Re: Duke Nukem 3D on Openmoko Neo
hi, i'm trying to use it with debian. i get it started (without sound) //open /dev/sequencer or /dev/snd/seq: No such file or directory hexdump of the 2 accels gives me data. but when i enter the game i get to the choose episodes menu and then i can't do anything, touchscreen not working and moving it doesn't help either. someone can help? thx in advance vale -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p1143663.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
On Tue, Sep 23, 2008 at 8:19 PM, Alasal [EMAIL PROTECTED] wrote: I've put it into a package, so it is easy to install/remove. see http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html Well done, thank you!! I installed it and was able to start it in the vertical screen mode so the controls and buttons didn't work properly. I think this had something to do with my previous trials to install it. But anyway I was able to see movements there so I think I'm almost there. I was running it without sounds. I removed some of my own scripts and tried reinstalling your package. I have duke3d in /usr/bin but when I run it I get: -sh: ./duke3d: not found I had a similar problem earlier and I was able to fix it by removing the first line, the one with #:/usr/bash or similar. I have no idea where this comes from but removing it makes it work and I'm able to play. COOL, THANK YOU!! This is a nice game to demonstrate the capabilities to other people :) r -- | risto h. kurppa | risto at kurppa dot fi | http://risto.kurppa.fi ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I've put it into a package, so it is easy to install/remove. see http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p1113016.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
nice job to both of you ! 2008/9/23 Alasal [EMAIL PROTECTED] I've put it into a package, so it is easy to install/remove. see http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p1113016.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
2008/9/23 Alasal [EMAIL PROTECTED]: I've put it into a package, so it is easy to install/remove. see http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html Nice, but why not put it into the community repository, so it just shows up in the package manager without people having to know your own URL? Regards, Neil ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Because I don't manage the community repo. But I figured it all out, so it can be put in the repository. And I would like to get it into the repository. But It isn't compiled/packaged like described on the wiki. I've just took the compiled files of Rafael and put them in the right directory (accordingly to the linux file system). Put an icon. And put that all in a ipkg package with the proper dependencies. So If the community repo has an policy as severe as debian (where all source files should be available), the package will not be allowed. So if anyone want to try to get it into the repo, go ahead. But I will not try, because somebody on the on the mailing list has already criticized my package. (Because it's not compiled with bitbake by me and I don't know how Rafael has compiled it) Neil Jerram wrote: 2008/9/23 Alasal [EMAIL PROTECTED]: I've put it into a package, so it is easy to install/remove. see http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html Nice, but why not put it into the community repository, so it just shows up in the package manager without people having to know your own URL? Regards, Neil ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p1113579.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Slightly off topic. Is this the the longest running thread on community list? Gmail shows it at 52 conversations. I love the game and play it on FDOM distribution. thanks to all who made it possible. its a major gloat point while I defend my Freerunner against the 'Technology/UI/just works' assault from friends. Duke3D has added an extra Dimension (pun alert!) to a phones usability (along with Remoko and other apps that many people never imagined could go on a phone) Thanks -GK ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Steve Mosher wrote: I encourage you to make these changes, marco. It will show people how the contribution of one creative person can be modified by another. I actually made some of those changes. My version is much more playable, but it cannot be calibrated at this point (although it would be a very easy change to allow calibration based on the initial position) As for buttons on the screen, it's not possible to have them work reliably, at least with the version of xglamo I'm using: https://docs.openmoko.org/trac/ticket/1244#comment:41 I tried to allow using the screen to navigate through menus but this bug prevents it :( -- Charles-Henri ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
