I can SSH/SFTP into xxx.projects.openmoko.org, but it stucks when I'm trying
to enter project's directory /var/lib/gforge/chroot/home/groups/xxx/.
This has happened before, but the problem magically dissapeared within 2-3
days. Now it lasts for at least a week.
Does anyone know how to solve this p
Hello!
I developed a USB gamepad addon for Openmoko phones. It is tiny and thin.
The electronical part is based on Raphaël Assénat's [1] "USB game controller
with 12 inputs" [2] and uses the same firmware. Now Neo should beat Gizmondo
and Tapwave Zodiac :D
There is a YouTube video [3] and a page
Laszlo KREKACS wrote:
>I think the full screen issues is just some temporary xfce issue.
Actually I just switched LCD to QVGA mode, not XFCE itself.
>Btw, if you are interested having a 3D case, just shoot me an email
Sure, I'm interested in that. But it is needed to design a CAD model. I may
t
Hello, Esteban,
Maybe it will be interesting for you to check this project [1][2]. Don't
forget to read comments in the makefiles.
[1] http://github.com/Sektor/phoneme-qtopia
[2] http://www.youtube.com/watch?v=i3uoK0OGVow
Cheers,
Anton
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Hello, Rafael,
I've just tested this distribution and it works very well. Fast booting, a
lot of games with well adapted controls, great performance and bug-free QVGA
mode. I have a feature request: launcher must have an option to show a hint
on how to play the game before starting it.
Best rega
Hello,
I added a new package called "phonetiQ" [1] to QtMoko feed (Main
Menu->Settings->Software Packages). It is a GUI for phoneME [2] (Java ME
Virtual Machine) that allows you to easily install and use VM and midlets.
So, QtMoko is capable to run usual J2ME apps at decent speed now :D. Of
cours
Hi,
2010/5/14 Georgy wrote:
> Hello,
>
> I try it out and it's work with the demo apps.
> I try it out with remoco (http://code.google.com/p/remuco/, but crashed
> with
> message : javax/bluetooth.BluetoothStateException.
>
> Any hint, or apps can't work with PhonetiQ ?
>
> Anyway, thanks for you
Hello,
I recently found an interesting online music recognition service [1] that
allows you to upload a short (e.g. 10-15 sec) audio fragment (in almost any
popular format) directly to the project's web page and get the information
about the track title, artist's name, album, etc. It recognizes e
BTW, I used the following commands to capture the microphone's output:
$ alsactl -f /usr/share/openmoko/scenarios/voip-handset.state restore
$ arecord -D plughw:0,0 -r 11025 sample1.wav
Ctrl+C
$ alsactl -f /usr/share/openmoko/scenarios/stereoout.state restore
but I noticed that recorded sound
Youtube video has moved. Here is a new link:
http://www.youtube.com/watch?v=b4LWaOsWY_E
Cheers,
Anton
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On 09/19/2010 11:44 PM, Alex Samorukov-2 wrote:
>Could you please add "preview" mode before sending data to the
>server? May be my mic settings are wrong?
Recorded sample is stored in /tmp/melodiq-sample2.wav. You can try to play
it right after recording. If this audio is recognizable by human a
Hello,
jerjozwik wrote:
>hello list, im running latest mokomaze and shr-u 20100921, even after
>re-calibrating the the game mokomaze reads the accelerometers off
>axis.
>meaning if i lay the freerunner on a flat surface and start lifting on
>its left edge, the moko maze ball moves to top left of
Hi,
giacomo 'giotti' mariani wrote:
>...wondering why the mobile visualization was missing in arora...
Actually, Arora already has this feature:
* menu -> view -> mobile user-agent
Cheers,
Anton
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Hi all,
We've managed to secure some more Freerunners from Openmoko, which we expect
to be shipping on or around 26th August. If you want one, grab it from the
url below - previously we have sold out within a couple of days of opening up
the store so get them while you can !
https://www.truebo
Hello!
I'm glad to present you a new fully Freerunner-adapted game - Acceleroids -
a port of SDLRoids (an Asteroids clone).
