Comments (13)
I noticed on the Nexus One that the default level is very slow, but if you
select any
other level, it runs great... just need some way to MOVE instead of look around
:)
Original comment by [email protected]
on 25 Feb 2010 at 7:41
from kwaak3.
Correct the default level is very heavy but other levels aren't that heavy. I
don't
have access to a Nexus One, so I can't say what's wrong. In this bug report
(http://code.google.com/p/kwaak3/issues/detail?id=1) someone is using Kwaak3 to
view
network games. The framerate looks quite good. I'm not sure if OpenGL is
working well
on your phone.
It can also be that I need to adjust my OpenGL code a little bit. Right now
Android
is setting it up for me but I heard that on some phones the default OpenGL
settings
(the default EGL config is crap) but I'm not sure if that's the case here. I
don't
have a Nexus One here.
Original comment by [email protected]
on 25 Feb 2010 at 7:51
from kwaak3.
If you select 'Skirmish' instead of 'Fight', you can select the other levels,
which
run very quick - or just check out the Demo from the main screen.
Original comment by [email protected]
on 25 Feb 2010 at 7:53
from kwaak3.
Hey, thanks for the quick responses and stuffs.
Still trying to figure out where kwaak reads the key from so i can copy my
"q3key"
from "quake\ 3/baseq3/" to wherever it's supposed to go - Since you can't enter
any
text on keyboard-less phones atm XD
Original comment by t0yk4t
on 25 Feb 2010 at 8:07
from kwaak3.
I can comfirm that the other levels in skirmish mode are running perfectly on
my N1
And, can confirm issue 11 on the N1 aswell
Textures turn white - characters are red blocks!
Original comment by t0yk4t
on 25 Feb 2010 at 8:10
from kwaak3.
The key isn't really needed unless you want to play online I think. If you want
to
place the key somewhere it should be in /sdcard/quake3/qkey (so not in
/sdcard/quake3/baseq3/qkey).
Original comment by [email protected]
on 25 Feb 2010 at 8:26
from kwaak3.
I tried taking the q3key and putting it on /sdcard/quake3/qkey
(Just pushing the file there)
And doesn't seem to work - i still get the popup to enter the key atleast.
Tried putting it in
/sdcard/quake3/q3key
aswell as
/sdcard/quake3/baseq3/q3key
Haven't tried
/sdcard/quake3/baseq3/qkey
yes, so might do that in a few...
Original comment by t0yk4t
on 25 Feb 2010 at 8:32
from kwaak3.
This is awesome!
I got it working on my N1
Now, if only I could move
Original comment by [email protected]
on 26 Feb 2010 at 3:32
from kwaak3.
Use the test version I added, you can move in there if you map the volume /
camera
keys to movement in the controls menu of the game.
Original comment by [email protected]
on 27 Feb 2010 at 11:44
from kwaak3.
I have it working fairly well on my N1.
When I first ran it (the non beta version):
-with sound, choppy
-frame rate was very low
-fairly unplayable since I could not move
I upgraded to the beta version and:
-turned off sound
-went into options and turned down the detail and a few other options
-set the volume keys to move forward and backward
Now it is somewhat playable. The frame rate is up there and not choppy. I can
move
around quite well. I can also aim and fire fairly well. However, I can only do
one of
these at the same time. I move by using the volume button and the screen to
look.
When I am aiming I also use the screen but use the trackball as a trigger. This
can
lead to pretty good results facing a single easy computer.
Thanks so much for your work thunderbird2k, this is really impressive.
If there were just a few more buttons on the N1, this would be a fully playable
game.
Original comment by [email protected]
on 27 Feb 2010 at 7:53
from kwaak3.
Nice work. I have the demo levels running smoothly on my N1.
To make it playable, it needs accelerometer support. Tilting the phone by a
certain
amount in one direction should activate either the A W S or D key depending on
the
direction tilted. At a 45 degree angle it should activate nothing. The
feature
could be enabled or disabled from the opening menu in the same way that sound
is
enabled or disabled.
It also needs tap zones in the four corners of the screen that can be key
mapped and
can be enabled or disabled the same way.
Keep up the good work.
Original comment by [email protected]
on 28 Feb 2010 at 12:46
from kwaak3.
I agree with aldina112. Accelerometer and on screen keys. Somebody did
something
similar to this at:
http://sites.google.com/site/quake2android/
and he has released his source code for how he did it too:
http://quake2android.googlecode.com/svn/trunk/
Hope this project keeps on moving forward!
Original comment by [email protected]
on 3 Mar 2010 at 1:02
from kwaak3.
Hmm I wonder how well a wiimote would work
http://www.intomobile.com/2010/05/10/nexus-one-wii-remote-donkey-kong-country-an
droid-gaming-win.html
Unfortunately I do not have a wii atm.
Original comment by [email protected]
on 11 May 2010 at 4:33
from kwaak3.
Related Issues (13)
- RFE: Tilt-based movement control for keyboard-less devices HOT 58
- Have camera/volume buttons be mappable as a mouse/keyboard input HOT 10
- KwaakAudio class missing HOT 2
- Missing make file for Quake3 source HOT 5
- Crashes on G1 w/o of memory (I think) w/Cyanogenmod HOT 19
- Working on 1.5 HOT 30
- phone state/identity permission HOT 8
- Does not start HOT 13
- Two shortcuts showing up in app drawer HOT 5
- Loss of Textures after exiting/returning from Home HOT 4
- how to run cpma in order to watch demos?
- port other games? HOT 1
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from kwaak3.