There is a patch available for glamo.c, it doesn't appear to be implemented in any of the current packages, I've asked several times if someone had already updated a package with the patch. No response so far.. I am 85% finished with my mokobuild. That is my first priority... If someone else has already compiled with patch, by all means.. where is it? Anyhow, I need it to work badly, so I will patch as soon as possible. Scott Charles-Henri Gros wrote: Steve Mosher wrote: I encourage you to make these changes, marco. It will show people how the contribution of one creative person can be modified by another. I actually made some of those changes. My version is much more playable, but it cannot be calibrated at this point (although it would be a very easy change to allow calibration based on the initial position) As for buttons on the screen, it's not possible to have them work reliably, at least with the version of xglamo I'm using: https://docs.openmoko.org/trac/ticket/1244#comment:41 I tried to allow using the screen to navigate through menus but this bug prevents it :( -- Charles-Henri ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p1091674.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Risto H. Kurppa wrote: try to run it in 2007.2. I tried killing pulseaudio with no luck, see my other message in this thread. I changed the config file to turn off audio as suggested, and got a bit further, but still no luck: output: --- Checking sound inits. Checking music inits. RTS Manager Started. Adding DUKE.RTS. Using .RTS file:DUKE.RTS Loading palette/lookups. --- at which point the screen goes black and nothing happens for more than 5 minutes. I have to open up a new terminal window and kill the duke3d process to get anything to happen. could this be related to my accelerometer problems mentioned elsewhere (hexdump /dev/input/event2 and event3 gives me nothing)? That's how far I get too, on 2007.2, sounds disabled (got exactly the same errors also after killing pulseaudio) It might have something to do with he accelerometers: sometimes they still seem to fail after waking up from suspend. I'll try at some point with a fresh-started phone and see if the accelerometers work (with accelgame) and then see if duke works better. Here's a .desktop -file for you to add to /usr/share/applications to create a menu icon: [Desktop Entry] Encoding=UTF-8 Name=Duke Nukem 3D Exec=dukenukem3d Icon=applications-games Terminal=false Type=Application Categories=Game StartupNotify=true SingleInstance=true Comment=3D shooting and create an executable file dukenukem3d in /usr/bin: # xrandr -s 240x320 xrandr -o 3 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR! #sorry, no idea if these will anymore fix the screen.. Any suggestions and fixes are welcome! xrandr -s 480x640 xrandr -o 3 r Thanks Yeah it won't start without the accelerometers. as mentioned above, hexdump /dev/input/event2 and event3 gives me nothing, even after rebooting. I tested it on 2008.8 and it works fine. can I ask what kernel are you running on 2007.2 or if you have any idea how I might fix my accelerometers in 2007.2? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
On Sun, Sep 14, 2008 at 2:45 PM, Dale Maggee [EMAIL PROTECTED] wrote: Yeah it won't start without the accelerometers. as mentioned above, hexdump /dev/input/event2 and event3 gives me nothing, even after rebooting. I tested it on 2008.8 and it works fine. can I ask what kernel are you running on 2007.2 or if you have any idea how I might fix my accelerometers in 2007.2? Using Linux om-gta02 2.6.24 #1 PREEMPT Thu Sep 11 13:25:16 CST 2008 armv4tl unknown and I was now able to get hexdump from event3 but not event2.. I suppose both accels are required for the game to run.. Will have to see if they both work later at the same time... r -- | risto h. kurppa | risto at kurppa dot fi | http://risto.kurppa.fi ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
On Fri, Sep 12, 2008 at 4:34 PM, Risto H. Kurppa [EMAIL PROTECTED] wrote: # xrandr -s 240x320 xrandr -o 3 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR! #sorry, no idea if these will anymore fix the screen.. Any suggestions and fixes are welcome! xrandr -s 480x640 xrandr -o 3 oops, the last xrand has to be naturally xrand -o 0 -- | risto h. kurppa | risto at kurppa dot fi | http://risto.kurppa.fi ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
# xrandr -s 240x320 xrandr -o 3 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR! Now I was able to make it run all the way to the first screen (had some 'adventure games 3d' or similar text) but got stuck there or didn't know what to do. I was running it straight from Freerunner so I wasn't able to see the messages in stdout. Before running I confirmed that I got hexdump from both accelerometers. Had to boot by removing battery.. r ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I'd start with Q1, I havent talked to Carmack in a while but I could ask his advice. Rafael Ignacio Zurita wrote: --- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote: I would get a kick out of that. A quake port perhaps? or battlezone? Hello Steve, You mean quake 2? or which version? Regards. