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ZerionSeven
10-12-2007, 02:21 AM
I've made an playable version of Quetoo Quake2 port for the N800. The game renders at 320x192 by default, though any can be used by launching the game with f.ex. 'quetoo +set vid_width 400 +set vid_height 240' from xterm and the image is always scaled to fill the whole screen. Looking around works by dragging on the screen.

You'll need to place the quake2 paks to /media/mmc2/quake2/baseq2/. The menu link launches the first level of the full version. To go to other maps, start the game from xterm with 'quetoo +map name_of_map'. (there's an list of all the map names in the same folder that has the quake2 paks atleast on my quake2 cd).

The package and sources are available from http://www2.lut.fi/~thietan1/quetoo/.

The game does not run amazingly fast, but if someone could optimize the ConvertRGBtoYUY2 function in vid_sdl.c, the game could probably run far better.

Rocketman
10-12-2007, 03:19 AM
Hate to see duplicated work. Quetoo was already release quite a while ago, although there is probably lots of room for improvement.

https://garage.maemo.org/projects/maemo-quetoo/

You might want to contact him and see if he has any patches to improve the speed or functionality, or maybe you could do a joint version? I would love to see Quake 1/2 really running well on the N800. It would really highlight the power of this small, unassuming device. It is really too bad that Nokia hasn't done any work to support the 3d acceleration features built into the processor.

I would especially love to see bluetooth mouse support so that games like this could be played properly and for better interaction with remote systems.

ZerionSeven
10-12-2007, 03:31 AM
Hate to see duplicated work. Quetoo was already release quite a while ago, although there is probably lots of room for improvement.

https://garage.maemo.org/projects/maemo-quetoo/

You might want to contact him and see if he has any patches to improve the speed or functionality, or maybe you could do a joint version? I would love to see Quake 1/2 really running well on the N800. It would really highlight the power of this small, unassuming device. It is really too bad that Nokia hasn't done any work to support the 3d acceleration features built into the processor.

I would especially love to see bluetooth mouse support so that games like this could be played properly and for better interaction with remote systems.

I knew about that version, tried some time ago, but it can only be played in a small window, and looking around doesn't work in any useful way. Though I guess I could have contacted him first, to see if he had made any progress, but it really wasn't all that much work to fix those. Done faster, than I probably would have received an reply from him.

torx
10-12-2007, 03:35 AM
Glad to see someone else finally taking up quetoo!

the last port is pretty much just a straight compile, and no updates were relaased to make it playable.

My tablet sort of screwed up so i can't test this right now, but i'll def try it after i reflash.

Just a qns though, how do i change the path to the data files? I would like to store it in my mmc1 instead.

ZerionSeven
10-12-2007, 03:43 AM
Just a qns though, how do i change the path to the data files? I would like to store it in my mmc1 instead.

The datadir is being set at compile time, so it probably can't be changed runtime right now, though quake2 does seem to have an basedir option too. You could try running with 'quetoo +set basedir /folder/where/baseq2/is/'. You'll also need to copy the autoexec.cfg and pics to the new baseq2 folder. I'll try looking into that, when I have a bit more free time.

ZerionSeven
10-12-2007, 08:21 PM
I did some further work on the project. I was able to optimize the RGB->YUY2 conversion a bit and the game now renders a bit faster.

More notably it seems it is possible to use basedir option to define the location of the data files and I made a simple launcher, that can be used to tell the game, where they are. The launcher also has options for selecting the map to start from, few resolution options, gamma and sensitivity sliders, options for displaying fps and particles and a difficulty setting.

I tried to make the game automatically save when quitting, and then loading from that point, when next launched, but the normal quake2 save funtion doesn't seem to be doing anything with quetoo. I think I'll try asking the upstream quetoo maintainer about that before wasting any more time with that. Though I won't be having access to my pc during the weekend, so that'll have to wait atleast until monday.

Files again available at http://www2.lut.fi/~thietan1/quetoo/.

torx
10-14-2007, 08:10 AM
Finally got around to trying this! This thing plays fantastic on the N800 (on 200x120 resolution)., infact, even smoother than the quake 1 port.

Everyone HAS to try this! Absolute milestone of gaming on the tablet!

Controls are mapped out nicely, except for the esc key, which more often than not, "kicks" me out of the game in the heat of the action.

If you want really smooth, but pretty bad graphics, try this:
$ quetoo +set vid_width 200 +set vid_height 120

Otherwise, you can go for:
$ quetoo +set vid_width 300 +set vid_height 180
if you want a good balance between framerate and graphics.

Note: I was testing the first release, as i couldn't install python. The second release should run faster.

You can get the shareware files here: # Shareware Quake Game Data (8.13m) (http://quake.pocketmatrix.com/pak0.pak.zip)

ArnimS
10-14-2007, 12:29 PM
I did some further work on the project. I was able to optimize the RGB->YUY2 conversion a bit and the game now renders a bit faster.
http://www2.lut.fi/~thietan1/quetoo/.

Why are you converting to YUV2? AFAIK the native mode is RGB565

ZerionSeven
10-14-2007, 12:50 PM
Why are you converting to YUV2? AFAIK the native mode is RGB565

Because, I'm doing the scaling by just converting the main surface to an overlay, and letting the N800 handle the scaling. I read somewhere, the N800 hardware supports YUY2 natively, so even if it's not done in hardware now, it probably could be someday.

Serge
10-14-2007, 12:53 PM
Why are you converting to YUV2? AFAIK the native mode is RGB565
Maybe because arbitrary hardware upscaling is available through XV extension API on N800 (which is used by SDL for YUV format surfaces)? By the way, N800 graphics chip supports arbitrary upscaling for RGB color formats too. But if portability to Nokia 770 is also desired, maybe just using pixel doubling through XSP extension is a way to go.

ZerionSeven
10-14-2007, 01:12 PM
Maybe because arbitrary hardware upscaling is available through XV extension API on N800 (which is used by SDL for YUV format surfaces)? By the way, N800 graphics chip supports arbitrary upscaling for RGB color formats too. But if portability to Nokia 770 is also desired, maybe just using pixel doubling through XSP extension is a way to go.

I didn't know the N800 could upscale RGB formats too. Would probably be quite a bit faster, since no conversion would be needed, but is there any simple way it can be done with SDL?

I'm not sure if the 770 is powerful enough to run the game at all, though XSP shouldn't be that hard to implement. Though atleast I far prefer the smooth scaling Xv does, than a simple pixel doubling would.

Serge
10-14-2007, 01:50 PM
I didn't know the N800 could upscale RGB formats too. Would probably be quite a bit faster, since no conversion would be needed, but is there any simple way it can be done with SDL?
I don't think that it is exposed through SDL API, but you can try to use omapfb ioctl calls for screen update directly. Also probably Xv could support RGB565 format along with YUV as additional bonus, but it needs to be checked, I don't remember exactly.

I'm not sure if the 770 is powerful enough to run the game at all, though XSP shouldn't be that hard to implement.
If N800 is fast enough to run quake2 in 400x240 mode, XSP will provide some speedup because you will not have to do that RGB->YUV conversion in software.

Though atleast I far prefer the smooth scaling Xv does, than a simple pixel doubling would.
Pixel doubling is a bit misleading name most likely inherited from epson documentation (http://vdc.epson.com/index.php?option=com_docman&task=cat_view&gid=36&Itemid=99). Actually it does smooth scaling.

pipeline
10-14-2007, 03:40 PM
I've built this with pixel doubling and the whole thing works good. XSP pixel doubling is pretty easy and i just did a quick benchmark to give you idea of results to expect :

@400x240 I set a bind in both configs to 'timedemo 1; map demo1.dm2'

Your build ran 9.3 fps
Xsp build ran 12.4 fps

So i would say it would be very worthy to implement xsp but that may limit your ability to implement other resolutions (maybe not needed for speed?) I guess you could scale within 400x240 window.

What i did was edit vid_sdl.c where it sets video mode i check if width is 400 and if so i drop in xsp code (mostly copy and pasted ) from here :
http://maemo.org/community/wiki/gamedevelopment/

make sure to add linker flags -lXsp so that libraries are pulled in.

Your launcher is great! Very creative use of launch script.

Although i have version 1 installers i wont bother posting links to them unless you want a hands on side by side test.

Oh, yea.. i was also able to join in a network game by adding +connect 192.168.1.100 to connect to my desktop (official quake2) game so it seems multiplayer is supported and works although probably only makes sense to play other tablet users.

How cool would that be if you could implement some kind of multiplayer game join/setup to your launcher ! Boy requesting features is fun!

I was also able to run ctf game but i had issues with game dir ... i had to put ctf pak file (11megs) on internal memory with ctf game library. Still alot of possibilities... maybe an ITT ctf server.

