting down (thus much later in the console message stream).

I'm tending to think your issue has something to do with Networking issues, do you have any special circumstances involving networking?

Since you are familiar with xterm you might try download the individual files zip here :
http://wardenclyffetower.com/MaemoFiles/sdlquake-files.zip

and overwriting the sdlquake program in /usr/lib/sdlquake with the ~1meg sdlquake file in the archives /sdlquake-files directory.

If anyone else encountered this, let me know since i've assumed they all work as good for others as me.

pipeline
10-17-2007, 08:14 PM
I would also like to point out at this time an enhancement which may be useful to others.

If you hear all sorts of ticking noise when using stylus at the same time as you are moving, you can fix this by disabling button sounds in the -maemo- sounds control panel section.

Apparently when keep a dpad button pressed down and move the stylus the audible feedback for button presses incorrectly rapid fires as if the button were being pressed around 10 times per second. This must be a maemo/driver level issue with simultaneous touchscreen and button use.

Since i do not care about button sounds i have disabled them via maemo :
Tools/Control Panel/Sounds... and set Key sounds to 'Off'.

Touch screen sounds do not affect the game in such a way so you can leave these on (good thing because i -do- prefer those sounds)

pipeline
11-01-2007, 12:08 AM
Well i made a few fixes and rebuilt -all- the packages (version 1.3.0 now). Fixes include :

Pixel doubled version can now show hud (health, ammo) with no flicker.
Fixed the segfault at the very end, when quitting (didnt affect anything)
Removed console debug messages.
Put the crosshair into autoexec (mmc versions make sure to use latest autoexec.cfg)
Updated the extra turnmode2 to be a TopFireMode (and strafes).
Fixed icon transparency.

770 users will benefit from the windowsize flicker fix.

There are still flickers in menus and loading but at least the gameplay should be pretty flicker free.

earl00
11-01-2007, 12:42 AM
any links?

pipeline
11-01-2007, 01:21 AM
All installers in first post are now 1.3.0

vegasvento
11-01-2007, 01:01 PM
I got a quick question, I have quake 1 running on my n800 just fine. Im trying to install quake rally....the post says to just put "rally" into your quake folder and then run from xterm. well i installed quake on the internal memory, and I cannot find what folder it got installed to so i can copy the rally folder into it. any advice on where it may have installed?

pipeline
11-01-2007, 03:47 PM
Using mods require the full version of quake. The big Ready2Run version includes only limited shareware data.


If you do own full version, i guess your booting from mmc in order to fit all this data. In that case put rally in /usr/lib/sdlquake dir.

free
11-05-2007, 09:57 AM
Thanks pipeline, amazing job.

hordeman
11-07-2007, 03:42 PM
Hey Pipeline,

Do you know (or have a guess) as to whether this will work on 2008 OS? I'm actually really digging this port, and I don't want to miss it once I make the move to the new OS when it comes out.

Thanks!
H.

pipeline
11-07-2007, 06:46 PM
I dont see why it wouldnt work... im not doing anything specific to hildon other than pixel doubling.

If somethings messed up i can rebuild it since i will definately be upgrading my n800 to 2008 and would want it to work there too.

hordeman
11-07-2007, 08:08 PM
Awesome. thank you for the quick response! :)

Edit:
BTW, is /usr/lib/sdlquake/id1 the right place to put the pak files of the full version?
Also, to run it on commandline, I have to type /usr/lib/sdlquake/sdlquake. Is this right?

I have no /quake or /home/user/id1 folders (unless I have to create those manually.)

Thanks!
H.

pipeline
11-07-2007, 09:47 PM
If you have the full version of quake (both paks) then i would think you would want to use one of the mmc versions and put the paks on your memory card in /quake/id1. (note this is actually something like /media/mmc2/quake/id1) And yes you would have to make those directories on the memory card yourself. Just make a quake directory, an id1 subdirectory, and drop the paks in the id1 directory. If your memory card is formatted in fat32 then case (capitalization) should not matter.

I guess you installed the ready2run version which put shareware pak in internal device memory. Putting another pak would waste too much precious internal memory. If you own a memory card then install the mmc2 if the card is internal or mmc1 version if its in external slot.

If users boot off of mmc card or have a new n810 then you have all kinds of space in internal memory so the paks can be put in the main ready2run directory at /usr/lib/sdlquake/id1.

To run it from the command line you should run :
sdlquakepxd <options...>
-or-
sdlquake <options...>

Finally i'll point out that all of the 800 installers have the identical sdlquake executable, they just launch it with different command line base directory. If you want to do that yourself modify the /usr/bin/sdlquakepxd and/or /usr/bin/sdlquake scripts to set your base directory.

pipeline
11-14-2007, 10:11 PM
Just a note to confirm that quake runs better than ever on os2008.

pxl dbl ran fast before but it feels even zippier @ 400mhz.

The full mode feels a little faster but since q1 was meant to be played fast you'll still probably prefer pxd version.

Whenever you upgrade to 2008, just use the same sdlquake 1.3 installer (first post) as was used before (one of the N800 versions)

t3h
01-10-2008, 09:09 AM
Can I make a request? Remove the registration check.


