OpenArena Message Boards

OpenArena Contributions => Development => Topic started by: gamesboro on August 10, 2013, 02:13:19 pm



Title: OpenArena Ouya port
Post by: gamesboro on August 10, 2013, 02:13:19 pm
Over the last few weeks I've been working on porting Open Arena to Ouya, based on Pelya's android port.  I have been talking to him over the last couple of days and he mentioned bringing our conversation here so that the information can be used by anyone that may need it for the future, or in case we need advice on something.  This is the important parts of our correspondence.

Quote
me: Hi Pelya, I've been doing a lot of work with Android OpenArena and I hate to bother you but I just can't seem to figure something out.

The main.xml file seems to be ignored by the application after its compiled, and I really need to add about 10 pixels of padding to all four sides of the game.  I think I found in MainActivity.java where you programmatically set up the rules for the display but can't figure out how to add a border/margin/padding to it.  Any guidance you can give me will be greatly appreciated!

Quote
pelya: It's not in XML or Java code - OpenArena has it's own GUI, written in C, inside game sources, which are compiled into .qvm files and executed in Quake3 virtual machine. It's located here:
https://github.com/pelya/openarena-vm/tree/android/code/q3_ui
You can also try to apply custom glScale() inside renderer init code, this will resize everything:
https://github.com/pelya/openarena-engine/blob/master/code/renderer/tr_init.c

Quote
me: Wow, I'm a little out of my element when it comes to C...  This is what I've done in tr_init.c, is this the correct placement and integers?  I hate to bother you again, but I'm doing all of the modifications needed for an Ouya port according to your notes, and Ouya's guidelines.  I'll be giving all the credit to you and the OpenArena team of course, you guys did the hard part!

I'm guessing I need to compile the Q3 source first, is that what the makefile is for I'm guessing?

If you can give me a little guidance on these last couple of details I'll get out of your hair.  Thanks for the help Pelya, your OpenArena android port is a masterpiece!
--------------------------------------------------------------

static void InitOpenGL( void )
{
glScalef(-.10, -.10, 1);
   char renderer_buffer[1024];
----------------------------------------------------------------

Quote
Pelya: Yes, like that, maybe with glLoadIdentity call before glScalef()
I'll try to do that myself the proper way, I have a bit of free time today.

Do you intend on using Android or PC servers? Or host your own Ouya-exclusive servers? Gamepad is better than touchscreen, but still way worse than mouse. Also, any server will force it's own .qvm files, so unless it's your own server, you'll lose part of touchscreen functionality, like selecting weapons from the weapon bar.l, that doesn't matter for Ouya though.

I would also recommend using 'touch to shoot' aiming mode, so you can aim with both analog stick and with touchpad. I've heard that touchpad lags though.

BTW you'll probably need to hide controls section altogether, because one of reasons OA was rejected was 'PC settings in the menu', so you will have to hide those Alt and Ctrl button names.
You may use getenv(”OUYA”) != NULL to determine if you're on OUYA or not (I did not test that method yet, please tell me if it works, also you'll have to export it via CVAR for .qvm files).

Quote
me: I plan on using the android servers for the first release, but I would also like to have it so that users can create a server in the game like you can on the PC version.  After the first version gets launched I'll start working on Ouya specific servers that I'll host here so that the balance isn't destroyed on the android servers.

I've remapped the controls so that everything is Ouya compliant, including the Ouya button.  I removed the dpad and buttons overlay, turned off the accel/gyro support (since they aren't needed), put the pak files in the initial apk, and added a better Ouya icon so far.  

The only thing I have left is the screen resize and altering the "controls" section.  At least for this first release.

Quote
Pelya: Then you just need to merge my commits from today from these repos:
https://github.com/pelya/openarena-engine
https://github.com/pelya/openarena-vm

Android servers have very little players anyway, so I don't mind if some Ouya players will use them.

Are there any issues with starting your own server from the game? It should be possible out of the box, so to say.

Quote
me: It finished downloading!
I must have killed the create server option somehow because it is working on the apk you just sent.  The UI is now working correctly! You went ahead and altered the controls menu, thanks bud, that was next on my agenda.

Only a couple of adjustments need to be made.  Both are related to the display.
#1: The screen is off center by about 5 pixels.

#2: While the UI is now set up correctly, gameplay still has screen bleed.  If this is brought in about 5 pixels on each side it should do the trick.

I can't find my bluetooth headset so it looks like I'm heading to the store.  I'll give you a heads up tonight once I can confirm that it works or not.  I'm still waiting on approval from the open arena forums, but I'll transcribe all of this ASAP.  If you have the time for the above two adjustments I believe I can handle the rest!  Thanks again for everything.


Title: Re: OpenArena Ouya port
Post by: pelya on August 10, 2013, 04:23:41 pm
I've kind of fixed the bleed in gameplay, however only 2D elements are resized - I hope that will be enough, because I've tried to resize everything and messed up, it's too complicated. Also the touchpad should be more usable now. Relevant commits are here:
https://github.com/pelya/openarena-engine
https://github.com/pelya/openarena-vm
You will need to change variable OUYA_BORDER inside engine/code/qcommon/q_shared.h, because I've made border 50 pixels for debugging.

This is how it looks:
(http://i256.photobucket.com/albums/hh163/_pelya/th_Screenshot_2013-08-11-01-06-39_zpsccae2a64.png) (http://s256.photobucket.com/user/_pelya/media/Screenshot_2013-08-11-01-06-39_zpsccae2a64.png.html)

BTW I'm really disappointed in the fact that TV manufacturers are gouging those 30 pixels at the edges (yes 30 not 5, the screenshots clearly show that). It's like, your 1080p HDTV is not as HD as advertised, because you can see only 1020 pixels. And you cannot justify it, because the HDMI signal is digital, and you got exact pixel-to-pixel mapping, unlike ray tube. Are those pixels lost because of lousy glued thick edges, or did they actually put less pixels into the matrix? Anyway, it's a conspiracy - if anyone would try to do that to PC display, oh they would get a shitstorm of complaints, just imagine your "Start" button off-screen.
Here's the screenshot in question:
(http://i256.photobucket.com/albums/hh163/_pelya/th_screenbleed_zpse66b615e.jpg) (http://s256.photobucket.com/user/_pelya/media/screenbleed_zpse66b615e.jpg.html)


Title: Re: OpenArena Ouya port
Post by: fromhell on August 10, 2013, 06:51:10 pm
Oh wow I didn't know Ouya had an artificial overscan issue.


Title: Re: OpenArena Ouya port
Post by: pelya on August 10, 2013, 07:01:25 pm
It's not artificial - it's just that all TVs are crappy. If you plug it into PC monitor, the picture will be fine, without any overscan.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 10, 2013, 08:33:24 pm
This is perfectly fine.  I'll put it all together with what I've got over here.  Thanks again man.  

I picked up a bluetooth headset on my way home from work, so I'll test that as well and give you a heads up.

---------------------

Just got the headset linked to the Ouya and started the game.  When pushing in the left analog (great mapping by the way) the "speak" text appears but I don't see a volume level anywhere on the screen, no matter how loud I got.

I found "OUYA-BORDER" in q_shared.h but what should I changed the pixels to?

I've had some trouble compiling, I got a copy of your updated engine and vm code from github.  I then tried to run "make" under engine and under vm, but it didn't seem to have an effect.  Under engine I found your note and followed the directions.

Quote
   $ sudo aptitude build-dep ioquake3
    $ git clone git://github.com/undeadzy/openarena_engine.git
    $ cd openarena_engine
    $ make

Of course, I didn't need the clone part since I had the updated code.

I've tried make under vm, engine, and I've tried AndroidBuild.sh under src.  I know I'm missing something small, any tips would be appreciated.


