Re: Doom Updates in Progress -- Request from Distribution Maintainers

2009-10-01 Thread SCarlson

And that was the main point of my question.. What exactly is being used,.. am
I right to say debian and shr are the main targets? Of course it needs to be
changed, the point was it isn't working right? :)



 Keep in mind just packaging doom won't work. You need to work on it to
 use changed accelerometers interface to match new kernels.
 
 -- 
 Sebastian Krzyszkowiak
 dos
 
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Doom Updates in Progress -- Request from Distribution Maintainers

2009-09-30 Thread SCarlson

Hello Everyone --

I've been off the radar for a while, decided to stop back in and noticed
that Doom doesn't seem to run anymore in its old packaged version from last
year. 

Just like to say, I'm on it.
I've installed the SHR image from May 09, that is where i'm starting, as I
believe thats the latest SHR-Testing.
Are there other distributions that need attention? I'd like to hit majority
users first.. I assume that is SHR and Om2009? (Are there people running
Om2009?).

I'd like to ask the Distribution maintainers,( those who are left? Just SHR
now?) For some
help putting Doom in the distro specific repos.  That way everyone can opkg
from a tested distro specific places and install. Its not necessary but
would be nice.

-Scott
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Re: [debian] doom accel/touch not working right?

2009-06-28 Thread SCarlson


 Hello Everyone --

I've been meaning to make some improvements. I would be happy to make some
corrections.

I should have my Freerunner back from the buzz fix soon, I have not been
using my neo lately.

What should be the first target platform?

Can someone give me the kernel/root images that I should test against?

Thanks,
Scott
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Re: [FSO M5] - Answering a Call

2009-02-18 Thread SCarlson

Thanks, I will apply/test the patch and also file a ticket tonight. (eastern
standard)

-SCarlson

On Tue, Feb 17, 2009 at 7:41 PM, Michael 'Mickey' Lauer (via Nabble) 
ml-user+1966-127261...@n2.nabble.comml-user%2b1966-127261...@n2.nabble.com
 wrote:

 Am Tuesday 17 February 2009 20:46:20 schrieb SCarlson:
   Does anyone know a good fix for the answer call delay.. When I get a
  call, I hit the answer button, and it takes approx. 3-5 seconds for the
  phone to actually pick the call up??? What the heck is it doing? heh...
 Has
  anyone tweaked around with this yet?

 This is a (temporary) result of fixing bug FSO #205 as described in
 http://trac.freesmartphone.org/ticket/205

 At the moment, we serialize all dbus signals initiated by oeventsd, meaning
 we
 wait until the result has been parsed, before we send the next one. In
 particular, this means we probably wait until the ring tone has stopped
 before actually taking the call and switching the audio scenario. Thanks
 to
 gstreamer and its audio buffers, this can take up to 3 seconds.

 This behaviour is slightly suboptimal for calls to different subsystems,
 which
 do not need to be serialized.

 Please open a ticket with this mail, so we do not forget the issue and I'll

 try to come up with a speed-up.

 In the meantime, please check whether applying the attached patch improves
 it
 for you.

 Cheers,
 --
 :M:

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[FSO M5] - Answering a Call

2009-02-17 Thread SCarlson


 Hello All --

 Does anyone know a good fix for the answer call delay.. When I get a
call, I hit the answer button, and it takes approx. 3-5 seconds for the
phone to actually pick the call up??? What the heck is it doing? heh... Has
anyone tweaked around with this yet?  

-Scott
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Re: Emacs for Om2008

2009-01-17 Thread SCarlson

I compiled Emacs with my phone because of the issues with cross-compiling.

I had to install

opkg install coreutils binutils gcc make cpp python-devel python-setuptools
cpp-symlinks gcc-symlinks libc6-dev

on my phone.  It took a long time, and I am sure there may have been the
occasion work around. Other than that. You need to install it to the sd
drive as i is huge.