--- common.c.orig 2008-01-10 22:02:49.000000000 +0900
+++ common.c 2008-01-10 22:02:34.000000000 +0900
@@ -29,7 +29,7 @@
static char *safeargvs[NUM_SAFE_ARGVS] =
{"-stdvid", "-nolan", "-nosound", "-nocdaudio", "-nojoy", "-nomouse", "-dibonly"};

-cvar_t registered = {"registered","0"};
+cvar_t registered = {"registered","1"};
cvar_t cmdline = {"cmdline","0", false, true};

qboolean com_modified; // set true if using non-id files
@@ -55,27 +55,6 @@

qboolean standard_quake = true, rogue, hipnotic;

-// this graphic needs to be in the pak file to use registered features
-unsigned short pop[] =
-{
- 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0 x0000
-,0x0000,0x0000,0x6600,0x0000,0x0000,0x0000,0x6600, 0x0000
-,0x0000,0x0066,0x0000,0x0000,0x0000,0x0000,0x0067, 0x0000
-,0x0000,0x6665,0x0000,0x0000,0x0000,0x0000,0x0065, 0x6600
-,0x0063,0x6561,0x0000,0x0000,0x0000,0x0000,0x0061, 0x6563
-,0x0064,0x6561,0x0000,0x0000,0x0000,0x0000,0x0061, 0x6564
-,0x0064,0x6564,0x0000,0x6469,0x6969,0x6400,0x0064, 0x6564
-,0x0063,0x6568,0x6200,0x0064,0x6864,0x0000,0x6268, 0x6563
-,0x0000,0x6567,0x6963,0x0064,0x6764,0x0063,0x6967, 0x6500
-,0x0000,0x6266,0x6769,0x6a68,0x6768,0x6a69,0x6766, 0x6200
-,0x0000,0x0062,0x6566,0x6666,0x6666,0x6666,0x6562, 0x0000
-,0x0000,0x0000,0x0062,0x6364,0x6664,0x6362,0x0000, 0x0000
-,0x0000,0x0000,0x0000,0x0062,0x6662,0x0000,0x0000, 0x0000
-,0x0000,0x0000,0x0000,0x0061,0x6661,0x0000,0x0000, 0x0000
-,0x0000,0x0000,0x0000,0x0000,0x6500,0x0000,0x0000, 0x0000
-,0x0000,0x0000,0x0000,0x0000,0x6400,0x0000,0x0000, 0x0000
-};
-
/*


@@ -1017,32 +996,7 @@
================
*/
void COM_CheckRegistered (void)
-{
- int h;
- unsigned short check[128];
- int i;
-
- COM_OpenFile("gfx/pop.lmp", &h);
- static_registered = 0;
-
- if (h == -1)
- {
-#if WINDED
- Sys_Error ("This dedicated server requires a full registered copy of Quake");
-#endif
- Con_Printf ("Playing shareware version.\n");
- if (com_modified)
- Sys_Error ("You must have the registered version to use modified games");
- return;
- }
-
- Sys_FileRead (h, check, sizeof(check));
- COM_CloseFile (h);
-
- for (i=0 ; i<128 ; i++)
- if (pop[i] != (unsigned short)BigShort (check[i]))
- Sys_Error ("Corrupted data file.");
-
+{
Cvar_Set ("cmdline", com_cmdline);
Cvar_Set ("registered", "1");
static_registered = 1;


The source IS gpl'd, so we can do what we like with it in this regard.

This will enable mods for the shareware version.

t3h
01-11-2008, 07:16 AM
As for the controls - I'm working on a QuakeC mod to do things in a slightly more practical way. Also, you might want to not set some of the things that you set in autoexec.cfg (e.g. mouse sensitivity, gamma) because they could override what the user may want...

munky261
01-11-2008, 10:49 AM
how can i map some of the functions to the keyboard on the N810? also , can anyone give me amlink to or send me the pak file , i have the disc but its too scratched up to even access anymore

Slixor
01-11-2008, 04:10 PM
it was working fine on my n800 with os2008, THEN

i turned it off, restarted

now when i try to start game via icon nothing happend, so i went into xterm, and i get this:

"/home/user # sdlquake
Added packfile /media/mmc1/quake/id1/pak0.pak (339 files)
FindFile: can't find gfx/pop.lmp
Playing shareware version.
Console initialized
Segmention fault"

and game doesnt start :S plz help, it was so ausome the short time i played it for

pipeline
01-11-2008, 08:39 PM
t3h : i'll look into it to verify thats true and if so i could remove the check. I'd be curious if the sharepak pak0 is bit-for-bit identical to retail pak0. If for some reason the shareware pak resources/structure doesnt play well with mods then i cant really distribute retail pak0.

munky/t3h : currently i think you have to modify the autoexec.cfg file to make changes to bindings that last longer than the current game load. I am open to alternatives to config files for advanced users (modders) or 810 key remappers as long as i can keep versions that just work fairly well on a fresh install (no configuring needed).

Slixor : not sure about that... but did you mean to load sdlquake instead of sdlquakepxd? Both should work but maybe your successful runs were with the faster pxd version. Also did you mess the contents of quake folder? Redownload the program (deb) and/or shareware data pak to see if something just got messed up.

Slixor
01-11-2008, 10:01 PM
I didint change anything, i litraly turned phone off and on, then tried to run sdlquake again (not sdlquakepxd)

pipeline
01-11-2008, 10:09 PM
You did not just call my supercomputer a phone did you ?! ;)

Gotta be something got corrupted, reinstall? Your data -is- on the external mmc slot (mmc1)?

Slixor
01-12-2008, 08:22 AM
i uninstalled, reinstalled all version, tried on intenral memeory, mmc1 and mmc2, always get same arror

edit: reflashed my n800, works fine now, i think icorrupetd my old system

pipeline
01-12-2008, 11:45 PM
i uninstalled, reinstalled all version, tried on intenral memeory, mmc1 and mmc2, always get same arror

edit: reflashed my n800, works fine now, i think icorrupetd my old system

Glad you got it working because i ran out of ideas :)

Can I make a request? Remove the registration check. This will enable mods for the shareware version.

Thanks for the diff. I just implemented something which still knows its shareware version so episodes 2-4 stay unavailable in main level chooser.

I'm not sure how useful this is though, on the two mods i tried, they started to work but i think were missing assets from pak1.pak. Do you know of any mods which dont rely on pak1.pak assets?