ZerionSeven
10-14-2007, 05:13 PM
I've built this with pixel doubling and the whole thing works good. XSP pixel doubling is pretty easy and i just did a quick benchmark to give you idea of results to expect :

@400x240 I set a bind in both configs to 'timedemo 1; map demo1.dm2'

Your build ran 9.3 fps
Xsp build ran 12.4 fps

So i would say it would be very worthy to implement xsp but that may limit your ability to implement other resolutions (maybe not needed for speed?) I guess you could scale within 400x240 window.

What i did was edit vid_sdl.c where it sets video mode i check if width is 400 and if so i drop in xsp code (mostly copy and pasted ) from here :
http://maemo.org/community/wiki/gamedevelopment/

make sure to add linker flags -lXsp so that libraries are pulled in.

Oh, yea.. i was also able to join in a network game by adding +connect 192.168.1.100 to connect to my desktop (official quake2) game so it seems multiplayer is supported and works although probably only makes sense to play other tablet users.

How cool would that be if you could implement some kind of multiplayer game join/setup to your launcher ! Boy requesting features is fun!

I also made a quick version, which uses XSP to do the scaling rather than converting to an overlay and while the game reports a higher fps, the actual gameplay feels more jerky. I think'll keep the overlay scaling for now, atleast until I can figure out, what I'm doing wrong with XSP.

I already started adding multiplayer join to the launcher, so that'll be in the next version.

I uploaded binaries for a XSP version to http://www2.lut.fi/~thietan1/quetoo/quetoo-xsp.tar.bz2 and sources to http://www2.lut.fi/~thietan1/quetoo/quetoo-xsp-src.tar.bz2.

Serge
10-14-2007, 05:32 PM
I also made a quick version, which uses XSP to do the scaling rather than converting to an overlay and while the game reports a higher fps, the actual gameplay feels more jerky. I think'll keep the overlay scaling for now, atleast until I can figure out, what I'm doing wrong with XSP.
Apparently that's the problem with tearsync. It is enabled for YUV screen updates in xserver, but is turned off for normal RGB updates (to avoid a tearing line at the bottom part of screen because of slow screen update speed). So overall N800 hardware is capable of doing arbitrary upscaling for RGB with tearsync, these features are also supported in omapfb kernel driver (except for 24-bit and 32-bit video modes), but all this good stuff is not available for use from xserver and SDL. Maybe it makes sense submitting a feature request at maemo bugzilla to ask for some way of using these features (probably the most easy way would be to allow setting arbitrary screen resolutions implemented via the use of hardware scaling). I would not hold breath though, as Nokia developers were very reluctant to implement even XSP support (initial N800 firmware did not have a working pixel doubling). The best chance to get this stuff working would be to hack xserver (sources are available fortunately) and add all the needed features to it, submit a patch to maemo bugzilla and hope that it might get into official firmware release eventually :)

pipeline
10-14-2007, 05:39 PM
Yep... sounds familiar. I implemented a quick absolute positioning mouse at first but it seemed as though the actual touchscreen (or touchscreen movement) bogged it down.

The default accelerating mouse is annoying but it didnt seem to bog down input as much so i left it in... until maybe a last ditch effort to try workarounds. As annoying as it is it can pan around sooo smooth... i think because your not constantly -moving the stylus- just setting a location to track to... while the absolute positioning resulted in a flurry of SDL movement callbacks.

Perhaps you are at that point. Maybe you can trap the event queue for mouse movements and respond to only every third movement or something... see if that helps.

see if dpad movement (or timedemos) feels smoother (no stylus input) to see if this might be it.

ZerionSeven
10-14-2007, 07:19 PM
Yep... sounds familiar. I implemented a quick absolute positioning mouse at first but it seemed as though the actual touchscreen (or touchscreen movement) bogged it down.

The default accelerating mouse is annoying but it didnt seem to bog down input as much so i left it in... until maybe a last ditch effort to try workarounds. As annoying as it is it can pan around sooo smooth... i think because your not constantly -moving the stylus- just setting a location to track to... while the absolute positioning resulted in a flurry of SDL movement callbacks.

Perhaps you are at that point. Maybe you can trap the event queue for mouse movements and respond to only every third movement or something... see if that helps.

see if dpad movement (or timedemos) feels smoother (no stylus input) to see if this might be it.

I did some testing, and while it does appear the game is not as jerky when not using the stylus, it's quite hard to tell. Why would the stylus movement not slow down the overlay scaled version just as much as it does the xsp doubled one?

But I think I'll make the game use the xsp doubling at 400x240 and the overlay with any other for now, since it doesn't really run playably at 400x240 with the overlay scaling anyway (though the RGB->YUY2 conversion can probably still be optimized considerably).

I might even look into modifying the xserver to allow scaling to any resolution, though the game works well enough at something like 320x192 with the scaled overlay, so I'll probably be doing some other work first.

pipeline
10-14-2007, 09:05 PM
Your latest version running pixel doubled has very smooth look now. Well done!

I had to do some other tweaks and im not sure how many helped but :

The most important tweak was to go into maemo control panel and under sounds, Disable the Key sounds.

You notice how buttons make a noise when pressed as 'feedback'... well in the game when you keep a key held down and move the stylus its like re-registering the key event, causing a barrage of sound interruptions... as if only one input (button or touchscreen) allowed at a time. By disabling the key sound its probably just avoiding cpu burden/interrupting to play that sound... which may be helping responsiveness but if for anything it just helps me keep my sanity. The hardware limitation (hack?) is probably still there... it just doesnt burden machine to 'notify' you falsely about it being a 'new' button press 10 times a second... when you actually never released it.

I also added these lines to autoexec.cfg :
precache 1
+mlook
bind mouse1 ""

precache might help (assuming it works as advertised)
i doubt the mouse commands change anything different from how you have it... but thats a good default i use.

So this is pretty much great for me although i might tweak configs or post my configs. I wonder if programs can disable those system sounds automatically (restoring old button sound state when done)... i dont really need button sounds (just wondering how one might do it).. touchscreen sounds are all i really need.


-default keybind suggestion-
Since users cant save might be nice change f4 bind to something like :
bind f4 "give shotgun; help"

At least then they have minimum weapon they can call up using menu key, which can get them out of more early situations until they can find better weapons

Not sure how you are packaging but you could convert the icon in the src directory to png and put into /usr/share/pixmaps and reference from .desktop file to add q2 icon to menu. The latest version of pypackager will let you also pick that icon to use in the uninstall menu (nice to see even if your uninstalling a different app)... not sure how that would be done without pypackager.


Great work... ill be watching out for impovements.

ZerionSeven
10-14-2007, 10:05 PM
I've uploaded an third release again to http://www2.lut.fi/~thietan1/quetoo/. New is the XSP doubling for 400x240 and the launcher has received some new options, including ability to connect to a multiplayer game.

I've also put a deathmatch server running at zerion.selfip.net, if people would like to try out the multiplayer.

Your latest version running pixel doubled has very smooth look now. Well done!

I had to do some other tweaks and im not sure how many helped but :

The most important tweak was to go into maemo control panel and under sounds, Disable the Key sounds.

You notice how buttons make a noise when pressed as 'feedback'... well in the game when you keep a key held down and move the stylus its like re-registering the key event, causing a barrage of sound interruptions... as if only one input (button or touchscreen) allowed at a time. By disabling the key sound its probably just avoiding cpu burden/interrupting to play that sound... which may be helping responsiveness but if for anything it just helps me keep my sanity. The hardware limitation (hack?) is probably still there... it just doesnt burden machine to 'notify' you falsely about it being a 'new' button press 10 times a second... when you actually never released it.

So this is pretty much great for me although i might tweak configs or post my configs. I wonder if programs can disable those system sounds automatically (restoring old button sound state when done)... i dont really need button sounds (just wondering how one might do it).. touchscreen sounds are all i really need.

Hadn't even thought about the default feedback sounds the device has. I just hate those so I've always disabled them right after flashing. I don't know if they could be disabled for the duration of the game, but I'll try looking into that.

I also added these lines to autoexec.cfg :
precache 1
+mlook
bind mouse1 ""

precache might help (assuming it works as advertised)
i doubt the mouse commands change anything different from how you have it... but thats a good default i use.

The page http://console.planetquake.gamespy.com/commands/quake_2.html tells me
precache

Type: Operation

Description: Load up all the necessary information before entering a map.

Note: This is an internal command used to load up all the necessary models, sounds, sprites, and images before starting a level. This command is send by the server to the client right before the server is ready to accept the client into the game. This command checks what level the server is running, and using that information compiles a list of all necessary games files that should be loaded up for that specific map, and loads them.

So I don't think that precache option should do anything in autoexec.cfg. Mouselook should be on by default and I already have that 'unbindall' command in the autoexec.cfg, which clears the mouse1 binding.

