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QuakeDroid - Quake For Android
QuakeDroid is Android Quake that should run on any Android phone made in the last 5-6 years, but has only been tested on 2 phones (one 32-bit, one 64-bit).

http://quakeone.com/quakedroid

Designed to have controls similar to popular mobile games (/cough Minecraft). Went deep on the documentation to try to empower the user.

Does not require Quake to install, it downloads Quake shareware on startup.

* How to put your TrenchBroom/J.A.C.K map on your phone
* Where is your Quake folder?
* Difference between shareware vs. registered Quake
* Put registered Quake pak1.pak from Steam/GOG on your phone
* How to set a startup command line.

The menu has 2 methods of navigation, you can touch items like "Single Player" or manually slide the volume slider bar or use the menu nav buttons.

* Tap-fire (double tap on an Ogre to shoot it)
* Drag-look (like Minecraft)
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Bug Report 
When a level exceeds the limits, e.g. Aristical's Profaned Place has 82421 leafs which is greater than max 65535, then after it returns to console, the touch areas no longer work and neither does touching the menu. Only the escape triangle in the corner works to bring up the menu overlay.

How to reproduce: attempt to play Aristical's firat map for dm4jam. 
A Great Accomplishment 
Works well enough on my phone (LG v20), but I spent a good while trying to figure out how to open the menu (well, 30 seconds... but that's way too long!) when I first launched the game.
I'll admit that I barely play games on my phone, but really... having the controls be so hard to see (the pause/menu button especially) is really painful.

Also can report that the game doesn't support immersive mode, as others have mentioned. Forcing it through System UI Tuner works well enough, even if it is a bit impractical.

My god do I suck at aiming on a touchscreen... 
Feature Request 
After touching and holding down the shoot button, allow for mouselook to work as the touch moves around still. 
Bug Report 
Can't change resolution...feature? 
Notes On S7 Edge 
Folder location - perfect! Right out in the open, easy to find using My Files app.
Landscape by default - the phone still thinks it is in portrait mode...and doesn't care if I flip it sideways! This is great!! The top swipe-down menu is on the side then, but it is consistently so which is nice.
Resolution - stuck at 426x240 I think, says 2560x1440 x 6?. Old school though.
Touch works really well. No complaints there. Control scheme is very hard though. Multi-touch works fine, but it is like trying to play with keyboard and mouse except you only have one finger on each hand. Circle strafe is nigh on impossible. More than 2 projectile enemies at a time is rather difficult....makes me want to play on coop so when I die I come back...which takes me back to how I played it when I was 5 which is very nostalgic...so I kinda like this in a way. 
Feature Request 
Add underscore button to console touch keyboard.

P.S. sorry for multiposting, bht each item feels distinct and I'm testing as I go. 
Feature Request. 
Record demos directly to .mp4? 
#24 
Yes, my phone has "software" navigation bar as it hasn't got any physical buttons.

Some apps effectively hide the bar, other don't, I suppose it's something the app has to request.

I can hide the bar with a xposed module, but for non-rooted phones there's usually no option to configure it on a per-app basis. 
Touch Issues On G4 Plus 
The demo works like a charm but menu won't show up when touching the screen. Brilliant work though and thank you. 
Feature Request... 
send SMS and make calls via quake 
@Negrostrike 
Did you try touching the top left corner? There is a hard to see faint brown triangle touch button there. 
@QMaster 
Ok I feel dumb now. Working superbly. Thanks a lot. 
@onetruepurple 
Thanks! Shooting has to be a double tap, if it were single tap you can't drag look.

The traditional way to play Minecraft is to have your hands holding the screen and you use your right thumb as the mouse, drag looking on the screen.

svn/github/etc - At this time, I don't want the extra work of maintaining an a source depot. I have finite time. Plus the source code is not fully "cleaned up" everywhere because I spend most of my time writing very difficult features instead of going over it with a fine tooth comb finessing it. But maybe when I get the time in the future ... 
@qmaster - Re Blank Command Line 
Awesome catch! Thanks! I'll check it out. 
@mgtroyas, @negrostrike 
@@mgtroyas - Someone else beat me to it. It's "immersive mode" that I need to add the capability for.

@negrostrike - glad you figured it out. I tried to make the triangle subtle so it wasn't a distraction. 
@MilkeyWilkey (Status Bar Press!) 
make weapon icons clickable on hud to enable quick weapon switch

I considered doing that, but on a phone that is going to be quite small.

At this time, I decided instead to make it so if you click the HUD/Status bar it shows "Monsters 12/29 Secrets 0/3" (progress). 
 
Neat!

