Quake2 Nanogl
#181
Posted 17 March 2009 - 04:15 AM
the mandatory question (excuse me if already asked): sgx clock was?
also, pass on a link to nanogl, please - i am ashamed to admit but i have failed to google it.
#182
Posted 17 March 2009 - 07:09 AM
It''s part of the Quake [123] ports to Symbian: http://koti.mbnet.fi...a/Download.html
At least that''s where I found it
#183
Posted 17 March 2009 - 01:30 PM
It''s part of the Quake [123] ports to Symbian: \[url=http://koti.mbnet.fi/hinkka/Download.html\]http://koti.mbnet.fi...a/Download.html\[/url\]
At least that''s where I found it \:\)
thanks, Laurent.
#184
Posted 17 March 2009 - 02:48 PM
http://icculus.org/avp/
Pickle, up for it?
#185
Posted 17 March 2009 - 04:55 PM
http://icculus.org/avp/
Pickle, up for it?
Maybe...not right now anyway. I need to finish the quake stuff. Theres no point doing a half job on a bunch of things. I dont have the game data anyway, I have avp2. For some reason I thought avp1 was a 2d scroller.
An other thing to consider is that nanogl is limited opengl, its enough for the quake engine's. That said while it may work for this game, it could be missing some API.
On a side note, cpas has kind of taken to q3 and got that iphone rendering working. Its quite a bit more stable than the other versions. Another good thing its using my control code which ive purposly made universal for the 3 quakes. So basically once I get it working for one it shoulf just work with the other 2.
#186
Posted 17 March 2009 - 05:00 PM
Maybe...not right now anyway. I need to finish the quake stuff. Theres no point doing a half job on a bunch of things. I dont have the game data anyway, I have avp2. For some reason I thought avp1 was a 2d scroller.
An other thing to consider is that nanogl is limited opengl, its enough for the quake engine''s. That said while it may work for this game, it could be missing some API.
On a side note, cpas has kind of taken to q3 and got that iphone rendering working. Its quite a bit more stable than the other versions. Another good thing its using my control code which ive purposly made universal for the 3 quakes. So basically once I get it working for one it shoulf just work with the other 2.
Awesome! Great job on this, I can''t wait to get my hands on a Pandy so I can get Homeworld onto it.
Gotta love porting.
#188
Posted 17 March 2009 - 06:22 PM
http://github.com/Cpasjuste
Of course, your latest input control are here, i also managed to add fullscreen X rendering + X input controls working great
#189
Posted 17 March 2009 - 06:32 PM
\[url=http://icculus.org/avp/\]http://icculus.org/avp/\[/url\]
Pickle, up for it? \
Maybe...not right now anyway. I need to finish the quake stuff. Theres no point doing a half job on a bunch of things. I dont have the game data anyway, I have avp2. For some reason I thought avp1 was a 2d scroller.
An other thing to consider is that nanogl is limited opengl, its enough for the quake engine''''s. That said while it may work for this game, it could be missing some API.
On a side note, cpas has kind of taken to q3 and got that iphone rendering working. Its quite a bit more stable than the other versions. Another good thing its using my control code which ive purposly made universal for the 3 quakes. So basically once I get it working for one it shoulf just work with the other 2.
Oh, the first one is far superior to the sequel in terms of gameplay
Edited by MDave, 17 March 2009 - 06:33 PM.
#190
Posted 19 March 2009 - 12:20 PM
\[url=http://icculus.org/avp/\]http://icculus.org/avp/\[/url\]
Pickle, up for it? \
Maybe...not right now anyway. I need to finish the quake stuff. Theres no point doing a half job on a bunch of things. I dont have the game data anyway, I have avp2. For some reason I thought avp1 was a 2d scroller.
An other thing to consider is that nanogl is limited opengl, its enough for the quake engine''''''''s. That said while it may work for this game, it could be missing some API.
On a side note, cpas has kind of taken to q3 and got that iphone rendering working. Its quite a bit more stable than the other versions. Another good thing its using my control code which ive purposly made universal for the 3 quakes. So basically once I get it working for one it shoulf just work with the other 2.
Oh, the first one is far superior to the sequel in terms of gameplay ;\) if you want, I can lend you the game \:\) It''''s a directx 3 game, but has since been ported to opengl. I can''''t imagine the api calls being very advanced, this is like a first gen 3D hardware accelerated game \
Agreed, I found the original AVP to be much more immersive. It''s more action-based than AVP2 which is more like an adventure program. You could dip into AVP for a quick blast around - IMHO - where AVP2 is that much slower so harder to waste just a few minutes on.
Mind you, it can be hard to waste jsut a FEW minute son AVP as you tend to get dragged in... I have at least 1 copy of the game around here, possibly more (IIRC we lost the original discs and bought AVP gold, then found the originals down the back of the sofa or something. We really OUGHT to look down the back of the sofa for everything FIRST...)
Ta
#191
Posted 19 March 2009 - 12:43 PM
For some reason I thought avp1 was a 2d scroller.
IIRC there was an arcade game called AVP which was a multi-player 2d scroller. It can be confusing having different games with very similar names
#192
Posted 19 March 2009 - 02:00 PM
#193
Posted 19 March 2009 - 03:18 PM
It''s basically Alien-aliens you have to mow through.
#194
Posted 20 March 2009 - 08:29 AM
#195
Posted 20 March 2009 - 08:39 AM