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
try to run it in 2007.2. I tried killing pulseaudio with no luck, see my other message in this thread. I changed the config file to turn off audio as suggested, and got a bit further, but still no luck: output: --- Checking sound inits. Checking music inits. RTS Manager Started. Adding DUKE.RTS. Using .RTS file:DUKE.RTS Loading palette/lookups. --- at which point the screen goes black and nothing happens for more than 5 minutes. I have to open up a new terminal window and kill the duke3d process to get anything to happen. could this be related to my accelerometer problems mentioned elsewhere (hexdump /dev/input/event2 and event3 gives me nothing)? That's how far I get too, on 2007.2, sounds disabled (got exactly the same errors also after killing pulseaudio) It might have something to do with he accelerometers: sometimes they still seem to fail after waking up from suspend. I'll try at some point with a fresh-started phone and see if the accelerometers work (with accelgame) and then see if duke works better. Here's a .desktop -file for you to add to /usr/share/applications to create a menu icon: [Desktop Entry] Encoding=UTF-8 Name=Duke Nukem 3D Exec=dukenukem3d Icon=applications-games Terminal=false Type=Application Categories=Game StartupNotify=true SingleInstance=true Comment=3D shooting and create an executable file dukenukem3d in /usr/bin: # xrandr -s 240x320 xrandr -o 3 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR! #sorry, no idea if these will anymore fix the screen.. Any suggestions and fixes are welcome! xrandr -s 480x640 xrandr -o 3 r ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] wrote: why it isn't possible to use the game at 480x640 resolution? It is possible. Modify the /home/root/.duke3d/duke3d.cfg file to set 640x480, but you will see that it is too slow. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
2008/9/9 Rafael Ignacio Zurita [EMAIL PROTECTED] --- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] wrote: why it isn't possible to use the game at 480x640 resolution? It is possible. Modify the /home/root/.duke3d/duke3d.cfg file to set 640x480, but you will see that it is too slow. Rafa I done it yesterday but I get an error... cannot use 640x480 resolution... ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Make sure it's portrait style 480x640 not 640x480. Unless that was a typo. Also, has anyone found a workaround for that 'multivoc' error? Pulseaudio is not installed. -Nick Thomas Bertani wrote: 2008/9/9 Rafael Ignacio Zurita [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] --- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: why it isn't possible to use the game at 480x640 resolution? It is possible. Modify the /home/root/.duke3d/duke3d.cfg file to set 640x480, but you will see that it is too slow. Rafa I done it yesterday but I get an error... cannot use 640x480 resolution... ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sun, 9/7/08, Charles-Henri Gros [EMAIL PROTECTED] wrote: Rafael Ignacio Zurita wrote: I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) ... http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png That's great! However turning is a bit slow; I'm wondering if the accelerators couldn't generate mouse events instead of key presses for left/right (allowing analog left/right). I'd also like to tweak the angle for forward/backwards (possibly allowing some sort of calibration). I'd love to try this myself; but I have no idea how to build the source; can you help? Sure. Werner helped me with that task, so I used these instructions: http://lists.openmoko.org/pipermail/community/2008-June/018493.html Also, I have modified the Makefiles, so you only need to run make to build ;) (well, if you have already an openmoko development environment configured) I'm going to improve a bit the code with some ideas, so if you do something please let me know, so we can merge code and to do it still better. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Well I can now get it running without sound but I can't seem to solve the audio issue. I don't have pulseaudio installed and there is no /dev/dsp so I can't find anything to check with lsof. I'm all out of gum, I mean, ideas. :-) FSO MS2 with no upgrades AFAIK (opkg upgrade segfaults for me). Accelerometers are working fine. -Nick Rafael Ignacio Zurita wrote: --- On Sat, 9/6/08, nickd [EMAIL PROTECTED] wrote: I get Unknown Multivoc error code. when i try to run it in 2007.2. I get that too running FSO MS2. Will let you know of my findings. Mh, weird, in a fresh install it works out of the box. Have you also tried to kill pulseaudio? Maybe another application like pulseaudio is bad to play duke with sound. Anyway, if you want to try without sound you need change the DOS config file /home/root/.duke3d/duke3d.cfg: - modify the line [Sound Setup] FXDevice = 0 with [Sound Setup] FXDevice = 13 and that is all. Regards, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png That's great! However turning is a bit slow; I'm wondering if the accelerators couldn't generate mouse events instead of key presses for left/right (allowing analog left/right). I'd also like to tweak the angle for forward/backwards (possibly allowing some sort of calibration). I'd love to try this myself; but I have no idea how to build the source; can you help? -- Charles-Henri ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Thanks for the info :) -Shawn Dale Maggee wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. -Dale Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? -Shawn Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I just wanted to tell you Rafael that I reaffirm Dale's love. Installing it now, can't wait! Also, Heretic was re-released as GPL the other day - I wonder if we can get this ported :-) -Nick Dale Maggee wrote: Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I get that too running FSO MS2. Will let you know of my findings. -Nick Dale Maggee wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. -Dale ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
