gpquake-devel Mailing List for gpQuake
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From: Ian <ia...@se...> - 2004-09-07 20:53:44
|
I like the idea of the L+R :) It will be handy having another key available. I'm not as sure about switching A and B around though. By default K_CTRL is fire and K_ENTER or K_SPACE is jump, and I think most mods force a binding to those keys too. Switching the keys will mean that the default for quake and any mods is B to shoot and A to jump, which seems the wrong way round to me. People will have to redefine keys for every mod they use which could get frustrating. I've been looking at my final problem the last couple of days - corrupted saved games. I've noticed my smc has been behaving very strange over the past few days (the card reader lets me copy a few files, then it suddenly starts saying the card is read only), so I've moved my tests over to my spare card (freshly formatted). I've been doing tests for a little while now with the non-corrupt saves I already had, and the corruption hasn't appeared yet so it looks like I may just have a bad card. I've made the decision that it's going to be very difficult to try and track down this bug (if it still exists) so I think I'm going to leave it and see if people start reporting problems after 0.4 is released. Basicly what I'm saying is I think the main app is just about ready for a release (once your L+R addition has been added to the main code). I plan to make a few minor alterations to the launcher first so it won't be released tonight. Let me know if you've got some more additions you'd like to make and I'll delay until you are ready (there won't be a release made before I hear from you so don't worry). Woogal. On Tue, 7 Sep 2004, Florian Hufsky wrote: > hi, > > the attached sys_gp32.c contain my gpquake control mapping suggestion: > > changed: > A: K_ENTER > B: K_CTRL > L+R: unpresses L,R and presses A > > with this controls i can play quake like this: > > A: shoot (+enter in menu instead of b) > B: jump > L: strafe left > R: strafe right > L+R: stop strafing and switch to keyboard look. > > what do you think of it? > > bye, > Florian > |
From: Florian H. <fh...@ph...> - 2004-09-07 16:02:24
|
hi, the attached sys_gp32.c contain my gpquake control mapping suggestion: changed: A: K_ENTER B: K_CTRL L+R: unpresses L,R and presses A with this controls i can play quake like this: A: shoot (+enter in menu instead of b) B: jump L: strafe left R: strafe right L+R: stop strafing and switch to keyboard look. what do you think of it? bye, Florian |
From: Ian <ia...@se...> - 2004-09-07 13:10:15
|
On Tue, 7 Sep 2004, Florian Hufsky wrote: > i'd like to remove all .bin .o .elf .map file from cvs. Makes sense. > also i think that gpfontres.dat doesn't belong to the gpquake source as > it's part of the gp32 sdk afaik. It can be removed as long as it isn't needed. > and i think it would be better if we have a single makefile for > everyone. (djwillis system?) The problem is that different dev environments need different settings. I couldn't just take djwillis' old makefile and use it, I would need to modify it slightly (which is what I did). It would be sensible to try and create a makefile that most people could use out of the box though. > and if noone is against it i`d like to add configuration saving/loading > to gpquake (changed settings in the options menu are saved). That was fixed about a month ago when I fixed all the saving stuff ;) Quiting the game through the menu will save all options and button/key configs. Woogal. |
From: Florian H. <fh...@ph...> - 2004-09-07 12:55:49
|
hi, i'd like to remove all .bin .o .elf .map file from cvs. also i think that gpfontres.dat doesn't belong to the gpquake source as it's part of the gp32 sdk afaik. and i think it would be better if we have a single makefile for everyone. (djwillis system?) if there are objections to removing the above file types write. --- and if noone is against it i`d like to add configuration saving/loading to gpquake (changed settings in the options menu are saved). thanks, no_skill |
From: Florian H. <fh...@ph...> - 2004-09-05 15:53:54
|
hi, i'd like to remove the binary filesfrom /WinQuake in cvs. what do you think about it? bye, no_skill |
From: Florian H. <fh...@ph...> - 2004-08-08 13:34:03
|
don't like the stability problems. we gotta figure out where they come from. Ian wrote: >Latest source updates in cvs add full loading/saving support (for >autoexec.cfg etc and also load/save games). When loading and saving games >it will take a long time (for some unknown reason - I need to look into >this). The source also has full gamma enabled which makes the game quite >unstable. To save options and key config you must use the exit option on >the menu. I wouldn't recommend runing this code unless you have an >autoexec.cfg that disables a lot of stuff (my current one is at >gp32.sector808.org/autoexec.cfg). > >Woogal. > > > >------------------------------------------------------- >This SF.Net email is sponsored by OSTG. Have you noticed the changes on >Linux.com, ITManagersJournal and NewsForge in the past few weeks? Now, >one more big change to announce. We are now OSTG- Open Source Technology >Group. Come see the changes on the new OSTG site. www.ostg.com >_______________________________________________ >gpquake-devel mailing list >gpq...@li... >https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > > > |
From: Ian <ia...@se...> - 2004-08-07 17:05:55
|
Latest source updates in cvs add full loading/saving support (for autoexec.cfg etc and also load/save games). When loading and saving games it will take a long time (for some unknown reason - I need to look into this). The source also has full gamma enabled which makes the game quite unstable. To save options and key config you must use the exit option on the menu. I wouldn't recommend runing this code unless you have an autoexec.cfg that disables a lot of stuff (my current one is at gp32.sector808.org/autoexec.cfg). Woogal. |
From: Florian H. <fh...@ph...> - 2004-07-31 18:27:37
|
hi, i'd like to know what's left to do until we can continue actual work on gpquake. from looking through the soucefore posts i think the next release should contain chatboard support gamma bug (+flashign when hit, the flashing just calls the gamma set function woogal told me) water bug loading / saving timing other tasks: splash screen with speed selector / mod selector fixed point math / optimization re renabled particles sound please tell me if i forgot something and if i can continue. i'd like to locate the gamma bug and work on timing. bye, no_skill |
From: Woogal <wo...@se...> - 2004-07-29 11:04:17
|
It definitely shouldn't be public, otherwise someone like atrkid will end up reading it every day and posting stuff all over the place :) I don't have a problem with adding synkro as a dev though, even if he doesn't want to contribute to the code just yet (it's always good to get thoughts and advice from other devs). -- ---------- Original Message ----------- From: Florian Hufsky <fh...@ph...> To: gpq...@li... Sent: Thu, 29 Jul 2004 12:13:48 +0200 Subject: Re: [gpquake-devel] Re: gpquake-devel digest, Vol 1 #5 - 4 msgs > it's private. > if woogal and rattboi agree i could make it public. > > synkro wrote: > > Hi there! > > > >> > >> Guys, > >> > >> I've posted some thoughts about the next release into the dev forum > >> on sf.net, > >> mainly because it needs a bit of discussion and I find it easier to > >> follow > >> discussions like that in forums. If anyone prefers that I use the > >> mailing list > >> instead for things like this just let me know. > > > > > > I am not part of the dev team, but want to follow your discussion (and > > maybe contribute), > > is the dev forum private, cause on the sf.net forum I can't find a > > matching topic... > > > > greets > > synkro > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by BEA Weblogic Workshop > > FREE Java Enterprise J2EE developer tools! > > Get your free copy of BEA WebLogic Workshop 8.1 today. > > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > > _______________________________________________ > > gpquake-devel mailing list > > gpq...@li... > > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel ------- End of Original Message ------- |
From: Florian H. <fh...@ph...> - 2004-07-29 10:14:16
|
it's private. if woogal and rattboi agree i could make it public. synkro wrote: > Hi there! > >> >> Guys, >> >> I've posted some thoughts about the next release into the dev forum >> on sf.net, >> mainly because it needs a bit of discussion and I find it easier to >> follow >> discussions like that in forums. If anyone prefers that I use the >> mailing list >> instead for things like this just let me know. > > > I am not part of the dev team, but want to follow your discussion (and > maybe contribute), > is the dev forum private, cause on the sf.net forum I can't find a > matching topic... > > greets > synkro > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > |
From: synkro <sy...@gm...> - 2004-07-29 08:47:50
|
Hi there! > > Guys, > > I've posted some thoughts about the next release into the dev forum on > sf.net, > mainly because it needs a bit of discussion and I find it easier to > follow > discussions like that in forums. If anyone prefers that I use the > mailing list > instead for things like this just let me know. I am not part of the dev team, but want to follow your discussion (and maybe contribute), is the dev forum private, cause on the sf.net forum I can't find a matching topic... greets synkro |
From: Florian H. <fh...@ph...> - 2004-07-28 14:12:26
|
the forum seems like the right place to me. Woogal wrote: > Guys, > > I've posted some thoughts about the next release into the dev forum on sf.net, > mainly because it needs a bit of discussion and I find it easier to follow > discussions like that in forums. If anyone prefers that I use the mailing list > instead for things like this just let me know. > > Woogal. > > -- > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > |
From: Woogal <wo...@se...> - 2004-07-28 13:33:57
|
Guys, I've posted some thoughts about the next release into the dev forum on sf.net, mainly because it needs a bit of discussion and I find it easier to follow discussions like that in forums. If anyone prefers that I use the mailing list instead for things like this just let me know. Woogal. -- |
From: Ian <ia...@se...> - 2004-07-28 07:43:08