If you want to try out the build to allow mods without pak1, extract this (n800/810 compatible) executable from this archive to /usr/lib/sdlquake : <removed link, official download in 1st post supports this now>

t3h
01-13-2008, 08:45 AM
Hmm, actually, now I'm not so sure whether I should rewrite the control rebinder in QuakeC. It'd be a mod in itself that would lock the user out of other mods...

pipeline
01-13-2008, 01:19 PM
Hmm, actually, now I'm not so sure whether I should rewrite the control rebinder in QuakeC. It'd be a mod in itself that would lock the user out of other mods...

Well bots often integrate into other mods, cant you get your mod running with other mods by copying your qc (pak?) into each mod dir?

If you only have shareware pak of course the other mods might not run... but simple maps and deathmatch with bots might work... or mods with mostly original assets (so pak1 not needed).

Freiheit666
01-16-2008, 10:01 PM
this port rocks, ROCKS, I say

I haven't played quake in 10 years

has anyone played with a bluetooth mouse as well as keyboard?

pipeline
01-16-2008, 10:20 PM
Thanks. I think bt keyboard would work i dont know if mouse would work... maybe with this (http://www.internettablettalk.com/forums/showthread.php?t=15111) (although that might be for wired mouse only).

t3h
01-26-2008, 07:29 AM
Well bots often integrate into other mods, cant you get your mod running with other mods by copying your qc (pak?) into each mod dir?

If you only have shareware pak of course the other mods might not run... but simple maps and deathmatch with bots might work... or mods with mostly original assets (so pak1 not needed).

The issue is that the gamecode is all in one file (progs.dat). If I supply my own in my controls mod, any other mod that has any of it's own code (any mod that replaces anything except graphics/sound/models) will have to choose between their code and my code, unless the sources to their mod are available in which case someone can look at my sources and add my mod to theirs.

luciditydigital
01-26-2008, 09:32 AM
this port rocks, ROCKS, I say

I haven't played quake in 10 years

has anyone played with a bluetooth mouse as well as keyboard?

I still play LAN quake I with my younger brothers LOL. I know, I know its not Halo.... But I LOVE it.
I would love to play with an IT, but only if I had a mouse & keyboard (have the stowaway kb)
-ezra

dan
01-29-2008, 01:16 AM
Pipeline,


I downloaded the Big Daddy install. Nice job, lots of fun!
Thanks, Dan

luis-garcia
02-01-2008, 12:54 PM
i don't know how everybody could make the game run but i couldn't,i have 770 and do exactly as in the instructions,however i always get this message in x terminal:
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 added the pak0.pak in id1 in mmc2 coz my mmc1 is full,however the command i put in x terminal is:
sdlquake -winsize 800 400 -fullscreen -basedir /media/mmc2/quake/

what am i doing wrong? the command is wrong or i miss something? thank u

pipeline
02-01-2008, 02:30 PM
there's no mmc2 on 770... not sure what your using there... you need to put either on mmc1 or internal memory. if you put in internal memory, put id1 dir under /usr/lib/sdlquake. if you formatted mmc to something other than fat, then id1 dir name is case sensitive (i forget if it needs lower or upper)

Are you running os2006 or 2007HE? You booting of mmc or normally?

luis-garcia
02-01-2008, 05:10 PM
i thought mmc2 is the internal memory,as i said i don't have more space in mmc1,i have just 64 mb and it's all full so i did what u said to do,place the data in usr/lib/sdlquake/id1,the pak0.pak is there with the other file that u said to put it there,the autoexec.cfg so i guess i have all already to start playing,just give me the correct path to reach the game,when i start with ./ xterminal tells me that it didn't find ./ so please i need the correct path.i have os2006 brand new after waiting 6 months from nokia coz i had the "blank screen of death" 6 months ago.i don't know what u mean booting of mmc or normally,it just boot.. i'm new in all this,sorry and why u say there's no mmc2 in 770? when i open media i have 2 folders: mmc1 and mmc2.. please help in this game i really like it and seems like i'm the only one who can't play it :( thank u pipeline,u're a good guy

pipeline
02-01-2008, 07:30 PM
hmm just so we use the same file words :

your 770 has internal memory which i'll just call rootfs (root filesystem)
you also have mmc1 which is mounted to /media/mmc1 (this is your removable media)

its too bad your memory card (mmc1) is full... i realize you just got and are using the default one so i'd recommend buying the largest card you can (2gb?)

for the time you can run it on root filesystem, where you put it in /usr/lib/sdlquake/id1

Once pak0.pak and autoexec.cfg are in that directory then launch sdlquake from :
cd /usr/lib/sdlquake
./sdlquake -winsize 400 240 -fullscreen

if it still cant find files then rename the id1 directory to ID1

The best way to set up files on your device is to install becomeroot, set the root password, and then install openssh server on nokia and connect from desktop using WinSCP (if using Windows) or a program like gFTP if using Linux (desktop).

luis-garcia
02-01-2008, 10:22 PM
dude u rock! :) i could finally play but just 2 things: why i don't get sound and how i can play in non fullscreen? thank u very much,u're the best!

pipeline
02-01-2008, 11:22 PM
sound should work, not sure why your not getting any

770 kind of needs fullscreen although you can make window smaller in menu options... still fullscreen though because your pixel doubling (zoom)

if you want to run non fullscreen you will need to -not- pixel double... and the only way to do that is to choose width other than 400.

so try :
./sdlquake -winsize 402 240

but you'll see its tiny compared to pixel doubled fullscreen. and 770 probably cant turn up the size much more than that and be playable. your free to try though...

luis-garcia
02-01-2008, 11:27 PM
ok man thanks for everything and good work,keep it up!

multi
02-22-2008, 06:22 AM
Edited for brevity--- (New packages 1.3.2 created Jan 27, minor optimizations and cleanup)

This is a build of SDLQuake with versions for Nokia n800/n810 and 770. This may end up being a final release if the packages work for everyone.