Title: Re: OpenArena Ouya port
Post by: pelya on August 11, 2013, 05:54:40 am
That's sad - OUYA does not support recording audio (http://forums.ouya.tv/discussion/1687/audio-recording-not-working), as it seems, but it's possible they'll add that functionality in the future.

OUYA_BORDER sets the thickness of empty space near TV borders, I suggest you to decrease it until GUI will fit your screen neatly.

You don't need that readme - you just need to launch build.sh from SDL root directory - it launches AndroidBuild.sh from OA directory itself. You may also launch that AndroidBuild.sh script by hand, but you need to supply one parameter - "armeabi" or "armeabi-v7a", and call the script two times. But you still have to call build.sh from root directory, so that it will assemble an .apk file (or launch "ant debug"/"ant release" from "project" directory).

Here's an updated .apk file to test (http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-0.8.8.23-OUYA-test-2.apk/download)

BTW please update SDL repo - I've found that SDL was sending "dollar" keycode instead of "backquote" for tilde key, that's why you could not toggle consolde with a USB keyboard. Sometime in the future I'll have to brush through that file with SDL leycodes, and make sure that standard QWERTY keyboard sends standard QWERTY keycodes, not some random remapped keys. Android itself has some funny keycodes, like TV_POWER or MEDIA_EJECT or CAMERA, currently they are returning random F1-F12 keycodes


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 11, 2013, 09:29:46 am
Does build.sh also compile the qvm files needed?


Title: Re: OpenArena Ouya port
Post by: pelya on August 11, 2013, 09:32:14 am
Yes, it should do that, and also pack them into file 7-android.pk3 in assets.


Title: Re: OpenArena Ouya port
Post by: .Luke on August 11, 2013, 03:40:45 pm
That information was useful indeed. I've been trying to figure out what exactly QVMs are for ages, and that chat log told me exactly what I needed to know; written in C and compiled into a QVM from there. The Quake III engine is already far less mysterious to me thanks to that.

Back on topic, the android port was pretty exciting, (Don't have an android tablet myself yet, but OA's one thing I look forward to playing on one!) but an Ouya port too sounds interesting. It's great to hear that it's already running on the system, give or take some issues to iron out. This definitely makes me want one now, especially if I could also run Quake III on it as a mod; I like having tons of maps to play on.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 11, 2013, 04:31:14 pm
OK, I cloned the latest SDL, moved your new engine and vm code into the appropriate directories under src, ran changeappsettings and build.  It compiles an apk but it doesn't seem to build the 7-android.pk3.  If I put the old one in the changes to engine are working well, but of course all of the awesome stuff in vm doesn't work. 

Any idea on why it isn't building 7-android.pk3?  Once this is done I can start adding my stuff in.


Title: Re: OpenArena Ouya port
Post by: pelya on August 11, 2013, 04:50:57 pm
You can build .qvm files by hand, using 'make' inside VM.directory, then just copy over .qvm files into existong .pk3 file (it's just a zip archive) - the virtual machine bytecode is all the same on PC and Android.
Or if you don't need any changes to the game code - just take 7-android.pk3 from the .apk file I've posted earlier (it's also just a .zip file)


Title: Re: OpenArena Ouya port
Post by: matija123 on August 12, 2013, 10:37:23 am
Can we join the servers like ROFL Allrockets ??? :D


Title: Re: OpenArena Ouya port
Post by: pelya on August 12, 2013, 10:59:47 am
Yes, there is a switch in server list to list Android or PC servers, so you can connect to PC servers.


Title: Re: OpenArena Ouya port
Post by: matija123 on August 12, 2013, 11:33:46 am
Can we download it now or? Link?  O0


Title: Re: OpenArena Ouya port
Post by: pelya on August 12, 2013, 11:53:00 am
Here (http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-0.8.8.23-OUYA-test-2.apk/download)


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 12, 2013, 01:31:10 pm
OK, I got your stuff and my stuff together.  Moving all of that stuff around took forever!  I added some more tweaks as well.  I've got an artist coming by my store in a couple of hours to draw up a controller overlay.

I found 3 big bugs.

#1: Player name

(http://www.gamesboro.net/openarena/bug1playername.png)

This one has a couple of problems, the first one is that you have to use the mouse cursor to bring up the on screen keyboard, its counter intuitive on the controller since no one ever uses the trackpad (it isn't very good).  The next problem is pretty obvious, if you backspace over "UnnamedPlayer" all the way it produces this message.  Also the first two letters of the name are offscreen.

#2: PC server menu

(http://www.gamesboro.net/openarena/bug2pcservermenu.png)

When you pull up the menu the controller will not select the option, you have to use the touchpad.  Same issue as before, users won't understand.  Also, when accessing the android servers it forces players to download pak7. I'm guessing because it is different than the one in the install.  Can this be avoided somehow or is it just the way it is?

#3: Graphics Settings

(http://www.gamesboro.net/openarena/bug3graphicssettings.png)

This is a big one, and plagues the standard android release as well when it is output to a TV.  If you choose "high quality" or above it does this.

Outside of these things everything is really solid.  I mean REALLY solid.  


Title: Re: OpenArena Ouya port
Post by: matija123 on August 13, 2013, 07:00:59 am
Can we open consoles, and can we put color name ^6Like this?





Title: Re: OpenArena Ouya port
Post by: pelya on August 13, 2013, 10:24:14 am
Bug #1 is because of Android native EditText, it's semi-transparent without native keyboard overlay, so you're getting this. The solution would be to create your own simple text editor with solid background, forced keyboard overlay and thick borders, and I would rather make it the default for generic Android release, because standard EditText became kind of boring.
I'll try to find some time this weekend to implement this, if you want to do that yourself - modify method MainActivity.showScreenKeyboard() in Java code. Also, grey text hint is used to show last console output, this can be moved to a separate list, since we're creating our own text editor anyway.

Bug #2 won't be fixed - each server uploads to you it's own .qvm files, if checksum of your files differ, and they of course do not contain my touchscreen optimizations when you connect to PC servers. When you'll decide to publish a release I'll just update .qvm files on my Android servers, and publish an update to Google Play, so everyone will use the same .qvm files (and Ouya is detected dynamically, so non-Ouya users won't see Ouya-specific stuff). And if you insist on connecting to PC servers, well, nothing I can do, also you'll get pwned and called n00b, because you'll never be as good as players with mouse with your gamepad. BTW did you try to play with USB or Bluetooth mouse connected to Ouya? You should be able to aim much faster than with gamepad.

Bug #3 - please never ever change screen resolution, it won't do anything good. Probably we need to hide that setting altogether, along with "video quality" option, which also tries to change resolution.

@matija123: yes, color codes in your name work all the same way, and you can open console, if you attach USB/bluetooth keyboard to your Ouya and press tilde (but you cannot do that with just a gamepad, sorry).


Title: Re: OpenArena Ouya port
Post by: matija123 on August 14, 2013, 03:36:15 am
Thanks :)


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 14, 2013, 06:06:04 pm
Just wanted to give you a heads up.  Just finished with Bug 3.  I left the graphics settings section in, but I made it so that options can only be changed manually and that dictates what "graphics settings" is set to.  As opposed to being able to choose "Very High, High, Medium, Fast, Fastest".  I fiddled with all of the options in every combo that I could think of, no problems!

I took a look at the EditText, but I'm lost on that one.

I tried out mouse mode, I'm a controller guy myself but I like that you found a way for keyboard/mouse players to play.  Even if it is different than what people are used to.  It works perfectly fine on the Ouya by the way.



Title: Re: OpenArena Ouya port
Post by: fromhell on August 14, 2013, 06:28:05 pm
I do think the graphics presets do need to be changed. They're only relevant for PCs in 1999 (from P2 233MHz w/ Rage Pro to P3 800MHz w/ Geforce256 considering) and don't take in account for the other cvars in OA (r_bloom, r_flares, r_detailtextures)


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 21, 2013, 01:09:20 pm
I found something else that is troublesome.  When you press "CHAT" in the in game menu it puts a string of "////////////" and doesn't stop until you click "done".  I've been looking around and can't seem to figure out why it is doing that.  Anyone have any ideas?


