GL QuakeDroid Beta - Fog, Alpha Textures, Mirrors, ...
#156 posted by Baker on 2018/04/17 14:00:28
Download: GL QuakeDroid
Screenshots: Rubicon 2 Honey QMB Option
Suggested: if QuakeDroid has been loaded before ...
1) Settings->Video Options->Brightness: Texture Gamma
2) Settings->Preferences->Autoscale: Auto Large
3) (Option) If you want QMB particles Preferences->Effects: QMB
The above are new default settings but would be off in an existing config.cfg.
Re: Xbox Controller
#157 posted by ericw on 2018/04/17 21:28:50
It's a wired USB controller connected to a "USB->USB C on the go" adapter. I actually don't have any other games to test it with so I need to do some more testing on my end, and I'll try compiling myself this week and see what's happening. I'm worried that the SDL "Joystick" api won't be compatible across different joysticks. As I understand it, they added the "Game Controller" api's to SDL2 as a layer on top of the Joystick API to give a consistent view of joysticks, so when the API says "left stick" or "A button" etc., it's actually that stick or button on the joystick.
Whoah - GL support! Nice!
#158 posted by mh on 2018/04/17 21:30:03
Runs well for me, but can the GL error pop-ups during startup be suppressed please? At least for second and subsequent runs? Having to click through 4 or 5 of them every time gets old real fast.
@mh
#159 posted by Baker on 2018/04/17 21:43:28
Whoa! I get zero GL errors during run, but I did the build in debug mode in the event someone had issues.
I'll suppress those in the next incremental and instead record them to log, but I want to know what they are.
@ericw
#160 posted by Baker on 2018/04/17 21:50:01
See the Butane qii4a post/link for an APK download for a different game with controller support.
Regarding the SDL2 joystick API ---
This is all new to me -- that being said, I looked at the SDL2 2.0.8 source code and it leverages native Android controller support which is extremely robust and standardized and mature.
So I am thinking the controller support is going to work almost universally.
Nonetheless, this is the thread where we find these things out ...
@mh - Part 2
#161 posted by Baker on 2018/04/17 21:54:52
I want to see more feedback, but the fact you have GL errors already annoys the hell out of me. I spent time studying the OpenGLES specs and was under the impression that it was pretty damn standardized.
/Pioneers, arrows in the back -- this is the whole purpose of exploring engine developing and killing these kinds of things, but damn ...
GL Errors
#162 posted by mh on 2018/04/17 22:03:20
Here's what I get; it's an el-cheapo Nokia 5 btw.
First is "Alert: GL_EXT_texture_filter_anisotropic" but no other info.
Then a 1280 at line 221 in GL_Evaluate_Renderer_CheckExtensions.
Then another 1280 at line 222, same function.
Then a 1280 at line 223.
Finally one more 1280 at line 224.
Following which it loads and runs fine. LIT files work, and VIS files also seem to do so; I have a bunch of them in a pak2.pak so I'm assuming it's getting them (I've deliberately avoided reading the code for feedback purposes).
@mh
#163 posted by Baker on 2018/04/17 22:10:06
Alright, well -- gives me an action plan.
And I'll act on it and address in the next build.
Still Trying To Get My Moga Hero Controller To Work
#164 posted by apm on 2018/04/18 01:36:52
which is unfortunate because i really want to have quake (and all the expansions) on the go.
the controller can controll the phone in the moga pivot app so its not a bluetooth thing, the controller works, but does nothering in qd.
please could you suggest a controller which you think is best to use for quakedroid. (im willing to pay for a new one just for this project).
I dont think my moga hero can work with quakedroid, i sure cant get it to work. I dont even know if it works outside of moga pivot games, confusing.
If anyone does mange to get this working with a moga controller please let me know so i can know if its worth persisting with this controller.
Might be worth considering moga support for quakedroid, seeing as i think it's a popular controller? Let me know what you think.
@apm
#165 posted by Baker on 2018/04/18 07:27:40
brassbite suggested a controller.
My controller, a ERO VR was $19.98 at Walmart.
#166 posted by Baker on 2018/04/18 07:28:12
Make that EVO VR.
/Typo corrected
@apm
#167 posted by Baker on 2018/04/18 07:53:46
You might try to see if your controller works with https://www.apkmonk.com/app/com.n0n3m4.QII4A/
When I was setting up my controller, the greatest initial difficulty was correctly pairing it with the device. I had to hit a certain combination of buttons to cause it pair as Android vs. pair as iPhone and my initial pairing was wrong.
I had to unpair the device entirely and then pair it again to get it to work right.
While the device was paired improperly, it still showed as a bluetooth device, but didn't work in any game.
/Ideas
GL QuakeDroid Slight Tweak (resolving Mh Startup)
#168 posted by Baker on 2018/04/18 17:11:05
Download: GL QuakeDroid April 18 2018
@mh/GL_EXT_texture_filter_anisotropic glerrors and notification no longer happen.