The ship movement is controlled by an accelerometer while the cannon, shield
and bomb can be activated by touching bottom-right, bottom-left and
top-right corners of the scr
What I would like to see is the disabling of screen dimming while (for instance)
a game such as MokoMaze is running, which has no screen touching. It's a
huge pain when you're about to win, and the screen blacks out and you die.
Mokomaze has already got this feature. As is said on its page on o
, Fyp/Neovento users :) )
I am planning to public the release within a week.
Until than, you can see a screenshots on the project's homepage [1]
and watch the demonstration video on youtube [2].
[1] http://mokomaze.projects.openmoko.org/
[2] http://www.youtube.com/watch?v=VVRRXx2kEu8
Regards,
AN
I suppose that there are no changes in accelerometer's sysfs paths or device
events in new kernels since Mokomaze 0.2.3-1 released (15 april). Please try
that (latest) version of the game and let me know if it works or not.
Johny Tenfinger wrote:
>>Does that mean that Mokomaze will be compatible
Usage of "vista" logo adds some humour to the idea of the game, but in
practice many identical logos on the screen breaks the solid design of a new
game skin. Maybe I'll add an undocumented feature of showing logos on the
holes :) .
Marco Trevisan wrote:
>>Cool!
>>
>>By the way, using the "vista
vendion wrote:
>>Great game I just have one question, I know its not really related to the
>>game, but how can I keep my screen from blanking when it is running?
I also want to ask about it :) .
It is very distribution-specific problem.
This theme was discussed many times and, as I see, the only
>>Do it has vibration?
Yes, of course. New version has this feature.
>>Are you planned timecounter?
Yes, but not in the announced version. Basic timecounter may appear later -
maybe in v0.5.1, 0.5.2 or 0.5.100 :)
The idea is to show (after the completion of the level) info about your
level time a
I think that motion gestures is not really usable to control auto-suspend or
other phone settings (AUX button is more suitable for this purpose), but may
be useful e.g. for navigating in browser or media player.
arne anka wrote:
>would be nice, if for a case like that the motion sensors could be
arne anka wrote:
>other inputs, namely the touchscreen, prevent from suspending/blanking --
>why shouldn't for the duration of a game the motion sensors server the
>same purpose?
Good idea. Really, it seems that frameworkd ignores accelerometers messages
because of rules file. I dont know if
Hi all!
Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and
graphics engines is released! As I said before, there are a lot of changes
since previous version:
* a good-looking skin
* use ODE (Open Dynamics Engine) instead of my own physics engine
* rolling ball animatio
The Digital Pioneer wrote:
>I just read the instructions on recalibrating gravity (thanks, I needed
that
>feature!!) and it seems to be saying you can run it without any gravity
>calibration... How does that work? Does it recalibrate every time the game
>starts, only for that session of the game?
>>...And as to non-blanking, SHR-unstable is an FSO distro, is it not?
SHR is based on FSO
>>But your fsoraw program doesn't work.
It is not mine. The author is Nicola Mfb.
As for me, I am using this very usefull tool and I've considered it is
necessary to recommend it to others.
Anyway, what ha
>>r...@om-gta02:~# mokomaze
>>File_loader: savegame file not found
>>File_loader: 14 game levels parsed
>>Segmentation fault
I've found out the problem.
Install libpng3:
$ opkg install libpng3
Now the game must runs normally.
I've just updated installation instructions on opkg.org and homepa
Nicola Mfb
>>on shr-unstable mokomaze E displays two icons, I
>>had to remove extra categories in the .desktop file.
Thanks for report.
The Digital Pioneer
>>To fix the icon, just edit the .desktop file and
>>change the Icon=mokomaze to Icon=mokomaze.png
If these problems (double icons and no i
Risto H. Kurppa wrote:
>>Could you still try to make the balls fall further when hitting the
hole.Now it looks
>>like a can where the ball goes, not a infinitely deep hole.
I'll try to compare in what case it looks better.