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 :

Big Daddy install (Ready-to-run; 20megs installed) :
http://wardenclyffetower.com/MaemoFiles/sdlquake/sdlquake-8X0-Ready2Run-1.3.2.deb

-or-

1 Meg install - If you intend on putting data files on mmc2 (for me that would be internal sd slot) :
http://wardenclyffetower.com/MaemoFiles/sdlquake/sdlquake-8X0-mmc2-1.3.2.deb

1 Meg install - If you intend on putting data files on mmc1 (for me that would be external sd slot) :
http://wardenclyffetower.com/MaemoFiles/sdlquake/sdlquake-8X0-mmc1-1.3.2.deb


770 Installer (Expects datafiles to be on mmc1) :
http://wardenclyffetower.com/MaemoFiles/sdlquake/sdlquake-770-mmc1-1.3.1.deb

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/MaemoFiles/sdlquake/autoexec.cfg

--------------------------
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 800x480 : 8+fps avg (adjusting the ScreenSizeMode can increase this)
N800 400x240 (PixelDoubled) : ~21 fps avg (with full window size)

N770 400x240 (PixelDoubled) : Estimate 6-8fps (adjusting window size may help)
N770 800x480 : Probably unusable... Using ScreenSizeMode a must.
---------------------------------

For users that prefer to put files where they want here are the required files in a zip archive (includes .ico for other os'es) :
http://wardenclyffetower.com/MaemoFiles/sdkquake/sdlquake-files.zip

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) :
http://wardenclyffetower.com/MaemoFiles/source/maemo-sdlquake-1.0.9-b131.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.
one of the best FPS that ever came out of John Carmack and ID ,luckily my old QUAKE101 cd I bought in the late 90's still works :)

Thanks ,with the posts in this thread it was fairly easy to get going
(N800 mmc1)
just had to remember to change the case to lower after unpacking in windows on those 2 directories...

I know years ago I had the music from the cd running from the hdd would that be possible with this?

anyone know how to do this ?
(I think it was copy the music files to the root dir of the game and change one line somewhere , but not sure now)

http://www.dcemu.co.uk/vbulletin/showthread.php?t=85515

on this PSP port for the game they can have the soundtrack as .mp3 in a mp3 directory
is there a path in the .cfg to change to do this or is it a bit more complex than that ?

sherifnix
02-23-2008, 12:25 PM
OK, The big daddy shareware install works just fine but I can't get the full install to work :(

It also throws me an error when I run "sdlquake-reset"

cp: cannot stat 'autoexec.cfg': No such file or directory
rm: cannot review '/media/mmc2/quake/id1/config.cfg' : No such file or directory

I've dug up my old Quake 1 disc and copied the paks but I can't get it to function. When I load it it just shows the console inside quake and sits there. The PAK files work fine on my computer so I know they are fine.

Using the internal card on the N810 (mmc2) I created a quake directory as such:


quake/id1/
pak0.pak
pak1.pak
autoexec.cfg
config.cfg


Any ideas on this? I've installed the "mmc2" edition but have had no luck.

multi
02-24-2008, 07:05 AM
did you make sure to make the quake/id1 directories lower case?

sherifnix
02-24-2008, 04:57 PM
did you make sure to make the quake/id1 directories lower case?

Sure did. Recopied everything a few times as well. No luck :(

pipeline
02-24-2008, 06:15 PM
Yea, looks like the sdlquake-reset script might have wrong paths... although thats really optional... it should have ran anyways.

I should have done this all along but try downloading the data files from :
http://wardenclyffetower.com/MaemoFiles/sdlquake/quake_sw.zip

Rename or delete any quake directory you have on mmc and then unzip that to root of mmc card and it should run on fresh install of mmc versions, without xterm... and it includes the autoexec.cfg. Then just add your pak1.pak to that directory.

If that doesnt work you should type sdlquakepxd in xterm and post the results.

sherifnix
02-24-2008, 06:43 PM
That seemed to do the trick pipepline!

Erm, well only for the first portal on the left? If I go to the second level it just locks up... thats odd. Maybe my pak1.pak is bad? Its odd though that it works fine on the computer.

And perhaps a little feature request :D

Is it possible to have a bigger icon for the 2008 touch menu? Or is there a trick to resizing it. Lol, yes I'm crazy.

pipeline
02-24-2008, 06:48 PM
In xterm, type :
ls -l /media/mmc2/quake/id1 and tell me the pak1.pak line.

I'd make sure the case matches what pak1.pak uses and if non-fat filesystem then make sure permissions on that file are readable by user.

If i copy over my retail pak1.pak (lowercase) it reads out as 34257856 bytes with -rw-r--r-- permissions

About icon, yep i have sample installer to work with now, i might redo some packages to have large icons... not sure how that will affect 2007 users though.

sherifnix
02-24-2008, 06:54 PM
my pak1.pak is 34362201 with -rw-r--r-- permissions

i wish i had my original disc... its long gone, my stupid friend scratched it and i had the entire development team's signatures on it... won it at a trade show many many years ago... well before quake came out too. i was totally pimpin with that disc lol.

edit:

wow i was playing the first level through messing with settings.. this thing rapes the battery!!! might have to get an extra pack if im going to be playing a lot :)

pipeline
02-24-2008, 06:59 PM
Ok so if you replace both paks, what happens if launched from xterm using :
sdlquakepxd

Could be that your (prerelease?) quake cd has pak files of different version number than retail.

as far as battery goes i never noticed that... could be reboots did that... as mentioned in other threads i've noticed a few reboots will shave some bars off that battery quick.

sherifnix
02-24-2008, 07:12 PM
ive been rebooting a lot due to the crashes, thats odd how it would kill the battery so quickly. i suppose that is the cause, though i wonder why?

i'll try to attain a fresh copy since I technically own 2 copies of the game, both win and mac.

sherifnix
02-24-2008, 07:53 PM
thanks pipeline, looks like my pak files were messed up somehow. everything is working perfectly now :)

can't wait for your '08 install packages :D maybe we'll all play on a tablet server sometime... would be hilarious to spectate since we'd all have gimp controls

pipeline
03-16-2008, 08:14 PM
If anyone wants to try out an alternate keymapping for n810 devices, i've got an updated autoexec.cfg you can try out.