Title: Re: OpenArena Ouya port
Post by: Gig on August 22, 2013, 01:10:56 am
Sorry for the OT, but I did not want to open a new thread just for this:
It looks like that next-gen Sony and Microsoft consoles will open the door to "indie" games... May be an interesting thing...

http://www.computerandvideogames.com/425711/sony-welcomes-dozens-of-new-indies-to-ps4-and-vita/
http://betanews.com/2013/08/20/idxbox-gives-indie-developers-the-chance-to-sell-games-directly-on-xbox-one/


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 22, 2013, 04:25:12 pm
Scratch that last bug "/////", got it fixed.  It was just a controller remapping problem.

UPDATE:

I have submitted OpenArena: Ouya Edition for review.  Source will be posted shortly to http://www.gamesboro.net/openarena (http://www.gamesboro.net/openarena).  We have fixed all the major stuff, so if we get a new edittext going we can put it in the next update.  Expect a slew of new people coming in, both PC and Android servers.  I'm guessing that it will get approved on Monday. 


Title: Re: OpenArena Ouya port
Post by: pelya on August 24, 2013, 03:36:52 pm
I've fixed the bug with text input - I've just made it non-transparent, and added thick borders, and also disabled OA console logs. On-screen keyboard is still not shown until you click the text input field with mouse, and I don't know how to fix that. How are other games doing it anyway? Could you please ask on forums?

Well, let's see about "slew of new people coming in", we're not releasing Shadowgun you know - Android release on Google Play got 3 764 activa installs / 29 948 total installs as of now, and Ouya up to date did not even sell a million devices (they are not revealing that statistics, but I think we'd get some news about next-round-number of devices sold).

BTW I would like to merge your patches, at least for VM code, because we'll need to have pak7-android.pk3 synchronized on both client and servers.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 24, 2013, 09:03:10 pm
I added the changes to DataDownloader.java, MainActivity.java, and cl_console.c but it crashes back to the dashboard as soon as it is done transferring files.

I'll be glad to ask around about having to click the text input field to enter the username.  That isn't a problem at all.  I spent some time working on that and I came up with two different ideas, neither of them very good.  

#1: Have the keyboard pop as soon as the player settings screen activates.  That really sucks for people who change the model a lot.

#2: Change the default player name to "TouchHereToRename" or something, this one sucks because if they don't go to player settings before playing the game then they will see this as their name and obviously it wouldn't be possible to edit this from anywhere except the player settings screen.

Yeah, it may not be Shadowgun but even if it brings just a few people to the OpenArena community that certainly can't hurt. Maybe my expectations are too high, I don't know.

No problem bud, I'll get those files uploaded for you ASAP.

I went ahead and compressed my VM folder and put it on the site, its at http://www.gamesboro.net/openarena (http://www.gamesboro.net/openarena).  I'll put the rest of the code up as soon as we have this crashing problem resolved.


Title: Re: OpenArena Ouya port
Post by: pelya on August 25, 2013, 04:54:43 am
But, why did you change them? Are there some other bugs I don't lnow about?
I'm calling _inputManager.showSoftInput() from Java code to show the keyboard, maybe there's some trick I don't know. I'll try to call it with some delay, so that EditText would already be initialized.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 25, 2013, 04:36:18 pm
Found the culprit.  It has to do with the lines changed in cl_console.c.  I reverted this file back to its previous version and the game runs fine again, but your changes to MainActivity.java seem to be good.  At least the one you updated today is.  Much more intuitive now that the text is all on screen.

When you say "Why did I change them?" do you mean DataDownloader, MainActivity, and cl_console?  The only thing I changed in those particular files are the changes that you made.  I haven't added anything to these particular files.

Oh yeah, one of the bugs I resolved I didn't mention here.  When using a controller, scrolling down the controls settings it would skip "invert gamepad aim" if you got down to "wide field of view", right after the selection would jump up to "invert gamepad aim", and then down to "jump/cenverview".  Very simple fix on that one, I just moved the code to the proper spot so that the selection worked correctly.

Also, I never put the pic for controller setup on here, this shows up when data is transferring so that users now all of the controller commands.

http://www.gamesboro.net/openarena/logo.png (http://www.gamesboro.net/openarena/logo.png)

I've got another image like this that does not say loading that I will be adding to the settings menu in a future version.



Title: Re: OpenArena Ouya port
Post by: Gig on August 26, 2013, 12:32:55 am
#2: Change the default player name to "TouchHereToRename" or something, this one sucks because if they don't go to player settings before playing the game then they will see this as their name and obviously it wouldn't be possible to edit this from anywhere except the player settings screen.
I don't know if ouya/android ports changed something in this, but normally, a fresh OA install shows a "first connection" screen when entering "multiplayer" menu the first time. That page allows to change your name, and to select whether to enable automatic downloading or not.


Title: Re: OpenArena Ouya port
Post by: pelya on August 26, 2013, 02:03:36 am
That loading screen looks cool.
@Gig: it still shows that screen, we're talking about toggling on-screen QWERTY input, that's related to SDL not OA.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 27, 2013, 10:00:00 am
We got rejected (again).

#1: We noticed a few issues with the title safe zone. Certain key elements in game would be displayed outside the safe zone; most importantly the score and timer, as well as the action log. There is a screen adjust option but it just shrinks the playing screen and the UI remains along the borders.

#2: There were also a few minor things to note. The default settings launched the user in match with 3rd person view which you aren’t able to accurately aim with, once the user entered the settings there was an option to change the view.

#3: Occasionally during the review process a notification appeared on screen informing the user of something that shouldn’t be displayed on Android.

#4: The borders of the screen could also flicker consistently during gameplay but this only happened 1/10 times. To activate a visualization of the Title Safe Area, you can enter the following via console command:

adb shell (enter)

su (enter)

am start -n tv.ouya.console/tv.ouya.console.launcher.ToggleSafeZoneActivity (enter)

Hope this info helps!

-----------------------------------------

#1: This one really sucks, the game looks perfect on 1080P and 720P, no idea why they want it reduced this much.  I can adjust the Ouya Border setting that you made but it is going to cramp the screen big time.  Is it possible to move in just the score and timer fields to the left a little, separately from everything else?  Maybe we should consider removing the floating head and weapon icon?

#2: This is happening because the user changes his name using the mouse, then enters the game and the mouse position is now off center.  If we can get an answer on the text field issue we are already working on this one will be resolved.  I did not default to 1st person because I wanted to stick as closely as possible to the original version of Open Arena.

#3: This is the console information being displayed and pelya has already been working on it.

#4: This is only going to get worse if we adjust the ouya border setting to 60, which is what is required to get the numbers on the bottom to be in the safe zone.  Any ideas on how to stop the flickering?

Other notes (stuff that I'm working on currently):  Need to disable the ESC key when the keyboard is pulled up.  Need to put Ouya controller layout in settings.  

Don't worry about using their console command stuff, the easiest way to see the safe zone is under the display settings of openarena knock screen size down one tick from full screen.  That is the exact same dimensions.  I'm really bummed that we were able to solve all of the problems from the last time it was rejected and now have an entire new list of reasons.  This is my first big project like this since Robotech TC for Duke Nukem 3D in the 90's and I was so pumped to get it released.  Very discouraging, but I'm not going to give up.

EDIT:

Pelya, I think I may have found the solution to getting the keyboard to pop when the "UnnamedPlayer" text box is focused.

http://stackoverflow.com/questions/5105354/how-to-show-soft-keyboard-when-edittext-is-focused (http://stackoverflow.com/questions/5105354/how-to-show-soft-keyboard-when-edittext-is-focused)

The solution by Mike Keskinov looks like it will get the job done.


