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Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Thu Mar 27, 2014 6:03 am
by autonomous
forgeflow wrote:After messing around with the configs for a while, I just came to the conclusion that joystick control in the game is just too laggy to be workable. I am very comfortable controlling FPS games with either keyboard/mouse or with a decent joystick (I can fly around Borderlands 2 with a joystick like I was born with it) but I can't control Quake on the Pi with a joystick for the life of me. I keep ending up looking at the ceiling or floor for some reason - I think it has to do with lag - there's just too much controller lag for my brain to make any sense of what's happening.
Great to hear the xbox joystick controller is working although with latency. One area to investigate is raising the priority of the process running xboxdrv with the chrt command. Since my joystick does not use xboxdrv it runs in the same process and there is no detectable latency. I did need to adjust the pitch sensitivity on my joystick (look up/down) by adding "cl_pitchspeed" "40" to config.cfg.

Would you mind sharing the configuration/setup options you have worked out for the xbox controller? I will put it up in the wiki pages.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Thu Mar 27, 2014 6:15 am
by forgeflow
Ok, got something to share.

Music: Go here and download the music paks for your game(s). http://quakeone.com/forums/quake-mod-re ... packs.html I have the id1, hipnotic (Scourge of Armagon) and rogue (Dissolution of Eternity) games in my ~/darkplaces/ directory. Just drop the .pk3 files for whichever games in the appropriate folders - no need to rename or unpack them.

I made up a quick little menu with whiptail to choose which game to play:

execute the following commands:

Code: Select all

touch quake
chmod a+x quake
pico quake
Paste the following code into the editor and then hit ctrl-x to save

Code: Select all

#!/bin/bash
choice=$(whiptail --title "QUAKE" --menu "Make a choice" 13 50 3 \
"QUAKE" ":" \
"QUAKE: Scourge of Armagon" ":" \
"QUAKE: Dissolution of Eternity" ":" 3>&2 2>&1 1>&3)
exitstatus=$?

if [ $exitstatus = 0 ]; then
  case $choice in
    "QUAKE") darkplaces-sdl -basedir ~/darkplaces/  ;;
    "QUAKE: Scourge of Armagon") darkplaces-sdl -basedir ~/darkplaces/ -hipnotic ;;
    "QUAKE: Dissolution of Eternity") darkplaces-sdl -basedir ~/darkplaces/ -rogue ;;
  esac
fi
Then execute the following command:

Code: Select all

sudo mv quake /usr/local/bin/quake
Now all you have to do is type 'quake' and up pops a little menu where you can choose your game and get blasting.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Fri Mar 28, 2014 1:44 pm
by GTR2Fan
Hi autonomous,
autonomous wrote:Here is an example of config.cfg parameters that will reduce texture memory:

Code: Select all

"gl_max_size" "512"
"gl_picmip" "2"
I've tried placing the lines above at the end of my 'config.cfg' file exactly as shown using NANO and they don't seem to have any effect. I was expecting textures to look more blurry, but they look exactly the same, so I guess they're still eating up as much memory either with or without those lines?

Manually adjusting 'texture quality' with the in-game settings works as expected. Is this the direct equivalent of adjusting 'gl_picmip'? :)

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Sat Mar 29, 2014 12:29 am
by autonomous
GTR2Fan wrote:I've tried placing the lines above at the end of my 'config.cfg' file exactly as shown using NANO and they don't seem to have any effect. I was expecting textures to look more blurry, but they look exactly the same, so I guess they're still eating up as much memory either with or without those lines?

Manually adjusting 'texture quality' with the in-game settings works as expected. Is this the direct equivalent of adjusting 'gl_picmip'? :)
I believe so. You may also try larger values for gl_picmip.

Adding the following parameters to the darkplaces-sdl command will print out a detailed list of memory allocations:

Code: Select all

+developer 1 +developer_memorydebug 1 >dpmem.txt
This will print out how much memory is allocated to textures, models, sound and so on. There are tools for extracting the contents of a pak file where you can remove or replace objects that consume large amounts of memory such as models or audio files.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Sat Mar 29, 2014 1:33 pm
by GTR2Fan
Something strange may be going on at my end as adding that string to 'darkplaces-sdl' at launch does generate a 'dpmem.txt' file that contains lots of information, but none of it seems to directly relate to memory usage in terms of Bytes, MegaBytes, etc.