-default keybind suggestion-
Since users cant save might be nice change f4 bind to something like :
bind f4 "give shotgun; help"

At least then they have minimum weapon they can call up using menu key, which can get them out of more early situations until they can find better weapons

I'd rather have the game save the game when exited and then continue from that point when next launched, but I'm not sure if saving works with quetoo, I'll have to try asking the upstream author about that. But if it doesn't I'll have to add something like that.

Not sure how you are packaging but you could convert the icon in the src directory to png and put into /usr/share/pixmaps and reference from .desktop file to add q2 icon to menu. The latest version of pypackager will let you also pick that icon to use in the uninstall menu (nice to see even if your uninstalling a different app)... not sure how that would be done without pypackager.


Great work... ill be watching out for impovements.

The package already installs some icons into '/usr/share/icons/hicolor/26x26/hildon' and such, and they are referenced in the .desktop file. Don't really know why they don't seem to display. The deb control file also has the XBS-Maemo-Icon-26, with the icon in base64 and it does display in the app manager for me.

earl00
10-15-2007, 12:26 AM
server working great. we should schedule a n800 deathmatch.

torx
10-15-2007, 07:34 AM
server working great. we should schedule a n800 deathmatch.

The map rotation are abit too fast though. More often than not, the map changes while i was downloading the map half way.

Other than that, it would be good if the maps are smaller and more open. It's pretty hard to navigate the map and find opponents to kill with such huge maps and little player. In fact, i was running around the map for a pre tty long time thinking i was all alone until pipeline lobbed a few grenades at me. :D

pipeline
10-15-2007, 07:35 AM
Looks good... seems multi will be fun...

Ok yes you do have uninstall icon but i think your main icon should be in /usr/share/pixmaps.. when i put it there it shows up (after reboot)

Heh yep i saw torx and could tell he was enjoying relaxing slime bath so i didnt pineapple him :) i did notice at least with two people not shooting alot that the player movements were very smooth which is good.

I didnt notice map being too small.. maybe just learning or relearning them you can fly through real quick... but i'm sure some custom maps have been made which are more arena like... i wonder if autodownload works :) then you could just add a new map to server and client will download it.

ZerionSeven
10-15-2007, 08:27 AM
The map rotation are abit too fast though. More often than not, the map changes while i was downloading the map half way.

Other than that, it would be good if the maps are smaller and more open. It's pretty hard to navigate the map and find opponents to kill with such huge maps and little player. In fact, i was running around the map for a pre tty long time thinking i was all alone until pipeline lobbed a few grenades at me. :D

I changed the timelimit to 30 on the server (it was 10). I didn't try all of the maps, but I think the ones I did were pretty good sized, maybe not for just 2 players though, but I'm hoping there'd be atleast a few more than that. My connection should be able to handle 16 players, though I don't know how much the number of players would affect the game speed on the device.

You can see a list of all players with the menu key (or to whatever the help command is bound to).

Looks good... seems multi will be fun...

Ok yes you do have uninstall icon but i think your main icon should be in /usr/share/pixmaps.. when i put it there it shows up (after reboot)

Heh yep i saw torx and could tell he was enjoying relaxing slime bath so i didnt pineapple him :) i did notice at least with two people not shooting alot that the player movements were very smooth which is good.

I didnt notice map being too small.. maybe just learning or relearning them you can fly through real quick... but i'm sure some custom maps have been made which are more arena like... i wonder if autodownload works :) then you could just add a new map to server and client will download it.

Putting the icons in the /usr/share/icons/hicolor, I can have several icons for different sizes, but seems I have to run 'gtk-update-icon-cache -f /usr/share/icons/hicolor' for them to register there. Next version will have them fixed, and they should appear if you run that command as root with the current version, though maybe not instantly, but at least after a reboot.

Quetoo should support autodownload and I think I have it enabled on the server, though I haven't actually tried it.

tobiasj
10-15-2007, 09:52 AM
I have been following this topic with excitement as I really enjoy Quake II and cant wait to play it on the N800.
So with that in mind, I downloaded the latest version got out my Quake2 CD and put all the data on my SD card, installed Quetoo and launched it. The menu looks great, and I can run the game from xterm (with a really long string of command line options) but I can not get the browse button or the launch button to do anything in the menu. I must be doing something wrong, but in going over this thread and the web page for Quetoo for N800 I dont see anything.
Anyone have any suggestions why it wont launch or let me browse to the baseq2 folder? I can type in the path manually (which I do) but even then the launch button still doesnt do anything.

Thanks,
-John

torx
10-15-2007, 10:27 AM
THe path should look something like /blah/quake2/

not necessary to include baseq2.

tobiasj
10-15-2007, 01:55 PM
THe path should look something like /blah/quake2/

not necessary to include baseq2.

Yeah, I figured that out, thanks though. Still, shouldn't the browse button or the launch button do something?

-John

tobiasj
10-15-2007, 03:19 PM
OK I figured that out, it was a python problem. (duh I guess..) I am not sure what but a removal and reinstall of python2.5 fixed it right up. Now it browses and launches.

Which brings me to my next set of questions.

Key Mapping. I have a BT keyboard that I use for important things like well, Doom, Frotz and now QuakeII, or at least I would if I could figure out how to make it work correctly. I made some changes to the autoexec.cfg like suggested in this thread, but I must not know what the keys are called or something because I can not seem to get the ctrl key to fire.

s_volume 0.1
unbindall
bind uparrow +forward
bind downarrow +back
bind leftarrow +left
bind rightarrow +right
bind enter +moveup
bind f4 help
bind leftctrl +attack
bind f7 weapnext
bind x +movedown
sv_enforcetime 0
m_filter 0
timedemo 0

I would rather turn when using the left and right arrows and then for straifing use 'a' and 'd' (no mouse look) plus I want the control key to be fire, and none of those changes work. (I have not added a and d yet since whats the point...)

The +right and +left are from http://console.planetquake.gamespy.com/commands/quake_2.html#h-2
but dont work, in fact, it still straifs left and right when I use them.
I did try both ctrl and leftctrl to no avail. Does anyone know how to make this work?

9a6or
10-15-2007, 04:16 PM
I have the same problem as tobiasj, ie.cannot browse in Settings. Reinstalling python2.5 runtime did not help. Any suggestions?

pipeline
10-15-2007, 07:50 PM
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.

I know this is happening because i (after noticing this problem) i ran the startup script quetoo-launcher from xterm and i inserted a print command as debug text... i can see it firing fine when i shut down using the close button but if i shutdown with x icon then xterm doesnt show command prompt and i have to ctrl-c to quit... after which i can run again. Since you cant ctrl c if launching with icon i would probably have to reboot or find task to kill.

Suggestion for others having problems : run quetoo-launcher from xterm and see if there are any messages/errors dumped to console to help zerion track it down.

I also get a warning about libglade not understanding do_overwrite_confirmation for class 'GtkFileChooserDialog' but this warning is probably harmless because i fixed it and still have shutdown problem.

MoridinBG
10-16-2007, 03:50 AM
Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)

tobiasj
10-16-2007, 07:59 AM
I have the same problem as tobiasj, ie.cannot browse in Settings. Reinstalling python2.5 runtime did not help. Any suggestions?

I know this is being a bit picky, but did you remove it completely before the re-install? I had to remove it and follow the instructions (loosely of course) for the complete removal of 2.4 before the upgrade to 2.5 so that when I reinstalled 2.5 it was a clean install with no luggage left over from the previous install. Thats when it started working..


-John

torx
10-16-2007, 08:34 AM
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.


Same problem here, but it usually fixes with a "killall python2.5 && killall quetoo".

Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)

GMT +8 here, but i've irregular sleep pattern so timezone doesn't really make sense for me. :)

Khertan
10-16-2007, 08:40 AM
Deatmatches should be scheduled so more player could gather together. And timezones should be considered too (GMT +2 for me)
Reply With Quote

GMT +1 for me :)

9a6or
10-16-2007, 01:47 PM
I know this is being a bit picky, but did you remove it completely before the re-install? I had to remove it and follow the instructions (loosely of course) for the complete removal of 2.4 before the upgrade to 2.5 so that when I reinstalled 2.5 it was a clean install with no luggage left over from the previous install. Thats when it started working..
I had 2.5 before (not 2.4) so it was an uninstall followed by install (ie. reinstall). Is there a trick to fully remove 2.5?

9a6or
10-16-2007, 02:23 PM
In red pill mode I've now removed ALL progs beginning with python plus kagu which was holding python. Then reinstalled python2.5-runtime and quetoo, and now all works fine :)

Thanks for the hint tobiasj

MoridinBG
10-16-2007, 02:49 PM
I left my charger at work and the battery is with red status. So today I won't be able, but what about arranging a deathmatch let's say everyday @ 21:00 Greenwich time?
May be a time around noon would be more suitable at it will be day for most players, but many are at work at this time.

ZerionSeven
10-16-2007, 03:43 PM
I have different but similar issue... i can run the program and the buttons work. But if i shut down using the x in the top right corner... the shutdown event doesnt fire and i will be unable to load the launcher until i reboot... i guess because its still running.

