Suggestion
#121 posted by ICARO on 2018/04/04 14:03:59
@Baker fantastic job, but would it be possible in the next release to rise The step left / right icons at the same level of the fwd icon. In my opinion this would lead to an increased playability. What do you think?
@brassbite
#122 posted by Baker on 2018/04/04 14:51:42
I'm about 80% I know what's up with your Kindle and can fix it if it is playing the sound. I saw something in the log you posted that made me think.
@icaro - Thanks! I tried to make it very nice. Yeah, the controls need some tuning and it'll come. I've got a little bit of a queue at the moment.
#123 posted by Gunter on 2018/04/04 19:09:18
ICARO is right about the position of the move icons -- at least util a better control option comes along.
But while we're still using the current setup, I'll also mention, in addition to my previous preference for:
Jump
Attack
Change
that the buttons along the right could be positioned like:
. . . . . . Jump
Change Attack
with the buttons grouped around the bottom right corner. That still puts all buttons close to the Attack button for easy access.
Seconded
#124 posted by Qmaster on 2018/04/04 19:20:52
Sorry, I'm A F K Until Friday Afternoon
#125 posted by brassbite on 2018/04/04 22:28:15
Away from Kindle
Have fun with other issues meanwhile
Lol, Guess That Meams I'm AFK Too Until Saturday
#126 posted by Qmaster on 2018/04/05 00:07:30
Feature Request
#127 posted by Qmaster on 2018/04/05 05:07:30
When touching the hud bar at the bottom of the screen, still let the camera move with continuously held thumb swipe.
Have you been able to reproduce the camera reversing effect?
#128 posted by Baker on 2018/04/05 05:30:27
@qmaster - I know what you mean about the "camera reversing", I haven't developed a plan to properly "clip the drag look" if someone attempts to look beyond where Quake will let them. And other one will be a yes.
Hey, Baker!
#129 posted by brassbite on 2018/04/06 17:47:15
Good News! It's only a drawing bug! When I turned up the volume, I heard the familiar sounds of Romero blowing up the Zombies...
@brassbite
#130 posted by Baker on 2018/04/06 23:31:53
Great! That's why I mentioned if it was playing sound.
The reason it is rendering white is your Kindle doesn't have an OpenGL extension allowing non-power of 2 textures.
When I had checked the source, I found I had commented out a couple of lines of code I wrote in the video section upsizing to a power of a 2 size.
Doesn't Work On My Phone
#131 posted by anonymous user on 2018/04/07 14:48:25
I'm getting the error: 'Not enough memory free; check disk space' but I have almost 2GB of free device space on the phone. It's a Galaxy Note 3.
Anyone have any ideas? I'm mot very good at reading code but that error message comes from here: https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/main_sdl.c
Could this be related to RAM instead? The phone only has 1GB of memory.
#132 posted by Baker on 2018/04/07 15:01:09
It's RAM. It is also asking for more RAM than it needs. I'll reduce the RAM it asks for in the next release which I am hoping for Sunday.
If you don't want to wait, you could alter the command line how to set command line just putting "-heapsize 256000" without the quotes in the quake_command_line.txt or if that still didn't work, putting "-heapsize 192000"
@Baker
I've tested on some retired phones. What info would be most helpful? Model numbers? Frame rates? Happy to take some time and collate data for you. They are mostly older Motorola phones but all shapes and sizes.
I horde all our older phones for some reason.
@Baker
#134 posted by Butane on 2018/04/07 22:25:06
Ah! Thanks dude! Had a feeling a simple command line would fix it but didn't know how to do access it. Heapsize 256000 worked like a charm.
Btw, are the controls setup set in stone? Reason why I ask is coz I played almost the entire Quake II campaign on my Android phone ( https://www.apkmonk.com/app/com.n0n3m4.QII4A/ ) and those controls felt much better and extremely smooth compared to the ones you chose. I'm mostly referring to the movement + mouselook. Also, they were customizeable. Maybe something to look into!
Great port btw. Thanks for making it!
@Butane
#135 posted by Baker on 2018/04/07 23:30:19
I'll work on the controls until everyone here is satisfied. I'll check out the QII4A link you provided.
I knew going into this that the controls would be the #1 that needed refinement. The touch-driven menu that allows things like touch slider dragging was the hardest part.
Controls will take a few revisions to satisfy everyone.
@dumptruck - I'm satisfied with the feedback we have on existing devices, we have quite a range of feedback on devices.
I Had Q4A On My Old Motorola Moto G
#136 posted by oGkspAz on 2018/04/08 11:57:26
But it stopped working when I updated from Android 4 to 5. likely it counts for Q2A and Q3A too. All made by the same guy.
#137 posted by Gunter on 2018/04/10 00:33:51
I see the weird lines in the water surface only when I am actually inside the water.
And using a bluetooth keyboard, lookspring and "centerview" (bound to a key) just stop working sometimes, then they start working again, then they stop working again.... I can't really tell under what circumstances they stop working or start working again.
@gunter
#138 posted by Baker on 2018/04/10 00:46:10
As you are a power user, you don't have +mlook/-mlook anywhere in your config or binds do you?
Without checking, I do not believe "centerview" works with mouselooking on.
Since mouselooking doesn't apply to QuakeDroid, I haven't considered the possible interaction between the controls and +mlook/-mlook.
If this doesn't have anything to do your setup, let me know ... I'm thinking aloud a bit.
----
On the other hand, lookspring was extensively tested. Should work anytime you start moving. Again, interaction with +mlook/-mlook has not been considered -- if that applies.
@gunter - Force Centerview
#139 posted by Baker on 2018/04/10 02:49:41
You might try a bind like "-mlook; force_centerview; +mlook" and see what happens.
I give centerview some thought. On a desktop, there is no way to improve centerview but on mobile there actually is because on mobile you know if a look operation is in progress because it requires a specific action to occur (which is a drag has started obviously).
#140 posted by Gunter on 2018/04/10 03:16:43
I haven't touched mlook. And I can't replicate the problem again, after Quakedroid crashed and I restarted it. If it happens again, I'll try the force_centerview
Upcoming ...
#141 posted by Baker on 2018/04/11 15:59:00
#142 posted by Baker on 2018/04/15 16:05:06
Delayed some due to adding game controller support, which proved to be a few steps harder than expected.
(Required SDL2 upgrade which happened to require an entirely different Android build system than the version I had been using (no fault of SDL2, Google changed the Android SDK/NDK) then discovering desktop SDL2 and Android SDL2 aren't really the same when it comes to game controllers -- so a series of experiments was required discovering differences until it worked.)
Any Update?
#143 posted by Qmaster on 2018/04/15 22:46:14
On when dual thumbstick style touch controls will be added?
#144 posted by Baker on 2018/04/16 02:50:04
I'd like to try to have controls "right" by the end of this week.
QuakeDroid With Gamepad Support
#145 posted by Baker on 2018/04/16 10:38:13
Download: QuakeDroid w/Controller Support source: here
* Gamepad support (oGkspAz, Gunter asked for)
* Rare blue screen tint issue RGB565 (virto)
* RAM issue (brassbite)
Features the controller support implemented identically to Quakespasm, adapting the battle-tested controller code written by ericw (who supplied a reference on how to it efficiently).
This beta is to get the gamepad support out the door while a much more comprehensive update is in the making, hopefully out late this week.
Button names LTHUMB, RTHUMB, LSHOULDER, RSHOULDER, ABUTTON, BBUTTON, XBUTTON, YBUTTON, LTRIGGER, RTRIGGER. The DPad acts as arrow keys (and also supports diagonal movement), left stick moves, right stick looks (swappable).
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