#169 posted by mh on 2018/04/18 17:42:48
Cool.
Won't be able to test until 6+ hours time at the earliest (it's the warmest day of the year and I have seasides to walk along, beer to drink and pizza to eat!)
#170 posted by Baker on 2018/04/18 17:55:23
warmest day of the year
It was literally like December at 7 am this morning in Ohio with light snow. I'm a "cold weather coder" so that actually is quite ok by me.
Having Issues With PS4 Controller
Both Bluetooth and wired connections are fucked. HOWEVER, it's not QuakeDroid. There are 3rd party options to solve it but I'm not rooting my phone to play Quake or any other game.
I tried the Steam controller had a little bit of luck but the right pad acts as a mouse cursor. Sadly the orientation is for portrait and the mouse doesn't work as an input device for the software anyway.
Any suggestions would be appreciated. I'd like to buy a Steel Series controller for this but a bit gunshy at this point.
@dumptruck - PS4 Controller Android Article
#172 posted by Baker on 2018/04/18 18:26:56
This article may help you:
There was a dark time, long, long ago (six years or so), when Android was still a platform in its nascent stage, and to really unlock its best features, you had to root your device. Well no more. One of the many things you can do now without rooting is connect your PS4 controller to your Android phone or tablet via Bluetooth.
https://www.maketecheasier.com/connect-ps4-controller-to-android/
This is also this article:
https://www.teamknowhow.com/discover/discover/how-to-connect-a-ps4-controller-to-android
@apm - Mogo "hid Mode"
#173 posted by Baker on 2018/04/18 18:37:36
Some reading/researching around ... you might look into trying to set HID mode.
HID refers to the gamepad protocol inherently supported in Android™ devices running 3.0 and higher.
Both my EVO VR gamepad and my external bluetooth keyboard use HID mode.
MOGA's Pivot app has yet to be updated for Android 5.0 compatibility
However, certain MOGA gamepads (not all) have a HID mode switch on them that let you use HID mode with games.
"How to connect moga pro controller thru hid mode"
https://www.youtube.com/watch?v=5NwT3Msoxzo
@Baker
Thanks for the links. I've been able to pair the devices as shown in the links above. I believe the PS4 is defaulting to HID mode already as I can navigate the phone's UI as the guy showed in the video.
What happens is that I can use the X button IIRC on the controller and the analog sticks do work - which is a great start - but as soon as I press the other buttons the whole thing blows up. The view pans up and the QuakeDroid menu behaves as if the up button is held down.
I think re-configuring the buttons is probably the fix I need but the app you linked is out of date and unstable per the developer. I am going to keep searching and will report back.
There are other apk's that are out there that require rooting my phone to fix all this that I won't even bother with. I'll probably just get a different controller eventually. But I'm tantalizingly close on the Ps4 Dualshock.
@dumptruck - Made For Android
#175 posted by Baker on 2018/04/18 20:40:29
The SDL2 library controller support is for the gamepads that were designed to support Android out-of-the-box.
I guess it is natural that some users with existing PS4/XBox/Steam Controllers are going to try to use those with their phone/tablet, but those aren't the "Works With Android" controllers that the SDL2 library supports.
They may work or not, may require Google Play button remapping apps or what not. The mileage on that is going to vary.
The best I can probably do with that if someone like yourself gets it to work with, say, a PS4 controller, is to make note of your post and perhaps eventually throw a link on QuakeDroid page.
#176 posted by Baker on 2018/04/18 20:41:29
Obviously, I do hope you get it to work.
#177 posted by Baker on 2018/04/18 20:42:43
And if you do, I'll accomodate the info on a "using PC/console info" page or similar on the QuakeDroid page.
@apm - "B Mode"
#178 posted by Baker on 2018/04/18 20:49:17
“B” mode works with Android devices running Android OS 3.1 (Honeycomb) or higher.
According to this link, you may need to switch your MOGO to "B" mode.
https://support.mogaanywhere.com/hc/en-us/articles/201290560-Which-Android-devices-does-the-MOGA-HERO-POWER-work-with-
@Baker
2 things. I was really only attempting it because I read that you can use PS4 controllers on Android and thought "what the heck." But as with everything it's a rabbit hole, time-suck thing to get working.
Even Sony's Android specific streaming solution is limited to specific phones OR you need to root the phone (and *then* you sign into your PSN account --- fuck that noise.)
The other reason I'm trying this is to just add to the knowledge base here on the thread. So, please don't research too much on my account!! I asked earlier as I was hoping against hope there was somethin I was missing.
After work I'll hit Fry's and see what they have for Android controllers. I had a Steel Series for iPad and I do think their products are excellent overall.
Thx!
Anisotropic Filtering/GL Error Pop-ups
#180 posted by mh on 2018/04/19 11:04:56
Confirming that everything starts up clean now.
An interesting observation is that the texture filtering options don't work either. My guess is that there's a bug with glTexParameter calls on this device, and that your code is otherwise fine.
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