Re: Doom Updates in Progress -- Request from Distribution Maintainers

2009-10-01 Thread SCarlson

And that was the main point of my question.. What exactly is being used,.. am
I right to say debian and shr are the main targets? Of course it needs to be
changed, the point was it isn't working right? :)



> Keep in mind just packaging doom won't work. You need to work on it to
> use changed accelerometers interface to match new kernels.
> 
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Doom Updates in Progress -- Request from Distribution Maintainers

2009-09-30 Thread SCarlson

Hello Everyone --

I've been off the radar for a while, decided to stop back in and noticed
that Doom doesn't seem to run anymore in its old packaged version from last
year. 

Just like to say, I'm on it.
I've installed the SHR image from May 09, that is where i'm starting, as I
believe thats the latest SHR-Testing.
Are there other distributions that need attention? I'd like to hit majority
users first.. I assume that is SHR and Om2009? (Are there people running
Om2009?).

I'd like to ask the Distribution maintainers,( those who are left? Just SHR
now?) For some
help putting Doom in the distro specific repos.  That way everyone can opkg
from a tested distro specific places and install. Its not necessary but
would be nice.

-Scott
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Re: [debian] doom accel/touch not working right?

2009-06-28 Thread SCarlson


 Hello Everyone --

I've been meaning to make some improvements. I would be happy to make some
corrections.

I should have my Freerunner back from the buzz fix soon, I have not been
using my neo lately.

What should be the first target platform?

Can someone give me the kernel/root images that I should test against?

Thanks,
Scott
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Re: [FSO M5] - Answering a Call

2009-03-09 Thread SCarlson

Just to add some info to the thread...

I recently installed OM2008.12 (with kustomizer). I had much fast response
time when pressing the "answer" button as opposed to the recent FSO. I don't
have any further conclusions, just thought I'd throw it out there.

-Scott


rusolis wrote:
> 
> 2009/2/17 SCarlson 
> 
>>
>>
>>  Hello All --
>>
>>  Does anyone know a good fix for the answer call "delay".. When I get a
>> call, I hit the answer button, and it takes approx. 3-5 seconds for the
>> phone to actually pick the call up??? What the heck is it doing? heh...
>> Has
>> anyone tweaked around with this yet?
>>
>> -Scott
>>
> 
> I noticed this on Om2008.12 and others, so not really specific to FSO.
> 
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Re: [FSO M5] - Answering a Call

2009-02-18 Thread SCarlson

Thanks, I will apply/test the patch and also file a ticket tonight. (eastern
standard)

-SCarlson

On Tue, Feb 17, 2009 at 7:41 PM, Michael 'Mickey' Lauer (via Nabble) <
ml-user+1966-127261...@n2.nabble.com
> wrote:

> Am Tuesday 17 February 2009 20:46:20 schrieb SCarlson:
> >  Does anyone know a good fix for the answer call "delay".. When I get a
> > call, I hit the answer button, and it takes approx. 3-5 seconds for the
> > phone to actually pick the call up??? What the heck is it doing? heh...
> Has
> > anyone tweaked around with this yet?
>
> This is a (temporary) result of fixing bug FSO #205 as described in
> http://trac.freesmartphone.org/ticket/205
>
> At the moment, we serialize all dbus signals initiated by oeventsd, meaning
> we
> wait until the result has been parsed, before we send the next one. In
> particular, this means we probably wait until the ring tone has stopped
> before actually taking the call and switching the audio scenario. "Thanks"
> to
> gstreamer and its audio buffers, this can take up to 3 seconds.
>
> This behaviour is slightly suboptimal for calls to different subsystems,
> which
> do not need to be serialized.
>
> Please open a ticket with this mail, so we do not forget the issue and I'll
>
> try to come up with a speed-up.
>
> In the meantime, please check whether applying the attached patch improves
> it
> for you.
>
> Cheers,
> --
> :M:
>
> [attachment removed]
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[FSO M5] - Answering a Call

2009-02-17 Thread SCarlson


 Hello All --

 Does anyone know a good fix for the answer call "delay".. When I get a
call, I hit the answer button, and it takes approx. 3-5 seconds for the
phone to actually pick the call up??? What the heck is it doing? heh... Has
anyone tweaked around with this yet?  

-Scott
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Re: Emacs for Om2008

2009-01-17 Thread SCarlson

I compiled Emacs with my phone because of the issues with cross-compiling.

I had to install

opkg install coreutils binutils gcc make cpp python-devel python-setuptools
cpp-symlinks gcc-symlinks libc6-dev

on my phone.  It took a long time, and I am sure there may have been the
occasion work around. Other than that. You need to install it to the sd
drive as i is huge.

I am sure i've forgotten a detail or two.. let me know if I can help
further.  (I remember it being a smooth process, just long compile time).

Scott


Sven Bretfeld wrote:
> 
> Hello 
> 
> Does anybody know about a working Emacs package for Om2008.x? It is
> mentioned several times in the www but I couldn't find a package.
> 
> Thanks
> 
> Sven
> 
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Re: Is there an echo-free distro?

2009-01-15 Thread SCarlson


There must be some other things influencing this. I have NEVER had an Echo
issue. I have Revision A5 and have used pretty much every distro. Possibly,
SIM Card and Service Provider nuances? I always read about the echo, echo
fix etc.. and have just never had an issue. I live in NE USA and use AT&T
with an old Cingular SIM card (grandfathered in when they merged).

-Scott


Yogiz wrote:
> 
> Hi,
> 
> I'm currently using a quite customized but up to date version of
> Om2008.9 testing (equal to Om2008.12?). It otherwise wonderful but I
> still can't use the Freerunner as a normal cellphone with it yet as I
> still get echo on the other side both for calls coming in and for the
> ones going out.
> 
> My other phone is basically falling apart so I'll need to move to
> Freerunner for phone calls as well so I'd like to ask, which distros
> are currently the best for it. As I've understood the FSO does not have
> the echo problem [citation needed] so I thought I'd move to that. Are
> there any better options? I'd prefer a distro where I can use opkg but
> If none of these have decent call quality then I'll settle for
> something else.
> 
> Yogiz
> 
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Re: Car Charger?

