relative motion requires android 7.0, and even then I've no idea how to hide the cursor itself.
android just wasn't made for mice...
Hm, there do seem to be some methods for distinguishing mouse input: https://stackoverflow.com/questions/12705117/handle-all-mouse-events-in-android
At the very least, perhaps the mouse could still operate the menus, if QuakeDroid and Android could agree about which direction was "up."
Feature Request For Your Next Coding Season
I'd like to play in ”full immersive“ mode, without the black Android navigation bar with the gray triangle, circle and square (see scr.)
Also, I am unable to play mp3s. My CD-Rips are mp3s at 256kbs, because I have enough space for good quality.
Do I need to lower the bitrate? Which bitrate is recommended? 192kps? Or even lower?
How to compile quakedroid?
i got this error
executing external native build for ndkBuild
Compiling QuakeDroid ...
Assumes you have quakedroid_gl_source_20180508.rar downloaded ...
For source folder named:
Open folder C:/quakedroid_gl_source_20180508/Android_GLQuake
// 1. "make_symlink.bat" may need admin privledges to create the symlink ...
make_symlink.bat (double click me ... you need only do this once to build folder reference)
// 2. Compile ...
gradle_assembleDebug.bat (double click me to compile!)
// 3. Install on your phone with USB cable connected otherwise having your phone with ADB development mode available
// Which may require drivers
adb_debug.bat (double click me me to install on your phone!)
Android development can be cruel and brutal.
Android NDK (C/C++ code like QuakeDroid) is several times as cruel, as Android is geared towards Java and support for C/C++ code is awkward.
It is best if you do several Android tutorials before stepping on to this playing field to get your phone setup right and get a handle on the basics!
Finding adb drivers for your phone might be a challenge or it may go easy ... for my phone finding the drivers was moderately difficult and it was a minor nightmare finding them for my phone model.
Every phone has a different manufacturer and tons of models, etc.
ericw compiled without guidance, so I think I did a pretty solid job making it as easy to compile as possible.
May fortune ever be in your favor!
I found the problem,that was whitespace in Program Files (x86),dumb error:)
another problem in
Error:(47, 19) SDL.h: No such file or directory
SDL.h: No such file or directory
See #2 above "make_symlink.bat (double click me ... you need only do this once to build folder reference)"
I tried,its show this:
C:\Windows\system32>rem cd "C:\androidprojects\SDL\app\src\main\jni"
C:\Windows\system32>rem we are in C:\Dropbox\quakedroid_source_20180401_controllerus_functional2\SDK\SDL2-2.0.8\android-project
C:\Windows\system32>rem need to nav to app\src\main\jni
C:\Windows\system32>rem sym to here C:\Dropbox\quakedroid_source_20180401_controllerus_functional2\SDK\SDL2-2.0.8
C:\Windows\system32>rem Kill the fake folder
C:\Windows\system32>rmdir /s /q app\jni\SDL2
The system can not find the path specified.
The system can not find the path specified.
Forget about all this:)
just done that commands in cmd
local path: C:\quakedroid_gl_source_20180508\Android_GLQuake\app\build\outputs\apk\QuakeDroid-GL-debug.apk
Issues With Arcane Dimensions
I tried to run AD in this, used the command txt file to select -game ad, and it loads the menu correctly, but touch controls no longer work at that point. Is this a known bug?
@arfink - AFAIK Should Work (screenshot) @brassbite/@gutner
To the best of my knowledge, it worked for me during testing ...
AD 1.5 QuakeDroid screenshot
I mostly only checked if it loaded, walked around the map and admired the view and then moved on to the next thing on my list when I was testing.
You might uninstall AD and then reinstall it -- maybe you have a file that only partially copied or something? If you continue to have the problem after a delete AD15 and then reinstall AD15 and especially if others say they do, I'll add it to the list of items to investigate when I code next which is probably around Christmas.
@brassbite - Didn't get around to adding the soundtrack support to QuakeDroid because I ran out of time -- every time I was trying to do it someone discovered something during testing that needed immediately attention.
So adding soundtrack support in is #2 or #3 on the list for when I code again around Christmas.