Title: Re: OpenArena Ouya port
Post by: pelya on August 28, 2013, 02:41:46 pm
I've kind of expected that there will be more problems. I'll try to find some time during weekends to fix what I can.
3-rd person view is a sore point for me, because it's easier to move/jump with it and it's just better looking, but everyone wants 1-st person view :( well dunno, should I disable it, what do you think?


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 29, 2013, 12:17:48 pm
Almost everyone changes to 1st person, I guess we should give them what they want. 

Do you think that link I provided in my last post will help you at all with the keyboard username situation?


Title: Re: OpenArena Ouya port
Post by: Suicizer on August 29, 2013, 04:21:20 pm
Almost everyone changes to 1st person, I guess we should give them what they want. 

Do you think that link I provided in my last post will help you at all with the keyboard username situation?

That's probably because you hit even less being in thirdperson =P.
Although it's a very nice feature which shouldn't be just dropped.


Title: Re: OpenArena Ouya port
Post by: pelya on August 29, 2013, 04:41:35 pm
Almost everyone changes to 1st person, I guess we should give them what they want. 

Do you think that link I provided in my last post will help you at all with the keyboard username situation?
I'll make first-person view the default then (also for generic Android).
I've added that code from Stackoverflow to repository, but did not test it yet.


Title: Re: OpenArena Ouya port
Post by: fromhell on August 29, 2013, 06:24:58 pm
cgame would need serious reworking for a 'proper' third-person camera mode. As in, GoW-ish, off the shoulder, changing distances depending if you're running or aiming...


Title: Re: OpenArena Ouya port
Post by: Neon_Knight on August 29, 2013, 06:58:56 pm
Perhaps a cg_ThirdPersonX and cg_ThirdPersonY might work?


Title: Re: OpenArena Ouya port
Post by: fromhell on August 29, 2013, 07:07:24 pm
Doing that alone wouldn't work. You'd still need it for to be aligned with the crosshair.


Title: Re: OpenArena Ouya port
Post by: pelya on August 30, 2013, 12:54:30 am
It works okay with fixed-distance camera, also Shadowgun has fixed over-shoulder view.


Title: Re: OpenArena Ouya port
Post by: Gig on August 30, 2013, 01:14:28 am
I can guess that a too good thirdperson mode may be unfair against people playing in firstperson mode.

I always thought that (PC versions of) Q3/OA do not show the crosshair while in thirperson mode just to discourage its use. Thirdperson mode allows you a see much wider field of view than firstperson mode... so if you wanna take advantage of this, you have to stay without a crosshair, for balancing! Isn't this the reason id Sotware did that?
I can guess 99% of people plays Q3/OA in firstperson mode, on PC (however, I do not have any statistic about that! It's just a guessing! Maybe I'm wrong!)

Android/Ouya port can have thirdperson with crosshair, but maybe it's not necessary to further improve it.... to do not make it unfair against firstperson users.


Title: Re: OpenArena Ouya port
Post by: pelya on August 30, 2013, 02:05:34 am
Nothing can be too unfair against first-person users with a mouse (except auto-aim).
Since everyone will start out with the same settings on Android port, I thought giving that little advantage to the field of view will be reasonable. There's also an option in settings that will put your FOV to 140, but playing with fisheye visuals is just weird, I'm sure there will be people who enable it though.


Title: Re: OpenArena Ouya port
Post by: Gig on August 30, 2013, 02:34:12 am
Nothing can be too unfair against first-person users with a mouse (except auto-aim).
Uh? Does your ouya port support mouse?

I thought the preferred servers ouya would have used would have been those for the Android version...


Title: Re: OpenArena Ouya port
Post by: pelya on August 30, 2013, 02:54:57 am
Well, kind of, but in a sucky way - your crosshair follows your mouse pointer, but you cannot turn camera using it, this is a technical limitation of Android.
Ouya gamepad has built-in touchpad, but I'm not sure anyone will use it (also it's slow and not sensitilve).
You can connect bluetooth mouse, but you'll have to use gamepad or keyboard anyway to rotate camera (there will be complaints about that, no doubt).
BTW does Ouya store have user reviews? There are none on their site.


Title: Re: OpenArena Ouya port
Post by: gamesboro on August 30, 2013, 08:20:29 am
It just has a thumbs up button. No written reviews.


Title: Re: OpenArena Ouya port
Post by: Suicizer on August 31, 2013, 01:33:52 am
I can guess that a too good thirdperson mode may be unfair against people playing in firstperson mode.

I always thought that (PC versions of) Q3/OA do not show the crosshair while in thirperson mode just to discourage its use. Thirdperson mode allows you a see much wider field of view than firstperson mode... so if you wanna take advantage of this, you have to stay without a crosshair, for balancing! Isn't this the reason id Sotware did that?
I can guess 99% of people plays Q3/OA in firstperson mode, on PC (however, I do not have any statistic about that! It's just a guessing! Maybe I'm wrong!)

Android/Ouya port can have thirdperson with crosshair, but maybe it's not necessary to further improve it.... to do not make it unfair against firstperson users.


There is no way that 3th person view is easier to aim, especially on long distances. However, it is beneficial when playing on short distances with weapons like a shotgun.
I


Title: Re: OpenArena Ouya port
Post by: pelya on August 31, 2013, 03:47:22 am
Railgun is auto-zoomed, so long distances are also covered.


Title: Re: OpenArena Ouya port
Post by: pelya on September 01, 2013, 03:38:31 pm
I've fixed several UI bugs, and made safe zone screen border 15% of the screen, which is huge. Could you please test it? Here's .apk file (http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-0.8.8.23-OUYA-test-3.apk/download), I've put data files inside .apk, so it's 400 Mb.
I've added clearing screen buffer each frame, this should fix border flickering, but will cause FPS drop.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 03, 2013, 11:02:42 am
Downloading it now to test everything out.  I'll give you the word as soon as I know.

EDIT:

Screen borders works perfect!  I can't wait to see how you did it.

Edittext now works on focus with button press.  NOTE: It puts the cursor in front of "UnnamedPlayer", it would be much better if it erased the hint name or the cursor appeared at the end of it instead.  If someone presses the escape key or "A" on the Ouya controller the keyboard drops and only a black screen remains.

Awesome work man!


Title: Re: OpenArena Ouya port
Post by: pelya on September 03, 2013, 12:56:09 pm
NOTE: It puts the cursor in front of "UnnamedPlayer", it would be much better if it erased the hint name or the cursor appeared at the end of it instead.
Did that. Also I've checked VM code you've uploaded to your site, and merged the "invert mouse" option fix. Are there any other things to merge?
I hope that the sources are now good enough for both Ouya and generic Android, so you should only change gamepad key layout and splash screen image.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 04, 2013, 05:01:42 pm
You seem to have all of my stuff integrated.  Just compiled and tested.  I have some strange behavior in edittext all of the sudden.  It pops up the on screen keyboard when you hit the "o" button on the highlighted field like it is supposed to, but it doesn't put the cursor at the end of "UnnamedPlayer" and when you type something in and hit enter it drops the keyboard and then immediately brings it back up.  Very strange.  Any idea what would make that happen?

The good news: This is our last bug (at least that we currently know of)

Ah crap, I think I know what it is.  The "O" button is mapped to the enter key, so I'll bet when I press the button it is accepting it for the input on the keyboard and immediately it thinks I'm hitting enter on the text field.  That is my guess.  Did that makes sense?

EDIT: Scratch that theory, I just tried the right trigger to press "done" on the keyboard and it did the same thing.


Title: Re: OpenArena Ouya port
Post by: pelya on September 07, 2013, 12:42:43 pm
I think I've fixed that bug - text input field will ignore O button press if it happens 300 ms or earlier after last keypress. I cannot really test it on emulator.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 07, 2013, 02:04:18 pm
I'm at a football game right now, I'll test it asap when I get back and give you the word.

