re: iPhone darkplaces
Apple's approval process for new iPhone developers is pretty much this: if you can pay the $99 fee, you're approved.
Though, Quake as it stands would not be fun on the iPhone, the platform would really need a simpler FPS with controls designed for the interface, and levels / monsters designed for the controls, rather than a clumsy straight port.
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ARM Processor (so no FPU), 128MB ram, may possibly need re-written (or SDL) joystick support, should be similar to the Linux port apart from that.LordHavoc wrote:What it probably runs on (with a recompile or possibly a little editing):
OpenPandora (product not released yet, will see what is involved)
older pentiums and 486s obviously. func_msgboard is obviously a ghetto full of people stuck on them. *sarcasm*LordHavoc wrote:Now, what platform does DarkPlaces not run on that people actually care about?
oh? does this mean there's a possible chance of running this on PCX2 chipset?LordHavoc wrote: Crashing on certain video drivers is not an excuse (workarounds can be added if people tell me what feature does not work on what driver).
Yes if you can get me a log with the startup details with the -developer -condebug options, and then a list of -nowhatever options that are required to get it to work properly (assuming it runs with -safe - if it doesn't even run with that it may be fairly hopeless).leileilol wrote:oh? does this mean there's a possible chance of running this on PCX2 chipset?
Not sure that there is any value in PCX2 support though.
DP mods on the Wii would rock. I loved how aiming worked in Metroid Prime. It's not as effective as a mouse in a classic fast-and-furious quake DM, but in single player it would be very cool.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
There is someone already working on the port.Lardarse wrote:ARM Processor (so no FPU), 128MB ram, may possibly need re-written (or SDL) joystick support, should be similar to the Linux port apart from that.LordHavoc wrote:What it probably runs on (with a recompile or possibly a little editing):
OpenPandora (product not released yet, will see what is involved)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
phrosty in #fte mentioned working on it.Spirit wrote:There is someone already working on the port.Lardarse wrote:ARM Processor (so no FPU), 128MB ram, may possibly need re-written (or SDL) joystick support, should be similar to the Linux port apart from that.LordHavoc wrote:What it probably runs on (with a recompile or possibly a little editing):
OpenPandora (product not released yet, will see what is involved)
I've got one preordered but not sure when that will ship.
I doubt it will require any special support.
Some ARM processors DO have an FPU, for example the Dreamcast's cpu had a few floating point ops (critical since it ran 3D games), I don't know if the Pandora's cpu does but I'd assume so for performance reasons.
Quake 2 unoptimised runs on it at 60fps at 320 x 240. It does have a FPULordHavoc wrote:phrosty in #fte mentioned working on it.Spirit wrote:There is someone already working on the port.Lardarse wrote: ARM Processor (so no FPU), 128MB ram, may possibly need re-written (or SDL) joystick support, should be similar to the Linux port apart from that.
I've got one preordered but not sure when that will ship.
I doubt it will require any special support.
Some ARM processors DO have an FPU, for example the Dreamcast's cpu had a few floating point ops (critical since it ran 3D games), I don't know if the Pandora's cpu does but I'd assume so for performance reasons.
Check the videos on youtube.
Quake 3 should run pretty smoothly on it too, once that gets ported and takes advantages of the hardware. Some even say Doom 3 could work, if that ever becomes open source.