heretic would great. We need retro section on the wiki ( maybe there is one already) for all the great retro ports. nickd wrote: I just wanted to tell you Rafael that I reaffirm Dale's love. Installing it now, can't wait! Also, Heretic was re-released as GPL the other day - I wonder if we can get this ported :-) -Nick Dale Maggee wrote: Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
On Sat, Sep 06, 2008 at 03:55:53PM +1000, Dale Maggee wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Hi, you need to kill pulseaudio. It seems to lock the sound device, e.g. mplayer doesn't work either. -Dale Mfg Alexander Elbs -- Alexander Elbs *** eMail [EMAIL PROTECTED] ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Dale Maggee ha scritto: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. -Dale Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? Maybe the fixed neod that is available [1] here could help you! BTW Rafael, thanks... Cool work! However, no way to make it work at 640x480 without slowdowns? Maybe improving video output exploiting the X acceleration (and a little more the Xglamo in gta02s)... I figure that an old game like this could perform really in a better way here. [1] http://westhoffs-welt.de/blog/my_first_openmoko_application.html -- Treviño's World - Life and Linux http://www.3v1n0.net/ ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
2008/9/6 Xavier Cremaschi [EMAIL PROTECTED] Wow excellent !!! (but a bit too slow on 2008.8) Thanks you. Runs very smooth and fluid in my FR with FSO 2 :) Great work. -- Valério Valério http://www.valeriovalerio.org ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Marco Trevisan (Treviño) wrote: Dale Maggee ha scritto: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. -Dale Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? Maybe the fixed neod that is available [1] here could help you! BTW Rafael, thanks... Cool work! However, no way to make it work at 640x480 without slowdowns? Maybe improving video output exploiting the X acceleration (and a little more the Xglamo in gta02s)... I figure that an old game like this could perform really in a better way here. [1] http://westhoffs-welt.de/blog/my_first_openmoko_application.html Oooh! a magic eightball! funky! I tried the updated neod from that page, but no luck - I still get nothing when I hexdump /dev/input/event2 and /dev/input/event3. I believe the problem is covered under #1808, yorick describes exactly what i see in his comments: http://docs.openmoko.org/trac/ticket/1808#comment:10 if you have any other ideas I'd welcome them! not having working accelerators is starting to annoy! Thanks anyway, -Dale ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Fri, 9/5/08, Dale Maggee [EMAIL PROTECTED] wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Have you tried to kill pulseaudio as Alexander suggested? If yes, please report if it run or not. Thanks! Rafa PS. (Alexander is right, Multivoc error problem is because there is another soft controling the sound stuff.) -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Alexander Elbs wrote: On Sat, Sep 06, 2008 at 03:55:53PM +1000, Dale Maggee wrote: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Hi, you need to kill pulseaudio. It seems to lock the sound device, e.g. mplayer doesn't work either. Mfg Alexander Elbs thanks, but I still get the same error, although it seems to take longer to come up now, so we might be getting somewhere... I'm stopping pulseaudio with: /etc/init.d/pulseaudio stop doing 'ps aux | grep pulse' confirms that pulseaudio is stopped... here's the full output: --- Simple Duke Nukem 3D port for Openmoko Duke Nukem 3D v1.4 - Atomic Edition Copyright (c) 1996 3D Realms Entertainment STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:219) Compiling: 'GAME.CON'. Including: 'DEFS.CON'. Including: 'USER.CON'. Code Size:64840 bytes(1794 labels). * Hold Esc to Abort. * Loading art header. Checking sound inits. Unknown Multivoc error code. --- Thanks, -D ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, nickd [EMAIL PROTECTED] wrote: I get Unknown Multivoc error code. when i try to run it in 2007.2. I get that too running FSO MS2. Will let you know of my findings. Mh, weird, in a fresh install it works out of the box. Have you also tried to kill pulseaudio? Maybe another application like pulseaudio is bad to play duke with sound. Anyway, if you want to try without sound you need change the DOS config file /home/root/.duke3d/duke3d.cfg: - modify the line [Sound Setup] FXDevice = 0 with [Sound Setup] FXDevice = 13 and that is all. Regards, Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat me to it!) -Scott Steve Mosher wrote: heretic would great. We need retro section on the wiki ( maybe there is one already) for all the great retro ports. nickd wrote: I just wanted to tell you Rafael that I reaffirm Dale's love. Installing it now, can't wait! Also, Heretic was re-released as GPL the other day - I wonder if we can get this ported :-) -Nick Dale Maggee wrote: Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p943583.