I'm having textures replaced by black in some maps in the original retail pak files. Both official mission packs also suffer in the same way. I've tried the other suggested mods and they suffer similarly. Maybe expecting it to work entirely properly on a 256MB Pi is just a stretch too far?

This is a dump of launch followed by a map where one or more textures have gone missing...

Code: Select all

Game is DarkPlaces-Quake using base gamedir id1
DarkPlaces-Quake Linux 15:25:05 Mar 18 2014 - release
Current nice level is below the soft limit - cannot use niceness
Playing registered version.
Skeletal animation uses generic code path (SSE not compiled in)
DPSOFTRAST not available (SSE2 not compiled in)
Failed to init SDL joystick subsystem: Failed loading libudev.so.1: libudev.so.1: cannot open shared object file: No such file or directory
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
CL_Disconnect
Host_ShutdownServer
Client using an automatically assigned port
Client opened a socket on address 0.0.0.0:0
Playing demo demo1.dem.
VID_InitModeGL: SDL_CreateWindow
Linked against SDL version 2.0.0
Using SDL library version 2.0.0
VID_InitModeGL: SDL_CreateWindow 2.1
VID_InitModeGL: SDL_GetWindowSize 1920 1080
VID_InitModeGL: SDL_GL_CreateContext
GLES_Init
GL_VENDOR: Broadcom
GL_RENDERER: VideoCore IV HW
GL_VERSION: OpenGL ES 2.0
GL_EXTENSIONS: GL_OES_compressed_ETC1_RGB8_texture GL_OES_compressed_paletted_texture GL_OES_texture_npot GL_OES_depth24 GL_OES_vertex_half_float GL_OES_EGL_image GL_OES_EGL_image_external GL_EXT_discard_framebuffer GL_OES_rgb8_rgba8 GL_OES_depth32 GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_APPLE_rgb_422 GL_EXT_debug_marker 
SDL_EXTENSIONS: 