I am sure i've forgotten a detail or two.. let me know if I can help
further.  (I remember it being a smooth process, just long compile time).

Scott


Sven Bretfeld wrote:
 
 Hello 
 
 Does anybody know about a working Emacs package for Om2008.x? It is
 mentioned several times in the www but I couldn't find a package.
 
 Thanks
 
 Sven
 
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Re: Is there an echo-free distro?

2009-01-15 Thread SCarlson


There must be some other things influencing this. I have NEVER had an Echo
issue. I have Revision A5 and have used pretty much every distro. Possibly,
SIM Card and Service Provider nuances? I always read about the echo, echo
fix etc.. and have just never had an issue. I live in NE USA and use ATT
with an old Cingular SIM card (grandfathered in when they merged).

-Scott


Yogiz wrote:
 
 Hi,
 
 I'm currently using a quite customized but up to date version of
 Om2008.9 testing (equal to Om2008.12?). It otherwise wonderful but I
 still can't use the Freerunner as a normal cellphone with it yet as I
 still get echo on the other side both for calls coming in and for the
 ones going out.
 
 My other phone is basically falling apart so I'll need to move to
 Freerunner for phone calls as well so I'd like to ask, which distros
 are currently the best for it. As I've understood the FSO does not have
 the echo problem [citation needed] so I thought I'd move to that. Are
 there any better options? I'd prefer a distro where I can use opkg but
 If none of these have decent call quality then I'll settle for
 something else.
 
 Yogiz
 
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Re: Car Charger?

2009-01-03 Thread SCarlson


I recommend purchasing a power inverter. I have one in my car, it allows me
to power my laptop and several accessories, then I just use the ac power
adapter that came with the freerunner.

They are cheap enough to consider!

-Scott


Gothnet wrote:
 
 In about 9 or 10 months I intend to stop working for a few months and
 drive around the continent of australia.
 
 A GPS device would be good for this.
 
 Given that this functionality is coming along ok, that by then we should
 (hopefully!) have fairly stable operation, and that freerunner battery
 life is probably never going to be more than a few hours with GPS
 running
 
 Has anyone found a car charger that would work to supply power to the FR
 running as a navigation aid?
 

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[Debian] Doom Issues

2008-12-16 Thread SCarlson

Sorry I haven't responded to your request. Been busy at work lately. I will
have some free time next week (taking vacation and will be going to visit
family.) I will install debian and do some testing from this end when I
reach my destination. I will post my findings ASAP.

 Has anyone played Doom on Debian successfully? I just never had a chance to
install and test, and I haven't heard from anyone else really at all, so I
assumed for the most part, it was functioning fine.

-Scott


Fox Mulder wrote:
 
 Could you please compile a version with these debug outputs?
 
 I still can't play doom because i don't know the reason why it hangs at
 the start screen. This would really help to solve the problem for me and
 mayby some other debian users. :)
 
 Fox Mulder wrote:
 I think the debug output would be very helpfull. When the doom menu
 appears the log says that the demo starts running but the screen never
 changes. It freezes at the menu where to select new game, options and so
 on. The behaviour is the same if i try it with framebuffer or xglamo and
 with or without rotate/resize.
 
 Ciao,
  Rainer
 
 SCarlson wrote:
 I haven't had a chance to install Debian and test Doom yet. I can say
 that I
 had to use special patched binary of XGlamo for the scaling of the
 touchscreen to work. If the game is running, but you can do anything
 (i.e.
 demo is running) then I would assume that the touchscreen is not
 reporting
 valid x,y coordinates. So I would say you may be subject to bug #1244 .
 Not
 sure if someone has patched this for debian's xglamo package.

 Let me know if this helps? We can add some debug output and test on your
 system if you'd like. (That way we could see for sure what reported x,y
 values are being used.
 
 
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Re: FTP Client

2008-12-08 Thread SCarlson

Crystal Ball?   This question is not specific to a distro flavor.  FSO or
OM2008, Openmoko, Qtopia. An ARM port of a ftp client... Just curious if
someone else has done the work already, if not I want to get one ported.