2009-01-03 Thread SCarlson


I recommend purchasing a power inverter. I have one in my car, it allows me
to power my laptop and several accessories, then I just use the ac power
adapter that came with the freerunner.

They are cheap enough to consider!

-Scott


Gothnet wrote:
> 
> In about 9 or 10 months I intend to stop working for a few months and
> drive around the continent of australia.
> 
> A GPS device would be good for this.
> 
> Given that this functionality is coming along ok, that by then we should
> (hopefully!) have fairly stable operation, and that freerunner battery
> life is probably never going to be more than a few hours with GPS
> running
> 
> Has anyone found a car charger that would work to supply power to the FR
> running as a navigation aid?
> 

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[Debian] Doom Issues

2008-12-16 Thread SCarlson

Sorry I haven't responded to your request. Been busy at work lately. I will
have some free time next week (taking vacation and will be going to visit
family.) I will install debian and do some testing from this end when I
reach my destination. I will post my findings ASAP.

 Has anyone played Doom on Debian successfully? I just never had a chance to
install and test, and I haven't heard from anyone else really at all, so I
assumed for the most part, it was functioning fine.

-Scott


Fox Mulder wrote:
> 
> Could you please compile a version with these debug outputs?
> 
> I still can't play doom because i don't know the reason why it hangs at
> the start screen. This would really help to solve the problem for me and
> mayby some other debian users. :)
> 
> Fox Mulder wrote:
>> I think the debug output would be very helpfull. When the doom menu
>> appears the log says that the demo starts running but the screen never
>> changes. It freezes at the menu where to select new game, options and so
>> on. The behaviour is the same if i try it with framebuffer or xglamo and
>> with or without rotate/resize.
>> 
>> Ciao,
>>  Rainer
>> 
>> SCarlson wrote:
>>> I haven't had a chance to install Debian and test Doom yet. I can say
>>> that I
>>> had to use special patched binary of XGlamo for the scaling of the
>>> touchscreen to work. If the game is running, but you can do anything
>>> (i.e.
>>> demo is running) then I would assume that the touchscreen is not
>>> reporting
>>> valid x,y coordinates. So I would say you may be subject to bug #1244 .
>>> Not
>>> sure if someone has patched this for debian's xglamo package.
>>>
>>> Let me know if this helps? We can add some debug output and test on your
>>> system if you'd like. (That way we could see for sure what reported x,y
>>> values are being used.
> 
> 
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Re: FTP Client

2008-12-08 Thread SCarlson

"Crystal Ball"?   This question is not specific to a distro flavor.  FSO or
OM2008, Openmoko, Qtopia. An ARM port of a ftp client... Just curious if
someone else has done the work already, if not I want to get one ported.

Scott


arne anka wrote:
> 
> sorry, my crystal ball just broke ...
> 
> please, prefix the subject with your distribution!
> it's not only a matter of politeness but, with the plethora of   
> distributions available, a pure necessity to help people to help you!
>  
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FTP Client

2008-12-07 Thread SCarlson


 Any suggestions for a ftp client packages? Has anyone ported ncftp or
similar? I understand that sftp is better and secure, but I have specific
use case for plain ftp.

Thanks!,
SCarlson
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Re: [FSO][M4] DOOM Running slow.

2008-11-13 Thread SCarlson

I haven't had a chance to install Debian and test Doom yet. I can say that I
had to use special patched binary of XGlamo for the scaling of the
touchscreen to work. If the game is running, but you can do anything (i.e.
demo is running) then I would assume that the touchscreen is not reporting
valid x,y coordinates. So I would say you may be subject to bug #1244 . Not
sure if someone has patched this for debian's xglamo package.

Let me know if this helps? We can add some debug output and test on your
system if you'd like. (That way we could see for sure what reported x,y
values are being used.

Scott

On Thu, Nov 13, 2008 at 1:25 PM, Fox Mulder (via Nabble) <
[EMAIL PROTECTED]<[EMAIL PROTECTED]>
> wrote:

> SCarlson wrote:
> >  I've noticed extremely slow performance while running Doom on FSO M4. I
> > tracked it down to the accelerometer code. (I turned off accel control in
>
> > the opendoom.cfg file and that fixed the speed issue). The code basically
>
> > opens /dev/event3 and reads from this. Should I be approaching the
> > accelerometer interface differently?? It is running horribly slow, can
> > anyone else confirm this?
> >
> > I've also noticed running from desktop on the phone is also very slow
> with
> > accel turned off as well. When running a similar startup script from ssh,
> it
> > runs full speed (accel still turned off).
> >
> > Is there anything obvious here regarding the way FSO operates that could
> > cause this? I'd like to discover the cause and implement a solution
> quickly.
> > (Do I need to be on DBUS requesting the resources I need/want?)
>
> Have you found the problem why doom isn't running on debian on fr?
> I read people writing about it running and i still can't run doom. :(
> I'm still stuck at the initial doom menu screen where nothing anymore
> happens. I even installed xglamo and did resize and rotate the screen
> but this didn't make any difference for the initial problem.
>
> Ciao,
>  Rainer
>
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[FSO][M4] DOOM Running slow.

2008-11-13 Thread SCarlson



 I've noticed extremely slow performance while running Doom on FSO M4. I
tracked it down to the accelerometer code. (I turned off accel control in
the opendoom.cfg file and that fixed the speed issue). The code basically
opens /dev/event3 and reads from this. Should I be approaching the
accelerometer interface differently?? It is running horribly slow, can
anyone else confirm this?

I've also noticed running from desktop on the phone is also very slow with
accel turned off as well. When running a similar startup script from ssh, it
runs full speed (accel still turned off).

Is there anything obvious here regarding the way FSO operates that could
cause this? I'd like to discover the cause and implement a solution quickly.
(Do I need to be on DBUS requesting the resources I need/want?)

Thanks,
SCarlson
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[FSO][M4] Missing Components?