QuakeC extensions for server and client: BX_WAL_SUPPORT DP_BUTTONCHAT DP_BUTTONUSE DP_CL_LOADSKY DP_CON_ALIASPARAMETERS DP_CON_BESTWEAPON DP_CON_EXPANDCVAR DP_CON_SET DP_CON_SETA DP_CON_STARTMAP DP_CRYPTO DP_CSQC_BINDMAPS DP_CSQC_ENTITYWORLDOBJECT DP_CSQC_ENTITYMODELLIGHT DP_CSQC_ENTITYTRANSPARENTSORTING_OFFSET DP_CSQC_MAINVIEW DP_CSQC_MINFPS_QUALITY DP_CSQC_MULTIFRAME_INTERPOLATION DP_CSQC_BOXPARTICLES DP_CSQC_SPAWNPARTICLE DP_CSQC_QUERYRENDERENTITY DP_CSQC_ROTATEMOVES DP_CSQC_SETPAUSE DP_CSQC_V_CALCREFDEF_WIP1 DP_CSQC_V_CALCREFDEF_WIP2 DP_EF_ADDITIVE DP_EF_BLUE DP_EF_DOUBLESIDED DP_EF_DYNAMICMODELLIGHT DP_EF_FLAME DP_EF_FULLBRIGHT DP_EF_NODEPTHTEST DP_EF_NODRAW DP_EF_NOGUNBOB DP_EF_NOSELFSHADOW DP_EF_NOSHADOW DP_EF_RED DP_EF_RESTARTANIM_BIT DP_EF_STARDUST DP_EF_TELEPORT_BIT DP_ENT_ALPHA DP_ENT_COLORMOD DP_ENT_CUSTOMCOLORMAP DP_ENT_EXTERIORMODELTOCLIENT DP_ENT_GLOW DP_ENT_GLOWMOD DP_ENT_LOWPRECISION DP_ENT_SCALE DP_ENT_TRAILEFFECTNUM DP_ENT_VIEWMODEL DP_GFX_EXTERNALTEXTURES DP_GFX_EXTERNALTEXTURES_PERMAP DP_GFX_FOG DP_GFX_MODEL_INTERPOLATION DP_GFX_QUAKE3MODELTAGS DP_GFX_SKINFILES DP_GFX_SKYBOX DP_GFX_FONTS DP_GFX_FONTS_FREETYPE DP_UTF8 DP_FONT_VARIABLEWIDTH DP_HALFLIFE_MAP DP_HALFLIFE_MAP_CVAR DP_HALFLIFE_SPRITE DP_INPUTBUTTONS DP_LIGHTSTYLE_STATICVALUE DP_LITSPRITES DP_LITSUPPORT DP_MONSTERWALK DP_MOVETYPEBOUNCEMISSILE DP_MOVETYPEFLYWORLDONLY DP_MOVETYPEFOLLOW DP_NULL_MODEL DP_QC_ASINACOSATANATAN2TAN DP_QC_AUTOCVARS DP_QC_CHANGEPITCH DP_QC_CMD DP_QC_COPYENTITY DP_QC_CRC16 DP_QC_CVAR_DEFSTRING DP_QC_CVAR_DESCRIPTION DP_QC_CVAR_STRING DP_QC_CVAR_TYPE DP_QC_DIGEST DP_QC_DIGEST_SHA256 DP_QC_EDICT_NUM DP_QC_ENTITYDATA DP_QC_ENTITYSTRING DP_QC_ETOS DP_QC_EXTRESPONSEPACKET DP_QC_FINDCHAIN DP_QC_FINDCHAINFLAGS DP_QC_FINDCHAINFLOAT DP_QC_FINDCHAIN_TOFIELD DP_QC_FINDFLAGS DP_QC_FINDFLOAT DP_QC_FS_SEARCH DP_QC_GETLIGHT DP_QC_GETSURFACE DP_QC_GETSURFACETRIANGLE DP_QC_GETSURFACEPOINTATTRIBUTE DP_QC_GETTAGINFO DP_QC_GETTAGINFO_BONEPROPERTIES DP_QC_GETTIME DP_QC_GETTIME_CDTRACK DP_QC_I18N DP_QC_LOG DP_QC_MINMAXBOUND DP_QC_MULTIPLETEMPSTRINGS DP_QC_NUM_FOR_EDICT DP_QC_RANDOMVEC DP_QC_SINCOSSQRTPOW DP_QC_SPRINTF DP_QC_STRFTIME DP_QC_STRINGBUFFERS DP_QC_STRINGBUFFERS_CVARLIST DP_QC_STRINGBUFFERS_EXT_WIP DP_QC_STRINGCOLORFUNCTIONS DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRREPLACE DP_QC_TOKENIZEBYSEPARATOR DP_QC_TOKENIZE_CONSOLE DP_QC_TRACEBOX DP_QC_TRACETOSS DP_QC_TRACE_MOVETYPE_HITMODEL DP_QC_TRACE_MOVETYPE_WORLDONLY DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_URI_ESCAPE DP_QC_URI_GET DP_QC_URI_POST DP_QC_VECTOANGLES_WITH_ROLL DP_QC_VECTORVECTORS DP_QC_WHICHPACK DP_QUAKE2_MODEL DP_QUAKE2_SPRITE DP_QUAKE3_MAP DP_QUAKE3_MODEL DP_REGISTERCVAR DP_SKELETONOBJECTS DP_SND_DIRECTIONLESSATTNNONE DP_SND_FAKETRACKS DP_SND_SOUND7_WIP1 DP_SND_SOUND7_WIP2 DP_SND_OGGVORBIS DP_SND_SETPARAMS DP_SND_STEREOWAV DP_SND_GETSOUNDTIME DP_VIDEO_DPV DP_VIDEO_SUBTITLES DP_SOLIDCORPSE DP_SPRITE32 DP_SV_BOTCLIENT DP_SV_BOUNCEFACTOR DP_SV_CLIENTCAMERA DP_SV_CLIENTCOLORS DP_SV_CLIENTNAME DP_SV_CMD DP_SV_CUSTOMIZEENTITYFORCLIENT DP_SV_DISCARDABLEDEMO DP_SV_DRAWONLYTOCLIENT DP_SV_DROPCLIENT DP_SV_EFFECT DP_SV_ENTITYCONTENTSTRANSITION DP_SV_MODELFLAGS_AS_EFFECTS DP_SV_MOVETYPESTEP_LANDEVENT DP_SV_NETADDRESS DP_SV_NODRAWTOCLIENT DP_SV_ONENTITYNOSPAWNFUNCTION DP_SV_ONENTITYPREPOSTSPAWNFUNCTION DP_SV_PING DP_SV_PING_PACKETLOSS DP_SV_PLAYERPHYSICS DP_PHYSICS_ODE DP_SV_POINTPARTICLES DP_SV_POINTSOUND DP_SV_PRECACHEANYTIME DP_SV_PRINT DP_SV_PUNCHVECTOR DP_SV_QCSTATUS DP_SV_ROTATINGBMODEL DP_SV_SETCOLOR DP_SV_SHUTDOWN DP_SV_SLOWMO DP_SV_SPAWNFUNC_PREFIX DP_SV_WRITEPICTURE DP_SV_WRITEUNTERMINATEDSTRING DP_TE_BLOOD DP_TE_BLOODSHOWER DP_TE_CUSTOMFLASH DP_TE_EXPLOSIONRGB DP_TE_FLAMEJET DP_TE_PARTICLECUBE DP_TE_PARTICLERAIN DP_TE_PARTICLESNOW DP_TE_PLASMABURN DP_TE_QUADEFFECTS1 DP_TE_SMALLFLASH DP_TE_SPARK DP_TE_STANDARDEFFECTBUILTINS DP_TRACE_HITCONTENTSMASK_SURFACEINFO DP_VIEWZOOM EXT_BITSHIFT FRIK_FILE FTE_CSQC_SKELETONOBJECTS FTE_QC_CHECKPVS FTE_STRINGS KRIMZON_SV_PARSECLIENTCOMMAND NEH_CMD_PLAY2 NEH_RESTOREGAME NEXUIZ_PLAYERMODEL NXQ_GFX_LETTERBOX PRYDON_CLIENTCURSOR TENEBRAE_GFX_DLIGHTS TW_SV_STEPCONTROL ZQ_PAUSE 