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote: Dale Maggee ha scritto: I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? Maybe the fixed neod that is available [1] here could help you! BTW Rafael, thanks... Cool work! :) he... you are welcome.. However, no way to make it work at 640x480 without slowdowns? Maybe improving video output exploiting the X acceleration (and a little more the Xglamo in gta02s)... I figure that an old game like this could perform really in a better way here. Perhaps, SDL is a very good library for game programming and it works nice with low resolutions (like 640x480). But, I also have tried another C+SDL own game and it was slow :(. I will check what we could do about, but maybe I try other games before (like heretic as somebody suggested :)) Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Selon Marco Trevisan (Treviño) [EMAIL PROTECTED]: BTW Rafael, thanks... Cool work! Indeed, I'm impressed ! I'm having problems opening doors though. According to http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png, I should just press the lower left corner of the screen but this only makes my duke jump. Is it a calibration problem in landscape mode ? What application could I use to check/calibrate it ? ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
2008/9/6 [EMAIL PROTECTED] Selon Marco Trevisan (Treviño) [EMAIL PROTECTED]: BTW Rafael, thanks... Cool work! Indeed, I'm impressed ! I'm having problems opening doors though. According to http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png, I should just press the lower left corner of the screen but this only makes my duke jump. Is it a calibration problem in landscape mode ? What application could I use to check/calibrate it ? I've the same problem, the space button is located completely at the bottom of the screen, and the jump button is at the place of the space button on the picture. It makes it really hard to open door (but not unfeasible). Though once, I seems to have got the buttons at the correct places. The sound is kinda strange too. Apart from that, it's a great port ! Wonderful job ! ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Rafael Ignacio Zurita wrote: However, no way to make it work at 640x480 without slowdowns? Maybe improving video output exploiting the X acceleration (and a little more the Xglamo in gta02s)... I figure that an old game like this could perform really in a better way here. Perhaps, SDL is a very good library for game programming and it works nice with low resolutions (like 640x480). But, I also have tried another C+SDL own game and it was slow :(. I will check what we could do about, but maybe I try other games before (like heretic as somebody suggested :)) Ok... However I've played with it a little more and imho it's not so playable using the accelerometers in a such way since they should be more sensible to the movement or the screen is not so visible when playing. Imho when the game is launched, the phone should consider the actual position as the base position (the one in which the virtual joypad is centered), then considering the movement when the phone is moved of few degree (however less than a centimeter of phone edge rotation). Otherwise, imho, it's unplayable. I wouldn't dislike also an implementation without the accelerometers usage (just placing the virtual buttons - for moving too - in the screen edges; like actually is done for actions only). Imho the screen is quite big to see and press at the same time (in games like this). Bye! -- Treviño's World - Life and Linux http://www.3v1n0.net/ ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Wonderful port. Just tried it! My comment on the accelerometers: Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote: I wouldn't dislike also an implementation without the accelerometers usage (just placing the virtual buttons - for moving too - in the screen edges; like actually is done for actions only). Imho the screen is quite big to see and press at the same time (in games like this). I have connected a USB Joystick to my Freerunner in USB Host Mode. Using the SDL Joystick routines to make this work should not be to hard. I would love to see such an implementation. regards, Andreas Micklei ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I would get a kick out of that. A quake port perhaps? or battlezone? SCarlson wrote: Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat me to it!) -Scott Steve Mosher wrote: heretic would great. We need retro section on the wiki ( maybe there is one already) for all the great retro ports. nickd wrote: I just wanted to tell you Rafael that I reaffirm Dale's love. Installing it now, can't wait! Also, Heretic was re-released as GPL the other day - I wonder if we can get this ported :-) -Nick Dale Maggee wrote: Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote: Ok... However