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Post by snipejkd on Dec 10, 2005 22:17:35 GMT 1
Quick question here if anyone can help or relate to.
After i install all thats required to play the game, on the zdoom startup screen there is a .wad highlighted, but there is no writing on it for some strange reason. However if i click to launch it anyway it attempts to load and is the .wad i installed (which is the standard demo file available), however the screen remains black, while i can hear the sound effects of the game as i press buttons on my treo, showing that its technically alive and working.
Has anyone any ideas on how to fix this? I've tried uninstalling and re-installing etc with no luck, plus alternate .wad files with the same problem, so im now out of ideas =/ any advice would be realy appreciated =)
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Post by metaview on Dec 10, 2005 23:37:49 GMT 1
ZDoomZ isn't lowres ready yet. There is one who tries to do it. I think I will announce it here, if it is ready. The problem is, if you don't own a Treo 600 you can't make it compatible.
Regards Henk
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Post by Tinnus on Dec 11, 2005 18:47:01 GMT 1
Campaign: Buy a Treo 600 for Metaview! ;D
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Post by metaview on Dec 12, 2005 19:40:28 GMT 1
Hehe, I wouldn't mind, but I don't think it will happen. The one who tries it isn't me, btw.
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Post by frankk on Dec 16, 2005 21:58:14 GMT 1
Well, I'm the one who is trying. Btw, don't hold your breath... now I'm very busy and I think I can start to work on it on christmas holidays...
Bye, Frankk
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Post by Tinnus on Dec 17, 2005 15:27:58 GMT 1
Isn't it just a matter of telling it to run at 160x160? Maybe having to downscale the menu and status bar graphics but that's it...
I think.
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Post by metaview on Dec 17, 2005 17:49:20 GMT 1
Nope, you have several places where you have to care about the coordinates: all the ydk_menu stuff for example. Even the WAD list in the launcher is hardcoded to 320x320. The game itself must be downscaled I believe. But it's always better you have the device on the desk.
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Post by Tinnus on Dec 17, 2005 21:08:19 GMT 1
The ydk_menu stuff AND the list drawing function are implemented for 160x160 in LJP. It would be a matter of copying the code...
To downscale the game itself would be a waste since AFAIK it can be run at any resolution. But the menu GFX, the status bar, the weapons would need to since they are not part of the render window.
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Post by cycnus on Dec 27, 2005 22:52:49 GMT 1
I am confused. Does zDoom NOT work on the treo 600?
I am going to attempt to install it later today if no one posts back. Thanks.
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Post by metaview on Dec 27, 2005 23:13:18 GMT 1
zdoomz is hardcoded to 320x320 or 320x480. You wont see much on 160x160 as it is on Treo 600.
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Post by baalpeteor on Dec 28, 2005 1:55:33 GMT 1
ok well then lets forget about zdoomz, unless someone makes an app that forces the treo into 320x320... which would be lovely :-O but anyway, i think we should work on just hexen, b/c that's guaranteed to work on treo 600. i made a post on its board about what the problem is though.. still a bit too big.
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Post by Tinnus on Dec 28, 2005 1:58:21 GMT 1
ok well then lets forget about zdoomz, unless someone makes an app that forces the treo into 320x320... which would be lovely :-O Which, in theory, would be impossible since the screen hardware is just 160x160. If you hacked the OS to run in 320x320 mode AND in some way post-downscale the image to 160x160 it could work. But then again, it's better to buy a 320x320 palm instead.
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Post by frankk on Jan 9, 2006 19:21:36 GMT 1
Here is a zdoomz version that works on treo600. This is a small correction to Metaview's code (one line) and I have not done any interface fix. I dont know why but with doom.wad (ultimate doom) there are problems with ingame menu and statusbar, while in doom2.wad they are ok. here is the link: www.geocities.com/fcomi/zdoomz-lowres.zipBye, Frankk
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Post by wantan on Jan 10, 2006 21:08:11 GMT 1
Tested on my Treo600 with UDMH 5... works great! Edit #1: Hey frankk, I have tested it until "The Waste Tunnels" (Level 5) with no problems, launching, relaunching, resetting the phone, no resetting, loading, saving... everything is excellent ;D ... just one thing... like I asked before to metaview for T5, can you adjust the in game screen button layer? they seems to work, but is very confusing... Edit #2: Hahahaha... it's funny... the game screen is downsampled to 160x160... also the on screen buttons... hahahaha... but the layer shows other resolution... so don't matter about it frankk... the on screen buttons are working... you just try to figure out the new positions (that are relative to 320x320)
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Post by frankk on Jan 15, 2006 19:36:11 GMT 1
I will make available here: frankk.no-ip.com/ any future upgrade or fix for low-res version. Frankk.
