Yamagi Quake2 Opengl-Es [Caanoo And Wiz]
#1
Posted 07 April 2012 - 02:29 PM
So far I have not seen any textures drop and without needing to shrink any of them.
The wiz version does have a hack to decrease memory use, I had it lock up once. So long periods of playing may cause it to lock up.
All buttons can map to a key, and a/b/x/y are all enabled to trigger maps if pressed at the same time, for instance A+X will do F1.
Expansion support is provided, but i didnt test on the caanoo or wiz.
I used the quake 1 bar graphic for caanoo, so if anyone comes up with a better one ill include it.
Caanoo
http://dl.openhandhe...?0,0,0,0,30,844
Wiz
http://dl.openhandhe...?0,0,0,0,30,584
Original Source
http://www.yamagi.org/quake2/
Converted Source
pickle.gp2x.de/source/yamagi_quake2_src.zip
#2
Posted 07 April 2012 - 02:32 PM
Thanks for the port!
I'll try it!
#3
Posted 07 April 2012 - 02:37 PM
Broken Caanoo link (openpandora repo xD).
Thanks for the port!![]()
I'll try it!![]()
Thanks, fixed the link.
#4
Posted 07 April 2012 - 02:39 PM
Here it is if you still have problems:
http://dl.openhandhe...?0,0,0,0,30,844
#5
Posted 07 April 2012 - 02:44 PM
Doesn't seem to be fixed even in incognito mode...
Here it is if you still have problems:
http://dl.openhandhe...?0,0,0,0,30,844
ok i got this time (i hope)
#6
Posted 07 April 2012 - 02:58 PM
#7
Posted 08 April 2012 - 08:11 AM
#8
Posted 08 April 2012 - 11:02 AM
I've noticed significant emulation drops when there are a lot of enemies.
On a positive note: the texture quality is way better than any previous port (comparing to Ioquake2 for Wiz)
Is there any way to optimize performance tweaking the options menu?
changing to a smaller frame and applying 8bit textures seem to have little effect.
Anyway, great port! thanx again.
#9
Posted 08 April 2012 - 11:31 AM
Han.
#10
Posted 08 April 2012 - 12:34 PM
Great!
I've noticed significant emulation drops when there are a lot of enemies.
On a positive note: the texture quality is way better than any previous port (comparing to Ioquake2 for Wiz)
Is there any way to optimize performance tweaking the options menu?
changing to a smaller frame and applying 8bit textures seem to have little effect.
Anyway, great port! thanx again.
Its better looking because its the first time quake2 has been released using the gpu, through opengles.
but of course the gpu is pretty slow (compared to other mobile gpus). I dont think theres much that can be done to make it much faster.
#11
Posted 08 April 2012 - 04:01 PM
#12
Posted 08 April 2012 - 05:53 PM
Is there a way to disable the buttom combinations though? (A+X does F1 etc) - it's a bit annoying when I can't hold my strafing button and shoot at the same time (It could help to just use different buttons, but regardless, it is still quite annoying).
Will be waiting for any updates!
Thanks a lot! =D
#13
Posted 14 April 2012 - 02:10 AM
Lot of texture improvement. Any idea for speed hacks / speed improvement? The line with
#/mnt/sd/cpu --frequency 700
was out commented. May I ask why? I removed the comment.
Edited by rohezal, 14 April 2012 - 03:12 AM.
#14
Posted 27 July 2012 - 05:16 PM
If any other Pandaboard users want to hack the current converted source to run, make the following changes to the Makefile:
1 - Find and replace all instances of PANDORA with armv7l
2 - Line 40 - change prefix to just /usr
3 - Line 241 - change -lGLES_CM to -lGLESv1_CM
4 - Comment out lines 31-35
That got Yamagi Q2 OGLES compiling for me, but I couldn't get it running unless I started it like this:
./quake2 +set vid_fullscreen 0
To run it in windowed mode.
It'd be fantastic if we can get OGLES working on the Pandaboard and then include Panda (and likely beagleboard too) support included in the next release as this is one of a very few (literally) open source games with OGLES support.
Thanks for your help!
Dan
#15
Posted 28 July 2012 - 01:02 AM
./quake2 +set vid_fullscreen 0 +set vid_ref glx +set gl_driver /usr/lib/libGLESv1_CM.so
./quake2 +set vid_fullscreen 0 +set vid_ref gl +set gl_driver /usr/lib/libGLESv1_CM.so
As both root and a regular user but still I end up with the MESA software renderer.