|
Ah, in that case them I'm guessing it's to do with the clock change from 156 to 148. Just underneath the clock speed lines you will see this - n = preInitKbd(9600,78000000); That activates the chatboard, and the 78000000 is the speed of the PCLK. In GpClockSpeedChange the last number determines the speed of the memory and peripherals (in our case the chatboard). A 2 sets the PCLK to half the main cpu speed (thats the reason why 78mhz is used for the chatboard init line when the cpu is 156mhz). A 3 sets the PCLK to a quarter of the cpu clock. Check your clockspeed line for 148 and set the clock in preInitKbd accordingly (looking at my copy of the code it's probably going to be 74000000). Woogal. On Wed, 28 Jul 2004, Florian Hufsky wrote: > i didn't edit the readme. i just used it as is. > and i have neither disabled nor enabled the chatboard. i just used the > code you gave me and compiled it. > > i think i should change it :) > > Ian wrote: > > > no_skill, > > > > I've just tried out the 0.3 release and it looks like you've disabled the > > chatboard support, then put in the readme that chatboard support needs > > adding? You also put something about proper key mappings, and the input > > handler being a quick hack, which I don't understand? > > > > Woogal. > > > > > > > > ------------------------------------------------------- > > This SF.Net email is sponsored by BEA Weblogic Workshop > > FREE Java Enterprise J2EE developer tools! > > Get your free copy of BEA WebLogic Workshop 8.1 today. > > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > > _______________________________________________ > > gpquake-devel mailing list > > gpq...@li... > > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > |
From: Florian H. <fh...@ph...> - 2004-07-28 06:40:59
|
i didn't edit the readme. i just used it as is. and i have neither disabled nor enabled the chatboard. i just used the code you gave me and compiled it. i think i should change it :) Ian wrote: > no_skill, > > I've just tried out the 0.3 release and it looks like you've disabled the > chatboard support, then put in the readme that chatboard support needs > adding? You also put something about proper key mappings, and the input > handler being a quick hack, which I don't understand? > > Woogal. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > |
From: Ian <ia...@se...> - 2004-07-27 21:43:26
|
no_skill, I've just tried out the 0.3 release and it looks like you've disabled the chatboard support, then put in the readme that chatboard support needs adding? You also put something about proper key mappings, and the input handler being a quick hack, which I don't understand? Woogal. |
From: John W. <Joh...@Di...> - 2004-07-27 20:54:56
|
Guys, For various reasons I think I am going to stand down from the project. Not 100% sure about the way this is going (I will also not consider using Mirko's SDK in a project currently for various reasons) and ScummVM is going to take a lot longer to fix up considering the current problems then I planned, I figure I would just be a burden to the project. Florian, can you be kind enough to remove me from the project and the dev-lists. John -----Original Message----- From: gpq...@li... [mailto:gpq...@li...] On Behalf Of Florian Hufsky Sent: 27 July 2004 14:27 To: gpq...@li... Subject: [gpquake-devel] 0.3 hi, 0.3 is out, based on http://prdownloads.sourceforge.net/gpquake/gpquake_woogal__base0.2.tar.gz?do wnload woogals source works fine right out of the box. i think our cleaning messed up the code. i'm going to add a speed selector to woogals source and clean it up step by step to check if it works (on real hardware! got back my gp32 cable :) ) i've been working on a mrmirko port paralell (wich works fine except the same probs we have with the cvs source). maybe i'll add it to woogals source (i kinda dislike the gpsdk stuff). until somewhen the source in cvs is broken and woogal's is the way to go. i hope that's ok for you. if not just reply. cheers, no_skill ------------------------------------------------------- This SF.Net email is sponsored by BEA Weblogic Workshop FREE Java Enterprise J2EE developer tools! Get your free copy of BEA WebLogic Workshop 8.1 today. http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click _______________________________________________ gpquake-devel mailing list gpq...@li... https://lists.sourceforge.net/lists/listinfo/gpquake-devel |
From: Florian H. <fh...@ph...> - 2004-07-27 15:29:10
|
original ultimate quake collection :) the original pack won't load correctly with my mrmirko's source. haven't tried with other stuff though. Woogal wrote: >>i'm going to test 0.3 this evening on my gp32 (shareware / non >>shareware and beyond the first level). > > > You have the full version too? I'd be interested to see if that works as well > as the shareware version. I'm sure I read somewhere once that the full version > doesn't run on all ports, but maybe I'm just going mad and making things up :) > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > |
From: Woogal <wo...@se...> - 2004-07-27 15:18:24
|