I also get a warning about libglade not understanding do_overwrite_confirmation for class 'GtkFileChooserDialog' but this warning is probably harmless because i fixed it and still have shutdown problem.

Had forgotten to move the main windows destroy signal, when I moved things to the separate config dialog, so the launcher didn't close properly when closed with the x. This'll be fixed in the next version, but for now you should use the close button to close the launcher.

I have a bit newer version of glade on my desktop than the device has, but it should just ignore any settings it doesn't understand. But that should not make browse dialog not appear, if anyone's still having this problem, it would help if you could post any output from the launcher, when run from xterm, when started and when the browse button is clicked.

Also noticed typing the basedir manually didn't work, I've also fixed this for next version.

Key Mapping. I have a BT keyboard that I use for important things like well, Doom, Frotz and now QuakeII, or at least I would if I could figure out how to make it work correctly. I made some changes to the autoexec.cfg like suggested in this thread, but I must not know what the keys are called or something because I can not seem to get the ctrl key to fire.

s_volume 0.1
unbindall
bind uparrow +forward
bind downarrow +back
bind leftarrow +left
bind rightarrow +right
bind enter +moveup
bind f4 help
bind leftctrl +attack
bind f7 weapnext
bind x +movedown
sv_enforcetime 0
m_filter 0
timedemo 0

I would rather turn when using the left and right arrows and then for straifing use 'a' and 'd' (no mouse look) plus I want the control key to be fire, and none of those changes work. (I have not added a and d yet since whats the point...)

The +right and +left are from http://console.planetquake.gamespy.com/commands/quake_2.html#h-2
but dont work, in fact, it still straifs left and right when I use them.
I did try both ctrl and leftctrl to no avail. Does anyone know how to make this work?

I moved the default autoexec.cfg (the one that gets copied to the when you set basedir) to /usr/share/quetoo/quake2/baseq2/ with the third release, which also happens to be the default basedir, so it seems the game is now executing that instead of the one in the basedir set in the launcher. So you'll need to modify that, if you want to change the keys. I'll think of some better way to handle this for the next version.

ZerionSeven
10-16-2007, 06:27 PM
Fourth release is now ready and again available from http://www2.lut.fi/~thietan1/quetoo/. This mainly fixes problems with the launcher, like the icons and closing the window. Only new features are a combo box for selecting the player skin in the launcher (you'll need the players folder from your quake2 cd in the baseq2 folder on your device for this to work properly) and the autoexec.cfg is no longer copied to the basedir (and even if it is there, it does nothing), instead the launcher now tries to exec an user.cfg if placed there, where you can change the default key bindings or any other settings.

I left my charger at work and the battery is with red status. So today I won't be able, but what about arranging a deathmatch let's say everyday @ 21:00 Greenwich time?
May be a time around noon would be more suitable at it will be day for most players, but many are at work at this time.

For me anything not between 04:00 GMT and 13:00 GMT would be fine, looking at what others posted as their timezones, perhaps 22:00 GMT would be good?

MoridinBG
10-17-2007, 05:25 PM
I finally got the paks. Copied the entire baseq2 (heavy 214MB) on the card, set the dir in launcher and nobody. Started it in terminal and when I hit Launch it spits out an error about unable to find pics/colormap.pcx. It's there, checked it. runing quetoo with params in xterm gives the same.

ZerionSeven
10-17-2007, 06:40 PM
I finally got the paks. Copied the entire baseq2 (heavy 214MB) on the card, set the dir in launcher and nobody. Started it in terminal and when I hit Launch it spits out an error about unable to find pics/colormap.pcx. It's there, checked it. runing quetoo with params in xterm gives the same.

Are you sure you have the folder that has the baseq2 folder set in the launcher and not the baseq2 folder itself? Meaning if your paks are in /media/mmc2/quake2/baseq2/, then the path in the launcher should be /media/mmc2/quake2.

If that's not it, perhaps there was some error in copying the paks, you could try recopying them to the card. You also only need the paks and the players folder in baseq2. Mine are 198.4 MB.

ZerionSeven
10-19-2007, 06:22 AM
Fifth release is now available at http://www2.lut.fi/~thietan1/quetoo/ as usual.

For this I optimized the RGB->YUY2 conversion a fair bit, and I'm now getting higher fps with it at 400x240 than with the XSP pixel doubling, so the XSP doubling has been removed.

Also, the game saving support was dropped in 0.5.0 upstream, but I've reimplemented it based on the quetoo 0.4.0 sources and it would appear to be working. Though I did notice the savegames don't appear to be compatible with any other quake2 builds (including quetoo 0.4.0). The game is now automagically saved when you quit, and should continue again from that point, when next launched. There's also a new delete button in the launcher, that can be used to clear the current save game.

tobiasj
10-19-2007, 03:20 PM
Thanks for all the great work and time your putting into this, it has to be barr none, the best game I have played yet on the n800.

I just updated to the 5th release and it is even smoother and faster than it was, I even tried it in 800x480 (just to see what it was like) and it looked great, a bit slow on my n800(of course!) but very nice.

The only question I have is, why take away the option to choose your map from the launcher? I know you can still when launching it via xterm, but I really liked the ability to pick a level and just go from the launcher.

Saving is great, I tend to die a lot and the save is very bennificial..

So all in all, things just keep getting better and better, thanks again for making what has become the biggest time waster I have on the n800!

-John

torx
10-19-2007, 11:28 PM
I wonder how much faster it would run when the new firmware unlocks 400mhz! That's almost a 20% increase in speed!

ZerionSeven
10-21-2007, 12:10 PM
The only question I have is, why take away the option to choose your map from the launcher? I know you can still when launching it via xterm, but I really liked the ability to pick a level and just go from the launcher.

Saving is great, I tend to die a lot and the save is very bennificial..

I thought maybe the map selection would not be needed anymore, now that saving works, but yeah, I do think it would be better to still have it, so I'll be putting it back for the next release. I seem to also have forgotten an important part of the savegame code, in that with the current release, when you die, the game just clears all data and restarts the map, and you lose all weapons and items, when I think it should load the current savegame (that is either the state when the game was launched, or the last time the map changed).

I wonder how much faster it would run when the new firmware unlocks 400mhz! That's almost a 20% increase in speed!

I'm currently getting around 6-7 fps at 800x480, which is just a bit too low to really play the game at. But a 20% speed increase might just be enough to make the game playable even at that and I'm hoping OS2008 would have some optimizations to screen update stuff as well. Though perhaps I'm hoping for a bit much, but currently I'd already consider the game playable at 480x288, so I'd think atleast 560x336 should become usable.


I've also been trying to think of a good way to handle items in the game and as far as I can think of, there's really no way to handle everything with the amount of buttons the device has, so I've been thinking of adding an onscreen list of items and weapons, where they could be activated by clicking. I've been thinking of having it on the left side of the screen. There you'd have to use your left hand to select them and could not move simultaneously, but atleast I like to do all looking around at the right edge of the screen and having the list there, I think would interfere with that too much. But what do you think would be best?

Edit: I haven't really noticed this before, but are others having trouble moving and turning the camera at the same time? It's looking like as if the device would be having trouble detecting keypresses the same time as the touchscreen is being used, but I don't know why I would not have noticed this at all before, or if maybe I've just messed up some setting or other in my device.

tobiasj
10-22-2007, 08:12 AM
Edit: I haven't really noticed this before, but are others having trouble moving and turning the camera at the same time? It's looking like as if the device would be having trouble detecting keypresses the same time as the touchscreen is being used, but I don't know why I would not have noticed this at all before, or if maybe I've just messed up some setting or other in my device.

I have not noticed this as a problem, I can move and turn the camera at the same time, I think I can anyway. At least I have not noticed anything I couldnt do..

I am glad your putting the map selection back on the launcher, sometimes I just wanna play a particular level and I only have a few minutes and there is nothing quick about launching it in xterm.. ;)

I've also been trying to think of a good way to handle items in the game and as far as I can think of, there's really no way to handle everything with the amount of buttons the device has, so I've been thinking of adding an onscreen list of items and weapons, where they could be activated by clicking. I've been thinking of having it on the left side of the screen. There you'd have to use your left hand to select them and could not move simultaneously, but atleast I like to do all looking around at the right edge of the screen and having the list there, I think would interfere with that too much. But what do you think would be best?

Yeah, the left side would be better, and if it isnt too hard to accomplish, make it selectable on and off, that way when I am using my BT keyboard, and dont need the list it isnt taking up space. Certainly it will be a welcome addition for example when (much like this weekend) I am sitting at the theater waiting for a movie (that I dont particularly want to see) to start and I am slicing and dicing my way through QuakeII I can access the really cool stuff. ;)

On a side note, is there some reason there isnt a hand and a gun sticking out? I think there is a console command to turn it on (I would have to look for sure) but was it turned off on purpose (for example because the screen is so small)?