QuakeC extensions for menu: BX_WAL_SUPPORT DP_CINEMATIC_DPV DP_CSQC_BINDMAPS DP_CRYPTO DP_GFX_FONTS DP_GFX_FONTS_FREETYPE DP_UTF8 DP_FONT_VARIABLEWIDTH DP_MENU_EXTRESPONSEPACKET DP_QC_ASINACOSATANATAN2TAN DP_QC_AUTOCVARS DP_QC_CMD DP_QC_CRC16 DP_QC_CVAR_TYPE DP_QC_CVAR_DESCRIPTION DP_QC_DIGEST DP_QC_DIGEST_SHA256 DP_QC_FINDCHAIN_TOFIELD DP_QC_I18N DP_QC_LOG DP_QC_RENDER_SCENE DP_QC_SPRINTF DP_QC_STRFTIME DP_QC_STRINGBUFFERS DP_QC_STRINGBUFFERS_CVARLIST DP_QC_STRINGBUFFERS_EXT_WIP DP_QC_STRINGCOLORFUNCTIONS DP_QC_STRING_CASE_FUNCTIONS DP_QC_STRREPLACE DP_QC_TOKENIZEBYSEPARATOR DP_QC_TOKENIZE_CONSOLE DP_QC_UNLIMITEDTEMPSTRINGS DP_QC_URI_ESCAPE DP_QC_URI_GET DP_QC_URI_POST DP_QC_WHICHPACK FTE_STRINGS 
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 2048
GL_MAX_3D_TEXTURE_SIZE = 0
Framebuffer depth is R8G8B8A0D24S0
Using GLES2.0 rendering path - 8 texture matrix, 8 texture images, 5 texcoords
checking for GL_OES_texture_npot...  enabled
***************** Using GL2.0 rendering path - 8 texture matrix, 16 texture images, 8 texcoords
vid.support.arb_multisample 0
vid.support.gl20shaders 1
NOTE: requested 1x AA, got 0x AA
Video Mode: fullscreen 1920x1080x16x0.00hz
OpenGL backend started SDL2.
vid.renderpath RENDERPATH_GLES1 0 RENDERPATH_GLES2 0
OpenGL backend started complete.
Trying to load library... "libpng15.so.15" "libpng14.so.14" "libpng12.so.0" - loaded.
Failed to load font-file for 'gfx/conchars', it will not support as many characters.
Failed to load font-file for 'gfx/font_console', it will not support as many characters.
Failed to load font-file for 'gfx/font_sbar', it will not support as many characters.
Failed to load font-file for 'gfx/font_notify', it will not support as many characters.
Failed to load font-file for 'gfx/font_chat', it will not support as many characters.
Failed to load font-file for 'gfx/font_centerprint', it will not support as many characters.
Failed to load font-file for 'gfx/font_infobar', it will not support as many characters.
Failed to load font-file for 'gfx/font_menu', it will not support as many characters.
Failed to load font-file for 'gfx/font_user0', it will not support as many characters.
Failed to load font-file for 'gfx/font_user1', it will not support as many characters.
Failed to load font-file for 'gfx/font_user2', it will not support as many characters.
Failed to load font-file for 'gfx/font_user3', it will not support as many characters.
Failed to load font-file for 'gfx/font_user4', it will not support as many characters.
Failed to load font-file for 'gfx/font_user5', it will not support as many characters.
Failed to load font-file for 'gfx/font_user6', it will not support as many characters.
Failed to load font-file for 'gfx/font_user7', it will not support as many characters.
[1;36mGLSL shader glsl/default.glsl generic diffuse viewtint colormapping compiled (1 textures).[m
S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
SndSys_Init: using the SDL module
Wanted audio Specification:
	Channels  : 2
	Format    : 0x8010
	Frequency : 48000
	Samples   : 4096
Obtained audio specification:
	Channels  : 2
	Format    : 0x8010
	Frequency : 48000
	Samples   : 4096
Sound format: 48000Hz, 2 channels, 16 bits per sample
CDAudio_Init: No CD in player.
Can't get initial CD volume
CD Audio Initialized
========Initialized=========
Host_Mingled: time stepped forward (went from 0.000000 to 1396093215.479260, difference 1396093215.479260)
Serverinfo packet received.
Server protocol is QUAKEDP

