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2007-10-14
, 17:50
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#12
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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.
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2007-10-14
, 19:40
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Posts: 693 |
Thanked: 502 times |
Joined on Jul 2007
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#13
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2007-10-14
, 21:13
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#14
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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!
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2007-10-14
, 21:32
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#15
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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.
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2007-10-14
, 21:39
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Posts: 693 |
Thanked: 502 times |
Joined on Jul 2007
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#16
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2007-10-14
, 23:19
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#17
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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.
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2007-10-15
, 01:05
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Posts: 693 |
Thanked: 502 times |
Joined on Jul 2007
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#18
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2007-10-15
, 02:05
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#19
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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.
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.
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.
-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.
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2007-10-15
, 04:26
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Banned |
Posts: 138 |
Thanked: 1 time |
Joined on Jun 2007
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#20
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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.