2008-11-11 Thread SCarlson


 Hello Everyone --

I've just flashed 
openmoko-fso-illume-image-glibc-ipk--2008-om-gta02.rootfs.jffs2  and its
accompanying uImage. The machine loads, and I see Alarm,Snapshot,Terminal
icons.  Zhone does not run.(even after several reboots).  I could not find
it on the filesystem with (find | grep zhone)(from root). Am I missing
something here? I'm probably missing something horribly obvious, so I'd
thought I'd ask.

Thanks in Advance,
SCarlson


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Re: LSCD project

2008-11-10 Thread SCarlson


 How much are the biped frames? with and without servos. Where do I purchase
the equipment? The local distributor does not seem to have their site
finished. http://www.wlrobot.com/contacts.html ? The only product I've seen
for sale is the servo kit on ebay. Am I missing something?

-src



SoG wrote:
> 
> Hello! All,
> 
> Thank's Tick and open source guy effort, If you want to buy the LSC
> hardware module or servo case, please let me know. The Servo parts are
> standard size, I think it's more easy to get it in somewhere.
> 
> One of my friends who also did very cool demo on
> http://tw.youtube.com/watch?v=Xm6khrdnATo .
> Use LEGO-NXT  (I think it can be change to NEO) with LSC  with Lots of
> sensors.
> 
> You can get RC-vehicle, and with Openmoko phone :), Hope you love the
> LSC-10 kit, and play it with robot or some RC toy (Car, Airplane,
> helicopter ..etc ).
> 
> Regards,
> SoG ([EMAIL PROTECTED] )
> 
> 
> wp wrote:
>> 
>> Man, that's just what I wanted to start doing with my colleagues as one
>> of
>> our projects on the university ;) Great work! I'll watch ya ;)
>> 
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[OM2008] Events/0 eats 30% -- Causing Doom to run slow.

2008-11-07 Thread SCarlson


 Hello All -

 I believe I've read that this issue was posted and a (won't fix) was tacked
on.  I was tracking down the reasons why Doom would run slow sometimes, and
nice others... It appears to be events/0 causing 27-30% cpu usage. 

What is the remedy for this? Reboot? (Like MS-Windows?).. 

Otherwise, for all of you out there, this is why Doom runs slow on some
machines.

-Scott
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

.opendoom/opendoom.cfg
# Accelerometer Settings
 
accelerometer_ywindow50
accelerometer_zwindow55
accelerometer_yscale   90
accelerometer_zscale   4

These values were found from trial and tune. 
z = forward/backward
y = left/right

A neutral point is recorded  (y,z)  (When leaving the menu). The deadzone
defines the size of the area surrounding the new found center. Once outside
of this region, track the distance from the outside of the deadzone and
multiply scale factor. 

Thats about the jist. If you want to move around more, then I'd suggest
opening up the window on both axis (test these independently. And reduce the
sensitivity. The motion speed is directly proportional to the distance from
the deadzone (scaled).

Let me know if you improve the config!

-scarlson 









Marco Trevisan (Treviño) wrote:
> 
> SCarlson wrote:
>> Edit the .opendoom/opendoom.cfg file and goto accelerometer section.
>> There
>> are constants for the deadzone and sensitivity. If you need further
>> assistance, drop me a line.
> 
> Yes I already saw these values, but I'd like to know more about them...
> 
>> BTW. I believe the Z-Axis is tied to forward/backward motion and the
>> Y-Axis
>> is tied to left/right. (Per the CFG references).
> 
> Thanks, I'll try this. However have you any example to riduce a little
> the sensibility?
> 
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> http://www.3v1n0.net/
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson


 Yes, it would be VERY easy to modify. The place you want to look is
g_game.c . Line 811
The X,Y Coordinates 0,0 represent the upper left corner.

There are some quick instructions on how to compile on the wiki, if you have
any problems, don't hesitate to drop me another line.

Scott


Marco Trevisan (Treviño) wrote:
> 
> SCarlson wrote:
>> Marco Trevisan (Treviño) wrote:
>>> It's so cool! It's really much more usable than Duke3d (ehy, why don't
>>> you merge the accelerometer engine?! :P) and runs very smoothly...
>>>
>>> By the way I've some issues to post:
>>>  - I'd prefer to use the right thumb to shoot (as Duke3d); have you
>>>already set a virtual button for the bottom right area that
>>>generates a key-code to be set in the configuration?
>>  - The virtual button concept is a good one, I can expose everything to
>> the
>> CFG and let you define size and position.
> 
> Ok, nice to hear... Btw do you have actually a quick way to use the
> bottom right corner instead of the bottom left one?
> I had no time to look at the sources yet...
> 
> Thanks!
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

Yes, this I can help you with. (Details are on
unsyncopated.com/BrainSolvent/Doom_Port)

Edit the .opendoom/opendoom.cfg file and goto accelerometer section. There
are constants for the deadzone and sensitivity. If you need further
assistance, drop me a line.

BTW. I believe the Z-Axis is tied to forward/backward motion and the Y-Axis
is tied to left/right. (Per the CFG references).

Scott


Marco Trevisan (Treviño) wrote:
> 
> Marco Trevisan (Treviño) wrote:
>> SCarlson wrote:
>>>  Good evening everyone. I'd like to introduce the DOOM port I've been
>>> working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%20Port
>>> wiki , where you will find some documentation and videos. Here is the 
>>> http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg  file.
>>>
>>> I've implemented a full touch screen only interface for you Neo 1973
>>> guys
>>> out there! Please see Finger-Tippng on wiki. (There is also a video
>>> demo).
>> 
>> It's so cool! It's really much more usable than Duke3d (ehy, why don't
>> you merge the accelerometer engine?! :P) and runs very smoothly...
> 
> I forgot... Do yuo have an advice to set the accelerometers sensitivity?
> I'd like to move a little more my phone to move my killer :P
> 
> -- 
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> http://www.3v1n0.net/
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson


 - The virtual button concept is a good one, I can expose everything to the
CFG and let you define size and position.
-  Yeah, I noticed that late into the project, I am planning on making a
Time/Data Stamped Save Name automatically.
- Eventually I'd like to DOOM to be compliant with DBUS interface, so maybe
this can be cleanly taken
care of along with other nuances.