Scott


arne anka wrote:
 
 sorry, my crystal ball just broke ...
 
 please, prefix the subject with your distribution!
 it's not only a matter of politeness but, with the plethora of   
 distributions available, a pure necessity to help people to help you!
  
 
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FTP Client

2008-12-07 Thread SCarlson


 Any suggestions for a ftp client packages? Has anyone ported ncftp or
similar? I understand that sftp is better and secure, but I have specific
use case for plain ftp.

Thanks!,
SCarlson
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[FSO][M4] DOOM Running slow.

2008-11-13 Thread SCarlson



 I've noticed extremely slow performance while running Doom on FSO M4. I
tracked it down to the accelerometer code. (I turned off accel control in
the opendoom.cfg file and that fixed the speed issue). The code basically
opens /dev/event3 and reads from this. Should I be approaching the
accelerometer interface differently?? It is running horribly slow, can
anyone else confirm this?

I've also noticed running from desktop on the phone is also very slow with
accel turned off as well. When running a similar startup script from ssh, it
runs full speed (accel still turned off).

Is there anything obvious here regarding the way FSO operates that could
cause this? I'd like to discover the cause and implement a solution quickly.
(Do I need to be on DBUS requesting the resources I need/want?)

Thanks,
SCarlson
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Re: [FSO][M4] DOOM Running slow.

2008-11-13 Thread SCarlson

I haven't had a chance to install Debian and test Doom yet. I can say that I
had to use special patched binary of XGlamo for the scaling of the
touchscreen to work. If the game is running, but you can do anything (i.e.
demo is running) then I would assume that the touchscreen is not reporting
valid x,y coordinates. So I would say you may be subject to bug #1244 . Not
sure if someone has patched this for debian's xglamo package.

Let me know if this helps? We can add some debug output and test on your
system if you'd like. (That way we could see for sure what reported x,y
values are being used.

Scott

On Thu, Nov 13, 2008 at 1:25 PM, Fox Mulder (via Nabble) 
[EMAIL PROTECTED][EMAIL PROTECTED]
 wrote:

 SCarlson wrote:
   I've noticed extremely slow performance while running Doom on FSO M4. I
  tracked it down to the accelerometer code. (I turned off accel control in

  the opendoom.cfg file and that fixed the speed issue). The code basically

  opens /dev/event3 and reads from this. Should I be approaching the
  accelerometer interface differently?? It is running horribly slow, can
  anyone else confirm this?
 
  I've also noticed running from desktop on the phone is also very slow
 with
  accel turned off as well. When running a similar startup script from ssh,
 it
  runs full speed (accel still turned off).
 
  Is there anything obvious here regarding the way FSO operates that could
  cause this? I'd like to discover the cause and implement a solution
 quickly.
  (Do I need to be on DBUS requesting the resources I need/want?)

 Have you found the problem why doom isn't running on debian on fr?
 I read people writing about it running and i still can't run doom. :(
 I'm still stuck at the initial doom menu screen where nothing anymore
 happens. I even installed xglamo and did resize and rotate the screen
 but this didn't make any difference for the initial problem.

 Ciao,
  Rainer

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[FSO][M4] Missing Components?

2008-11-11 Thread SCarlson


 Hello Everyone --

I've just flashed 
openmoko-fso-illume-image-glibc-ipk--2008-om-gta02.rootfs.jffs2  and its
accompanying uImage. The machine loads, and I see Alarm,Snapshot,Terminal
icons.  Zhone does not run.(even after several reboots).  I could not find
it on the filesystem with (find | grep zhone)(from root). Am I missing
something here? I'm probably missing something horribly obvious, so I'd
thought I'd ask.

Thanks in Advance,
SCarlson


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Re: LSCD project

2008-11-10 Thread SCarlson


 How much are the biped frames? with and without servos. Where do I purchase
the equipment? The local distributor does not seem to have their site
finished. http://www.wlrobot.com/contacts.html ? The only product I've seen
for sale is the servo kit on ebay. Am I missing something?

