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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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@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. 
Bug Report 
{fence textures just show their ugly pink, no cutout. 
Bug Report 
Can't save a coop game 
@qmaster - QuakeDroid Can Save Co-op Games! But Menu Denies 
It will in a week or so, haha.

QuakeDroid can actually save co-op games, but the menu is wired like classic Quake to not save multiplayer games.

If you are desperate to save a co-op game, go to console and do "save mygame".

To load a co-op game, first have players connect and go to console and do "load mygame".

*Should* work.

I had to strike that from the initial release todo list due to lack of time.

I plan to make it user-friendly.

Alpha support in the software render is something I want but I have not been able to yet successfully implement (go figure).

I assume the server browser (MultiPlayer->Join Game->Local Games) is working ok for you?

/Nice catch on the underscore being needed in the on-screen keyboard. I went to great effort to try to make sure all the needed keys were there, but I clearly missed an important one! 
Bug Report 
Transparent water has wierd lines:
http://www.quaketastic.com/files/screen_shots/Screenshot_20180331-162406.png

Um and screenshots are sideways lol 
 
I'll look into modifying the transparent water draw algorithm to reduce the likelihood of it looking like that.

It may just be bad luck of the draw with your device's screen resolution, but I'll check it out and see what I can do. 
Feedback On Right Side Control Order 
Gunter pointed out something I think does need changed.

Right side order (NOW):
"Attack"
"Jump"
"Change weapon"

But in order of usuability should be (???)

Right side order (SHOULD BE):
"Change weapon" (the least used of the 3)
"Attack"
"Jump"

?? 
How About 
A Doom-like weapon wheel in top right? 
@otp 
Looks at screenshot of feature. That gives me some different thoughts on some nicer solutions. 
 
Mt preference is for

Jump
Attack
Change (possibly both directions: < change > Or instead of two buttons, have an area that reads the direction of your swipe -- swipe left or right to change weapons in that direction)

I find it more natural to stretch my thumb upward to hit a jump button. Bending my thumb downward is slightly less easy, so better suited for the less-used buttons.


I notice that if I press a button (like Attack) and slide my thumb to a different button (Jump), it acts as though Attack is still held down and it doesn't trigger a Jump. Prefferd functionality would be:

When finger slides out of Attack button zone, stop attacking, and when finger enters Jump button zone, jump.

OR

Keep attacking even if finger slides out of Attack button zone, AND still Jump when finger enters Jump button zone.

Either of these behaviors would be preferable for the movement keys as well -- you could slide your finger back and forth across the move keys to alter your movement without having to puck your finger up off one button before you can press another.

Actually, with the layout of the move keys, only the first option would work -- the sidestep keys would need to be next to the Forward key instead of the Back key...

Probably a better option is to have a circle onscreen for a virtual joystick, and the movement is determined by your finger position within the circle. If you slide your finger to the top of the circle, you move forward. Bottom of the circle is move back. Left and right edges of the circle are sidestep. And you can move your finger to like the top right position of the circle to be moving forward + sidetep right at the same time, for example. This could just have virtual button triggers at certain points around the circle, or it could actually emulate an analog joystick allowing for movement at varying speeds. If you go outside the circle, then it would just continue your movement unless you lift your finger off the screen.

To enhance the "button" control method (without also having to touch the screen to aim, because you will be using the virtual Fire button), you could have the accelerometer control turning left and right, so you just tilt your device left and right (like holding a steering wheel) to turn left and right. The turning speed would be determined by how far you are tilting. 
 
Agree with Gunter, sliding finger from one touch zone to another should change button effect...EXCEPT FOR SHOOTING..which should let you continuously aim while shooting otherwise I need two fingers to do that.

Movement needs 4 zkmes added for combinations of wasd keys...wa, wd, as, and ad combos in a 9 square pattern. These could be invisible and only work on slide. 
Zkmes?? 
Stupid phone...zlnes...argh i hat this...zones. 
 
Hey, that's a good idea: once you put your finger on the Fire button, any sliding you do with that finger should act as aiming, as long as you don't lift your finger (and you still keep shooting).


I've gotten a few crashes with Cache_MakeLRU: active link

I'm trying it out with a little bluetooth keyboard now, on fvf.servequake.com -- where everyone else should be trying it, since it's coop and you can sit around and chat if you want while everyone else kills the monsters ;) 
 
Probably a better option is to have a circle onscreen for a virtual joystick, and the movement is determined by your finger position within the circle.
I'm not one to stare a solid mobile version of Quake in the mouth (so to speak) but since Gunter has brought it up:

If there was this virtual thumb stick scheme I would play this on my phone often as opposed to just testing this out and playing occasionally. The current style of control is too difficult to get used to to play for long stretches.

I agree that this code should be brought into a repository as well for those who'd like to assist in development. 
 
Oh yeah, forgot was I was going to say about bluetooth controls: when you detect input from a bluetooth keyboard (or gamepad - do those work? I'll find out later), you should remove the onscreen control overlay, because it's not being used.... If someone touches the screen, then you draw it again until you detect bluetooth input.

... and you really need to disable the android Sleep mode, heh... While I wtas typing this, my table fell asleep, and Quake go bye bye. 
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