 Thanks for your feedback!

Scott


Marco Trevisan (Treviño) wrote:
> 
> It's so cool! It's really much more usable than Duke3d (ehy, why don't
> you merge the accelerometer engine?! :P) and runs very smoothly...
> 
> By the way I've some issues to post:
>  - I'd prefer to use the right thumb to shoot (as Duke3d); have you
>already set a virtual button for the bottom right area that
>generates a key-code to be set in the configuration?
>  - I can't save the game, since it asks to input a text
>  - sometimes the menu pop-ups while playing also If I'm not touching
>the touchscreen at all.
>  - If the screen saver starts, Xglamo gives me a WSOD and I've to
>kill and restart it (if I've ssh) to continue using my phone.
> 
> For fixing the last issue (that maybe it's due to the fact that I'm
> running a kernel with the Harald Welte patches for screen blanking) from
> stable kernel branch), by the way, I've changed the launcher script to
> temporary disable the screen saver. It works quite well, you can get it
> applying this patch [1].
> 
> Bye and thanks for your great work!
> 
> [1] http://3v1n0.net/openmoko/opendoom-wrapper-disable-screensaver.patch
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

Xavier --

 Can you give us some details about your current distro and anything other
information that might be interesting? I've noticed slow game play rarely
(but when I do it is bad,) It seems to have something to do with the state
of the phone config? I haven't put my finger on it. I can assure you it is
not supposed to be slow. I have an SD distro that is loaded to the teeth
(OM2008-update). And a lean fresh NAND install of OM2009 (I have noticed the
lean install runs Doom quite quickly.)

Let's do some investigation.

Scott


Xavier Cremaschi wrote:
> 
> Great news about a great game on a cool device ;)
> 
> But I have the same problem with Doom as with Duke Nukem 3D : it's 
> horribly slow, much slower than youtube videos of these FR games. And so 
> it is not playable at all.
> 
> While running Doom, I have no sound and 'top' tells me my FR is almost 
> idling. While running Duke Nukem, I have a crappy sound. And while using 
>   a media player to play some mp3 my CPU consumption is huge : only 
> pythm frontend+mplayer backend seems light enough to allow me to listen 
> music.
> 
> Does someone have an idea of what my problem could be ? I did not see 
> any particular error messages in stdout/stderr, nor in strace output.
> 
> Xavier.
> 
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-03 Thread SCarlson

Fox --
  
  Thanks for the information. I will install Debian this week and do some
testing.

Two things come to mind regarding your issues. 
 
 #1 ) The sound hanging is due to the fact that the Doom Engine did not
properly initialize the sound. So it hangs in the end when trying to exit (I
get this periodically with my OM2008 distro depending on the state of the
sound card (sometimes this happens after a suspend and resume). Is there a
fundamental difference with Sound drivers between Debian and other OM
Distros?

 #2 ) The touchscreen being dead is probably because the X,Y Coordinates are
either A) Being reported differently than the other systems or B) There is
still a Scaling/Rotation issues BUG #1244 that plagued the other distros
(Until recently, XGlamo patched binary (for scaling) available on the doom
wiki) 

I will do some testing and see what Debian is reporting for Touchscreen
coordinates. Also, Does Debian have a method for rotating/scaling screen??? 

Thanks for your feedback!
Scott



Fox Mulder wrote:
> 
> 
> Thanks for your effort of bringing doom to the freerunner. :)
> 
> Today i tried it with debian and i have a few problems getting it to run
> at all.
> First i modified "dm" to start without xrandr because it isn't
> supported. Than i copied an original doom1 wad file (yes i still save my
> very old games) to /usr/local/share/games/doom. Now when i try to start
> with "dm" i got the doom startup screen (only center of the screen with
> 320x240) with the menu selections and everything looks fine in the
> console [1].
> But at this point nothing more happens. I can't select the menu entrys
> with touchscreen to start a new level. Also i can't hear any sound at
> all. And when i try to shutdown doom with ctrl-c in the console (started
> it per ssh to see the console output) the shutdown process stops at the
> point where it would shutdown sound and hangs. Then i have to kill it
> with kill -15 because other signals doesn't work [2]. And after that i
> get back to the normal xfce desktop, but all touchscreen inputs are
> dead. I have to restart my fr to get the touchscreen back to work.
> 
> Maybe someone know of any incompatibility with debian or i'm just
> missing something. But the console shows no error message when starting
> until the doom menu appears. I would really love to play doom on my fr
> within debian. This awakens my memories of the good old dos games. :)
> 
> Ciao,
>  Rainer
> 
> 
> [1]
> opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
> M_LoadDefaults: Load system defaults.
>  default file: /root/.opendoom/opendoom.cfg
>  found doom.wad
> IWAD found: doom.wad
> PrBoom (built Nov  1 2008), playing: The Ultimate DOOM
> PrBoom is released under the GNU General Public license v2.0.
> You are welcome to redistribute it under certain conditions.
> It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
> V_Init: allocate screens.
>  found prboom.wad
> D_InitNetGame: Checking for network game.
> W_Init: Init WADfiles.
>  adding doom.wad
>  adding prboom.wad
> W_InitCache
> M_Init: Init miscellaneous info.
> R_Init: Init DOOM refresh daemon -
> R_LoadTrigTables: Endianness...ok.
> R_InitData: Textures Flats Sprites
> R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap
> R_InitTranslationsTables R_InitPatches
> P_Init: Init Playloop state.
> I_Init: Setting up machine state.
> I_InitSound:  configured audio device with 1024 samples/slice
> I_InitSound: sound module ready
> S_Init: Setting up sound.
> S_Init: default sfx volume 2
> HU_Init: Setting up heads up display.
> I_InitGraphics: 320x240
> I_UpdateVideoMode: 320x240 (fullscreen)
> V_InitMode: using 8 bit video mode
> I_SetRes: Using resolution 320x240
> I_UpdateVideoMode: 0xe000, SDL buffer, direct access
> ST_Init: Init status bar.
> G_DoPlayDemo: playing demo with ultimate doom compatibility
> 
> 
> [2}
> I_SignalHandler: Exiting on signal: signal 2
> I_ShutdownMusic: removing /tmp/prboom-music-Kkpypl
> I_ShutdownSound:
> /usr/bin/dm: line 6:  2334 Killed /usr/games/opendoom -config
> ~/.opendoom/opendoom.cfg
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Re: DOOM For Neo Freerunner / 1973