-src



SoG wrote:
 
 Hello! All,
 
 Thank's Tick and open source guy effort, If you want to buy the LSC
 hardware module or servo case, please let me know. The Servo parts are
 standard size, I think it's more easy to get it in somewhere.
 
 One of my friends who also did very cool demo on
 http://tw.youtube.com/watch?v=Xm6khrdnATo .
 Use LEGO-NXT  (I think it can be change to NEO) with LSC  with Lots of
 sensors.
 
 You can get RC-vehicle, and with Openmoko phone :), Hope you love the
 LSC-10 kit, and play it with robot or some RC toy (Car, Airplane,
 helicopter ..etc ).
 
 Regards,
 SoG ([EMAIL PROTECTED] )
 
 
 wp wrote:
 
 Man, that's just what I wanted to start doing with my colleagues as one
 of
 our projects on the university ;) Great work! I'll watch ya ;)
 
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[OM2008] Events/0 eats 30% -- Causing Doom to run slow.

2008-11-07 Thread SCarlson


 Hello All -

 I believe I've read that this issue was posted and a (won't fix) was tacked
on.  I was tracking down the reasons why Doom would run slow sometimes, and
nice others... It appears to be events/0 causing 27-30% cpu usage. 

What is the remedy for this? Reboot? (Like MS-Windows?).. 

Otherwise, for all of you out there, this is why Doom runs slow on some
machines.

-Scott
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

Xavier --

 Can you give us some details about your current distro and anything other
information that might be interesting? I've noticed slow game play rarely
(but when I do it is bad,) It seems to have something to do with the state
of the phone config? I haven't put my finger on it. I can assure you it is
not supposed to be slow. I have an SD distro that is loaded to the teeth
(OM2008-update). And a lean fresh NAND install of OM2009 (I have noticed the
lean install runs Doom quite quickly.)

Let's do some investigation.

Scott


Xavier Cremaschi wrote:
 
 Great news about a great game on a cool device ;)
 
 But I have the same problem with Doom as with Duke Nukem 3D : it's 
 horribly slow, much slower than youtube videos of these FR games. And so 
 it is not playable at all.
 
 While running Doom, I have no sound and 'top' tells me my FR is almost 
 idling. While running Duke Nukem, I have a crappy sound. And while using 
   a media player to play some mp3 my CPU consumption is huge : only 
 pythm frontend+mplayer backend seems light enough to allow me to listen 
 music.
 
 Does someone have an idea of what my problem could be ? I did not see 
 any particular error messages in stdout/stderr, nor in strace output.
 
 Xavier.
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson


 - The virtual button concept is a good one, I can expose everything to the
CFG and let you define size and position.
-  Yeah, I noticed that late into the project, I am planning on making a
Time/Data Stamped Save Name automatically.
- Eventually I'd like to DOOM to be compliant with DBUS interface, so maybe
this can be cleanly taken
care of along with other nuances.

 Thanks for your feedback!

Scott


Marco Trevisan (Treviño) wrote:
 
 It's so cool! It's really much more usable than Duke3d (ehy, why don't
 you merge the accelerometer engine?! :P) and runs very smoothly...
 
 By the way I've some issues to post:
  - I'd prefer to use the right thumb to shoot (as Duke3d); have you
already set a virtual button for the bottom right area that
generates a key-code to be set in the configuration?
  - I can't save the game, since it asks to input a text
  - sometimes the menu pop-ups while playing also If I'm not touching
the touchscreen at all.
  - If the screen saver starts, Xglamo gives me a WSOD and I've to
kill and restart it (if I've ssh) to continue using my phone.
 
 For fixing the last issue (that maybe it's due to the fact that I'm
 running a kernel with the Harald Welte patches for screen blanking) from
 stable kernel branch), by the way, I've changed the launcher script to
 temporary disable the screen saver. It works quite well, you can get it
 applying this patch [1].
 