Now the hole has a limited depth and the ball becomes shaded when falls in
Rui Miguel Silva Seabra wrote:
>>You need to change the desktop file to do "mokomaze -i freerunner"
>>instead of just "mokomaze" :)
Does it means that you have problems with starting the game by just
'mokomaze' command? Could you provide console output in that case?
With current .desktop file t
>>Yeah, I've found that even with -i it frequently just "falls" to the right
and
>>seems insensible to the accelerometers :(
It is a problem of old kernels. Sometimes accelerometers can't "wake up"
(they are sleeping by default) so wrong data is read by the game and the
ball is not moving or sli
>>on shr-unstable mokomaze E displays two icons, I
>>had to remove extra categories in the .desktop file.
I've read Freedesktop Specification and it says that many categories are OK,
so I considered this field to be 'Application;Game'.
The Digital Pioneer
>>To fix the icon, just edit the .deskt
Aapo Rantalainen
>>Hi, I implemented some multiplayer code (proof-of-concept).
Good start!
Just some coding tips:
>>Every time ball is drawn, its coordinates are sended to
>>opponent.
There would be better to have a timer that sends ball's coordinates with
fixed periodicity (e.g. 60 times a sec
Marcel-2
>>Could you consider building against libode1 (ODE 0.11, debian sid) instead
of
>>libode0debian1 (ODE 0.9, debian lenny/squeeze)? Freerunner-Debian is a
Debian
>>sid/experimental so it would be nice not having to pull libode0debian1
from
>>squeeze...
I'll investigate.
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Paul Fertser
>>Thank you for this great app, it's really nice and cool and fun and
>>addictive.
It is nice to hear that is works normally on Debian.
>>And unfortunately it'll need some fixing because
>>libode1 from Debian sid asserts with your app.
Thanks for report. I'll investigane with what
Johny Tenfinger
>>Much better to prevent screen dimming that mdbus is dbus-send:
Thanks! I'll renew the instructions.
P.S. I think 'CPU' must be requested too.
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>>is there anyway to create your own levels?
The format of levels is very easy: there are coordinates of walls (boxes),
holes, exit and ball's initialization position. At that time you may design
new level only manually e.g. by drawing it on the paper.
>>Maybe some day we have level editor?
I'd
Yogiz wrote:
>Thank you for this. Mokomaze looks and feels extremely polished.
Thanks for a nice words.
>I have one recommendation to you. When you keep improving the game, do
>not change the basic gameplay.
Actually, I am following this way. I am sure that the game itself is more
important tha
Marcel-2 wrote:
>>Could you release your package source (dsc-file), too?
I've created .deb package with checkinstall, not with
dh_make/dpkg-buildpackage so I have not .dsc file.
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neovento wrote:
>>Can you fix this soon? That would be really great. :)
I am trying to prevent ode's (debian sid) asserts, but no luck. Code of the
game is correct. I've surfed the web and all recommends to recompile ode
with --enable-release if that assert appears. I've found it was
./configure
Denis Johnson
>is it possible to expose some of the physics settings to the user ?
Yes, but it is not planned yet.
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___
Marcel-2
>So sid's ODE package is kinda useless for us because we need single
>precision, correct?
Yes, I think so.
>build our own ODE 0.11 with single precision...
I've already packed it. But it would be great to have properly-packed
version in pkg-fso repository.
The Digital Pioneer
>if you
neovento
>Could you provide a link to the version that works? I tried the lenny
package, but no success.
Aww. I've finally got my Hackable:1 working and I've tested the .deb
package.
After installing libode0.11 from unstable it asserts (because of double
precision). After installing libode0.9 fro
jeremy jozwik
>...managed to get the ball
>stuck in the top edge of sceen on level 1 and 4. and it does not like
>to pop back out. no matter how hard you shake it : )
Johny Tenfinger
>I can confirm. That bug is sometimes happening. It hapenns sometimes
>when i'm holding phone in Y axis (to earth
Johny Tenfinger
>there is also another bug: when i'm holding FR
>exactly in Y axis to earth (my english isn't good enough to explain it
>in better way ;P) with hole up, and screen to you - ball stops. It
>runs again when only i move FR a little. If i'll back to that
>problematic position, it stops
Timo Juhani Lindfors wrote:
>mokomaze_0.5.1-1_armel.deb
>seems to depend on libode but there is no such package in
>debian. Perhaps it means libode1?