EDIT:

OK, the cursor shows up in the right place, and it no longer pulls up the keyboard again after entering text.  The only problem is it still only puts the first letter of whatever is typed in the username field.  Everything else is fine.


Title: Re: OpenArena Ouya port
Post by: pelya on September 13, 2013, 11:09:52 am
I have no idea how to fix that, or at least reproduce on my device. Does it switch to another input field after you finished typing? Are you using O or A button to finish it?
BTW I've got my first game approved in Ouya store, it's very simple casual game, called Biniax2.
And still, I've got it rejected at the first time, because of the text input bug in the score table. So I guess, text input is unnecessary hard.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 13, 2013, 02:04:12 pm
I am using the "O" button to finish it, and I have "O" mapped to RETURN, and I have "A" mapped to ESCAPE.  I know what it is supposed to do, but it seems to only remember the first letter.  Its really strange.  I'll keep looking into it and see if I can figure something out, I'll give you the word if I get it to work.


Title: Re: OpenArena Ouya port
Post by: pelya on September 14, 2013, 01:00:06 pm
I've added a small debug output to MenuField_Key() function, can you please install this version (http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-0.8.8.23-OUYA-test-4.apk/download), type something in text input dialog, and copy here your logcat output? It should switch from the input field only when it got Tab, Escape, Up or Down, keycodes 9, 27, 132 and 133.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 20, 2013, 03:36:59 pm
Hey bro, the version you put for me to test actually works!  Now it is just a matter of figuring out why.

Pelya, can I get your latest AndroidAppSettings.cfg for Open Arena?  I just want to make sure everything, or at least the major things match.


Title: Re: OpenArena Ouya port
Post by: pelya on September 20, 2013, 05:18:32 pm
It's all in Git.
https://github.com/pelya/commandergenius/blob/sdl_android/project/jni/application/openarena/AndroidAppSettings.cfg


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 20, 2013, 11:08:56 pm
Got it! Its working now. I'll have everything wrapped up by noon.


Title: Re: OpenArena Ouya port
Post by: pelya on September 21, 2013, 05:54:16 am
Just make sure you updated all three repositories before compiling it, I've added a warning text to serverlist when connecting to  PC servers last week.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 21, 2013, 03:41:25 pm
Got the updates.

Below is the pak7-android.pk3 file for the servers to match.  The default.cfg file is different for the Ouya version. One or two of the binds have been commented out for controller compatibility.

https://www.dropbox.com/s/cujq7ig2wesfw2b/pak7-android.pk3 (https://www.dropbox.com/s/cujq7ig2wesfw2b/pak7-android.pk3)



Title: Re: OpenArena Ouya port
Post by: pelya on September 22, 2013, 05:15:17 am
I've updated both of my servers, and published new Android release to the Google Play. Let's hope it will get approved for Ouya store.


Title: Re: OpenArena Ouya port
Post by: Gig on September 24, 2013, 11:07:38 am
Hey! I don't have an OUYA, but I just found OpenArena OUYA Edition on OUYA games list!!!
https://www.ouya.tv/games/?show=all
Does this mean now OA is an official OUYA game?

PS: Isn't there a way to direct link (URL) an item of that list?


Title: Re: OpenArena Ouya port
Post by: pelya on September 24, 2013, 01:59:22 pm
Congratulations Gamesboro, you have been promoted to unpaid customer support!

Could you please update dedicated server link in your description to
http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-dedicated-server-0.8.8.23.tar.gz
The description points to http://www.gamesboro.net/openarena which supposed to contain source files, but there's nothing there. If you wish, I can upload Ouya-specific sources to my SF.net directory. There's a script createSourceArchive.sh inside SDL repository root, which will create a nice .tar.gz archive with sources, and remove all unnecessary stuff, like object files or sources of other games.
Also, developer website points to the same link, would be nicer to point it to your main site http://www.gamesboro.net/ because it has some pictures at least.
Also, I would like to know download stats in a week and in a month, they can be accessed here: https://devs.ouya.tv/developers/analytics
Biniax2 has 28 downloads in 12 days on Ouya store, but it has very low download count also on Google Play.

I would like to update OpenArena in a month or two, when OACMP1 will be released, so I will ask you to also update Ouya port.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 24, 2013, 06:00:52 pm
Ha ha, thanks Pelya.  Also, before we get into the next step of fixing bugs I want to give you my sincerest thanks.  That last rejection was crushing; I can safely say that I would not have been able to do this by myself.  Your code kung-fu is FAR superior to mine, and if you ever need anything just give me the word.

I will follow your lead with OpenArena, you make a change on the Android version and I'll follow suit.

Results from createSourceArchive.sh: https://www.dropbox.com/s/z5jti4uqzd5231g/OUYAOpenArena-0.8.8.02-src.tar.gz (https://www.dropbox.com/s/z5jti4uqzd5231g/OUYAOpenArena-0.8.8.02-src.tar.gz)

Download stats are not a problem, I'll get them to you in a week and at the one month point.  Any other time you want to see them just give me the word.

I'll begin working on a dedicated android server tomorrow, as we talked about over email a couple of months ago.

I've changed the dedicated server link, and I'm in the process of putting together a legit OpenArena Ouya page at http://www.gamesboro.net/openarena, so that should be done shortly.  I've put just http://www.gamesboro.net for now.

Just tried Biniax2, fun little game.




Title: Re: OpenArena Ouya port
Post by: Gig on September 25, 2013, 05:03:41 am
Gamesboro, maybe the OUYA store is worth a better icon.  :) Maybe you may start from this one (http://openarena.ws/board/index.php?topic=3736.0) (that has been used for "Zeus Arena" on Google Play.... while your port is more tied to Pelya's port, than to Zeus Arena. Well, I suppose you may apply some color filter.), or at least from anything using the current OA logo? (Attached to this post: oa_logo01.tga from pak6-patch085.pk3... you may start from this "plain" logo and heavily photoshop it... just an idea).

PS: Maybe you may also add some more screenshots... possibly a little less "dark", and without that strange red stuff that currently appears in the one showing the main menu. Maybe you may find something useful here: http://openarena.ws/board/index.php?board=66.0

PPS: You may also mention a way for OUYA users to give you feedback about it.  ;)


Title: Re: OpenArena Ouya port
Post by: Neon_Knight on September 25, 2013, 05:19:00 am
You both might be interested in keeping with us regarding DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OA3]this (http://([b)... :P


Title: Re: OpenArena Ouya port
Post by: pelya on September 25, 2013, 06:02:46 am
The only changes in OA3 that concern us are engine changes, and that includes only international text support (likely only in game chat) and ID system (we won't integrate Google+, because Gig is concerned about it, we will likely create our own account server from scratch, or maybe integrate IRC/Jabber/XMPP).
Actually, not 'we', but Sago007 ;) and I'm not the person to tell the development direction.
I wanted to do multilingual game chat some time ago, but got lazy, and then got busy with my job.


Title: Re: OpenArena Ouya port
Post by: Gig on September 25, 2013, 07:12:00 am
Another note to Gamesboro: the OUYA games list does not report "genres" for OA. I would suggest to add some. Bye!

PS: To Pelya: I had the impression you have got quite good also with changes in gamecode, at least at user interface level: Sago always said that modifying/adding options in the GUI was a pain, but I see in the Android version that you added many options to the GUI!
You may do some fixes that Sago never had the time to fix...


Title: Re: OpenArena Ouya port
Post by: pelya on September 25, 2013, 09:17:51 am
Yes, it is a pain, that's however the way it is with pretty much every GUI framework I've tried, maybe except HTML (but's it's a pain too for different reasons).
Also, there soon will be no physical space in the menu in OA Android build for all new settings. luckily I'm not planning to add much more (only over-shoulder camera).


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 25, 2013, 01:31:50 pm
Dedicated server is up and running.