I've played with it a little more and imho it's not so playable using the accelerometers in a such way since they should be more sensible to the movement or the screen is not so visible when playing. Screen: well the position to see well is like the link below: http://www.flickr.com/photos/[EMAIL PROTECTED]/4232129/ (the left man one, because I was thinking that could be fun while traveling by bus :) ). Imho when the game is launched, the phone should consider the actual position as the base position (the one in which the virtual joypad is centered), then considering the movement when the phone is moved of few degree (however less than a centimeter of phone edge rotation). I wouldn't dislike also an implementation without the accelerometers usage (just placing the virtual buttons - for moving too - in the screen edges; like actually is done for actions only). Imho the screen is quite big to see and press at the same time (in games like this). Both ideas would be very useful as well. We'll see if me or somebody (you?) start to work on that.. Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
--- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote: I would get a kick out of that. A quake port perhaps? or battlezone? Hello Steve, You mean quake 2? or which version? Regards. -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 moinmoin, i really like to see quake1 and quake2 regards, morlac Am 06.09.2008 um 22:46 schrieb Rafael Ignacio Zurita: --- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote: I would get a kick out of that. A quake port perhaps? or battlezone? Hello Steve, You mean quake 2? or which version? Regards. -- Rafael Ignacio Zurita Buenos Aires, Argentina - -BEGIN CONTACT BLOCK- eMail: [EMAIL PROTECTED] Jabber: [EMAIL PROTECTED] - --END CONTACT BLOCK-- - -BEGIN GEEK CODE BLOCK- Version: 3.1 GCS$/IT;d-;s:;a?;C++(+++);UL;P++(+++); L++(+++);E---;W++;N(+);o?;K?;!w;!O;!M+;!V;PS(+);PE; Y+;PGP++;t+(++);5(+)++;X(+);R*;tv-+;b++(+++);DI++; D++(+++);G(+)++;e;h-()++;r++;y++; - --END GEEK CODE BLOCK-- -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (Darwin) iD8DBQFIwu7vr81gVylJyzERAs4dAJ9Uq9ZafclOkHTx078oBR/tYKVNRACgvRN9 ZUQbvGvntYquIUUL/GwI47Q= =fn0S -END PGP SIGNATURE- ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Rafael Ignacio Zurita wrote: Imho when the game is launched, the phone should consider the actual position as the base position (the one in which the virtual joypad is centered), then considering the movement when the phone is moved of few degree (however less than a centimeter of phone edge rotation). I wouldn't dislike also an implementation without the accelerometers usage (just placing the virtual buttons - for moving too - in the screen edges; like actually is done for actions only). Imho the screen is quite big to see and press at the same time (in games like this). Both ideas would be very useful as well. We'll see if me or somebody (you?) start to work on that.. I'd like to, but actually I'm quite busy in some other things (especially university exams :|). However I've already your code in my PC, so I'll try to work on it as soon as I can! ;) -- Treviño's World - Life and Linux http://www.3v1n0.net/ ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I've found a Doom SDL port, I'm currently working on it as I type. I may have some questions depending on how harry it gets. -Scott Steve Mosher wrote: I would get a kick out of that. A quake port perhaps? or battlezone? SCarlson wrote: Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat me to it!) -Scott Steve Mosher wrote: heretic would great. We need retro section on the wiki ( maybe there is one already) for all the great retro ports. nickd wrote: I just wanted to tell you Rafael that I reaffirm Dale's love. Installing it now, can't wait! Also, Heretic was re-released as GPL the other day - I wonder if we can get this ported :-) -Nick Dale Maggee wrote: Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community -- View this message in context: http://n2.nabble.com/Duke-Nukem-3D-on-Openmoko-Neo-tp842627p950549.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
Rafael, I just wanted to tell you that I love you! :D -Dale Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? -Shawn Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Duke Nukem 3D on Openmoko Neo
I suspect that it won't run on 2007.2, because the accelerometers seem to be broken. I get Unknown Multivoc error code. when i try to run it in 2007.2. -Dale Shawn Thompson wrote: I'm SO installing that when my openmoko shows up! That is freakin sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above? -Shawn Rafael Ignacio Zurita wrote: Hello people, I want to share a simple duke nukem 3d port for Neo which you can play using the accelerometer :) You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/ and the link below has the instructions: http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt Ah, if you have doubts about how to play, please check http://www.youtube.com/watch?v=260Kpiqv9_U and this: http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png Have fun! Rafa -- Rafael Ignacio Zurita Buenos Aires, Argentina ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community