2008-11-03 Thread SCarlson



Petr Vanek wrote:
> 
> 
>>>I had some problems with the controls, at one stage I only was able to
>>>go backwards, another time I had to hold FR on my hand so that the
>>>left side was higher than the right, for some reason.
> 
> 
>>I had the same issue. Don't forget that the accelerators calibrate
>>themselves each time while Menu pops up. And, i think it is presumed
>>you hold your FR not horizontally but vertically. This now works fine
>>for me.
> 
>>--
>>Petr Vaněk
>>http://biodynamika.cz
> 
> 
> Yes, remember, When you are in the game, if you goto the menu, find a
> comfortable position, and hold it while you return to your game, then you
> are in the new neutral position. (It doesn't really matter how you hold it
> (upside down etc..)   The only catch here is the face up position flat on
> a table will 'Pause' the game.
> 
> -Scott
> 
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


David, 
 
  I am looking into just exposing the cheats as booleans in the CFG file.
This will take me a few days to get around to it. For the time being you
could go usb keyboard? Then save a game (doesn't it remember?)

Speaking of saved games, I will be slapping in a time/date stamped save game
names, (since we can't type in our own!)

Scott


David Samblas Martinez wrote:
> 
> El dom, 02-11-2008 a las 01:13 -0700, SCarlson escribió:
>> 
>>  Good evening everyone. I'd like to introduce the DOOM port I've been
>> working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%
>> 20Port
>> wiki , where you will find some documentation and videos. Here is the 
>> http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg
>> file.
>> 
>> I've implemented a full touch screen only interface for you Neo 1973
>> guys
>> out there! Please see Finger-Tippng on wiki. (There is also a video
>> demo).
>> 
>> And of course I can't forget the rest of us who have a sense of
>> gravity!
>> (Yes, you can strafe).
>> 
>> Drop me a line if you want to get a multi-player game fired up. I'd
>> like to
>> test the network play over wifi.
>> 
>> Enjoy!
>> 
>> -Scott R Carlson
> Really really good job :) 
> I ashamed but I always was a cheater in this game, How I do activate
> Inmunity mode, Infinite ammo etc etc? 
> Sorry this was the only way I survive more than 10 seconds shooter
> games ;)
> 
> -- 
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> http://www.tuxbrain.com
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> Hey, watch out!!! There's a linux in your pocket!!!
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


>accelerators do work for me easily, but the tapping buttons not. i have
>really hard time selecting a game from the menu :( am i missing
>something? it goes up/down erratically somewhere around the
l>eft-center, but how do i confirm-enter?
>
>--
>Petr Vaněk
>http://biodynamika.cz


Petr -- I'm glad to hear the accel portion works well.  

As Far as Touchscreen is concerned. There is still a little "bounce" going
on and i should have made the menu enter key a little bigger. 

Basically I need to draw a diagram, (I will tonight) but for now. 

During Game and Menu mode you have the upper right corner, that is
equivalent to 'esc' key on the original game, (It will toggle menu/game
modes).


Menu Mode: 
 Menu Enter is the Center of the screen.
 Up is a longer the upper center border.
 Down is lower center border
 Left - Left border
 Rt - Right border 

Game Mode:
Shoot -- Bottom Left Corner
Open Door -- Upper Right Corner
Change Weapon -- Between Shooting/Opening
Upper Border -- Run Toggle (Only needed for
Non-Accelerometer config)
The rest of the screen is open slate for Finger-Tipping (If
thats activated) or swipe strafing. (Although you can hold down the AUX
button and tip for strafing as well)

I hope this helps, I will get some decent sketches posted. I am wide open to
any suggestions for improvements.

Have Fun!
SCarlson
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson



 Alright, There is now a new package 0.1.1 available. 
http://opendoom.googlecode.com/files/opendoom_0.1.1_armv4t.ipk Here.  This
includes the original Doom1 Shareware. 

Also, I'd like to ask anyone interested in playing to check out the user
interface docs  http://unsyncopated.com/BrainSolvent/Doom Port here . As
I've spent a good chunk of time trying to get the most out of our limited
interface. This includes things like on-the-fly accelerometer "taring" and
the such, you should be able to play this game in just about any position.

Also. I'd like to hear from any New 1973 owners, and get some feedback on
the Finger-Tipping interface. (I have some ideas for improvements in this
area. But Would really like some user feedback!

Thanks everyone!

-Scott
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Man it was a late night. I totally thought it was. Working on it



Petr Vanek wrote:
> 
> 
>>> opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
>>> M_LoadDefaults: Load system defaults.
>>>  default file: /home/root/.opendoom/opendoom.cfg
>>> IdentifyVersion: IWAD not found
>>
>>Ack. Same problem here.
> 
> same here.
> i have been googling for free or shareware iwad file but no luck...
> there should be one coming with the deb packaged doom... or not?
> 
> --
> Petr Vaněk
> http://biodynamika.cz
> 
> 
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson

It was very late, I thought I had included them.. I will re-package.