I was using 1.7 fwiw. I can try with 1.5.
Oh yeah, and it might be an AD 1.7 thing anyway since the mouse driven menu from regular ol PC Mark V also doesn't work with 1.7 either.
Just tried AD 1.7 and then 1.71. Not able to replicate your issue. Mouse driven menu works fine. I also opened AD's 1.71 quake.rc file to see if it contained something unusual ... it didn't.
Obviously you have something going on, but I wasn't able to cause anything unusual to happen.
/Delete config.cfg and autoexec.cfg?
Replicated your issue.
Sometimes when the config.cfg is being written, for reasons I don't understand the config file gets truncated and it doesn't write the whole thing. Must be some sort of "Android NDK thing".
Delete your config in ad folder.
When I do an update next around Christmas either I'll do some research and find out why Android NDK may sometimes write incomplete files or have QuakeDroid ignore an incomplete config by writing a checksum into the config header.
Android is known to arbitrarily terminate applications whenever it likes, which means verifying the file wrote completely wouldn't work if that is what is going on.
But one way or another, when I do an update around Christmas, I'll make this problem impossible. (Especially since it is very annoying.)
/Excellent bug report!
I deleted config files in AD and id1, as well as autoexec, and it didn't seem to help. I'll putz around with some other stuff too.
Btw, I did want to say, despite my issues with AD, everything else I've tried has worked amazing. I'm going to be getting a GPD XD Plus this week and I'll try it on that as well. I suspect that will be an excellent match.
And my phone that I've been testing on is a Lenovo Moto e4.
Any chance you've messed with adding Touchstick style controls (like in *cough* Minecraft or PUBG), and the ability to hold shoot down and then still look at the same time.
When I work on stuff again around Christmas, I'm going to hit up controls more.
Never forgot about your input on that, it just kept getting bumped by [insert bug report] or [insert usability issue].
Rotated Display On GPD XD+
I just got my GPD XD+ today, and while QuakeDroid seems to work really great, there's a major issue: the display is turned 90 degrees, and I can't seem to figure out how to fix that. Any ideas?
Do you mean upside down?
Or do you mean it renders as a tall screen like this picture
Yes, tall and narrow. No idea why though, it's really weird. But the controllers face the right way iykwim
In Menu->Options->Video Mode, what resolution does it say?
I agree this is major issue, so I will try to do an update Sunday to solve your issue if time will allow me to do it.
Android is really diverse in devices, versions and configuration.
It lists my res as 720x1280. Also noticed that sometimes the sound randomly doesn't work, but closing and reopening a couple times brings sound back magically.
I have the new "portrait-verify" version done that I hope will resolve your.
I'll be uploading it in the next 24 hours after I double check some things tomorrow.
Since I don't have the issue myself, you are the only one I can think of that can verify it solves your issue.
>>Also noticed that sometimes the sound randomly doesn't work
i got this issue too
I'll keep an eye out for your update. Looking forward to trying it out.
QuakeDroid GL Orientation Detect Fix:
Download: Android APK
I think it should work. But coding for a situation you cannot duplicate is never a sure thing.
Let me know!
I'm happy to report that your fix works great on my 2018 model GPD XD Plus. For other GPD owners who care, I suggest setting the gamepad touch mapping off (push the gamepad button and push reset) and then use the config GUI from GPD to select Xbox control emulation. Works great!
I am glad it solved your issue.
Well, here's proof it worked. Thanks again Baker!
Some apps appropriate the volume buttons for their own purposes (example: naked browser, which can be set so that it navigates through tabs). Such buttons could be used for weapon switching. When doing this, the "next weapon" button could be done with, enabling more screen real estate.
Having this in a vc repo would enable us to contribute an ease your job too ;)
Controls Are The Most Important For The Moment
Add support for the volume+ button to shoot, volume- button to cycle weapons. Surely this is possible since the camera app can takeover the volume buttons to take a picture.
Mouse Aim Support?
I was trying to play this with an otg keyboard and mouse and found that the mouse can navigate (the mouse is oriented for portrait mode and awkward) it can't be used for aiming. I'm not really interested in aiming with a touch screen so hopefully this is something that can be sorted.