I have a UI niggle: of the 3 touch areas on the right of the screen, I feel the FIRE button should be the center one, and the JUMP button should be the top one (because you jump or swim upward, and you fire a lot more than you jump). I tried customizing the controls through the menu, but even though it seems to accept the input, it doesn't actually change them.

And how about a tiny triangle in the top right corner for messagemode? Though when I manually enter messagemode in the console, the onscreen keyboad doesn't appear, and I'm stuck there looking at "say:" on the screen while inputs are disabled, except the menu triangle in the top left to esape messagemode.

And how about a touch area in the top center (or if you swipe down from the top center) to lower the console.

There could be two touch area for weapon cycling -- one to cycle forward, one to cycle back. They could fit next to each other. And maybe have it change to a weapon if you touch that weapon in your status bar.

If I sit and don't touch anything for a couple minutes my device turns off the screen, which causes quake to minimize and restart. It should be a simple matter to disable the android sleep thing when the app is running. But on sleeping, the app also shouldn't restart. Hm, though it looked like if I woke up the device right away, it went right back to Quake without resetting.... Two other times it did reset. 
@otp - "Quitting The App", @pritchard, @qmaster, @oGkspAz 
@otp Quitting doesn't actually shut down the app - it resets the game and minimizes the window.

It does quit on mine.

I'll do some checking around and see if I am quitting in the truly proper way that works on all phone models.

@pritchard - Yeah, if you haven't played mobile 3D games, it takes a few minutes to get the swing of it. I didn't want to make obtrusive controls or menu navs so I went for subtle over explicit.

@qmaster - Doesn't have "Sepulcher support" yet, so 65536 is the limit right now. But yeah, I'll check into what happens on a "Quake Error". Right now resolution changing isn't supported.

@qmaster (again) - re:console ... the console is the area where I would most like to improve the experience, but I'll have to meditate on that.

@oGkspAz - Thanks! It does have External BlueTooth Keyboard Support. At some point controller support would be nice to have. 
@gunter 
If I sit and don't touch anything for a couple minutes my device turns off the screen, which causes quake to minimize and restart.

Android silent shuts down and restarts apps sometimes, especially on sleep.

I am dependent on SDL2 handling of that (QuakeDroid uses SDL2 library to handle video and system interaction).

On my phone, when it sleeps --- when it resumes, I am back in the same place. However, I have seen what you describe about the restart. 
@onetruepurple - "gaming News" 
This has the potential to be actual gaming news, anything else than a public repository would be an embarrassment if it hits the headlines.

Well, you see my source code isn't refined or cleaned up. I expended all my time and energy getting the features to work and writing documentation to make it mapper friendly.

I agree with your sentiment about this being "Actual Gaming News" level -- thanks!

I was going for that level of quality. 
@Baker 
Plays flawlessly on my Motorola XT1575 Moto X Style (a.k.a. Moto X Plus in US).


2 issues: it "flips" to the opposite orientation when entering into landscape mode so I need to turn my phone "upside down" compared to other apps.

also upon Quit > Yes the app does not close on my phone either 
Quake1 On IOS? WOW! 
I can't believe there's a chance that in the near future, I could be playing Quake 1 and all its awesome custom maps on my iPod Touch!

Frankly, that would be an amazing jaw dropping experience!

Baker, you're the guy that is making this possible? You're a real life hero! 
 
"Quitting doesn't actually shut down the app - it resets the game and minimizes the window."

That sounds like standard Android behavior. When you "quit" an app, it still appears in the "recent apps" list, and that app will run again if you tap it in that list. Apps in that list are sometimes "paused" in the background, but other times they are only there because you recently ran them.

If you truly want to SERIOUSLY QUIT an app, you can swipe it out of the "recent apps" list, and then you won't see it any more. 
@dumptruck, @barnak 
@dumptruck - "flips to wrong landscape". Well at least it is rendering correctly. I'll have to meditate on that one. I thought that should not happen with the configuration I used.

+extra example of device where "Quit" doesn't close the app.

@barnak - The iPhone version is buildable in the source code, but only tested on one device (hasn't been tested on Retina, nor an iPhone X, nor IOS 10 let alone IOS 11) but the main issue is mapper friendliness -- loading maps and such isn't easy at all like an Android USB connection -- it is very hard and awkward. I'll think about over the coming weeks and we will go from there. 
@Gunter 
I have two Android apps for audio that actually do quit entirely if it prompts for an exit. So Yes most apps to behave this way it should be expected that an app terminates completely if you run thru a prompt. not sure if there is a performance impact or not but anything that potentially drains battery should be at least tested. 
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