I havent updated my installers yet but you can download it here :
http://wardenclyffetower.com/MaemoFiles/sdlquake/autoexec.cfg

and put that in your quake/id1 directory (Ready2Run users put in /usr/lib/sdlquake/id1)

810 has weird controls not so good for gaming but i think i made it as good as it can... if you have better ideas let me know.

OK HOWS THIS (although you kind of have to try this to get a feel for it)

By default 810 is just setup for keyboard mode (+stylus if you need it)... keyboard mode feels like old quake days :) In this (default) mode :
DPad Left/Right : Strafe Left/Right
DPad Up/Down : Forward /Backward
DPad Enter : Fire
Q : Next Weap
A : Look Up
Z : Look Down
P : Look Left
BACKSPACE : Look Right
ENTER : Fire (so both dpad enter and enter fires your choice)
SPACE : Jump

In addition to this i added a non-default 810 mode which you can get to by hitting the menu key once (its second mode)... in this mode you can close the keyboard and do most things :
FULLSCREEN : Move Forward
Zoom Out : Fire
Zoom In : NextWeap

Once you've put it into 810Mode then both keyboard and no-keyboard are simulateneous so you can pop out keyboard at times and close at others if thats what you wanted to do.

Unless i hear other suggestions i will bundle this autoexec into new packages (probably next week) and make a new minor revision which i can also put in repo.

If anyone has a cool 64x64 icon for quake let me know otherwise i'll probably end up with a q1 logo similar to the q2 logo.

XTC
03-18-2008, 05:10 PM
As for optimization for non fpu machines.
I assume native linux quake does not use OMAP's DSP.
Maybe there is something like fpu using DSP code - ready to implement?

On my 770 - with 2007HE image flickers with pixel-doubling - every time I'm shot (with occasional screen update like flashblend and console output).

pipeline
03-18-2008, 07:19 PM
I dont have a 770 any more so i cant test drive any changes but i might look into updating 770 version sometime soon. I think i looked for way to disable 'screen flash' but theres no settings for that in config files (only a command to cause a flash :/ ) But maybe i can find code to disable flashes and other items.

I think i remember on n800/2007 (where flicker was more common than on 2008) that it helped to have no windows loaded in background. You might also try increasing screensizemode to hide the status bar so those update wont possibly cause flash/flicker on repaints.

XTC
03-19-2008, 03:15 PM
Yesterday I was able to try Hexen2 port and I must admit - It works significantly (30-40% imho) faster than Quake. I was a bit confused since H2 uses more textures and complex objects as well as some improvements over native quake.

Stal
03-22-2008, 08:40 AM
wow, the new n810 controls work a treat! Found it much easlier to use. :D

Played through and completed the first epsidode, now guess i need the original pak files for the others.

Now where did i put that disk........

ukki
03-23-2008, 05:20 PM
Finally managed to test this. Excellent port and excellent controls. Great job Pipeline. Runs very smoothly on n800 compared to 770. Didn't manage to play multiplayer between two tablets though. Maybe my quake command line skills are just rusty.

3xternal
03-24-2008, 12:57 AM
This may have already been covered, but I really don't want to browse 11 pages.

Is there a way to setup the controls exactly like Duke Nukem 3D, particularly the mouse look using the stylus?

pipeline
03-24-2008, 01:10 AM
yea but you could at least read the first post

mouselook is that way by default... if mmc then put my autoexec.cfg in id1 dir of data dir

3xternal
03-24-2008, 02:56 AM
I did read the first post, but not close enough I guess. Thanks for setting straight. :)

(I am using MMC)

qwerty12
04-17-2008, 02:03 PM
I did a quick mod to the latest sdlquake mmc1 version for the pixdbl files. Now, if you press home, the q1 icon shows up :).

/usr/bin/sdlquakepxd:


#!/bin/sh
BASENAME=`basename $0`
export SDL_VIDEO_X11_WMCLASS=${BASENAME}
export WM_CLASS=${BASENAME}
cd /usr/lib/sdlquake
./sdlquake -nocdaudio -winsize 400 240 -fullscreen -basedir /media/mmc1/quake $1 $2 $3 $4 $5 $6


/usr/share/applications/hildon/sdlquakepxd.desktop:


[Desktop Entry]
Version=1.0
Encoding=UTF-8
Name=SDL Quake PixDbl
Exec=/usr/bin/sdlquakepxd
Icon=sdlquake
Type=Application
Terminal=false
X-Icon-Path=/usr/share/icons
StartupNotify=true
X-Window-Icon=sdlquake
X-Window-Icon-Dimmed=sdlquake
X-HildonDesk-ShowInToolbar=true
X-Osso-Type=application/x-executable
StartupWMClass=sdlquake

pipeline
04-17-2008, 02:30 PM
Thanks! Thats the one area i had been wanting to figure out... i'll test this out tonight on several programs.

qwerty12
04-17-2008, 02:42 PM
Np :)

The links here are useful too:
http://www.internettablettalk.com/forums/showthread.php?t=18452

Also, set up the program for dbus (create a service file etc) and you get a nice startup notification :)

Of course, I speak as a non dev... :p

pipeline
04-17-2008, 07:14 PM
Heh well being a maemo developer is 99% compiling someone elses code so you must mean you just dont have scratchbox installed ;)

Did you get this to work? Im not having luck... maybe the dbus service file is required just for taskbar integration?

qwerty12
04-17-2008, 07:25 PM
Heh well being a maemo developer is 99% compiling someone elses code so you must mean you just dont have scratchbox installed ;)

Did you get this to work? Im not having luck... maybe the dbus service file is required just for taskbar integration?

Hehe, true ;p. I have a scratchbox installed (2 actually :p)

I've had varied success, in xmms, I can use those lines without a dbus service for it to show in the side. In quake, those lines only work for the home button.