No, it means libode compiled by myself. It is available at the download
section of the homepage.
http://projects.openmoko.org/frs/download.php/804/
Mokomaze *may* be included in SHR Full Image if community decides so.
If you use SHR and played Mokomaze please leave your comment _on_SHR_blog_
[1].
[1] http://blog.shr-project.org/2009/05/mokomaze.html
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Hi,
I've released an Online Level Editor for Mokomaze [1] which is available
directly from the project's homepage [2].
It is simple but powerful enough to make accurate levels.
Editor is written in JavaScript. Your browser must support tag, so
no IE.
Tested on Firefox, Opera, Chrome.
There is a
The Digital Pioneer
>Sweet. Is there a way to browse levels people have created
>without having you bundle them into a levelpack?
Of course.
"Browse the list of saved levels" -> "view"
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Se
We have 9 new levels in first evening, 7 - in second day, and 0 - in third
day.
I decided that it is time to bundle first revision of Extended Levelpack and
I've already released it.
Currently, it contains 28 levels.
8 persons are involved - thanks them.
I will update levelpack regular if more lev
martin-3
>Could it be possible to have a import button added?
I'll add this feature very soon.
Petr Vanek
>you can paste your level code into the text field
No, it is read-only.
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>>Could it be possible to have a import button added?
>I'll add this feature very soon.
Done. Look at the bottom of page. There are editable text field and "Import"
button.
Also, file naming conversion improved - more informative names now.
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v0.1.3 released:
added support of new kernels - accelerometer works again
>Homepage: http://code.google.com/p/acceleroids/
>Opkg.org: http://www.opkg.org/package_154.html
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Hi,
All we know that the only thing that stops people from use of Qt Extended as
main distro is lack of Mokomaze :)
I've decided to learn QtE a little and already rewrited Mokomaze 0.2 to use
Qt. The port is named QtMaze and there are its benefits:
* it works
* it can be included in distro ;)
Fabio Locati wrote:
>I compiled it but when I try to exec it, it returns "QtMaze was
>terminated due to application error."
The only thing that can cause the error is changed path to data files
(.json). Now the game checks only _local_ directory "etc/qtmaze/". I suppose
that after embedding the g
My FSO 4.1 is running the fso-gpsd too.
The only oddity with mine is that it lives on the SD card. I deliberately kept
everything clean as far as the install goes - I just installed tangoGPS after
installing FSO 4.1, then when the GPS didn't work I did a opkg update/upgrade
on 24th and tried i
This is obviously why the GTA02 was specced without a camera...
On Tuesday 16 December 2008 13:15:41 David Reyes Samblas Martinez wrote:
> you can allways start x11vnc on neo and control it through vncclient :)
>
> 2008/12/16 Margo Koppelmann :
> > But how do I use it? Do I have to first put a co
On Friday 19 December 2008 05:58:06 Rodney Myers wrote:
> Default install.
>
> Does the wifi work only with wpa? or does it also work with wep?
>
> My internal wifi is wep enabled only, and I cannot get the phone to
> recognize the key.
Way back when I first got my phone, on the factory install,
The GTA02 isn't too hard to dismantle - four screws and a stiff
thumbnail/guitar pick - so you could just /remove/ the power button - IIRC
it's just a plastic moulding slipped in over the microswitch. Cover the hole
with some tape and off you go.
On Friday 09 January 2009 16:26:56 Davide Scain
Hi,
Great work on making a bootable image for everyone - I've taken the liberty of
uploading it to one of our servers here which should be a bit more robust;
take a look here:
http://openmoko.truebox.co.uk/trueboxportal/index.php?wk=Mirrors
We've got a bit of spare capacity here so if there a
Hi Folks,
Source code of Mokomaze is maintained in Git now [1].