<===================================>

[1;33mthe Grisly Grotto[m
No CD in player.
CL_SignonReply: 1
Stats for q1bsp model "maps/e1m4.bsp": 6120 faces, 3193 nodes, 1817 leafs, 1230 visleafs, 8166 visleafportals, mesh: 29346 vertices, 17106 triangles, 6120 surfaces
CL_SignonReply: 2
CL_SignonReply: 3
CL_SignonReply: 4
[1;36mGLSL shader glsl/default.glsl depth/shadow compiled (0 textures).[m
You got the shells
You got the shells
You got the nails
You got armor
You got the nails
You receive 25 health
You got the Super Nailgun
You got the nails
You get 2 rockets  
You receive 25 health
You got the shells
You get 2 rockets  
You got the nails
You get 2 rockets  
Server disconnected
CL_Disconnect
CL_Disconnect
Host_ShutdownServer
Playing demo demo3.dem.
Serverinfo packet received.
Server protocol is QUAKEDP
The '[1;36mGLSL shader glsl/default.glsl depth/shadow compiled (0 textures).[m' line only seems to appear for the maps that have missing textures AFAICT, so maybe that's a clue to someone who understands it better than I.

Just incase I've done anything silly, I'll start again from scratch during the week with a fresh Raspbian install and see if this maybe leaves a little more free RAM for the engine to get its teeth into. :)

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Sun Mar 30, 2014 2:07 am
by autonomous
I would like to thank everyone who participated in beta testing Darkplaces RPi v1.0. The initial release went reasonably well considering that this version was tested by only one person (me). Now that many people have tested the engine and reported a few issues and performance enhancements, there will be a maintenance release. Darkplaces RPi v1.1 will be completed sometime in the next two weeks and will include the bug fixes and enhancements listed below. You are welcome to add new issues or enhancement requests to the git issue tracker:
https://github.com/autonomous1/darkplac ... ilestone=1

Summary of bug fixes and enhancements for Darkplaces RPi v1.1:

Video modes:
  • Video mode initialization does not use current system video mode setting
Insufficient memory:
  • On startup check for sufficient gpu/arm memory allocation
    Resolve lock-up on insufficient memory
Keyboard/data entry:
  • Keyboard entry does not accept underscore character or shift key characters
    Keyboard entry does not work when entering player or server names
    Keyboardless operation: Joystick does not operate menus

Configuration updates:
  • Fix weapon mappings in config.cfg
    Change to 16 bits per pixel for increased performance
    Add quake.rc
In addition to the maintenance release, I will be packaging open-source game mods that have been ported to the RPi for download via bit torrent. Since not all game mods work out of the box, the torrents will make it much easier to download and run game mods.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Tue Apr 01, 2014 7:03 pm
by LeSanglier
Hi,

I would like to know if it is possible to get the darkplacespi source code ?