Writing a dbus service file is quite easy but I'm not if the app needs to be dbus aware, when i tried one with xmms, it would crash.

pipeline
04-17-2008, 07:46 PM
Hehe, true ;p. I have a scratchbox installed (2 actually :p)


Ah yes and i see you've been compiling synaptic and unionfs-- +1 to both those efforts :) No more denying you are a linux developer now you ran 'make'.

I'll keep messing around with this... im sure theres some weird magical incantation i am missing.

pipeline
05-10-2008, 09:32 PM
Now that i have the XQF (http://www.internettablettalk.com/forums/showthread.php?t=19965) game server browser running, i took another look at quake multiplayer (it didnt work before), and found a patch which the sgi irix port of quake multiplayer devised to fix it for them.

So multiplayer now works and it works with the XQF server browser (well for lan games at least... no standard quake master servers are up with default xqf config)

OS 2007 users let me know if the N800/810 doesnt work for you.

N800/N810 Ready2Run, mmc2, and mmc1 packages in first post.

A new 770 build is also in first post, so multi should in theory work there too.

pipeline
05-11-2008, 12:31 PM
I was able to run a threewave ctf server and connect to it from another tablet using XQF.

I made a zip of the ctf folder which contains two official mappacks (16 maps). Links and info in first post.

Hopefully we will get quakeworld (quakeforge source port) which will have more internet games but at least you can play ctf with friends on tablet now over lan or internet.

pipeline
05-12-2008, 07:34 PM
Well i was making fixes to support teamfortress so i did a new build (sorry if you just upgraded).

- Fixed Flickering on level loads... no more ugly desktop showing through.
- Numbers are available when SHIFT is held down so 810 users can type in numbers.
- Re-added back the -mem variable i forgot in rev36, which some mods require
- Increased the number of command line variables from 6 to 9 for launching mods with many options

*Please Uninstall and reinstall* since the package names have changed for r2r, mmc1, and mmc2 packages.

Links in first post.

pipeline
05-17-2008, 03:42 PM
Wow i feel like i finally got the sdlquake port done but i wanted one more mod... botmatch.

This mod is for mmc1/mmc2 8x0 users with full retail data files (pak1.pak).

Its more than just a mod, its a maemo quake magnum opus :P

I lifted code from machinima.com (http://www.machinima.com/article/view&id=88) to get slow motion settings to make things easier for tablet users.

Then i lifted the omicron bot mod which is very good for emulating ut/q3 type botmatches.

Then i lifted a great set of 18 deathmap maps from the Multiplay Quake Archive (http://mpqarchive.pauked.com/).

With that foundation, i made a good autoconfig mappings for maemo controls which include :
AdminMode : Fullscreen=nextmap, zoomin/zoomout toggle settings like shell casing and humanbotpathing which might slow you down if left on
GameSpeed : ZoomOut : slow down; ZoomIn : speedup; fullscreen : showspeed
BotmatchMod : ZoomOut : AddBot; ZoomIn : removebot; FullScreen toggle bottalk
ObserverMode : Fullscreen : become observer; ZoomOut : cycle players; ZoomIn : toggle chasemode

810 Users have additional binds (b : addbot; k : next map; c toggle shell casings; h toggle humanbotpathing)... when i first load on 810 i hit c, h, k (until i find a map), and then b to add bots

It will cycle through all the maps randomly if you let the timelimit or fraglimit run out. If you manually select nextmap from the admin menu it will cycle sequentially through rotation.

If you wanted to play other tablets, they need this mod and maps installed.

Once a rev38 sdlquake and the sdlq-botmatch.zip are installed then from the console you would type :
botmatchpxd : to launch a botmatch game (make a link using personal menu)
botmatchpxd -listen : to host a multiplayer botmatch game other tablets or computers can join

To join a botmatch game you can use XQF and set launch command to sdlquake -game omicron

The net result : pretty good ut/q3-like botmatch capable of running a few bots or using as a demo (observing) showing your nice little computer simulation of lifeforms killing each other :) Speed is acceptable but hitchy in places... at normal (full) speed bots are really difficult... and thats leaving the skill at 0... for nightmare, edit autoexec.cfg and set skill to 3.

So to try out the mod (mmc1/mmc2 8x0 full version users) :
Download rev38 version in first post or repo and then download, and then
Download the sdlq-botmatch.zip (http://wardenclyffetower.com/MaemoFiles/sdlquake/mods/sdlq-botmatch.zip) to root of mmc where data is and extract.
Run from xterm botmatchxsp

XTC
09-13-2008, 02:15 AM
anyone exept me noticed that sdlquake stopped working by segfault?
Reinstall doesn't seem to change anything.
Maybe there's something wrong with one of my packets? Anyway, Hexen2 works without a glitch.
(diablo - ssu updated on n810).

jaeezzy
09-13-2008, 11:07 AM
firstly, wow its just great. i played this before in my n95 but playing in N810 is even better.. bigger screen. btw, running it from the menu is great but when i used the personal launcher to run it, it doesn't come fullscreen not even the command sdlquake -winsize 800 480 -fullscreen helped. Also i downloaded the ready-to-run 20megs download and one last thing, where does it got installed? thanx
nevermind, i got it sorted. did impress my ipod touch user fren as IT, in his opinion, is not as good as ipod touch

konus
09-24-2008, 03:55 AM
I tried to run a couple of custom SP-maps from http://www.celephais.net/board/news.php
( http://www.celephais.net/board/view_thread.php?id=60261 and http://www.celephais.net/board/view_thread.php?id=60194&start=16 )


sdlquakepxd +map dragon
Added packfile /media/mmc2/quake/id1/pak0.pak (339 files)
Added packfile /media/mmc2/quake/id1/pak1.pak (85 files)
PackFile: /media/mmc2/quake/id1/pak1.pak : gfx/pop.lmp
Playing registered version.
PackFile: /media/mmc2/quake/id1/pak0.pak : gfx.wad
Console initialized.
UDP Initialized
Exe: 02:27:46 May 11 2008
8.0 megabyte heap
PackFile: /media/mmc2/quake/id1/pak0.pak : gfx/palette.lmp
PackFile: /media/mmc2/quake/id1/pak0.pak : gfx/colormap.lmp
693k surface cache