Just so everyone knows. Put your shareware or commercial WAD files in
/usr/local/share/games/doom/ directory

Scott


Pander-2 wrote:
> 
> Would be nice to have all the free wad files in the doom package, in a
> doom-data package, or each in a separate package.
> 
> Petr Vanek wrote:
>> On Sun, 02 Nov 2008 12:40:05 +0100
>> Fox Mulder <[EMAIL PROTECTED]> (FM) wrote:
>> 
>>> Pander wrote:
 Petr Vanek wrote:
>>> opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
>>> M_LoadDefaults: Load system defaults.
>>>  default file: /home/root/.opendoom/opendoom.cfg
>>> IdentifyVersion: IWAD not found
>> Ack. Same problem here.
> same here.
> i have been googling for free or shareware iwad file but no luck...
> there should be one coming with the deb packaged doom... or not?
 Here are some doom wad files:
 http://packages.ubuntu.com/intrepid/all/doom-wad-shareware/filelist
 http://packages.ubuntu.com/intrepid/all/freedoom/filelist
 http://packages.ubuntu.com/intrepid/i386/prboom/filelist
>>> Or you can just download the original shareware version from
>>> ID-Software which contains the shareware wad file. You just have to
>>> extract the files within the archive with the included deice.exe and
>>> get doom1.wad. ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip
>>>
>>> Ciao,
>>> Rainer
>> 
>> ok, as i have no mswindows i couldn't extract this so i downloaded
>> the doom-wad-shareware debian package and scp'd the wads into my FR.
>> Doom now starts, although no sound is present:
>> 
>> I_Init: Setting up machine state.
>> I_InitSound: couldn't open audio with desired format
>> S_Init: Setting up sound.
>> S_Init: default sfx volume 2
>> HU_Init: Setting up heads up display.
>> 
>> i got the game going. great! :)
>> 
>> it's quite responsive, no problem, the only thing that needs a bit of
>> getting used to us the screen and accelerators. Perhaps we need to
>> xrandr it the other way? it feels like the screen is not calibrated
>> now... but this is minor already.
>> 
>> great job, thank you!
>> 
>> --
>> Petr Vaněk
>> http://biodynamika.cz
>> 
>> 
>> 
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson



 Thanks.. Please read the wiki. There is an Accelerometer re-tare feature
that will make your life better. (At least running doom)

Scott

Petr Vanek wrote:
> 
> On Sun, 02 Nov 2008 12:40:05 +0100
> Fox Mulder <[EMAIL PROTECTED]> (FM) wrote:
> 
>>Pander wrote:
>>> Petr Vanek wrote:
>> opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
>> M_LoadDefaults: Load system defaults.
>>  default file: /home/root/.opendoom/opendoom.cfg
>> IdentifyVersion: IWAD not found
> Ack. Same problem here.
 same here.
 i have been googling for free or shareware iwad file but no luck...
 there should be one coming with the deb packaged doom... or not?
>>> 
>>> Here are some doom wad files:
>>> http://packages.ubuntu.com/intrepid/all/doom-wad-shareware/filelist
>>> http://packages.ubuntu.com/intrepid/all/freedoom/filelist
>>> http://packages.ubuntu.com/intrepid/i386/prboom/filelist
>>
>>Or you can just download the original shareware version from
>>ID-Software which contains the shareware wad file. You just have to
>>extract the files within the archive with the included deice.exe and
>>get doom1.wad. ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip
>>
>>Ciao,
>> Rainer
> 
> ok, as i have no mswindows i couldn't extract this so i downloaded
> the doom-wad-shareware debian package and scp'd the wads into my FR.
> Doom now starts, although no sound is present:
> 
> I_Init: Setting up machine state.
> I_InitSound: couldn't open audio with desired format
> S_Init: Setting up sound.
> S_Init: default sfx volume 2
> HU_Init: Setting up heads up display.
> 
> i got the game going. great! :)
> 
> it's quite responsive, no problem, the only thing that needs a bit of
> getting used to us the screen and accelerators. Perhaps we need to
> xrandr it the other way? it feels like the screen is not calibrated
> now... but this is minor already.
> 
> great job, thank you!
> 
> --
> Petr Vaněk
> http://biodynamika.cz
> 
> 
> 
> -- 
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> Customer Service Representative
> 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Yes , libsdl, libsdl-mixer, and libsdl-net are required.

Sott

Risto H. Kurppa wrote:
> 
> cool!
> 
> I had to install
> http://downloads.openmoko.org/repository/testing/armv4t/libsdl-net-1.2-0_1.2.7-r1_armv4t.opk
> fo latest FDOM. I might have installed some other extra libraries too
> earlier that are required.
> 
> But I get this message when trying to run:
> 
> opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
> M_LoadDefaults: Load system defaults.
>  default file: /home/root/.opendoom/opendoom.cfg
> IdentifyVersion: IWAD not found
> 
> 
> Any tips?
> 
> r
> 
> -- 
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> | risto at kurppa dot fi
> | http://risto.kurppa.fi
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DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Good evening everyone. I'd like to introduce the DOOM port I've been
working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%20Port
wiki , where you will find some documentation and videos. Here is the 
http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg  file.

I've implemented a full touch screen only interface for you Neo 1973 guys
out there! Please see Finger-Tippng on wiki. (There is also a video demo).

And of course I can't forget the rest of us who have a sense of gravity!
(Yes, you can strafe).

Drop me a line if you want to get a multi-player game fired up. I'd like to
test the network play over wifi.

Enjoy!

-Scott R Carlson




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Openmoko Planet (How to post)

2008-10-30 Thread SCarlson


Hello everyone,

 I'm looking to release a piece of software this weekend, I'd like to
include a post on the Planet. How can I go about this?

Thanks in Advance,

Scott
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Re: GTA03 - buttons or touchscreen

2008-10-25 Thread SCarlson


Number 3 ) Combo


shawn sullivan wrote:
> 
> I vote for option 3 (everything else on the market is now a touch 
> screen, we can't take a step back)
> 
> JW wrote:
>> Ok Community,
>> 
>> vote and tell OM what you want for the next phone
>> 
>> [also realise this is still a long time away and Freerunner is available
>> to buy
>> now!]
>> 
>> 1) touchscreen (no qwerty buttons) - freerunner, HTC Orbit, iphone
>> 2) qwerty keyboard and tracker ball - blackberry curve
>> 3) combination touchscreen plus qwerty - G1
>> 
>> ***
>> Please don't write endless pages about why - just indicate which one YOU
>> want.
>> ***
>> 
>> For myself my vote is
>> 
>> 1) no, my HTC orbit experience was horrible (yes, i realise there are
>> better)
>> 2) yes, my preferred user input method - intuitive, fast, flexible
>> 3) no, i think combo is too much to ask from OM right now
>> 
>> ciao
>> JW
> 
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Re: Subversion Clients/Servers

2008-10-20 Thread SCarlson


 Understood. I'm trying to stick with the OM products though.