Thx ! :D

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Tue Apr 01, 2014 7:21 pm
by GTR2Fan
I'll wait until the update before trying anything else 'clever' with my 256MB Pi then as the update plus Pi-ported mods may resolve the few issues I'm having. I say 'few' because I'm still amazed at how well it runs on a 256MB Pi. 8-)

Keep up the great work. It's very much appreciated! :D

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 09, 2014 6:36 am
by tobias_huebner
I just bought Quake I on eBay (by the way - did you know it was on the index here in Germany until 2011 and therefore couldn`t be bought in a store?).

The installation is very simple and I even got the music working - thanks @forgeflow for showing how to do this!

I just played through the first Episode and it run`s just fine - like on my old 486 :) Thank you very much for your effort! Now I`m looking forward to the the V.1.1-update with the mods.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Thu Apr 10, 2014 1:43 pm
by GTR2Fan
Are we there yet? :D

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Fri Apr 11, 2014 6:12 am
by autonomous
Here's an update on Darkplaces RPi v1.1:

Only a few issues are remaining for v1.1. Menus now operate with game controllers, keyboard entry works for entering player and server names, and tests are functioning for low memory conditions. In addition I had an opportunity to get more mods working such as Quake Chess which in this case required decompiling the QuakeC code to fix a few bugs. Apparently, the original authors of Quake Chess abandoned the project years ago and lost the source code. The decompiler is pretty good so Quake Chess will be reopened now as an open source project.

Video of Quake Chess running on RPi:
Image


Planet Xen from Half-Life (or Half-Quake, a work in progress):
Image


As mentioned, a few open-source mods will be made available for download via bittorrent, such as qreate, portal gun and nerf quake.

The release is on track to go out in a few days most likely by the end of this weekend.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Fri Apr 11, 2014 7:24 am
by KitchUK
autonomous wrote:Here's an update on Darkplaces RPi v1.1:

Only a few issues are remaining for v1.1. Menus now operate with game controllers, keyboard entry works for entering player and server names, and tests are functioning for low memory conditions. In addition I had an opportunity to get more mods working such as Quake Chess which in this case required decompiling the QuakeC code to fix a few bugs. Apparently, the original authors of Quake Chess abandoned the project years ago and lost the source code. The decompiler is pretty good so Quake Chess will be reopened now as an open source project.

Video of Quake Chess running on RPi:
Image


Planet Xen from Half-Life (or Half-Quake, a work in progress):
Image


As mentioned, a few open-source mods will be made available for download via bittorrent, such as qreate, portal gun and nerf quake.

The release is on track to go out in a few days most likely by the end of this weekend.
Is there any performance improvement with the 16bpp option implemented? Extra fps?

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Mon Apr 14, 2014 8:06 am
by cfez_rpi
Guys,

A little help for a complete n00b please?

When trying to run darkplaces-sdl, I get a string of errors "Couldn't find matching GLX visual".

Can you tell me where i'm going wrong?

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Mon Apr 14, 2014 10:23 am
by cfez_rpi
Nevermind. I was trying to load it in the windows envoironment. Also needed to change gpu to 256 in raspi-config. Now works!

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Mon Apr 14, 2014 10:18 pm
by autonomous
Darkplaces RPi v1.1 is now available for download. The first post in this topic contains the updated installation guide.

Here's a summary of changes for Darkplaces RPi v1.1:
  • Performance increase with new 16 bit-per-pixel mode. Framerates are typically 25% higher with frames per second ranging between 30-40 at 1080p and 30-60 at 720p.
  • A few megs were freed up by restructuring the executables. This should enable more mods to load for 256mb RPi models.
  • All aspects of game engine can be operated with the joystick with the exception of console and entry of player/server names.
  • On engine startup the display mode is set to the mode specified in /boot/config.txt.
  • Keyboard entry works for entering player and server names. Issue with shift key has been fixed.
  • Memory checks are in place that will cause game engine to exit if free ram drops below 2mb.
Is there any performance improvement with the 16bpp option implemented? Extra fps?
Indeed. Thanks for suggesting this.
I would like to know if it is possible to get the darkplacespi source code ?
The source code will be added to the Darkplaces RPi git project prior to merging with the Darkplaces main repository. This should happen within the next two weeks.

