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spvQuake // exoSyphen Studios - released


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Guest rafiq_p
Posted

I used winzip to uncompress the .gz file (about 18MB uncompressed)

Guest exosyphen
Posted

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.

Guest Skitals
Posted

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.

Posted

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.)

Posted

Idea: Smartphone Total Conversion to take into account limited control scheme? Or does that still require the original textures? Been a while..

Posted

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.

Guest exosyphen
Posted

Pretty good ... I will work and get that up to a higher frame rate.

Posted

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?

Guest exosyphen
Posted

Have you downloaded pak0.pak.gz from Dan's PocketMatrix website?

I only distribute the executable ... you have to install the .pak yourself

Posted

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)

Guest exosyphen
Posted

I wrote that in the included Readme.txt

Do people actually read the enclosed readme.txt?

An old IRC saying : RTFM! :lol:

Posted
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

Guest exosyphen
Posted

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 :)

Guest exosyphen
Posted

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).

Posted
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

Guest midnight
Posted

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.

Guest exosyphen
Posted

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?

Guest ultimasnake
Posted

maybe dont use the joystick's key to shoot but * and # to jump....?

Guest exosyphen
Posted

You can edit the included autoexec.cgf to se the keys the way you want.

Guest ultimasnake
Posted

mind making a small list with what key is which code ?:lol:

Guest ultimasnake
Posted

Oh and it might be an nice idea not to load the intro level... but start off with the Menu first? :S right?

Guest exosyphen
Posted

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.

Guest ultimasnake
Posted

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

Guest
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