 Bye and thanks for your great work!
 
 [1] http://3v1n0.net/openmoko/opendoom-wrapper-disable-screensaver.patch
 
 -- 
 Treviño's World - Life and Linux
 http://www.3v1n0.net/
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

Yes, this I can help you with. (Details are on
unsyncopated.com/BrainSolvent/Doom_Port)

Edit the .opendoom/opendoom.cfg file and goto accelerometer section. There
are constants for the deadzone and sensitivity. If you need further
assistance, drop me a line.

BTW. I believe the Z-Axis is tied to forward/backward motion and the Y-Axis
is tied to left/right. (Per the CFG references).

Scott


Marco Trevisan (Treviño) wrote:
 
 Marco Trevisan (Treviño) wrote:
 SCarlson wrote:
  Good evening everyone. I'd like to introduce the DOOM port I've been
 working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%20Port
 wiki , where you will find some documentation and videos. Here is the 
 http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg  file.

 I've implemented a full touch screen only interface for you Neo 1973
 guys
 out there! Please see Finger-Tippng on wiki. (There is also a video
 demo).
 
 It's so cool! It's really much more usable than Duke3d (ehy, why don't
 you merge the accelerometer engine?! :P) and runs very smoothly...
 
 I forgot... Do yuo have an advice to set the accelerometers sensitivity?
 I'd like to move a little more my phone to move my killer :P
 
 -- 
 Treviño's World - Life and Linux
 http://www.3v1n0.net/
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson


 Yes, it would be VERY easy to modify. The place you want to look is
g_game.c . Line 811
The X,Y Coordinates 0,0 represent the upper left corner.

There are some quick instructions on how to compile on the wiki, if you have
any problems, don't hesitate to drop me another line.

Scott


Marco Trevisan (Treviño) wrote:
 
 SCarlson wrote:
 Marco Trevisan (Treviño) wrote:
 It's so cool! It's really much more usable than Duke3d (ehy, why don't
 you merge the accelerometer engine?! :P) and runs very smoothly...

 By the way I've some issues to post:
  - I'd prefer to use the right thumb to shoot (as Duke3d); have you
already set a virtual button for the bottom right area that
generates a key-code to be set in the configuration?
  - The virtual button concept is a good one, I can expose everything to
 the
 CFG and let you define size and position.
 
 Ok, nice to hear... Btw do you have actually a quick way to use the
 bottom right corner instead of the bottom left one?
 I had no time to look at the sources yet...
 
 Thanks!
 
 -- 
 Treviño's World - Life and Linux
 http://www.3v1n0.net/
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-04 Thread SCarlson

.opendoom/opendoom.cfg
# Accelerometer Settings
 
accelerometer_ywindow50
accelerometer_zwindow55
accelerometer_yscale   90
accelerometer_zscale   4

These values were found from trial and tune. 
z = forward/backward
y = left/right

A neutral point is recorded  (y,z)  (When leaving the menu). The deadzone
defines the size of the area surrounding the new found center. Once outside
of this region, track the distance from the outside of the deadzone and
multiply scale factor. 

Thats about the jist. If you want to move around more, then I'd suggest
opening up the window on both axis (test these independently. And reduce the
sensitivity. The motion speed is directly proportional to the distance from
the deadzone (scaled).

Let me know if you improve the config!

-scarlson 









Marco Trevisan (Treviño) wrote:
 
 SCarlson wrote:
 Edit the .opendoom/opendoom.cfg file and goto accelerometer section.
 There
 are constants for the deadzone and sensitivity. If you need further
 assistance, drop me a line.
 
 Yes I already saw these values, but I'd like to know more about them...
 
 BTW. I believe the Z-Axis is tied to forward/backward motion and the
 Y-Axis
 is tied to left/right. (Per the CFG references).
 
 Thanks, I'll try this. However have you any example to riduce a little
 the sensibility?
 
