Guest rafiq_p Posted December 18, 2003 Report Share Posted December 18, 2003 I used winzip to uncompress the .gz file (about 18MB uncompressed) Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 18, 2003 Report Share Posted December 18, 2003 WHen you turn off the sound ... there is no sound processing. Sounds take up a lot of CPU. The difference between mine and muff's? I don't really know ... each one of us did his own. I will continue to firther develop and speed this one up. Link to comment Share on other sites More sharing options...
Guest hecatae Posted December 18, 2003 Report Share Posted December 18, 2003 could not load gfx.wad :? going to unzip the pak file. Link to comment Share on other sites More sharing options...
Guest Skitals Posted December 18, 2003 Report Share Posted December 18, 2003 What are you guys getting on timedemo demo1? I just ran it and got 3.8fps. Haha... a little step backwards from the pocket pc version... I could get over 20fps on my ipaq 2210 :lol: 3.8 is good enough for me though :D btw... this is on an i600. ===== sorry, make that 5.3 fps. I realized I had stuff running in the background first time I ran it. 5.3fps on a fresh boot. Link to comment Share on other sites More sharing options...
Guest gex Posted December 18, 2003 Report Share Posted December 18, 2003 Only ran each one once... Everlink SC1100 (Microsoft developer phone) 2.8 - fullscreen timedemo demo1 with sound. 3.2 - smallest screen timedemo demo1 with sound. On my ipaq 5550 (400MHz xscale) with the original PPC version I got 14fps (i had wifi running...dont know if that makes a dif.) Link to comment Share on other sites More sharing options...
Guest Emad Posted December 18, 2003 Report Share Posted December 18, 2003 Idea: Smartphone Total Conversion to take into account limited control scheme? Or does that still require the original textures? Been a while.. Link to comment Share on other sites More sharing options...
Guest gex Posted December 19, 2003 Report Share Posted December 19, 2003 Benchmarks for the PPC version here: http://www.pocketmatrix.com/forums/viewtop...02bf0af98ce0e63 Our SP's are doing well considering the numbers on the benchmarks. Link to comment Share on other sites More sharing options...
Guest gex Posted December 19, 2003 Report Share Posted December 19, 2003 Hey.... Just ran timedemo demo1 using the current release of Pocket Quake 0.062: 3.1 - fullscreen timedemo demo1 with sound. So here are my results so far: Everlink SC1100 (Microsoft developer phone) Pocket Quake 0.062 = 3.1 - fullscreen timedemo demo1 with sound. exoSyphenQuake016beta 2.8 - fullscreen timedemo demo1 with sound. exoSyphenQuake016beta 3.2 - smallest screen timedemo demo1 with sound. Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 Pretty good ... I will work and get that up to a higher frame rate. Link to comment Share on other sites More sharing options...
Guest Brody Posted December 19, 2003 Report Share Posted December 19, 2003 I get W_LoadWadFile: couldn't load gfx.wad??? I had this error with Muff's release as well so i'm sure its user error but what am i doing wrong? Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 Have you downloaded pak0.pak.gz from Dan's PocketMatrix website? I only distribute the executable ... you have to install the .pak yourself Link to comment Share on other sites More sharing options...
Guest muff Posted December 19, 2003 Report Share Posted December 19, 2003 for those of you with the "W_LoadWadFile: couldn't load gfx.wad" error make sure you have downloaded the pak file (and it has a .gz or .pak extension - if it's a zip, unzip it), and placed it in a folder called id1, within a folder called Quake, which itself is at the root of the Storage Card so the structure looks like this :- Storage Card ---Quake ------Id1 ---------pak0.pak (or pak0.pak.gz) Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 I wrote that in the included Readme.txt Do people actually read the enclosed readme.txt? An old IRC saying : RTFM! :lol: Link to comment Share on other sites More sharing options...
Guest muff Posted December 19, 2003 Report Share Posted December 19, 2003 I wrote that in the included Readme.txt Do people actually read the enclosed readme.txt? An old IRC saying : RTFM! :lol: hate to break it to you exo, but no-one reads the readme.txt's :D Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 No wonder. I wrote in the Readme.txt that the first 5 persons to email me, will get a free SPV phone. No wonder nobody emailed me back until now :lol: :D :) Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 Btw muff ... do you have any ideea of how to map the 2 small keys above the joystick to something in Quake (i was thinking of strafing). Link to comment Share on other sites More sharing options...
Guest muff Posted December 19, 2003 Report Share Posted December 19, 2003 Btw muff ... do you have any ideea of how to map the 2 small keys above the joystick to something in Quake (i was thinking of strafing). vkA & vkB ?? vkA = keycode 112 = 'p' on a standard pc keyboard vkB = keycode 113 = 'q' on a standard pc keyboard Link to comment Share on other sites More sharing options...
Guest midnight Posted December 19, 2003 Report Share Posted December 19, 2003 just a suggestion, strafing wouldnt be very good using the softkeys (because then you couldnt move forward while strafing), a better method i think is to hold down a 'strafe' button so that when you press left or right it changes from rotate to strafe. Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 How about joytick to rotate/forward/backward .. and 7/9 for strafing midnight ... your ideea sounds great, I will see if that could be fitted into he quake engine. I believe it could be done from the .cfg ... care to try? Link to comment Share on other sites More sharing options...
Guest ultimasnake Posted December 19, 2003 Report Share Posted December 19, 2003 maybe dont use the joystick's key to shoot but * and # to jump....? Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 You can edit the included autoexec.cgf to se the keys the way you want. Link to comment Share on other sites More sharing options...
Guest ultimasnake Posted December 19, 2003 Report Share Posted December 19, 2003 mind making a small list with what key is which code ?:lol: Link to comment Share on other sites More sharing options...
Guest ultimasnake Posted December 19, 2003 Report Share Posted December 19, 2003 Oh and it might be an nice idea not to load the intro level... but start off with the Menu first? :S right? Link to comment Share on other sites More sharing options...
Guest exosyphen Posted December 19, 2003 Report Share Posted December 19, 2003 You can also change that from the autoexec.cfg Comment out [map "start"] on the last line :lol: I will comment the key mapping in the next release I have planned for the weekend. Link to comment Share on other sites More sharing options...
Guest ultimasnake Posted December 19, 2003 Report Share Posted December 19, 2003 WOOHOO!!! :).. uploadingt he unpacked .gz now.. will do what you said.. and check the FPS on my E200 for you :lol:, it seems to run faster then 2.4 fps to me once in a while.. how do i run a time demo? :D Link to comment Share on other sites More sharing options...
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