> i'm going to test 0.3 this evening on my gp32 (shareware / non > shareware and beyond the first level). You have the full version too? I'd be interested to see if that works as well as the shareware version. I'm sure I read somewhere once that the full version doesn't run on all ports, but maybe I'm just going mad and making things up :) |
From: Florian H. <fh...@ph...> - 2004-07-27 14:56:55
|
hi all, this sounds reasonable. i'm probably in irc this evening, but i can't guarantee it. so please post imporant stuff here. i'm going to test 0.3 this evening on my gp32 (shareware / non shareware and beyond the first level). i'm using Windows GCC 3.4.1 newlib 1.12 binutils 2.15 b2fxec 0.5d handbuilt following djwillis tutorial http://www.abc21.dial.pipex.com/hand_building_a_gp32_gcc_tool.htm i can't think of any additional broken things. no_skill Woogal wrote: > Hi no_skill (and guys), > > Please don't take this the wrong way, but STOP!!!! Don't touch the code for a > little while! > > I think you need to slow down a bit mate :) Before any more changes are made I > propose we all get our heads together and try and figure out this build > problem so we can all produce a working fxe from one set of code. Once thats > done we can put together a plan of action and really start enjoying ourselves :) > > Here is the status as I last knew it (not spoken to people for a couple of days) - > > - I could compile the code I uploaded for you all, and could get a working fxe. > - Rattboi could compile the code, but the fxe crashed after the first level :( > - DJWillis could compile, but the fxe would crash before getting into the game :( > - no_skill has tried mirko's sdk but came across the same problems, and it now > looks like he can get a working fxe from my code (but I don't know if it works > past level 1) > > I think we should all try and meet up in #gpquake and compare dev environments > in detail so we can help DJWillis get a successful build. I know it's tempting > to rush off and add new features because we're all excited by this project, > but it's unfair on DJWillis to leave him struggling and unable to test. > > It's probably also worth while starting to put together a list of things we > know are broken. Here are a few things I can think of to start the list - > > Gamma - as we all know the palette changing code seems to cause problems. I've > traced this to the rendering code (can't remember the function or file atm), > and it looks like some kind of memory corruption (I would guess that most of > our problems are going to be memory corruption ;). My badly done fix is to > only allow the palette change when the game is in the menu state. This however > stops the palette effects caused by things like picking up certain objects. It > also doesn't stop the crash when changing brightness while the game is playing > because even though the game state is menu, the rendering still happens in the > background. > > Timing - The original code has quite complex timing functions based on fps, > but the gp32 port just has a very basic timer that doesn't check or adjust > anything. > > Fixed Point - The code seems to include fixed point functions, but they don't > work. The define was in the wrong place and wasn't being detected, but when I > moved it to quakedef.h the compile started to complain about a lot of missing > FPM functions. As a test I replaced all calls to missing functions with calls > to the floating point versions (just commented out the FPM calls, so > everything is still available), but this started to cause memory faults again > when running. I've not managed to trace the fault yet. > > Woogal. > > -- > > > > ---------- Original Message ----------- > From: Florian Hufsky <fh...@ph...> > To: gpq...@li... > Sent: Tue, 27 Jul 2004 15:26:50 +0200 > Subject: [gpquake-devel] 0.3 > > >>hi, >> >>0.3 is out, based on >> > > http://prdownloads.sourceforge.net/gpquake/gpquake_woogal__base0.2.tar.gz?download > >>woogals source works fine right out of the box. >>i think our cleaning messed up the code. >> >>i'm going to add a speed selector to woogals source and clean it up >>step by step to check if it works (on real hardware! got back my >>gp32 cable :) ) >> >>i've been working on a mrmirko port paralell (wich works fine except >>the same probs we have with the cvs source). maybe i'll add it to >>woogals source (i kinda dislike the gpsdk stuff). >> >>until somewhen the source in cvs is broken and woogal's is the way >>to go. >> >>i hope that's ok for you. if not just reply. >> >>cheers, no_skill >> >>------------------------------------------------------- >>This SF.Net email is sponsored by BEA Weblogic Workshop >>FREE Java Enterprise J2EE developer tools! >>Get your free copy of BEA WebLogic Workshop 8.1 today. >>http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click >>_______________________________________________ >>gpquake-devel mailing list >>gpq...@li... >>https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > ------- End of Original Message ------- > > > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel > > |
From: Woogal <wo...@se...> - 2004-07-27 14:43:56
|
