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Old 01/02/2010, 06:01 AM   #1 (permalink)
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A fully functional Quake is available in Preware.

This one is courtesy of dtzWill and myself.

Video is at YouTube - webosinternals's Channel ...

The wiki page is at http://www.webos-internals.org/wiki/Application:Quake including a nice diagram of the keymap from jack87.

-- Rod
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Last edited by rwhitby; 01/03/2010 at 04:03 AM. Reason: Updated now that it is fully-functional.
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Old 01/02/2010, 06:05 AM   #2 (permalink)
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dtzWill you rock!
Thanks for the launcher rwhitby
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Last edited by jack87; 01/02/2010 at 06:24 AM.
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Old 01/02/2010, 06:17 AM   #3 (permalink)
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Most awesome, it works rather well too!
From a technical standpoint, what's stopping it's playability right now? I noticed that it crashes upon starting a new game, so perhaps it's something to do with the initialization for loading the intro map or the player control mechanics? Or even the teleporter particles being too much for it to handle, any ideas?
/ramble
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Old 01/02/2010, 06:22 AM   #4 (permalink)
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Quote:
Originally Posted by ShiftyAxel View Post
Most awesome, it works rather well too!
From a technical standpoint, what's stopping it's playability right now? I noticed that it crashes upon starting a new game, so perhaps it's something to do with the initialization for loading the intro map or the player control mechanics? Or even the teleporter particles being too much for it to handle, any ideas?
/ramble
Mostly the fact that it was done at 4am and the developer wants to go to sleep/needs sleep/or has passed out. haha I believe he has fixed the crash issue but keymaping/binding has not been set up.

Just needs a bit of time but it sure is hopeful i am excited
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Old 01/02/2010, 06:29 AM   #5 (permalink)
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Note: I'm dtzWill who did the porting work.

The crash on level start has already been fixed, I'll push it after I get some sleep sorry .

The keybindings presently are the biggest issue, and it seems to be non-trivial (see sdldoom's keybinding situation).

And, of course, there could be all kinds of other things since being unable to move makes testing difficult .
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Old 01/02/2010, 06:36 AM   #6 (permalink)
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this is what I was waiting for since doom was made public. Awesome. Getting it playable would be a great leap forward. Framerate drops are noticeable but nothing too big. Goodwork though. C:
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Old 01/02/2010, 06:50 AM   #7 (permalink)
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well done guys. Now if only we could get O2 to pull an all nighter and get 1.3.5 out to the rest of the world I could try it.

very exciting times in the pre world.
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Old 01/02/2010, 06:59 AM   #8 (permalink)
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I've never setup a Paypal Account. But now i'am willing to do, only for donate to this guys !!!!!!!
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Old 01/02/2010, 07:23 AM   #9 (permalink)
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Quote:
Originally Posted by dtzWill View Post
The keybindings presently are the biggest issue, and it seems to be non-trivial (see sdldoom's keybinding situation).

And, of course, there could be all kinds of other things since being unable to move makes testing difficult .
Hi dtzWill, I attach the key configuration from my old dos version. This are the config files that where in the id2 folder. I expect them to be similar to the Linux port.

HaPe
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Old 01/02/2010, 07:50 AM   #10 (permalink)
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awesome work
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Old 01/02/2010, 07:57 AM   #11 (permalink)
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wow nice progress... thank you!!
PS: hmm seems a bit slow not optmized yet or is it a webos problem?
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Old 01/02/2010, 08:01 AM   #12 (permalink)
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wow nice progress... thank you!!
PS: hmm seems a bit slow not optmized yet or is it a webos problem?
I think, this is not the GL-Quake version. It's the software rendered version displayed with the SDL-Libary (2d-acclerated). If they manage to use the OpenGL drivers we will see a huge improvment. But for now it's really impressive :-)
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Old 01/02/2010, 08:27 AM   #13 (permalink)
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What are the key-bindings?

I'm joking!
Very very very cool though!
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Old 01/02/2010, 09:21 AM   #14 (permalink)
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Originally Posted by simossoft View Post
I think, this is not the GL-Quake version. It's the software rendered version displayed with the SDL-Libary (2d-acclerated). If they manage to use the OpenGL drivers we will see a huge improvment. But for now it's really impressive :-)
ok that makes sense
anyway great work

PS: now where is the gnuboy port with romselector and launcher?
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Old 01/02/2010, 10:58 AM   #15 (permalink)
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Not sure how helpful this is, but the maemo/beagleboard guys have gotten Quake 1/2/3 working HW accelerated by using the nanoGL wrapper contained in the source packages here. Might be worth a look.

Edit: Wow it's nearly impossible to find source code or documentation for a lot of this OpenGL -> OpenGLES porting stuff.

Last edited by Leathal; 01/02/2010 at 11:06 AM.
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Old 01/02/2010, 11:18 AM   #16 (permalink)
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I'm curious how we'll even be able to control the game with the Z-axis. Doom is easy since it is only really 2-D gameplay.

Don't think FPS is going to be the Pre's strong suit unless we can play in portrait mode with two thumbs.
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Old 01/02/2010, 11:25 AM   #17 (permalink)
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It seems to have come out fairly well on the iPhone, and seeing as we have a real keyboard I think we have something of an advantage. Perhaps strafe and jump mapped to the keyboard and aiming/ shooting mapped to sliding/tapping the touchscreen?
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Old 01/02/2010, 11:36 AM   #18 (permalink)
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wow, great work. Forgot how ahead of the curve this game us. This is the game that introduced me to computers

freaking great job ya are doing !
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Old 01/02/2010, 12:36 PM   #19 (permalink)
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Yeah... Right handed users would have the a/s key for strafing for example...
While left handed users would have the L and the backspace key for strafing.

Would be great to see keys customized well for this.
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Old 01/02/2010, 01:42 PM   #20 (permalink)
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the demo won't launch for me. it say "quake: starting" but goes no further.. any ideas?
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