That icon looks great, but it won't work for Ouya Discover.  It isn't the right size and it doesn't have the name of the game on it.  I have an artist who I will put on it and see if we can get something better put together for next release.

Pelya, now that it is out in the open I've been getting a lot of feedback.  All of it has been positive, but some bugs have been found (of course).  I'll put together a comprehensive TO DO list over the next couple of days and post it.  I want to make sure we have as much info as possible before we start trying to tackle these things.


Title: Re: OpenArena Ouya port
Post by: pelya on September 25, 2013, 02:12:01 pm
There's SVG source for both standard OA icon and for icon Neon_Knight linked to, so you can resize and reshape it whatever you like without losing quality.


Title: Re: OpenArena Ouya port
Post by: Gig on September 26, 2013, 01:46:07 am
I don't know which kind of icons are shown from OUYA interface, for installed apps and for those in the OUYA store.... however, those on the online gatalogue here https://www.ouya.tv/games/?show=all are almost more similar to "banners" than to icons.
My suggestion was to create a new image, with the size and shape required by Ouya store, including a "current" OA logo (just not the "thin" one), with some color filter, and some artistic color also applied to the "OpenArena OUYA EDITION" text. There is no need for the logo to take all the picture.

If you wish, I may try to do something in the next week... but I'm absolutely NOT as good as "Joshua" (you can find a few banners I did some years ago here: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Artwork#By_Gig, as an example. So you see my skills are limited.)... Maybe you may try to send a PM or email to Joshua (http://openarena.ws/board/index.php?action=profile;u=1334), and ask him if he can do it for you...

PS: Attached, a screenshot from the ouya catalogue, showing current OA icon and the icons next to it...

PPS: That catalogue does not specify how games are requiring a payment (examples - demo version: pay for full version... freemium: play for free, but you'll have to perform in-app purchases to really advance in the game, etc.)... I suppose the description may explicitly say the full game is completely free of charge.


Title: Re: OpenArena Ouya port
Post by: pelya on September 26, 2013, 04:47:26 am
Icon size for Ouya is 732x412. But I think we'll get more serious problems than icon, since users started playing OA and reporting bugs.


Title: Re: OpenArena Ouya port
Post by: Gig on September 26, 2013, 04:52:18 am
Icon size for Ouya is 732x412. But I think we'll get more serious problems than icon, since users started playing OA and reporting bugs.
Well, I don't have an OUYA, so I cannot help in that way. :)


Title: Re: OpenArena Ouya port
Post by: fromhell on September 26, 2013, 07:15:20 am
The only changes in OA3 that concern us are engine changes, and that includes only international text support (likely only in game chat) and ID system (we won't integrate Google+, because Gig is concerned about it, we will likely create our own account server from scratch, or maybe integrate IRC/Jabber/XMPP).
Actually, not 'we', but Sago007 ;) and I'm not the person to tell the development direction.
I wanted to do multilingual game chat some time ago, but got lazy, and then got busy with my job.

OA3's menu is based on the Team Arena system (ui/, instead of q3_ui/) and supports fonts with more characters. Unfortunately singleplayer is sort of regressed in it right now (it never did the "Tier" campaign) and also unfortunately I still haven't uploaded a file of my rewrite since i'm a hardcore procrastinator :(

Another plus of the menu is the scripts can be loaded externally without any sv_pure checks so one could customize the menu or hud for a platform or language while keeping compatibility. This is just IIRC though (from reading documentation on rfactory), haven't really tested it.


Title: Re: OpenArena Ouya port
Post by: grey matter on September 26, 2013, 11:27:50 am
Another plus of the menu is the scripts can be loaded externally without any sv_pure checks so one could customize the menu or hud for a platform or language while keeping compatibility. This is just IIRC though (from reading documentation on rfactory), haven't really tested it.
.menu and .game files are excluded from the sv_pure check clientside.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 26, 2013, 11:59:46 am
Alright guys, here is the bug report/TO DO list.  I've tried to put the bugs in order of importance.

Ouya TO DO LIST:

1. "favorites" bug - in multiplayer if you select the favorites option you can't switch back without resetting defaults.  This pretty much kills multiplayer.

2. music stuck in rapid loop bug (happens occassionally when a map first loads)

3. When typing in game it "retypes" the message before submitting it.  I know this is needed for username entry, but this also happens even when using a physical keyboard in game, can this be changed?  Also, the first "t" in any message is removed when typing with a real keyboard.  If you type, "Without warning", it will show as "wihout warning".

4. Occassionally controller goes crazy for a few seconds.  Either analog stick or dpad is acting like it gets stuck in a certain direction for a few seconds.  This is a strange one, does not happen often.  I'm going to test with PS3 controller today to see if I can get it to do the same thing using a different controller.

5. Warning failed to open sound/music/win! bug.  Happens when map first loads.  This is another setting problem in AndroidAppSettings.cfg, although I'm not sure what setting.  I'll work on it.

6. mouse cursor movement issue, openarena cursor does not follow trackpad cursor.  This is a setting in AndroidAppSettings.cfg that I changed on accident, so I'll have it handled on next compile.

7. add in controller mapping screen under "controls" menu.  I already have the art for this, I just can't seem to add items to the menu.  It is a lot harder than I thought.  This is simply a PNG that I want to pull up, then they hit "B" on controller to back out of it. - Ouya request
Here is the png for the overlay. https://www.dropbox.com/s/ynrso4n8kpkf3b9/OUYA_Controller_Overlay-01.png (https://www.dropbox.com/s/ynrso4n8kpkf3b9/OUYA_Controller_Overlay-01.png)

8. add in updated controller mapping screen intro. (DONE)

9. add in autozoom toggle option for railgun - user request - I believe an option for this already exists, we just need to re-implement it for Ouya version.

10. southpaw control option, need a toggle to switch left stick and right stick controls if possible. - user request - I have no idea how hard this will be to implement.

11. Better icon for Ouya Discover - Gig request (currently being worked on)


Title: Re: OpenArena Ouya port
Post by: pelya on September 26, 2013, 12:46:47 pm
I've fixed #5 and #9.

#1 - No idea, I can switch from Favorites using mouse just fine. Gamepad-specific issue? I'll try to reproduce it with a gamepad.
#2 - That's an ancient bug, tied to the ioquake3 sound engine. I can change it so it will play silence instead of looping, will that be better?
#3 - Text input is complicated :( and especially if you plug physical keyboard, and try to do weird things, like, typing messages. I'll try to fix a bug with missing "t". I can speed-up re-typing, by submitting 8 characters per frame, so it won't be that much visible. Unfortunately I cannot bypass that totally, because that would require forking another thread just to handle input (well I can, but if you want some fix during this year...)
#4 - No idea.
#6 - That's a bug in my OA code, you can set AppUsesMouse=y in AndroidAppSettings.cfg, but it will spam a lot of warning messages in OA. I'll fix it properly when I'll have some free time.
#7 - You need to add another menubitmap_s to the vm/code/q3_ui/ui_controls2.c, try copypasting an existing control. Also, I would rather have both R1 and R2 buttons as Fire, because gamepad tends to degrade after use, and you are going to smash those buttons often (also, you usually shoot real weapons with your index finger).
#10 - It's not hard, I'll add the option somewhere to controls menu.

All in all, I think I'll need around 2-3 weeks to fix everything (also, I want to do over-shoulder view, and include OACMP1, so expect something like a month).
BTW do you have a Github account? I would like to give you write permission on my OA repositories, so we would not have to toss patches around.


Title: Re: OpenArena Ouya port
Post by: gamesboro on September 26, 2013, 01:21:38 pm
My github account is "beastech"

I've never used github before other than to grab your code, so it is probably about time for me to learn how to use it anyways.

#1 is definitely a gamepad specific issue.

#2: Silence will probably be best in this case.  If we ever come up with a real solution we can always turn it back on later.

#3: fixing the missing "t" and speed-up retyping sounds like a good solution to me.