Sound Initialization
PackFile: /media/mmc2/quake/id1/pak0.pak : gfx/conback.lmp
Sound sampling rate: 11025
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/ambience/water1.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/ambience/wind2.wavPackFile: /media/mmc2/quake/id1/pak0.pak : sound/wizard/hit.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/hknight/hit.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/weapons/tink1.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/weapons/ric1.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/weapons/ric2.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/weapons/ric3.wav
PackFile: /media/mmc2/quake/id1/pak0.pak : sound/weapons/r_exp3.wav========Quake Initialized=========
PackFile: /media/mmc2/quake/id1/pak0.pak : quake.rc
execing quake.rc
PackFile: /media/mmc2/quake/id1/pak0.pak : default.cfg
execing default.cfg
FindFile: /media/mmc2/quake/id1/config.cfg
execing config.cfg
FindFile: /media/mmc2/quake/id1/autoexec.cfg
execing autoexec.cfg
PackFile: /media/mmc2/quake/id1/pak0.pak : progs.dat
FindFile: /media/mmc2/quake/id1/maps/dragon.bsp
Error: Hunk_Alloc: failed on 531616 bytes

But Terra map pack (http://underworld.planetquake.gamespy.com/quakerev050206.html)
Works well.
What is the problem? %/

Thanks.

pipeline
09-24-2008, 06:53 PM
Some detailed maps and many mods demand more than the default 8 Meg Memory Heap. To run those maps you will need to add a command line variable to the command line to increase this to .... say 16 Megs (havent run into anything needing more than 16).

For your example above you might try launching like this :
sdlquakepxd -mem 16 +map dragon

Or you could modify (as root) the sdlquakepxd script in /usr/bin to add that command switch automatically.

pipeline
09-24-2008, 06:56 PM
btw, running it from the menu is great but when i used the personal launcher to run it, it doesn't come fullscreen not even the command sdlquake -winsize 800 480 -fullscreen helped.

Not sure if you figured this out but the normal way to launch is using the sdlquakepxd command. The old sdlquake script is still there but too slow to use for most purposes so i removed menu link for it.

For ready2run version it stores data files in /usr/lib/sdlquake/id1

konus
09-25-2008, 01:37 AM
Some detailed maps and many mods demand more than the default 8 Meg Memory Heap. To run those maps you will need to add a command line variable to the command line to increase this to .... say 16 Megs (havent run into anything needing more than 16).

For your example above you might try launching like this :
sdlquakepxd -mem 16 +map dragon

Or you could modify (as root) the sdlquakepxd script in /usr/bin to add that command switch automatically.

Thanks!!! Now ALL my favorite custom maps are playable.
:)

polyesterangst
01-12-2009, 09:12 PM
Not sure if anyone is checking this thread, but my wife just bought me a 810 for xmas and I was trying to install this app. I have the Quake series for PC, but I can't seem to get the game to run on the 810. I have a mmc and installed the map files on there, but when I installed the app for mmc external it did not run. Do I need to install the ready to run first and then overlay the mmc? Can someone walk me through this install?

Thanks

pipeline
01-12-2009, 09:46 PM
Not sure if anyone is checking this thread, but my wife just bought me a 810 for xmas and I was trying to install this app. I have the Quake series for PC, but I can't seem to get the game to run on the 810. I have a mmc and installed the map files on there, but when I installed the app for mmc external it did not run. Do I need to install the ready to run first and then overlay the mmc? Can someone walk me through this install?


If you open file mananger does your quake directory reside under 'Internal memory card' or 'Removable memory card' ?

If its on the Internal memory card then use the mmc2 version and if on the Removable memory version then use the mmc1 version.

You could open xterm and type sdlquakepxd and hit enter to load manually and see what error messages might be displayed.

The easiest way to setup is probably to rename quake directory (to keep files around), then download and extract my shareware data archive (http://wardenclyffetower.com/MaemoFiles/sdlquake/quake_sw.zip) to the root of your mmc, test it to make sure it runs, then copy your pak files into that shareware directory for full version.

My shareware data should include my custom autoexec.cfg file for proper keybindings also.

If it still doesnt work, then run sdlquakepxd in xterm (as mentioned above) and post the error message.

Also the 810's touchscreen seems to have a little more resolution than the n800 which i tuned it for so you might want to go into options and lower mouse speed by 1 or 2 ticks to reduce the stylus look gitteriness.

jself
06-08-2009, 01:18 PM
Not sure if anyone has mentioned this but how about if you could double-tap the screen to jump? Jumping on the N800 is a bit clumsy.

jself
06-08-2009, 03:36 PM
How can I see the system directories/files in the file manager to edit the CFG?

jself
06-13-2009, 06:21 PM
Anyone? Bueller? :p

pipeline
06-13-2009, 08:15 PM
Try :
http://maemo.org/downloads/product/OS2008/emelfm2/

If you installed the ready2run version then run emelfm2 as root from xterm so you have permission to edit cfg files.

iamsrp
01-12-2010, 08:23 PM
I noticed I am getting the postinst error:
maemo-select-menu-location: not found
on my N900 for SDL Quake. Looks like it has been deprecated as per:
http://communitizer.blogspot.com/2009/07/fremantle-maemo-select-menu-location.html
Apologies if this is old news.

qwerty12
01-13-2010, 07:41 AM
I noticed I am getting the postinst error:
maemo-select-menu-location: not found
on my N900 for SDL Quake. Looks like it has been deprecated as per:
http://communitizer.blogspot.com/2009/07/fremantle-maemo-select-menu-location.html
Apologies if this is old news.