-Scott


Stefan Monnier wrote:
> 
>>  Anyone compiled and running subversion server or even just a client on
>> their Freerunners yet?
> 
> If you use the Debian distribution, then yes, and you can install it
> with just "apt-get install subversion".
> 
> 
> Stefan
> 
> 
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Re: One more rotate version

2008-10-20 Thread SCarlson

Someone correct me if I'm wrong, but from what i've read, the accelerometers
are not "dieing" but the mechanism that exposes them to /dev/eventX does.?
Still able to view throught the /sys/proc route?

Scott


Fabian Henze wrote:
> 
> On 20.10.2008 at 04:14:08, SCarlson wrote:
>>  Very snappy. It does "die" pretty quickly.. Due to accelerometer
>> failing?
>> How can I help test this further. I ran from command line and when it
>> "dies" it just stopping writing to stdout. Also, if I re-run it just sits
>> and waits for stdout. I assume this is the acc. problem that you
>> mentioned
>> above.?
>>
>> Scott
> 
> Yes I think so. It might as well be a bug in my code, but as other rotate 
> programs have the same problem (or build around it), this is not very
> likely. 
> It would help, if anyone could tell me how to avoid the bug by altering
> some 
> timeouts or how to predict the next death.
> I am currently trying if `cat /dev/input/event3` is also dying after a
> while, 
> however it has not stopped yet. Is there some information on this bug
> around? 
> I have not found anything in the bugtracker.
> 
> -- Fabian
> 
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Subversion Clients/Servers

2008-10-19 Thread SCarlson



 Anyone compiled and running subversion server or even just a client on
their Freerunners yet?

Scott
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Re: One more rotate version

2008-10-19 Thread SCarlson

 Very snappy. It does "die" pretty quickly.. Due to accelerometer failing?
How can I help test this further. I ran from command line and when it "dies"
it just stopping writing to stdout. Also, if I re-run it just sits and waits
for stdout. I assume this is the acc. problem that you mentioned above.?

Scott


Fabian Henze wrote:
> 
> Hi,
> As it seems popular these days to publish a custom version of the rotate 
> program, I am also going to do it.
> After reading the source code of Rui Miguel Silva Seabra's rotate program,
> I 
> found some parts that could be improved and hacked on those. The result
> differs 
> from the original in the following points:
>  - No brightness control (Its just annoying)
>  - Imo better (and faster) heuristics
>  - Fewer errors and false positives (the display won't rotate while the
> phone 
> is shaken around or sth. like this)
>  - uses fewer CPU cycles (I have not done much research, because it would
> not 
> even show up in top)
> BUT:
>  - It still suffers from the "accelerometers stop working after a while"
> bug.
> 
> I would much appreciate feedback on the program and especially on the
> quality 
> of the code. And I would even more appreciate a better accelerometer
> driver so 
> userland hacks like one by Oscar Casamitjana are not necessary anymore
> 
> -- Fabian
> 
>  
>  
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Re: Flashing in (K)Ubuntu Linux 64bits

2008-10-16 Thread SCarlson



This device is always on my machine. I'm using a Laptop with Ubuntu 8.04.
What my move if I want to track this device down,... (may be something else
hooking this?)

  Found Runtime: [0x044e:0x300c] devnum=0, cfg=0, intf=2, alt=0,
name="UNDEFINED"

Scott



vasco.nevoa wrote:
> 
> 
> That's very strange to me... I've got Ubuntu 64bits, and no such problems.
> I just turn on the FR in the NOR bootloader (AUX->POWER, not  
> POWER->AUX), and then go right ahead and use dfu-util without having  
> to specify the device number... if the machine does not detect it,  
> relaunch dfu-util.
> Maybe you guys have some USB hardware inside your machines that is  
> capable of DFU (weird, but possible on laptops)... try "dfu-util -l"  
> without the FR plugged in.
> 
> Citando Patrick Beck <[EMAIL PROTECTED]>:
> 
>> Hello jotalix,
>>
>> i think you have the same problem as me, when i start to flash my
>> Freerunner. dfu-util has detected two devices (./dfu-util -l) so i have
>> to select one with the parameter --device. For example =>
>>
>> ./dfu-util -a rootfs --device listed-id -R -D image.rootfs
>>
>> with kind regards
>>
>> Patrick
>>
>> Am Donnerstag, den 16.10.2008, 04:13 -0700 schrieb jotalix:
>>> Kubuntu, 64bits
>>>
>>> Hi,
>>>
>>> I am able to browser inside Neo Freerunner gta02, i do ssh
>>> [EMAIL PROTECTED], and do whatever i need inside.
>>>
>>> But i want to flash it to a recent version, and here comes the problem,
>>> i
>>> can only use dfu-util with my Neo on bootloader ,and while on bootloader
>>> kubuntu dont recognize it as a USB device whatever,... so how can it be
>>> possible to flash it?
>>>
>>> best regards,
>>> jotalix
>>
> 
> 
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Re: Back to the basics: improving user experience

2008-10-16 Thread SCarlson


  I would love to see the rotation/scaling bugs finished up Bug #1244. It
has evolved as far as symptoms,
both scaling to low res 320x240 and rotation yield incorrect x,y
coordinates. (Although going through tslib directly works fine, showing that
it is glamo issue)

Would be nice to have this year + issue laid to rest, that would open the
doors to some of our game developers and add to the overall functionality of
the gui interfaces being created.

There have been two patches made available, one that fixes rotation and one
that independantly fixes scaling, but I havnt seen an overall solution, or
at least havn't seen the solution show up in the repo.