-John

CobraKC
11-13-2007, 02:20 AM
Hi, I am trying to get Quetoo to work on my N800. I have the full version files, but can't seem to put it in the right folder, or which folder to point it too, and also the files that need to be in that folder. Can U tell me what files are needed? When I hit launch, it does nothing... Also when I point to a folder I notice there is an add or remove button on the left side???

Please help! Thanks!:confused:

convulted
11-13-2007, 04:15 AM
Please insert an option for the menu to be on the left/right hand side of the screen for us lefties :) I dunno if it's because I'm left handed or not, but I'd rather have an on-screen menu on the right. Of course, a total 180-degree screen rotation would be the best thing, but it would take too much of your time I think!
Thanks for boosting the geek-factor of the N800 :D

PS: Oh, and (yes I know I'm very demanding!) is there a way of turning off the clicks generated when the touchscreen generates an event? Using the touchscreen and buttons simultaenously (which, BTW, works very well on my unit) sends it on a clicking frenzy which takes some of the effect away from the game.

pipeline
11-13-2007, 08:14 PM
The ticking sounds can be fixed as detailed below (allow myself to introduce myself ;P )


The most important tweak was to go into maemo control panel and under sounds, Disable the Key sounds.

You notice how buttons make a noise when pressed as 'feedback'... well in the game when you keep a key held down and move the stylus its like re-registering the key event, causing a barrage of sound interruptions... as if only one input (button or touchscreen) allowed at a time. By disabling the key sound its probably just avoiding cpu burden/interrupting to play that sound... which may be helping responsiveness but if for anything it just helps me keep my sanity. The hardware limitation (hack?) is probably still there... it just doesnt burden machine to 'notify' you falsely about it being a 'new' button press 10 times a second... when you actually never released it.

hordeman
11-14-2007, 12:22 AM
2008 OS is out! can someone test this port on it? thx!

iball
11-14-2007, 12:29 AM
2008 OS is out! can someone test this port on it? thx!

I won't be able to get a round tuit until this weekend. ;)
Currently reinstalling a slew of apps on my N800-mit-OS2008.

CobraKC
11-14-2007, 03:00 AM
Hi. Could someone please tell me which files are needed for quetoo to work. Their names, and where to put them???

Thanks alot! I Cant seem to get it running...

hordeman
11-14-2007, 02:19 PM
Hi. Could someone please tell me which files are needed for quetoo to work. Their names, and where to put them???

Thanks alot! I Cant seem to get it running...

The first post should give you all the info you need to get it running. After that, you may need to go through the thread to figure out how to tweak things.

torx
11-17-2007, 09:52 AM
I don't think quetoo works on the OS2008.

After jumping through lots of hoops to get the required packages, it fails with this error.

Nokia-N800-:/usr/lib# quetoo
Quetoo 0.5.0
using /root/.quake2/baseq2/ for writing
couldn't exec quetoo.cfg
Console initialized.

------- sound initialization -------
loading snd_alsa.so sound driver
load /usr/lib/quetoo/snd_alsa.so failed: /usr/lib/quetoo/snd_alsa.so: cannot open shared object file: No such file or directory

------- video initialization -------
loading vid_softsdl.so video driver, ok
recursive shutdown
Error: Couldn't load pics/colormap.pcx

pipeline
11-17-2007, 10:01 AM
that final error (colormap.pcx) just means basedir not set right.

also, not positive but i know the build of quetoo which i did would have used sdl sounds driver (snd_sdl? sdl_snd?)

i havent tried on 2008 but i heard there was issue with glade so the launcher might not work but the actual game should (if you launch using command line)

torx
11-18-2007, 02:44 AM
any ideas when this glade problem will be fixed?

pipeline
11-18-2007, 03:16 AM
Oh.. well just to clarify quetoo is entirely built/ported by zerion, but since the latest os radically reworked the gtk version, it seems i heard glade was impacted.

Since i havent done much glade development i will defer to others who might know a real answer.

torx
11-18-2007, 01:29 PM
Got it running under console and if my eyes do not lie, it seems to be really playable at the default resolution (420x240) now.

however, i could not really get around to playing it as i can't seem to change the sensitivity.

yelvington
11-18-2007, 02:13 PM
Subscribing. Upgraded to OS2008 and I need to shoot something. :D

ZerionSeven
11-18-2007, 06:40 PM
I haven't had much time to work on quetoo lately, and what work I've done, I've been trying out a few things, most of which I've had to revert back and the saving still doesn't quite work fully.

But I did update to OS2008 on my N800, and the game runs really nicely now if started from xterm, but the launcher does not work at all since glade seems to have been removed entirely (which I used to build the ui). I suppose we should now be using GtkBuilder, but I've had no luck trying to convert and haven't found any tools, I could use to rebuild the thing easily. Though I think I did see some libglade packages maybe in extras for chinook, so python bindings may not be that far behind either.

I could build some quick packages for OS2008, that don't have the launcher at all if you'd like to, but I think the current latest one should work fine too, or atleast I think there weren't any changes that would break the game itself and I haven't made any really useful changes since then either.

You should use something like quetoo +set snd_ref sdl +set vid_width 400 +set vid_height 240 +set vid_gamma 0.8 +set m_sensitivity 15 +set cl_showfps 1 +set basedir /media/mmc2/quake2/ +map base1 to start the game. The m_sensitivity sets the mouse look sensitivity, with 15 being the default I had in the launcher. Or to load the game that gets autosaved on exit, replace '+map base1' with '+load game'.

pipeline
11-18-2007, 07:12 PM
Odd, i was pretty impressed with the glade code you were able to generate... i was happy to see linux had something like that. Hopefully they will provide alternative (gtkbuilder?).

Perhaps interim solution is to make a launch script which has all that and adds a few user defined $1 $2 vars to launch like :
quetoo-launch +set map base2

Or you might (temporarily) use Linkmaker (if python installed) to make a menu link with the static launch commands shown above http://www.internettablettalk.com/forums/showthread.php?t=11093

ZerionSeven
11-18-2007, 08:02 PM
Odd, i was pretty impressed with the glade code you were able to generate... i was happy to see linux had something like that. Hopefully they will provide alternative (gtkbuilder?).

Perhaps interim solution is to make a launch script which has all that and adds a few user defined $1 $2 vars to launch like :
quetoo-launch +set map base2

Or you might (temporarily) use Linkmaker (if python installed) to make a menu link with the static launch commands shown above http://www.internettablettalk.com/forums/showthread.php?t=11093 I'm fairly new to all this development stuff myself and was quite happy to discover glade too, the launcher was actually my first application I've ever used it with. I'm not really sure why, but there apparently now is something called GtkBuilder as part of gtk itself, which is supposed to replace glade. But I think it's still fairly new, and atleast I couldn't find any interface designer that would actually support it yet and having to write the definition files by hand imho somewhat rather defeats the purpose of using such a tool in the first place. There is an python script for converting glade ui's to the new format, but that fail's before it even start's parsing the file on my system.

I'll see about making some chinook packages tomorrow, that just have maybe two menu links for starting a new game and loading a game, and also some wrapper script, that would have all the needed parameters and allows additional user parameters for easier launching from console too.

ZerionSeven
11-19-2007, 03:25 PM
As promised, I build a package for OS2008 and have put it up at http://www2.lut.fi/~thietan1/quetoo/.

As far as I can remember, the only change to the game itself compared to last version is again maybe a bit faster color conversion. As said, the launcher has been removed, and there are now just two menu links for starting from the first map, and for loading the game. The menu links set the basedir to /media/mmc2/quake2/, so they'll only work if the content is there. I didn't include any wrapper script after all, since if you're launching the game from xterm, you probably wan't to control everything I could have put into one yourself.

pipeline
11-19-2007, 03:45 PM
Working good here, thanks!

tobiasj
11-26-2007, 03:32 PM
also, not positive but i know the build of quetoo which i did would have used sdl sounds driver (snd_sdl? sdl_snd?)


Odd you should mention that... I have not run QueToo in a couple weeks now, and I am getting this when I try to run it...

Couldn't open SDL audio: No available audio device

And I get no sound. I am still running ver 5 on os2007 launching from both the launcher and via xterm with no difference. I am using
+set snd_ref sdl in xterm and whatever the launcher does. Still no sound. Anyone got any ideas?

-John

qole
12-19-2007, 07:11 PM
2008 OS is out! can someone test this port on it? thx!

Quetoo runs nicely (good framerate) at 520x312 under OS2008 on N800. Didn't try higher resolution.

Is there a way to get the framerate on the screen while playing?

Slixor
01-02-2008, 08:50 PM
Hey im like such a noob i bet, but i need some help.

Ive installed the latest version of quetoo on my n800 with os2008 installed. the icon to launch it appears in my extras menu, but when i click it nothing happens, how do i run it?