 -- 
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 http://www.3v1n0.net/
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-03 Thread SCarlson



Petr Vanek wrote:
 
 
I had some problems with the controls, at one stage I only was able to
go backwards, another time I had to hold FR on my hand so that the
left side was higher than the right, for some reason.
 
 
I had the same issue. Don't forget that the accelerators calibrate
themselves each time while Menu pops up. And, i think it is presumed
you hold your FR not horizontally but vertically. This now works fine
for me.
 
--
Petr Vaněk
http://biodynamika.cz
 
 
 Yes, remember, When you are in the game, if you goto the menu, find a
 comfortable position, and hold it while you return to your game, then you
 are in the new neutral position. (It doesn't really matter how you hold it
 (upside down etc..)   The only catch here is the face up position flat on
 a table will 'Pause' the game.
 
 -Scott
 
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-03 Thread SCarlson

Fox --
  
  Thanks for the information. I will install Debian this week and do some
testing.

Two things come to mind regarding your issues. 
 
 #1 ) The sound hanging is due to the fact that the Doom Engine did not
properly initialize the sound. So it hangs in the end when trying to exit (I
get this periodically with my OM2008 distro depending on the state of the
sound card (sometimes this happens after a suspend and resume). Is there a
fundamental difference with Sound drivers between Debian and other OM
Distros?

 #2 ) The touchscreen being dead is probably because the X,Y Coordinates are
either A) Being reported differently than the other systems or B) There is
still a Scaling/Rotation issues BUG #1244 that plagued the other distros
(Until recently, XGlamo patched binary (for scaling) available on the doom
wiki) 

I will do some testing and see what Debian is reporting for Touchscreen
coordinates. Also, Does Debian have a method for rotating/scaling screen??? 

Thanks for your feedback!
Scott



Fox Mulder wrote:
 
 
 Thanks for your effort of bringing doom to the freerunner. :)
 
 Today i tried it with debian and i have a few problems getting it to run
 at all.
 First i modified dm to start without xrandr because it isn't
 supported. Than i copied an original doom1 wad file (yes i still save my
 very old games) to /usr/local/share/games/doom. Now when i try to start
 with dm i got the doom startup screen (only center of the screen with
 320x240) with the menu selections and everything looks fine in the
 console [1].
 But at this point nothing more happens. I can't select the menu entrys
 with touchscreen to start a new level. Also i can't hear any sound at
 all. And when i try to shutdown doom with ctrl-c in the console (started
 it per ssh to see the console output) the shutdown process stops at the
 point where it would shutdown sound and hangs. Then i have to kill it
 with kill -15 because other signals doesn't work [2]. And after that i
 get back to the normal xfce desktop, but all touchscreen inputs are
 dead. I have to restart my fr to get the touchscreen back to work.
 
 Maybe someone know of any incompatibility with debian or i'm just
 missing something. But the console shows no error message when starting
 until the doom menu appears. I would really love to play doom on my fr
 within debian. This awakens my memories of the good old dos games. :)
 
 Ciao,
  Rainer
 
 
 [1]
 opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
 M_LoadDefaults: Load system defaults.
  default file: /root/.opendoom/opendoom.cfg
  found doom.wad
 IWAD found: doom.wad
 PrBoom (built Nov  1 2008), playing: The Ultimate DOOM
 PrBoom is released under the GNU General Public license v2.0.
 You are welcome to redistribute it under certain conditions.
 It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.
 V_Init: allocate screens.
  found prboom.wad
 D_InitNetGame: Checking for network game.
 W_Init: Init WADfiles.
  adding doom.wad
  adding prboom.wad
 W_InitCache
 M_Init: Init miscellaneous info.
 R_Init: Init DOOM refresh daemon -
 R_LoadTrigTables: Endianness...ok.
 R_InitData: Textures Flats Sprites
 R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap
 R_InitTranslationsTables R_InitPatches
 P_Init: Init Playloop state.
 I_Init: Setting up machine state.
 I_InitSound:  configured audio device with 1024 samples/slice
 I_InitSound: sound module ready
 S_Init: Setting up sound.
 S_Init: default sfx volume 2
 HU_Init: Setting up heads up display.
 I_InitGraphics: 320x240
 I_UpdateVideoMode: 320x240 (fullscreen)
 V_InitMode: using 8 bit video mode
 I_SetRes: Using resolution 320x240
 I_UpdateVideoMode: 0xe000, SDL buffer, direct access
 ST_Init: Init status bar.
 G_DoPlayDemo: playing demo with ultimate doom compatibility
 