#6: I'll turn on AppUsesMouse=y until we have a proper fix in the future.

#7: I'll give it a shot.

#10: Awesome

Great news about #5, and #9, thanks!  

The shoulder buttons are prime real estate on the Ouya controller so that users do not have to move their thumb from the right analog stick to the face buttons.  I would really like to keep the layout that I've created since a lot of play testing went into it to come up with a really comfortable scheme that maximizes the use of the shoulder buttons.  It really makes a huge difference.

On a different note, having trouble with my dedicated server.  It shows up locally but not over the internet.  Got any tips?




Title: Re: OpenArena Ouya port
Post by: Gig on September 30, 2013, 01:33:29 am
@Gamesboro and Pelya: Guys, I know that at the moment you are dealing with bugs... however there are some questions I'd like to ask you... I don't have Ouya, but I'm curious, please forgive me... I'm talking about both Ouya and Android editions.

1) What's the mouse support provided by the Ouya edition? In menus only, or also during the actual game? If it's during the actual game, I suppose that should be somehow allowed only when playing on PC servers, but not when playing on Android servers (Android-specific servers were created appositely to do not allow mouse players to own touchscreen players).

2) Thinking about 1), makes me wonder... how does the double management of Android/PC servers work? Is there some user-readable cvar? Is there an apposite master server? And if one does launch his own server from multiplayer menu (or from "map" command), will that be a PC-compatible or an Android-compatible server? I can guess the second one, but I'm not sure (I'm looking at the Android version, and the Multiplayer->Create menu does not ask if you want to to create a PC or Android server).

3) Considering the Android GUI has got an option to change game speed (if I understood correctly, you made "timescale"  a standard variable -while in PC version, it's cheat protected-, and changed its default value from 1 to 0.75), the slider scroller is not easy to bring back to its default... is it possible to add some kind of indicator about where the default value is in the scroller, or a button to restore it to its default... or maybe replacing the slider with a series of text values? In the latter case, something like "Normal - Android default", "Fast - PC speed", "Very fast - Faster than PC", "Slow - Slower", "Very Slow"? Just an idea...

4) Reading a few reviews about OUYA, I read that its main limitation is the storage: it has got 8GB of storage and no SD drive... it can be connected to an external disk through USB port, but that disk can be used for exaple to read ROMs for Emulators, but not for installing programs. Is it right? Does this mean that all the hundreds of MB OA requires are all in the internal storage, right?
Thinking about the fact that the Android version does only download a few MB from Google Play Store, and that all the rest of the game is downloaded directly from the app, in a folder of choice, I was curious to know if the Ouya port allows a such thing, too.... I mean, allowing to download the game files to any location of choice... if it is possible to download such data files to an external disk, that may be very useful for Ouya users.
Of course, it would be important to "fix" what I consider an issue with the current Android implementation: AFAIK (unless Pelya modified this already) modifying the "data installation location" on Android initial configuration screen, does not move the files, but re-downloads them again to the new location, without deleting those in the old location (without freeing up disk space!).

5) Using a phone's physical keyboard on Android version has got some limitations: at least on my phone, I can use Shift-ed and Alt-ed keys from the "input text screen" only... do these limitations also apply to USB keyboards, that may be attached to the Ouya for example?

6) Does Ouya OS support multiple user profiles? I have a device with the old Gingerbread Android, and I only recently learned that newer Android versions do support multiple user accounts... How does OpenArena deal with them? AFAIK, it did not have difference between "homepath" and "basepath"... is it still this way? Is it the same thing on Ouya?


Title: Re: OpenArena Ouya port
Post by: pelya on October 01, 2013, 01:05:19 pm
I've just got install statistics from Gamesboro.
Ouya installs for the first 7 days: 1093 (very nice, but how far will it grow?)
Google Play installs for the first 7 days: 234 (boo, a lot of competition).

1) Mouse is supported in Ouya port inside actual game - you can aim with it, but you won't be able to rotate camera more than 60 degrees with it at once, because it uses drag-and-drop gesture. I can make a video of that using my phone with mouse, if you want.

2) I've added cvar for switching between Android and PC servers. When you launch server, it will probably use your last setting from multiplayer server list menu, but I don't remember and should look to the code. It's supposed to be Android-only of course, I'll fix it in a future.

3) Don't know about speed slider, I guess it's good as it is (and I'm lazy).

4) In the future they promised to add external USB support to Ouya, and OpenArena saves all files to external storage (you phone SD card)

5) Yes, there are problems with Shift key on regular USB keyboards, it's a bug.

6) I have no idea, I don't have Ouya.


Title: Re: OpenArena Ouya port
Post by: gamesboro on October 01, 2013, 03:03:52 pm
I can answer the profile question.  One profile per system.


Title: Re: OpenArena Ouya port
Post by: Gig on October 02, 2013, 12:55:49 am
1) Mouse is supported in Ouya port inside actual game - you can aim with it, but you won't be able to rotate camera more than 60 degrees with it at once, because it uses drag-and-drop gesture. I can make a video of that using my phone with mouse, if you want.
Uhm... I don't know if that can be actually used or not. If that's totally unusable, maybe one may disable mouse support during gameplay (until a new ouya software will allow a more complete mouse support)... If that's too much usable even with this limitation, it would be unfair when playing against touchpad Android users...

Quote
2) I've added cvar for switching between Android and PC servers. When you launch server, it will probably use your last setting from multiplayer server list menu, but I don't remember and should look to the code. It's supposed to be Android-only of course, I'll fix it in a future.
What's that variable? Again, Pelya, if you wish you can create an apposite page on OA wiki about your Android port, to tell users infos about it (e.g. differences from PC version, how to use the various aiming options, etc.). Of course, also Gamesboro can create a wiki page about the Ouya edition, if he wants.

Quote
3) Don't know about speed slider, I guess it's good as it is (and I'm lazy).
Okay, but if some day you wake up more energized, you may make something to make it easier to set it to its default value.  ;) Probably a few text options may fit, however it depends from you.

Quote
4) In the future they promised to add external USB support to Ouya, and OpenArena saves all files to external storage (you phone SD card)
Nice to hear. However, not freeing the space from the old location would be a problem (applies to Android, too).

Quote
5) Yes, there are problems with Shift key on regular USB keyboards, it's a bug.
I understand. I hope it will be possible to fix it somehow...

Quote
6) I have no idea, I don't have Ouya.
Gamesboro answered about Ouya.  :) And about Android OA, is it still single-user? Just curiosity...

PS: About Ouya edition, currently the game is placed 119 out of 456 in their list "by ranking". Not bad!  ;)
Note: Hey, now it's finally possible to link an URL for a certain game of their games list: https://www.ouya.tv/game/OpenArena-OUYA-EDITION/

PPS: Description there still links old dedicated server binaries (Pelya pointed this out some time ago, with this post: http://openarena.ws/board/index.php?topic=4822.msg48566).


Title: Re: OpenArena Ouya port
Post by: gamesboro on October 02, 2013, 03:44:41 pm
They (Ouya) have the updated information, it just hasn't been posted yet.  I submitted it again today, so hopefully it will be up soon.

The information at https://www.ouya.tv/game/OpenArena-OUYA-EDITION/ (https://www.ouya.tv/game/OpenArena-OUYA-EDITION/) has been updated.

Pelya do you mind uploading the source to your sourceforge account?

Removed mouse cursor warning from sdl_input.c, and default sound warning from snd_openal.c.  Updated code tested and working.

Turned music off in snd_openal.c.  Updated code tested and working.

UPDATE (again)

I just learned that in the next update the Ouya will allow games to automatically use the username of the account associated with the system.  This could be a really cool feature that we could implement if it is easy enough.  I'll keep you guys informed.