CHEERS =]

pipeline
01-02-2008, 08:55 PM
You need data files in quake2 directory on mmc2... do you own quake2? If not you might try putting the shareware paks in /quake2/baseq2 on mmc2.

Slixor
01-02-2008, 08:59 PM
Ive played quake 2 ages ago, but havent got now. can you explain a bit better what i have to do? get the data files and put them where?

bartsimpson123844
01-02-2008, 09:09 PM
Is that it? Just copy over the PAK file and it should run? I also downloaded the "Mission Pack 1" whatever that is? It has the same PAK file name. Can I just rename it to something else and use both of them? (like switching between them on an SD card or something?)

Thanks.

Slixor
01-02-2008, 09:31 PM
if anyone could give me a step by step from when you install i would be so happy, either post it here or add me on msn: slixor@gmail.com

Please help, as this game looks so ausome!!

penguinbait
01-02-2008, 09:40 PM
neat to shoot the monsters and all, but is multiplayer in the future, or is there a way to make it work? Can games be joined from console?

pipeline
01-02-2008, 09:58 PM
Quake 2 on n800 and i guess n810 is awesome... he did a great port... i only hope he is able to add the front end launcher back to OS2008 builds at some point.

Penguin : He had multiplayer working in 2007 but without the launcher its not practical... so yes technically you could join from command line... ctf even!

Slixor:
I just verified that yes it does seem to work with demo files but process is a little involved. I hope you are able to follow this :
- Download the demo on desktop... heres one source http://fileshack.com/file.x/64/Quake+2+Demo+v3.14
- If on windows xp, run the self extractor and set directory to something like \q2inst
- If on linux try opening the self extracting arcive (q2-314-demo-x86.exe) in an archive program... i just opened with FileRoller and it reads just fine.
- Dont bother installing on desktop, just navigate that extracted directory and in the q2inst/Install/Data directory copy the baseq2 folder over into mmc2 /quake2 directory so that mmc2 has /quake2/baseq2. If using something other than mmc2, just change that also in next step.
- Edit the /usr/share/applications/hildon/quetoo.desktop file, changing the base1 to demo1 (need to be root, let me know if you dont know how to do this)
- Start game from menu link

Bart : as for mission packs i would try adding as subdirectory (maybe /quake2/xatrix ?) first and modify desktop to set game xatrox but i havent tested that so not sure how well that would work. If you ever get that to work you could make a new link with LinkMaker (search)... otherwise you could try replacing paks in baseq2 as workaround and change start map to one of the mission packs as workaround.

Slixor
01-02-2008, 10:34 PM
whats mmc2? except for that i think i understand everythingn else

pipeline
01-02-2008, 10:39 PM
On the n800, the internal memory slot is mounted to /media/mmc2 and that is what he hardcoded his desktop (link) to point to for data.

You have internal memory card with around 50megs free space? If so set up /quake2/baseq2 there.

Slixor
01-02-2008, 10:45 PM
is there a file viewer anywhere where i can view these directorys? cos when i connect it up to my pc i dont see them

penguinbait
01-02-2008, 10:53 PM
Quake 2 on n800 and i guess n810 is awesome... he did a great port... i only hope he is able to add the front end launcher back to OS2008 builds at some point.

Penguin : He had multiplayer working in 2007 but without the launcher its not practical... so yes technically you could join from command line... ctf even!


What is the launcher, is it something I can compile myself. Is it quake2world?

pipeline
01-02-2008, 10:59 PM
Penguin, launcher is python (glade) front end launcher... not sure if that would be kde compatible. Just try the latest non-chinook build or grab the python files from 2007 build and use executable from 2008 version if kde shares same lib dependencies which required the 2008 build in first place.

The memory cards are mounted as drives (at least on xp)... what is your desktop ... windows xp?

Slixor : Have you installed becomeroot and set root password yet?

Slixor
01-02-2008, 11:04 PM
when i open it in windows xp its just got nothing usefull in it

and no i havent isnstaled any of that stuff, should i? and where can i do that?

pipeline
01-02-2008, 11:14 PM
Well you should know if you put memory cards in the device, even if they are empty just throw them on there if the drives show up on desktop as removable devices. This only takes care of the /quake2/baseq2 stuff though, not the editing of the quetoo_new.desktop file.

You should install becomeroot from the application manager under settings menu on n800... if you dont see it then click this link (from n800 browser) to add the repository which contains it :
http://www.gronmayer.com/it/dl.php?id=10

After you have installed it then open xterm and type :
sudo gainroot
passwd root

then set your root password, preferably to something you will remember :)

Once thats done you have two choices (or two i will mention), SSH and emelfm2.

SSH access is best because you can remotely access the entire device from a destop... i would recommend eventually learning this. Install SSH Server on device and a utility like WinSCP for Windows XP or gFTP for linux. I'm out of breath and too tired to explain this further though, you could search though.

An easier solution (after setting up root) for this one task would be to install emelfm2 from here :
http://www.internettablettalk.com/forums/showpost.php?p=108484&postcount=1

and then in xterm (as root) run emelfm2... then browse to /usr/share/applications/hildon and highlight quetoo_new.desktop and click the edit icon (looks like a notepad with pencil)... change settings as previously mentioned.

Slixor
01-02-2008, 11:31 PM
i cant find it in the app manager, and when i try to install that url it says "unable to install (null). Incompatible application package"

pipeline
01-02-2008, 11:41 PM
Oh, then go to :
http://www.gronmayer.com/it/

from your n800 and search for becomeroot and that should show repository which has it... click on green arrow to install repo, then look in application manager to install becomeroot

Slixor
01-03-2008, 12:02 AM
w000t i finnaly golt it working!!! ty pipe!! you rock!!

but 1 last question, how can i start the game on the main screen, not straight into a level?

pipeline
01-03-2008, 12:47 AM
u cant... tthe quetoo source this was built from removed menus. zerion used to have nice launcher to pick level but removed for 2008 due to issues. theres only 3 levels in demo anyways.. when u exit it should save... run quetoo load icon to resume or quetoo new to start over

congrats and enjoy

penguinbait
01-03-2008, 11:29 AM
Penguin, launcher is python (glade) front end launcher... not sure if that would be kde compatible. Just try the latest non-chinook build or grab the python files from 2007 build and use executable from 2008 version if kde shares same lib dependencies which required the 2008 build in first place.

The memory cards are mounted as drives (at least on xp)... what is your desktop ... windows xp?

Slixor : Have you installed becomeroot and set root password yet?


I did not realize this before, but network games can be played by typing

connect "IP ADDRESS"


Anyone tried to compile quake2world yet?

penguinbait
01-03-2008, 08:25 PM
OMG, I want to thank, and I will you guys for this port, I am playing quake 2 on my n800 multiplayer with all my buttons on my logitech cordless rumblepad2. I just ordered a bt mouse, I am hoping to get it working... finger crossed...



Are there any q2 servers setup, I like q2dm1 (The Edge) with sv_gravity 80...hehehe boing boing


Thanks, this is freaking awesome!!!!

pipeline
01-03-2008, 08:51 PM
Heh yea this game/port really is great... i imagine with a BT keyboard or 810 keypad the console becomes very powerful.

He had a server running just for us maemo people but its probably real lonely there since most 2008 users cant use launcher to get to it anymore.

You might try some of these servers :
http://www.gameaholic.com/servers/quake2/

Not sure if those results are live but its saying they are. Be prepared to be humiliated though :)

try doing a set game ctf then map q2ctf1 at console to see if thats working right now.

penguinbait
01-03-2008, 11:41 PM
Heh yea this game/port really is great... i imagine with a BT keyboard or 810 keypad the console becomes very powerful.

He had a server running just for us maemo people but its probably real lonely there since most 2008 users cant use launcher to get to it anymore.

You might try some of these servers :
http://www.gameaholic.com/servers/quake2/

Not sure if those results are live but its saying they are. Be prepared to be humiliated though :)

try doing a set game ctf then map q2ctf1 at console to see if thats working right now.


Connected to a couple, ah the good ole days.. No ctf servers though, several servers said quetoo not allowed


Is there a maemo server up, where is it?

I wonder how long a n800 will run on a full battery while playing quake online with a USB wifi adapter game controller:D

pipeline
01-14-2008, 10:45 PM
Since this is a good 'Showcase' application, I went through the trouble of repacking the OS2008 build of Zerion's Quetoo to be 'Ready2Run', using the q2 demo data files. This shareware/demo data is only three levels so dont expect an epic romp, more like a field trip.

Zerion: let me know if you have any issues with my doing this... i give full credit of port to you in installer, so i doubt you'll object.

Ok- heres the damage :

Although the installer claims 52megs, the filesystem is compressed and the actual footprint is 39megs.

810 users, no problem just install and be patient... you'll lose about 39megs of usable flash memory storage when its done.