Homepage, documentation, files, bug tracking system etc. are still at the
old place [2].
[1] http://github.com/Sektor/mokomaze/
[2] http://mokomaze.projects.openmoko.org/
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v0.5.5 is out:
* Added "pass-through-checkpoints" game mode + 3 new levels to demonstrate
it (##14-16)
* Latest extended levelpack is included by default now
* Keep level switching button pressed to fast-forward/fast-rewind
* Works fine with libode from OM's repository
* Many minor fixes and
Some notes:
1) I have found that since mokomaze package is in OM's repo now, it may be
tricky to install it from other places (including homepage). E.g. package
from OM's repo is named mokomaze-0.5.1-r7 and opkg think that it is
preferable since official build is named mokomaze-0.5.1-1. Check opk
Hi, everybody,
I wrote a small C tool for patching .desktop files to make apps be launched
via fsoraw (to prevent automatic screen dimming and suspending).
It can be used in various distribution enhancing scripts or just to make
freshly installed app fsoraw-enabled.
Typical usage - allocating D
Leonti wrote:
>BTW, can you make bitbake file for it so it can be included in SHR
repositories?
Here is an _untested_ bb recipe for appraw. Somebody, test it please and
post here if it works or not.
---
appraw_git.bb
---
DESCRIPTIO
Martin Jansa wrote:
>works for me.. attached patch for shr/import.
Thank you for the patch. I've just forward it to shr-devel list.
Cheers,
Anton
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Tony McKeehan wrote:
>Does anyone else have either of these problems?
Yes. I've lost several SMSes too.
--
Anton
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KaZeR wrote:
>Thanks for that, very useful, but why have you commented the fsoraw
dependency?
Technically, this program does not depend on fsoraw neither in
compilation-time nor in run-time.
Besides, it was not included in SHR, so no matter.
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Hello, Jim,
Thanks for the apps.
I added QtPedometer package to QtMoko feed. Small patch was applied to the
.desktop file to make the package installable. You can pull changes from
[1]. This is an intermediate place between your repo and qtmoko-apps [2].
As for QtopiaGPS, it would be nice if the
Jim Morris wrote:
>I think the long term solution is to copy FSO, and use DBUS.
>What do you think?
As for me, it would be better to add necessary functionality to Whereabouts
API (if we are talking about long term plans).
Cheers,
Anton
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Jim Morris wrote:
>I'll see how to stop the phone from suspending.
Tips:
#include
QtopiaApplication::setPowerConstraint(QtopiaApplication::DisableSuspend);
//prevent suspending
QtopiaApplication::setPowerConstraint(QtopiaApplication::Enable); //restore
power saving settings
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Radek Polak wrote:
>Btw you can see screenshots here:
There is also possibility to install skins for keyboard via packages
(already in the feed).
http://scap.linuxtogo.org/files/2866a9641625b23c13a83b28db11.png
Cheers,
Anton
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Jim Morris wrote:
>As I still can't seem to build a package I would appreciate if ANT could
update the package for me.
I've just updated the package according to your commit ad0ac0ea. when you'll
achieve new milestone or fix major bug, let me know. BTW, please add an icon
Hi, Laszlo,
>could it be modified in a way,
>when an incoming call happens, it stops itself (like when you touch on
>the screen), to prevent CPU abuse?
I think this can be done easily and in a platform-independent way: it is
needed to pause the game when window looses focus (SDL_ACTIVEEVENT).
>
Hello, everybody,
First release of Arora [1] web browser for QtMoko is online! Check the
package feed.
The port is based on Arora 0.4. This is an old version, but its
functionality is more that enough for a smartphone:
* tabs and windows
* downloads
* history
* bookmarks
* google search
*
Added screen auto-rotation feature (according to accelerometers). Menu ->
View -> Screen Auto-Rotation. Thanks Jim for RotateHelper class. There is an
extended upper menu when the phone in landscape mode: zoom in/out and
hide/show toolbar buttons added. Note that graphical performance of the
phone
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