Scott


John Lee wrote:
> 
> Hi,
> 
> Like Wolfgang said in
> http://n2.nabble.com/Weekly-Engineering-News-41-2008-td1336450.html
> 
> We assembled a team to focus on improving the user experience.  Here
> is our todo list at the moment:
> 
> * Reduce boot time.
> 
> * Optimize the touch screen driver on freerunner for finger usage.
> 
> * A generic python loader to enhance the start up time of python
>   scripts.
> 
> * Work with system team to improve suspend/resume user experience.
> 
> 
> I would like to ask the community:
> 
> What do you want us to work on?
> 
> 
> The idea is
> 
> * We improve the current stack, not creating new features.
> 
> * Prefer stuffs which could be brought over to gta03 instead of
>   gta02/om2008 specific.
> 
> * won't work on om2007 stack.
> 
> 
> So, tell us what you want, then the coding monkeys will start working!
> :)
> 
> 
> Regards,
> John
> 
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Re: Editing text files

2008-10-12 Thread SCarlson


 Check out "nano" .

-Scott

\
Stefan Monnier wrote:
> 
> 
> How do people edit text files on their FreeRunner (other than via an
> SSH-over-USB connection)?
> `sed' seems to be about as good as I can get, since `vi' requires the
> ESC key to do anything useful, but the keyboard doesn't seem to provide
> any way to enter it (but even if it did, motion with hjkl is about as
> painful as it gets).
> Clearly, we can do much better.
> 
> 
> Stefan
> 
> 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-15 Thread SCarlson

 Currently watching my mokobuild whip by on my terminal. And my eyes locked
onto this...

NOTE: Applying patch 'enable-xcalibrate.patch'
(/home/scott/code/mokobuild/openembedded/packages/xorg-xserver/xserver-kdrive-1.3.0.0/enable-xcalibrate.patch)

Niice.

Scott


SCarlson wrote:
> 
> 
>  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
>> 
>> 
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>> 
> 
> 

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-15 Thread SCarlson


 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
> 
> 
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Fantastic Experience

2008-09-11 Thread SCarlson


 Hello All --

 I'd like to pipe in with my New Freerunner experiences thus far.

 I have had my phone for 2 weeks. I loaded up OM2008.8-update.

Here is the list :

 Solid GSM (Sending and Receiving). No Echo, clear calls, full bars.
 My SIM Card contact list imported automatically.
 SMS, Solid.
 Wifi, also works great.
 GPS works. 60 second TTFF and 40 second TTFF w/ external antenna (This is
without the capacitor fix)
 microSd works.
 Suspend/Resume .. solid (minus the GUI setting having no effect. but I
don't care, I just suspend manually with the power button when I'm not using
it).
 I made a usb cable, so now my phone can receive standard USB devices.. this
opens many doors.
 
When I was shopping for a mobile computer/phone, I scraped the planet for
something open and hackable. What I found was nice machines with propriety
software that goes through a Telecom company, which is then purposely
crippled and released for public consumption. Most of the crippling process
is based on a Business model that "nickels and dimes" us to death for
services and features that (I believe) we should already have. In the end,
the only answer for me was to by the GTA02. 

I'd like to say, that I'm here to stay, "on the band wagon", lets kick some
ass...

Completely Satisfied,
Scott R Carlson
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Questions regarding shell/startup scripts

2008-09-10 Thread SCarlson


 Hey guys --

 Does anyone's resolv.conf get stomped on every time the machine is
rebooted?  I have been adding my nameservers by hand.. Just wondering if
there is a good reason for this?

Also, Where should I go to force BASH as my default shell, and/or how do i
get an ASH init script that loads everytime I open a terminal. (If I could
do this, I'd just automate the resolv.conf stuffer.)

Thanks!

Scott
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Openmoko.org is down?

2008-09-10 Thread SCarlson



 Anyone know whats up with openmoko.org?

-Scott
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Re: usb problem, device not detected, fried?

2008-09-09 Thread SCarlson

Andres --
 Are you sure that you are not configured for usb host mode? That would
certainly cause your symptoms.

-Scott

andres wrote:
> 
> Hi
> 
> for some reason, when I plug the FR on the usb connected to my pc,
> it doesn't recognize that connection, nor it charges.
> 
> This is the same USB where it worked before and also tried with others,
> at the PC, (Ubuntu 8.04)
> 
> when
> 
> $>  ifconfig usb0 192.168.0.200 netmask 255.255.255.0
> SIOCSIFADDR: No such device
> usb0: ERROR while getting interface flags: No such device
> SIOCSIFNETMASK: No such device
> 
> $> dmesg shows nothing
> 
> ifup usb0 at the FR shows as device already configured,
> although usb0 is not listed by ifconfig
> 
> when ifdow usb0, then ifup0 at the FR
> I get the error no such device.
> 
> any tip on how to follow up?
> 
> Thank you,
> 
> 
> 
> 
> 
> 
> 
> -- 
> Andres Paglayan
> CTO, StoneSoup LLC 
> Ph: 505 629-4344
> Mb: 505 690-2871
> FWD: 65-5587
> Testi. Codi. Vinci.
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DOOM OpenMoko Port

2008-09-06 Thread SCarlson


 I've just witnessed DOOM on my Freerunner. I spent a few hours this evening
compiling a SDL port for DOOM, it let me tell you it looks great. I'd like
to thank everyone involved for giving me the opportunity to exploit this
machine (which is also a phone).

I'll be working on a Acc. UI, similar to the Duke3d port. (Thanks to the
person who ported Duke3d to inspire me today to do the same with DOOM, this
just made my week)

-Scott
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

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
>>>>>>
>>>>>>
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>>>>>>
>>>>>>   
>>>>>> 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

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


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Great Experience

2008-09-04 Thread SCarlson

Hello Everyone, 

 I'm happy to say I just received my Freerunner in the mail! I popped my SIM
card in, and it instantly registered to my AT&T network. Full bars. Clean
calls (no echos) and SMS messaging works great! This was with the software
out of the box. We will see how things are working when I'm done flashing
the new images! 

Great Job Guys! 

-Scott
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