800 users, the end toll is also 39Megs but installer itself is 39megs so you should probably save the installer to mmc and launch it from there. Installing straight from link might require near 80Megs free space on your device to perform/complete the install! (after its done, though it still 39)

Ok, so all you users with new 800/810s who want to see what your machine is capable of (and dont own q2), can just install this and run. The icons seem messed up (default) but i'm just going to leave them like that for now.

Just start a new game and whenever you quit (escape key/button) it will save... next time launch with 'Quetoo (Load Game)' instead of 'Quetoo (New Game)'

Grab Quetoo OS2008 Ready2Run installer here :
http://wardenclyffetower.com/MaemoFiles/quetoo-repack/quetoo-r2r-0.5.0-6zs.chinook.deb

PervertedHermit
01-15-2008, 12:10 PM
Damn this is awesome! :D Just played ctf with 12 players with my
n810 and you have really done a great job it runs smoothly. Only problem, though, is that I can't write numbers in the console -- the fn button doesn't work in the in-game console. Don't know if that could be changed... I'll try to play some single player and figure out how the n810 keyboard best fits with the Q2 controls and perhaps post my configurations later... BTW it's cool to be able to do in-game chatting and also use the console it really makes it feel complete:cool:

anidel
01-15-2008, 01:09 PM
Looking for good key bindings for my N810... awesome work !

ymaginary
01-15-2008, 02:08 PM
any chance of running it on 770 with 2007he ? :confused:

qwerty12
01-19-2008, 06:10 AM
You could always try compling this:
http://www.jfedor.org/aaquake2/ :D

Pushwall
02-05-2008, 04:34 PM
You should install becomeroot from the application manager under settings menu on n800... if you dont see it then click this link (from n800 browser) to add the repository which contains it :
http://www.gronmayer.com/it/dl.php?id=10

After you have installed it then open xterm and type :
sudo gainroot
passwd root

then set your root password, preferably to something you will remember :)

Once thats done you have two choices (or two i will mention), SSH and emelfm2.

SSH access is best because you can remotely access the entire device from a destop... i would recommend eventually learning this. Install SSH Server on device and a utility like WinSCP for Windows XP or gFTP for linux. I'm out of breath and too tired to explain this further though, you could search though.

An easier solution (after setting up root) for this one task would be to install emelfm2 from here :
http://www.internettablettalk.com/forums/showpost.php?p=108484&postcount=1

and then in xterm (as root) run emelfm2... then browse to /usr/share/applications/hildon and highlight quetoo_new.desktop and click the edit icon (looks like a notepad with pencil)... change settings as previously mentioned.
Thanks for this post pipeline, it explains alot. Here I've been doing things the slow way,...firing up xterm and using linux commands like 'cd' to change directories and 'vi' to edit files. Wow!!!...this is so much faster. Thanks for the detailed explanation. It made installing Quetoo much easier.

Pushwall
02-05-2008, 11:00 PM
Thanks Zerion for making this port happen. I can't believe I can actually play Quake 2 on my Nokia N800....amazing!! I tested the shareware and it looks and plays great. I'm loading my Quake2 registered data files tonight and can't wait. Really nice!! :cool:

JFX
02-08-2008, 01:44 PM
I just bought a n800, comes in on Monday I pray, can not wait to try this game, along with some dos games with DOSbox if at all possible.. Such as Commander Keen 1 if not episode 4, I wonder if anyone has tried that game yet.. Thanks for this q2, It sounds like its amazing. Can't wait.

multi
02-17-2008, 11:48 AM
nice work !

a little bit tricky to play but it runs quite nicely

was wondering if a bluetooth keyboard was connected could some future launcher be made to detect that ?

still would have to mouse around with the stylus but strafing and aiming could be touch easier

looking forward to any future development of this

ZerionSeven
02-20-2008, 07:58 AM
Been meaning to do this for a while now, but been a bit busy, but I've now finally built new packages for OS2008 with the launcher again included. The package is now available from http://www2.lut.fi/~thietan1/quetoo.html or from maemo.org downloads.

I had started some work on some new features too, but I managed to break my hdd moving, so I've had to revert back to the last one I released on the site. Not that there would have been anything finished ready yet anyway.

I've been thinking of changing the name of the port to something other than just quetoo, since the engine has changed quite a bit from the upstream version. Especially with the next version, since I finally intend to have those ingame item and weapon lists in. But I have practically no imagination whatsoever, so suggestions would be quite welcome.

pipeline
02-20-2008, 09:05 AM
Nice! Ok now that you've got the launcher back can you put the level select back on launcher :)

I noticed under save game it says 'Delete' so i tried deleting save game but it always says delete so i guess theres no extra hidden level select options there.

I've been thinking of changing the name of the port to something other than just quetoo, since the engine has changed quite a bit from the upstream version. Especially with the next version, since I finally intend to have those ingame item and weapon lists in.

Hooray for next versions! You could have menu key/objective screen remap controls temporarily so that dpad left right cycles weaps and up/down cycles inventory.

Thanks for continuing this, sorry about your harddrive... cant wait for cheap 200GB SSD drives.

tobiasj
02-20-2008, 09:23 AM
I've been thinking of changing the name of the port to something other than just quetoo, since the engine has changed quite a bit from the upstream version. Especially with the next version, since I finally intend to have those ingame item and weapon lists in. But I have practically no imagination whatsoever, so suggestions would be quite welcome.

Well, you could always take the 'easy' way out and call it MaemoQuakeII, but something snappier might be nice.. something simple like QII or MobileQII would be self-explanatory or something humorous like QueAlso or QIQQ (Quetoo isnt Quite Quetoo) You should put up a poll or a new thread asking for names you will probably get quite a few..

I second the request for a level(map) selector on the launcher. It is the one thing I really missed after you removed it, in fact I think you had mentioned you were going to put it back at the time.
I have played QuakeII to death on the PC and I there are a few maps I really like a lot, being able to get to them quickly in the 5 minutes I have to play it at any given time would make it even more fun than it is now.


Thanks for all your effort it is a great port!

-John

ZerionSeven
02-20-2008, 10:01 AM
Nice! Ok now that you've got the launcher back can you put the level select back on launcher :)

I noticed under save game it says 'Delete' so i tried deleting save game but it always says delete so i guess theres no extra hidden level select options there.
Yeah, I forgot that altogether, actually I had already put it back there, in a version I have on the broken hdd, but it's fortunately fairly easy to do again.

Hooray for next versions! You could have menu key/objective screen remap controls temporarily so that dpad left right cycles weaps and up/down cycles inventory.
That's quite a good idea, though I do intend to have the list clickable, that could probably be implemented quite easily, and I think I'll make one more version with the map selection back and items selectable while objectives screen is shown, before starting to work on the ingame menus. I'll probably be able to do that sometime next week.

sherifnix
02-20-2008, 11:13 AM
Oh this is exciting :D How is the key mapping on the N810? Can you WASD and touchscreen the aim?

ZerionSeven
02-20-2008, 04:49 PM
Oh this is exciting :D How is the key mapping on the N810? Can you WASD and touchscreen the aim?
There are no device specific key mappings. The default is always dpad for movement, touchscreen for looking around, full screen to shoot. This is the best I could come up with on my n800 that would somewhat allow movement, shooting, and looking around all at the same time, but I just got my n810 today, and it is quite a bit more difficult to play with those on it, but I don't really know what would be any better. You can change key mappings by placing an user.cfg file in your basedir, and placing q2 bind commands there.

peperoni
02-21-2008, 01:26 PM
Great port! Thanks a lot for great work. I updated to the new version with the launcher, but the game doesn't start anymore.
It says ERROR: Game Error: Savegame from an older versio

Where is the savegame located so I could delete it?

spirytsick
02-21-2008, 04:05 PM
Great port! Thanks a lot for great work. I updated to the new version with the launcher, but the game doesn't start anymore.
It says ERROR: Game Error: Savegame from an older versio

Where is the savegame located so I could delete it?

I went to /home/user via xterm and deleted the .quake2 directory that did it for me.

ZerionSeven
02-21-2008, 05:07 PM
Great port! Thanks a lot for great work. I updated to the new version with the launcher, but the game doesn't start anymore.
It says ERROR: Game Error: Savegame from an older versio

Where is the savegame located so I could delete it?

The saved game is in ~/.quake2/baseq2/save/game and the delete button in the launcher should delete that folder, but I just tested, and seems it's not actually working. I'll be replacing that with the map selection for the next version, so I won't bother even looking into that.. Also, I changed nothing from the last version in the game itsellf that I could remember, so the binary should have been identical, but I suppose I must have done something then. I should probably look into removing that error too, since I'm not changing anything that would affect saving or loading in any way.

qole
02-21-2008, 06:39 PM
I've done some rudimentary testing. There's a big room in q2dm1 where the frame rate dips down quite a bit when you're just staring at a static scene.