 
 [2}
 I_SignalHandler: Exiting on signal: signal 2
 I_ShutdownMusic: removing /tmp/prboom-music-Kkpypl
 I_ShutdownSound:
 /usr/bin/dm: line 6:  2334 Killed /usr/games/opendoom -config
 ~/.opendoom/opendoom.cfg
 
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DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Good evening everyone. I'd like to introduce the DOOM port I've been
working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%20Port
wiki , where you will find some documentation and videos. Here is the 
http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg  file.

I've implemented a full touch screen only interface for you Neo 1973 guys
out there! Please see Finger-Tippng on wiki. (There is also a video demo).

And of course I can't forget the rest of us who have a sense of gravity!
(Yes, you can strafe).

Drop me a line if you want to get a multi-player game fired up. I'd like to
test the network play over wifi.

Enjoy!

-Scott R Carlson




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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Yes , libsdl, libsdl-mixer, and libsdl-net are required.

Sott

Risto H. Kurppa wrote:
 
 cool!
 
 I had to install
 http://downloads.openmoko.org/repository/testing/armv4t/libsdl-net-1.2-0_1.2.7-r1_armv4t.opk
 fo latest FDOM. I might have installed some other extra libraries too
 earlier that are required.
 
 But I get this message when trying to run:
 
 opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
 M_LoadDefaults: Load system defaults.
  default file: /home/root/.opendoom/opendoom.cfg
 IdentifyVersion: IWAD not found
 
 
 Any tips?
 
 r
 
 -- 
 | risto h. kurppa
 | risto at kurppa dot fi
 | http://risto.kurppa.fi
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson



 Thanks.. Please read the wiki. There is an Accelerometer re-tare feature
that will make your life better. (At least running doom)

Scott

Petr Vanek wrote:
 
 On Sun, 02 Nov 2008 12:40:05 +0100
 Fox Mulder [EMAIL PROTECTED] (FM) wrote:
 
Pander wrote:
 Petr Vanek wrote:
 opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
 M_LoadDefaults: Load system defaults.
  default file: /home/root/.opendoom/opendoom.cfg
 IdentifyVersion: IWAD not found
 Ack. Same problem here.
 same here.
 i have been googling for free or shareware iwad file but no luck...
 there should be one coming with the deb packaged doom... or not?
 
 Here are some doom wad files:
 http://packages.ubuntu.com/intrepid/all/doom-wad-shareware/filelist
 http://packages.ubuntu.com/intrepid/all/freedoom/filelist
 http://packages.ubuntu.com/intrepid/i386/prboom/filelist

Or you can just download the original shareware version from
ID-Software which contains the shareware wad file. You just have to
extract the files within the archive with the included deice.exe and
get doom1.wad. ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip

Ciao,
 Rainer
 
 ok, as i have no mswindows i couldn't extract this so i downloaded
 the doom-wad-shareware debian package and scp'd the wads into my FR.
 Doom now starts, although no sound is present:
 
 I_Init: Setting up machine state.
 I_InitSound: couldn't open audio with desired format
 S_Init: Setting up sound.
 S_Init: default sfx volume 2
 HU_Init: Setting up heads up display.
 
 i got the game going. great! :)
 
 it's quite responsive, no problem, the only thing that needs a bit of
 getting used to us the screen and accelerators. Perhaps we need to
 xrandr it the other way? it feels like the screen is not calibrated
 now... but this is minor already.
 
 great job, thank you!
 