Hardly surprising, considering this is not for the N900, but for the N8X0 where maemo-select-menu-location exists.

You can try making /usr/bin/maemo-select-menu-location an empty script and chmod +x and installing it should suceed but no guarantees you'll actually get a good experience considering this isn't for the N900.

cddiede
01-13-2010, 09:38 AM
I noticed I am getting the postinst error:
maemo-select-menu-location: not found
on my N900 for SDL Quake. Looks like it has been deprecated as per:
http://communitizer.blogspot.com/2009/07/fremantle-maemo-select-menu-location.html
Apologies if this is old news.

If I remember correctly, this isn't a critical error. It's just informational. SDLQuake should still show as installed when you query:

dpkg -l | grep -i quake

And yes, this is because you're installing N800 software on an N900. Be sure you're installing the version that packs your data files on mmc1 or else you're gonna fill up your root space really quick.

shinkamui
01-22-2010, 02:29 AM
runs fine on the N900. Definately needs a few updates to make it more playable. but speed is good, and remapping keys helps. The source of the N810 version available for me to play with?

Bec
01-22-2010, 05:44 AM
And maybe adding HWA too, it's a shame to see it like this:(

cure
04-14-2010, 05:28 PM
if anyone is going to update quake for the n900, the best way to go by far, would be to use ezquake as a base, the client used in the competative quakeworld community. and then maybe use some bits and pieces from sdlquake.

mthmob
04-14-2010, 06:21 PM
Quake 2 port has been uploaded to extra-devel. ^^ it seems to work very well :)

Bec
04-15-2010, 03:36 AM
Unortunately it doesn't work nearly as good as open arena.

The game has no HWA so the FPS are mostly below 15 and I haven't yet found a way to use ESC...

If anyone's interested here's the source with HWA for ARM (symbian): http://koti.mbnet.fi/hinkka/Download.html

fw190
04-15-2010, 06:28 AM
If I want to play Quake II I need to have pak0.pak file. I've downloaded it but it doesn't work. maybe it is a wrong file. From wher I can download the correct file?

Bec
04-15-2010, 06:38 AM
Make sure the pak is with lower case and where its supposed to be.

I also recommended a reboot, that seems to have done it for me.

fw190
04-15-2010, 09:23 AM
Didn't work for me

Bec
04-15-2010, 09:26 AM
Didn't work for me
Perhaps try other sources as well than your original cd?

fw190
04-16-2010, 03:18 AM
I don't have a original cd. I've downloaded the file from a quake forum. I just don't know where from shpuld I download a original file

Nostoi
10-22-2010, 07:23 AM
Can someone give me the exact instructions on how to config the screen size for the Read2Play version please? I can't find it. Thanks.

UrbanKid
01-17-2011, 06:29 AM
hmm....well you can actually do this in game open console type cvarlist or cmdlist there will be a list of command

OID
02-19-2011, 09:55 PM
pipeline site is not available. Where can I find source code for maemo version?

UrbanKid
02-21-2011, 12:00 AM
Hmm? source code for which one? well for maemo i know that just google sdlquake and you get the website it should be there if anyone manages to port a better quake engine for the n900 i might plan to make a small mod...

pipeline
02-21-2011, 11:01 AM
I got rid of my website, but i still have all my files.

I updated maemo.org garage site with latest source and binaries :
https://garage.maemo.org/frs/?group_id=503

The ready 2 run binary is linked to maemo.org downloads as well.

You can view either the source diff or grab the whole source build. I did not work well with autobuilder i just hacked the makefiles, so you should only do a make if you grab the rev 38 tar.gz. The makefile includes cpu optimization flags designed for older devices (810/800) so you may need to alter them if 900 has different cpu arch flags. No opengl es support in sdlquake.

UrbanKid
02-21-2011, 09:59 PM
Nice...now all we need is a better quake engine on the n900 so that we can run nice mods! but well so far darkplaces is the best engine i saw because it supports alot of things...
well the quake engine right now on the n900 is not much...fun because you can't use esc or ~ key all i know is that darkplaces support loads of things right now

trompkins
03-11-2011, 10:00 PM
I'm trying to compile this for N900 - with limited success.

It segfaults upon starting new game if there's as much as -O1 in CFLAGS.
-O0 works fine, but overall performance is utter crap.
With -O1/-O2 it runs nicely until I try to start new game...

GDB says the execution chokes on some fread():
0x4018788c <fread+44>: ldr r3, [r3]
There are three places where it could happen:
- one in cl_demo.c, in a function which handles recording and playback of demos -- the default demos play fine though, so that's not it
- two other in sys_sdl.c, in functions which handle basic file read/write duties.

Could anyone give it a look? My C skills are rather hopeless and the functions look innocuous enough to my ignorant eyes -- but maybe it's caused by something entirely different... :o

And all I really wanted to do is to uncomment some stuff in vid_sdl.c to make mouse behave properly... :rolleyes:

UrbanKid
03-14-2011, 05:53 AM
Well i am not very good with c...failed to compile my on psp engine....well for the n900 i will check your code...if i can...but my laptop kinda fried...try asking inside3d.com they can help you there

www.inside3d.com (quake modding site)

blake
05-05-2011, 07:54 PM
I got rid of my website, but i still have all my files.

I updated maemo.org garage site with latest source and binaries :
https://garage.maemo.org/frs/?group_id=503

The ready 2 run binary is linked to maemo.org downloads as well.

You can view either the source diff or grab the whole source build. I did not work well with autobuilder i just hacked the makefiles, so you should only do a make if you grab the rev 38 tar.gz. The makefile includes cpu optimization flags designed for older devices (810/800) so you may need to alter them if 900 has different cpu arch flags. No opengl es support in sdlquake.

Would it be possible to post another link to the Hexen 2 files for Maemo 2008? I am trying to find the packages here but it seems you were the only person to host the files before your website went down. Many thanks for all your work pipeline!