Very interesting:
400x240 hovers around 15 fps
480x288 flickers between 10 and 12 fps
560x336 hovers around 9-10 fps

I was surprised by the small fps difference between the two higher resolutions, especially compared to the big difference between 400 and 480.

I've also mapped a few keys on my BT keyboard, but I'm finding it difficult to play with the keyboard and touch screen. It just seems really awkward to squiggle around on the screen to look, then use the keyboard to do everything else. I'm going to have to continue to experiment... I don't want to change basic key mappings in such a way that I break the keyboardless behaviours...

spirytsick
03-04-2008, 04:47 PM
Just out of curiosity, what files exactly are needed to play quake2. i have the whole q2 directory on my mem card which takes about 500mb. Can I get rid of some unneeded crap to release some space back to the mem card ?

ZerionSeven
03-04-2008, 05:05 PM
Just out of curiosity, what files exactly are needed to play quake2. i have the whole q2 directory on my mem card which takes about 500mb. Can I get rid of some unneeded crap to release some space back to the mem card ?

For single player, only the paks are needed (pak0.pak, pak1.pak,& pak2.pak on mine, might be different for different versions of q2), for multiplayer, you might want to have the players folder too. It'll work without, but you'll get some warnings about missing images, and won't see them on the scorelist. There are also couple files in the pics folder that are needed, but those come with quetoo, and are copied into the basedir, when you set it in the launcher.

Yaholo
03-08-2008, 07:06 PM
Is there any way to save your game on this using the N800?

qwerty12
03-09-2008, 05:22 AM
Just quit the game (with back I think) and it saves automatically.

BTW, any chance for a cheat menu :D?

Pushwall
03-09-2008, 10:30 AM
BTW, any chance for a cheat menu :D?
Oh yes that would be nice. :cool: I'm spoiled now with the cheat menus ukki put into Duke Nukem 3D and Shadow Warrior. It makes it so much quicker to turn cheats on and off.

scumgrief
03-09-2008, 11:15 AM
Can't you just input cheat commands into console?

god
give [item] #
give all
noclip
notarget

Pushwall
03-09-2008, 11:33 AM
Well yeah. But it's so much faster with the cheat menu, and you don't have to remember the cheats. Try it in DN3D and you'll see what I mean and how it spoils you.

ZerionSeven
03-20-2008, 08:23 AM
Sorry I took my time again with this, but I finally got around to making the promised new version. The package can be grabbed from http://www2.lut.fi/~thietan1/maqii.html or directly from my repo.

I decided on MaQii (as in short for Maemo QuakeII) as a new name for the project, but if you think that's a really terrible choice, it can be changed again. Also I probably missed changing some strings in the game, so if you come across anyplace where it still says quetoo, please let me know.

The application manager on the device doesn't seem to handle package replacement very well, so you'll need to remove the old quetoo package first, before the new version can be installed.

The launcher now has the map selection back, with a checkbox for selecting whether to continue from the saved game or load specific map.

Also I noticed there already is an ingame inventory screen, so I've set the plus key to by default show that and remap the keys, so you can choose items and weapons with the pad. I also swapped the binding for the pad up and middle keys, since I think the pad up is bit hard to press, especially if you want to press either left or right at the same time on the N810. Also added an default binding for Ctrl-key to toggle the console.

I changed the available resolution options in the launcher a bit, so if you've had the launcher installed previously, you might want to check that in the settings.

The game now also doesn't exit, if it detects an save game from an older version. It'll still print a warning, but will try to load it anyway, and if it's from one of my older releases, there shouldn't be any reason why this wouldn't work.

stupkid
03-21-2008, 12:25 PM
What kind of performance are you seeing with this port? I'm wondering because using things like softfloat libraries on the Zaurus we were getting 320x240 16bit color with 20fps. The numbers I've been seeing here don't look anywhere near that good.

ZerionSeven
03-21-2008, 03:31 PM
What kind of performance are you seeing with this port? I'm wondering because using things like softfloat libraries on the Zaurus we were getting 320x240 16bit color with 20fps. The numbers I've been seeing here don't look anywhere near that good.

Running 'maqii +set basedir /media/mmc2/quetoo +set timedemo 1 +set vid_width 320 +set vid_height 240 +map demo2.dm2' gives me '618 frames, 35.5 seconds: 17.4 fps' and with '+set vid_width 400 +set vid_height 240' that matches the aspect on the n8x0 screen, and is default in my launcher gives '618 frames, 40.6 seconds: 15.2 fps'. I do think the zaurus has a bit better cpu, though I don't really know. I couldn't find any very good info on either zaurus or a q2 port for it either. Any optimzations that might have could probably benefit this too, so any info on this would be nice.

pipeline
03-22-2008, 11:24 PM
Nice build zerion, thanks... time to re-visit this game... coop/dm/ctf games all possible for multi aspect.


ok so for 810 users who might want an alternate keymapping, i've applied my mad quake config skillz to create my own autoexec.cfg which you can download (http://wardenclyffetower.com/MaemoFiles/quetoo-repack/autoexec.cfg)and place into /usr/share/maqii/quake2/baseq2

since 810 i mostly just ignore the top buttons but remapped fullscreen to forward anyways in case im just walking around i can close keyboard.

Without reaching for top buttons the dpad up is pretty accessible so i put back to :
DPAD Up/Down : forward/backward
DPAD Left/Right : Strafe left/right
DPAD Enter : fire
q : next weapon
a : look up
z : look down
w: inventory prev
e : inventory next
r : inventory use
c : crouch
g : give gun
m : give machine gun
p : look left
backspace : look right
' : jump
ctrl : console
h : help
y : play demo movie 1
u : play demo movie 2

Now if you are feeling l33t (and you played q2 back in the day) you can download this zip file (http://wardenclyffetower.com/MaemoFiles/quetoo-repack/latenite.zip), extract it to your /quake2/baseq2 dir (on mmc). Then load maqii and hit the i key :) Its a demo movie made in q2 heydays...

qole
04-02-2008, 05:17 PM
What kind of performance are you seeing with this port? I'm wondering because using things like softfloat libraries on the Zaurus we were getting 320x240 16bit color with 20fps. The numbers I've been seeing here don't look anywhere near that good.

I couldn't find any very good info on either zaurus or a q2 port for it either. Any optimzations that might have could probably benefit this too, so any info on this would be nice.

I did some googling too, I could only find Quake 1 ports for the Sharp Zaurus. Could you post a link to a Quake 2 port for that device?

qole
04-02-2008, 06:36 PM
So, how much support is there for mods? The in-game menu has been removed, so things have to be set up from the console, but in theory, should mods work?

I'm thinking of mods that you start by typing
maqii +set game <modname>

ZerionSeven
04-03-2008, 07:27 AM
So, how much support is there for mods? The in-game menu has been removed, so things have to be set up from the console, but in theory, should mods work?

I don't really know, anything that would work with quetoo, should work with this, though, they'd need to be compiled for arm. Atleast it should be possible to make mods specifically designed for maqii.

qole
04-03-2008, 08:50 PM
Quake 2 mods aren't compiled. They are written in Quake C and are included in PAK files, just like the original game files. The same PAK files work with all platforms.

pipeline
04-03-2008, 09:09 PM
http://www.bluesnews.com/guide/dll.htm

The Quake II equivalent of classic Quake's Quake-C, DLLs offer players the opportunity to modify Quake II's gameplay. A modified DLL, or dynamic link library, may simply add new weapons or change the game entirely. DLLs offer more power, speed, and flexibility than Quake-C, but may sacrifice security and portability.

CTF was compiled and zerion distributed our (chinook/arm) binary libs with that gamecode.
baseq2 (the main game logic) has its own libs

qole
04-04-2008, 06:33 PM
Yes, I realized that after I posted it. BDIFD. The problem with Q2 mods is that most of them (the third party ones) never published their source code, and most of the projects have long ago moved on to other platforms or disappeared entirely, so I guess my question was a moot one, since getting the source code to compile is not very likely.

ZerionSeven
07-05-2008, 10:55 AM
Haven't got much any work done with this lately, but I updated my device to Diablo and did test MaQii a bit in it.

The latest Chinook build seems to work fine in Diablo as well, except Glade seems to have been dropped from PyGTK again, and the launcher doesn't work.

While there still doesn't seem to be any GUI designer that could write into GtkBuilder format directly the gtk-builder-convert script seems to work fairly well now, so I've made a new version of the launcher, that uses GtkBuilder instead.

That can be downloaded here (http://www2.lut.fi/~thietan1/repo/archive/maqii-launcher.tar.gz) and should be extracted to root, to overwrite the old launcher.

I can't build a new package right now, as I don't have the SDK installed, and am on dial-up connection at the moment and it's a bit too big to download with it. But I'll see about building a new when my new broadband is delivered, but that could be several weeks still.