In addition, tested and debugged open source game mods will be made available for download via bittorrent over the next week or so.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 4:43 am
by Bluelightcrew
Controller works fine in menu , but i still need to hit the escape button to go to menu. Is there a way to map the escape button to controller? Quake 3 has the same problem.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 5:20 am
by autonomous
Bluelightcrew wrote:Controller works fine in menu , but i still need to hit the escape button to go to menu. Is there a way to map the escape button to controller? Quake 3 has the same problem.
You can enable toggling between the menu and game by adding a binding to the configuration settings:

Code: Select all

nano ~/darkplaces/id1/config.cfg
Add the following binding:

Code: Select all

bind JOY2 "togglemenu"
The configuration settings in v1.1 includes this binding but there may be a cached copy that needs to be updated as well:

Code: Select all

cp ~/darkplaces/id1/config.cfg ~/.darkplaces/id1
The joystick/controller mappings for menus are:
button 1 - enter
button 2 - escape

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 9:32 am
by LeSanglier
Hi,

No source code available ?? :-(

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 9:44 am
by GTR2Fan
LeSanglier wrote:No source code available ?? :-(
autonomous wrote: (Mon Apr 14, 2014 10:18 pm) The source code will be added to the Darkplaces RPi git project prior to merging with the Darkplaces main repository. This should happen within the next two weeks.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 4:04 pm
by Bluelightcrew
autonomous wrote:
Bluelightcrew wrote:Controller works fine in menu , but i still need to hit the escape button to go to menu. Is there a way to map the escape button to controller? Quake 3 has the same problem.
You can enable toggling between the menu and game by adding a binding to the configuration settings:

Code: Select all

nano ~/darkplaces/id1/config.cfg
Add the following binding:

Code: Select all

bind JOY2 "togglemenu"
The configuration settings in v1.1 includes this binding but there may be a cached copy that needs to be updated as well:

Code: Select all

cp ~/darkplaces/id1/config.cfg ~/.darkplaces/id1
The joystick/controller mappings for menus are:
button 1 - enter
button 2 - escape
The text(command) is already present, but it works only partially. To get from the game to the menu, does not work. But the button works to exit the menu or go back in menu!

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Wed Apr 16, 2014 5:22 pm
by autonomous
Bluelightcrew wrote:The text(command) is already present, but it works only partially. To get from the game to the menu, does not work. But the button works to exit the menu or go back in menu!
Most likely you have a cached copy or a mod with configuration settings that does not include the binding needed to go to the menu. You can try a number of things to remedy this. First you can add the binding to ~/darkplaces/id1/default.cfg just after the unbindall line. Another way to fix this is to open up the console window and type the binding command there. After exiting the game it will write the binding to config.cfg.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Sun May 04, 2014 10:34 pm
by KitchUK
Out of interest, what's everyone else's overclock settings? Anyone have any other tips for squeezing any more performance out of this?

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Thu May 29, 2014 9:15 pm
by Forgotten01
How would I go about getting Medal of Honor allied assault to work on this, I would love to play it on my portable PiBox :)

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Fri May 30, 2014 7:07 pm
by Nintendo16kid
Forgotten01 wrote:How would I go about getting Medal of Honor allied assault to work on this, I would love to play it on my portable PiBox :)
Medal Of Honor Allied Assault runs on the IDTech 3 engine, the engine that powers Quake 3 Arena. The game uses a closed source heavily modified engine. Meaning a port would be almost impossible. And considering the Pi struggles with Q3A anyway, the game would be highly unplayable.

Re: NEW: Darkplaces Quake engine up and running on Raspberry

Posted: Fri Jul 04, 2014 8:04 pm
by Nintendo16kid
Also, I haven't posted here in a while, but I will try out the update as soon as I can! (I am waiting on a new case for my Pi! :D )
Also, I would like to point out that I was getting 40fps+ (even 60 - 70 at times)! using a 1024x768 resolution on a VGA monitor (HDMI to VGA adapter) with a 1ghz overclock with a 256mb split.