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Topic Starter Topic: Cell phone - Quake 3 with aim assistant?

Warrior
Warrior
Joined: 16 May 2006
Posts: 90
PostPosted: 08-15-2011 07:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi everyone!

Guess most of you know that Q3 has been ported to all major smartphone OS for a while, i.e.
Android
http://code.google.com/p/kwaak3/updates/list
iPhone/iPad
http://www.paduser.com/thread-Quake-III-Arena-HD-iPad-Killing-Spree.htm
Symbian
http://www.symbian-freak.com/downloads/freeware/cat_s60_3rd/descriptions/games/quake_III_for_s60_phones.htm
and Maemo
http://talk.maemo.org/showthread.php?t=31658

They indeed show the great graphic-power of today's phones but - sadly - lack playability due to their touchscreen controls. (An exception is the version for Nokia's N95 with d-pad/accelerometer controls, which works very well. But that phone is pretty outdated of course.)

I found a mod called "gotwalls" :D which includes an aim-assistant. Think it was meant for cheating, but nevertheless works very well - at least for desktop-Q3 - and comes with lots of adjustable parameters: http://www.gotwalls.com/files.html (READ ME: http://www.gotwalls.com/files/readme-beta4.txt)
Unfortunately it's only for version 1.17. Tried all I could (which still isn't very much) to make it compatible with 1.32 and ioQuake (on which the mobile versions are based), but failed. - Can someone help?



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Warrior
Warrior
Joined: 16 May 2006
Posts: 90
PostPosted: 08-22-2011 01:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


... It seems as if only

cg_main.c
cg_draw
cg_local.h

were modified. New are

cg_gotwalls.c
and cg_gotwalls.h

I guess this means that the first three parts of code from version 1.17 don't fit with version 1.32/ioQuake3 for some reason.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44138
PostPosted: 08-22-2011 02:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I guess the best thing you could do is to check out the sourcecode of ioQuake and port over the changes made in those files to that code base and recompile the cgame files.

What might help is to get the 1.17 source code from id software's FTP server and run a diff compare between the relevant files to see what changes were made. Maybe the changes aren't very complex and you can copy/paste them over to the 1.32/ioQuake code base by hand.




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Warrior
Warrior
Joined: 16 May 2006
Posts: 90
PostPosted: 08-25-2011 12:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks! Sounds like a good idea...



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