Title: Re: OpenArena Ouya port
Post by: Gig on October 10, 2013, 11:51:06 pm
Guys, reading the Microconsole (http://en.wikipedia.org/wiki/Microconsole) Wikipedia page, I just learned that more Android-based gaming consoles are under development (GameStick (http://en.wikipedia.org/wiki/GameStick), GamePop, MOJO...)... do you have plans to port for those consoles, too?


Title: Re: OpenArena Ouya port
Post by: pelya on October 11, 2013, 01:54:17 am
We do not have plans - it's already done, as long as you have XBOX-like gamepad with two analog sticks.


Title: Re: OpenArena Ouya port
Post by: gamesboro on October 24, 2013, 04:38:17 pm
Hey Pelya, how are the bug fixes coming along on your side?

Also, do you mind posting the android server source if you have it?


Title: Re: OpenArena Ouya port
Post by: pelya on October 25, 2013, 02:29:20 am
I did not do any fixes yet, sorry.
I've compiled server from OA engine sources of Androud port, the only difference with PC server is identification string for masterserver.


Title: Re: OpenArena Ouya port
Post by: gamesboro on October 29, 2013, 12:40:44 pm
I got it up and running!  Its a CTF server.


Title: Re: OpenArena Ouya port
Post by: pelya on October 29, 2013, 01:27:56 pm
Nice, I was able to connect and play with bots. The only problem is that CTF_Compromise is hugest map ever.


Title: Re: OpenArena Ouya port
Post by: *Ruthless* on October 30, 2013, 09:23:09 am
Any possibilities for OpenArena on Apple iPhone or iPad? :D


Title: Re: OpenArena Ouya port
Post by: gamesboro on October 30, 2013, 09:42:14 am
Not as many people are playing multiplayer compared to early this month.  Maybe more will show up after the next update.

I have no idea if anybody is working on an iPhone/iPad port.


Title: Re: OpenArena Ouya port
Post by: pelya on October 30, 2013, 09:50:20 am
I certainly will not do iPhone/iPad port. There were videos of ioQuake3 engine running on iPhone, so I guess someone already doing this.


Title: Re: OpenArena Ouya port
Post by: pelya on October 31, 2013, 12:51:38 pm
New statistics
Ouya installs for the first month: 2884
Google Play installs for the first month: 3001


Title: Re: OpenArena Ouya port
Post by: Gig on November 01, 2013, 10:49:03 am
About iPhone, in this thread http://openarena.ws/board/index.php?topic=2819.0 someone maybe was working on the thing. But that thread is quite old, I don't know about news (what about trying to PM those users?). A quick google search (for "openarena iphone" and "openarena ios") did not bring me to interesting results. Maybe with "ioquake3 iphone" we may have more luck (e.g. this project: https://github.com/sethk/quake3-ios and this post: http://comments.gmane.org/gmane.comp.games.ioquake3/1147), but I have no time to dig more now...

About Android and Ouya.. well, result seems good enough. At the time of release of each port, there were many more Android devices of any kind around, than Ouya devices. But on the other side, there were alredy hundreds of thousands apps on Google Play, while just a few hundreds on Ouya Discover. Hence, very different situations...
Anyway, I think we can be happy of both results, also considering this is just an indie game based upon an 14-15 years old game (although awesome and successful).


Title: Re: OpenArena Ouya port
Post by: Gig on November 22, 2013, 04:17:58 am
Hi! I can see that a new OUYA firmware update has been released (with USB storage support now in Open Beta).
https://www.ouya.tv/ouya-system-update-abominable-snowman-november-21-2013/

I noticed this:
Quote
Developers can now create links that allow you to download their game to your OUYA from the web. These links aren’t just confined to the ouya.tv site, they can be placed on any webpage. Keep an eye out for these links!
Do you have a such link for OpenArena OUYA Edition?


Title: Re: OpenArena Ouya port
Post by: pelya on November 22, 2013, 03:38:03 pm
I did not find how exact link format, I guess plain old links to .apk files will be enough,  and I'm providing that.


Title: Re: OpenArena Ouya port
Post by: Gig on November 27, 2013, 01:49:17 am
I did not find how exact link format,
Maybe Gamesboro knows?


Title: OA OUYA Banners
Post by: Gig on December 09, 2013, 06:26:18 am
Any news from Gamesboro?

Anyway, I try to revive this by posting a few quick tests I did for a new "Discovery banner" for "OpenArena: OUYA EDITION"...

I am not a real artist, and most banners on OUYA Discover are better than these... but anyway they represent an idea of how the banner may look like.

As you can see attached to this post and the following one, I did five tests, similar each other, but with some differences (e.g. with some characters, grabbed from images available on our wiki site).

Download banners, including sources in .PSD (Adobe Photoshop) format. They are in GPLv2+, you can edit them as you wish.
https://dl.dropboxusercontent.com/u/60263008/OA/oa_ouya_5logos.zip (6 MB)

I like versions 2 and 5, but of course do what you prefer (change colors, increase font size, wipe out everything, etc.).


Title: OA OUYA banner
Post by: Gig on December 09, 2013, 06:57:49 am
A new post because I can't attach more than 4 images to a single post. Read the post just above this one for infos.


Title: Re: OpenArena Ouya port
Post by: pelya on January 20, 2014, 10:34:49 pm
Gamesboro, could you please update Ouya build of OpenArena?
Here's .apk file (http://sourceforge.net/projects/libsdl-android/files/OpenArena/OpenArena-0.8.8.24.apk/download), you can simply remove certificate from it and re-sign it.
I've also attached QVM pak file, just in case.
I've fixed choppy music, added gamepad help image, and an option to swap gamepad joysticks. Also I've included OA Community Map Pack, you can download it here (http://sourceforge.net/projects/libsdl-android/files/OpenArena/0.8.8/z_oacmp-volume1-v3.pk3/download).


Title: Re: OpenArena Ouya port
Post by: Gig on January 21, 2014, 02:57:43 am
Wouldn't it be better to wait for updated V4 of OACMP Volume 1?


Title: Re: OpenArena Ouya port
Post by: gamesboro on January 24, 2014, 08:18:55 pm
Just got the message pelya.  (thanks for the email gig!)  I'll work on it tomorrow.


Title: Re: OpenArena Ouya port
Post by: pelya on January 25, 2014, 04:24:58 am
There will likely be another release soon, when we'll have OACMPvol1 ver4 from Neon_Knight.
I also broke mods launched in single-player mode, and new aiming modes do not work well in first-person view, so I'll fix that too.


Title: Re: OpenArena Ouya port
Post by: Gig on January 25, 2014, 05:52:14 am
Gamesboro and Pelya, did you notice this thread?
http://openarena.ws/board/index.php?topic=4911.0
An OUYA user asks for infos about Keyboard and Mouse, but I'm not able to help him.

PS: Gamesboro, please read also the previous forum page of this thread, and tell me what do you think about those simple "OUYA Banner" tests I did.  :)


Title: Re: OpenArena Ouya port
Post by: Gig on July 09, 2016, 07:47:24 am
I was wondering... Has the ouya app ever been updated? In these years, Pelya did many changes to the Android app, and some of them required updated qvm and thus updated pk3.
So, I wonder if OUYA players can still connect to Android servers or are they confined to local play only?


Title: Re: OpenArena Ouya port
Post by: pelya on July 09, 2016, 08:43:14 am
Does anyone uses OUYA at all now? I mean, for games.


Title: Re: OpenArena Ouya port
Post by: Gig on July 09, 2016, 11:54:56 am
Ouya website is still up, and I see some developers are continuing publishing/updating their games there.


Title: Re: OpenArena Ouya port
Post by: pelya on July 09, 2016, 12:46:31 pm
Yes, it looks like this. The OUYA box itself is not sold anymore, but they have partnered with Xiaomi to sell games for their TV box.
Xiaomi Mi Box seems to have Google Play on it, in which case you can install OpenArena there directly.
And it looks like Google Play is not banned in China, at least for free apps with no IAP,