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Post by Tinnus on Jan 15, 2006 23:22:41 GMT 1
You're rendering it in full 320x320 and scaling down to 160x160? That's bad, and slow, you're doing more than 4x the computation needed!
If you take a close look at the source you can probably find a way of having to downscale only the menu and bottom bar, while rendering the game screen in native 160x160.
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Post by frankk on Jan 16, 2006 11:07:42 GMT 1
I'm considering both, with my knowledge at the moment is easyer to downscale the 320x320 to 160x160. I'm trying to find out what some functions do... and how.
I will try to render directly at 160x160.
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Post by wantan on Jan 16, 2006 18:37:08 GMT 1
Hey Tinnus, you're right, but somehow the Treo600 it's powerfull enought to manage the downscale process. Also, frankk, I'm gonna test right now the new version... I have tested "wolfenstein" level until yesterday with the previous version with no errors Edit 1: Well, after a test, mainly to the onscreen layer, I found that sometimes it looses its functionality... I mean, the layer just disappears and the onscreen buttons seems to be dead... so you just quit the game and start again to get everyting right back to normal he he I think it could be the onscreen keyboard (after you press the second onscreen center button) that generates this behavior... and yes, It happens when I try to get the console window to enter the cheat codes (the lovely "iddqd" and so... ;D )
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Post by metaview on Jan 16, 2006 18:50:50 GMT 1
If it's fast enough, I wouldn't mess around with the rendering part of doom. It's very likely that you run into a longer mess, getting random buffer overwrites and stuff. Considering the limited debug possibilities, it's much easier to not change this running system :-) BTW: you would also have to repositionate the in-game menus and stuff, which is quite a mess to find the right places :-)
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Post by wantan on Jan 16, 2006 18:54:17 GMT 1
BTW, metaview... I just forgot that when you use the console (to enter the cheats) the OK button doesn't works... so I have to check "OK" first and then "home" button (in my T5 on the bar and the house button on the treo) to get out from the console window...
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Post by metaview on Jan 16, 2006 19:23:45 GMT 1
wantan: wasn't this fixed in the last update?
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Post by wantan on Jan 16, 2006 19:27:18 GMT 1
nope... and sorry for not tell about it before, but I was out of the scene for work related things...
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Post by frankk on Jan 16, 2006 20:36:39 GMT 1
I mean, the layer just disappears and the onscreen buttons seems to be dead I noticed that too, I don't know yet why this happens. Since you have a T5 too I suppose it doesn't happen with T5, does it? About the problem with the ok button on command window I noticed that too, I assumed that it was a known problem since I read how to bypass it in these forums. I will have a look at that problem too. Frankk
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Post by wantan on Jan 16, 2006 21:14:48 GMT 1
Let me test on my T5, but I can do it l8r because I'm in the office and my T5 is in my house... I'm just carrying with me the Treo 600
You'll have an answer tomorrow.
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Post by metaview on Jan 16, 2006 21:54:43 GMT 1
the problem is that I changed the handling. you have to explicit close the form when ok is pressed. The flag g_launch_pno doesn't work anymore. I've checked it, I made the changes in duke3D but not in Doom. The trick is to use a 2nd event loop for the console. Frankk: you have mail.
Regards Henk
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Post by wantan on Jan 16, 2006 21:56:36 GMT 1
btw metaview, did you made any changes in zQuake or zHexen onscreen buttons? As I remember you just do the changes to zDoomz and Duke3D
Edit 1: Well, I've tested zDoomz in my T5 and the behavior about the console command box is the same... it doesn't disappear after you check the OK button... you have to check the "home" button on the silk area.
The other behavior its not present (when the on screen buttons seams to be dead). Maybe in the Treo600 the onscreen keyboard doesn't shows and you canĀ“t close it(resolution problem...maybe 160 it's not enough for the keyboard). Frankk, you must consider to disable it...(the on screen keyboard button, not the console command button)
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