Hi no_skill (and guys), Please don't take this the wrong way, but STOP!!!! Don't touch the code for a little while! I think you need to slow down a bit mate :) Before any more changes are made I propose we all get our heads together and try and figure out this build problem so we can all produce a working fxe from one set of code. Once thats done we can put together a plan of action and really start enjoying ourselves :) Here is the status as I last knew it (not spoken to people for a couple of days) - - I could compile the code I uploaded for you all, and could get a working fxe. - Rattboi could compile the code, but the fxe crashed after the first level :( - DJWillis could compile, but the fxe would crash before getting into the game :( - no_skill has tried mirko's sdk but came across the same problems, and it now looks like he can get a working fxe from my code (but I don't know if it works past level 1) I think we should all try and meet up in #gpquake and compare dev environments in detail so we can help DJWillis get a successful build. I know it's tempting to rush off and add new features because we're all excited by this project, but it's unfair on DJWillis to leave him struggling and unable to test. It's probably also worth while starting to put together a list of things we know are broken. Here are a few things I can think of to start the list - Gamma - as we all know the palette changing code seems to cause problems. I've traced this to the rendering code (can't remember the function or file atm), and it looks like some kind of memory corruption (I would guess that most of our problems are going to be memory corruption ;). My badly done fix is to only allow the palette change when the game is in the menu state. This however stops the palette effects caused by things like picking up certain objects. It also doesn't stop the crash when changing brightness while the game is playing because even though the game state is menu, the rendering still happens in the background. Timing - The original code has quite complex timing functions based on fps, but the gp32 port just has a very basic timer that doesn't check or adjust anything. Fixed Point - The code seems to include fixed point functions, but they don't work. The define was in the wrong place and wasn't being detected, but when I moved it to quakedef.h the compile started to complain about a lot of missing FPM functions. As a test I replaced all calls to missing functions with calls to the floating point versions (just commented out the FPM calls, so everything is still available), but this started to cause memory faults again when running. I've not managed to trace the fault yet. Woogal. -- ---------- Original Message ----------- From: Florian Hufsky <fh...@ph...> To: gpq...@li... Sent: Tue, 27 Jul 2004 15:26:50 +0200 Subject: [gpquake-devel] 0.3 > hi, > > 0.3 is out, based on > http://prdownloads.sourceforge.net/gpquake/gpquake_woogal__base0.2.tar.gz?download > > woogals source works fine right out of the box. > i think our cleaning messed up the code. > > i'm going to add a speed selector to woogals source and clean it up > step by step to check if it works (on real hardware! got back my > gp32 cable :) ) > > i've been working on a mrmirko port paralell (wich works fine except > the same probs we have with the cvs source). maybe i'll add it to > woogals source (i kinda dislike the gpsdk stuff). > > until somewhen the source in cvs is broken and woogal's is the way > to go. > > i hope that's ok for you. if not just reply. > > cheers, no_skill > > ------------------------------------------------------- > This SF.Net email is sponsored by BEA Weblogic Workshop > FREE Java Enterprise J2EE developer tools! > Get your free copy of BEA WebLogic Workshop 8.1 today. > http://ads.osdn.com/?ad_id=4721&alloc_id=10040&op=click > _______________________________________________ > gpquake-devel mailing list > gpq...@li... > https://lists.sourceforge.net/lists/listinfo/gpquake-devel ------- End of Original Message ------- |
From: Florian H. <fh...@ph...> - 2004-07-27 13:27:14
|
hi, 0.3 is out, based on http://prdownloads.sourceforge.net/gpquake/gpquake_woogal__base0.2.tar.gz?download woogals source works fine right out of the box. i think our cleaning messed up the code. i'm going to add a speed selector to woogals source and clean it up step by step to check if it works (on real hardware! got back my gp32 cable :) ) i've been working on a mrmirko port paralell (wich works fine except the same probs we have with the cvs source). maybe i'll add it to woogals source (i kinda dislike the gpsdk stuff). until somewhen the source in cvs is broken and woogal's is the way to go. i hope that's ok for you. if not just reply. cheers, no_skill |
From: Florian H. <fh...@ph...> - 2004-07-25 16:43:50
|
my mrmirko port sucessfully ran in geepee32 :) ...for 1 time. i just recompiled and it crashed again (after loading). weird. |
From: Florian H. <fh...@ph...> - 2004-07-25 13:47:12
|
hi, i'm currently running a private copy of gpquake with mrmirko's sdk instead of the official one. i finally managed to have it start up, but the full version pack won't work. (i think i might have a wrong pack though) just to let you know. bye, no_skill |
From: Florian H. <fh...@ph...> - 2004-07-23 12:08:42
|
hi, could you please put your makefile in cvs. it's the only one that works fine as far as i know (at least with the original sources :)) thanks, no_skill |