 --
 Petr Vaněk
 http://biodynamika.cz
 
 
 
 -- 
 Petr Vanek
 Customer Service Representative
 
 ROBE lighting s. r. o.
 TECHNICAL CENTER
 Palackeho 416
 757 01 Valasske Mezirici
 Czech Republic
  
 Cell: +420 723 452 980 
 Fax : +420 571 669 255
 E-mail: [EMAIL PROTECTED]
 http://www.robe.cz
 
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson

It was very late, I thought I had included them.. I will re-package.

Just so everyone knows. Put your shareware or commercial WAD files in
/usr/local/share/games/doom/ directory

Scott


Pander-2 wrote:
 
 Would be nice to have all the free wad files in the doom package, in a
 doom-data package, or each in a separate package.
 
 Petr Vanek wrote:
 On Sun, 02 Nov 2008 12:40:05 +0100
 Fox Mulder [EMAIL PROTECTED] (FM) wrote:
 
 Pander wrote:
 Petr Vanek wrote:
 opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
 M_LoadDefaults: Load system defaults.
  default file: /home/root/.opendoom/opendoom.cfg
 IdentifyVersion: IWAD not found
 Ack. Same problem here.
 same here.
 i have been googling for free or shareware iwad file but no luck...
 there should be one coming with the deb packaged doom... or not?
 Here are some doom wad files:
 http://packages.ubuntu.com/intrepid/all/doom-wad-shareware/filelist
 http://packages.ubuntu.com/intrepid/all/freedoom/filelist
 http://packages.ubuntu.com/intrepid/i386/prboom/filelist
 Or you can just download the original shareware version from
 ID-Software which contains the shareware wad file. You just have to
 extract the files within the archive with the included deice.exe and
 get doom1.wad. ftp://ftp.idsoftware.com/idstuff/doom/doom19s.zip

 Ciao,
 Rainer
 
 ok, as i have no mswindows i couldn't extract this so i downloaded
 the doom-wad-shareware debian package and scp'd the wads into my FR.
 Doom now starts, although no sound is present:
 
 I_Init: Setting up machine state.
 I_InitSound: couldn't open audio with desired format
 S_Init: Setting up sound.
 S_Init: default sfx volume 2
 HU_Init: Setting up heads up display.
 
 i got the game going. great! :)
 
 it's quite responsive, no problem, the only thing that needs a bit of
 getting used to us the screen and accelerators. Perhaps we need to
 xrandr it the other way? it feels like the screen is not calibrated
 now... but this is minor already.
 
 great job, thank you!
 
 --
 Petr Vaněk
 http://biodynamika.cz
 
 
 
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


 Man it was a late night. I totally thought it was. Working on it



Petr Vanek wrote:
 
 
 opendoom v0.1 (http://unsyncopated.com/BrainSolvent/Doom%20Port)
 M_LoadDefaults: Load system defaults.
  default file: /home/root/.opendoom/opendoom.cfg
 IdentifyVersion: IWAD not found

Ack. Same problem here.
 
 same here.
 i have been googling for free or shareware iwad file but no luck...
 there should be one coming with the deb packaged doom... or not?
 
 --
 Petr Vaněk
 http://biodynamika.cz
 
 
 
 
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson



 Alright, There is now a new package 0.1.1 available. 
http://opendoom.googlecode.com/files/opendoom_0.1.1_armv4t.ipk Here.  This
includes the original Doom1 Shareware. 

Also, I'd like to ask anyone interested in playing to check out the user
interface docs  http://unsyncopated.com/BrainSolvent/Doom Port here . As
I've spent a good chunk of time trying to get the most out of our limited
interface. This includes things like on-the-fly accelerometer taring and
the such, you should be able to play this game in just about any position.

Also. I'd like to hear from any New 1973 owners, and get some feedback on
the Finger-Tipping interface. (I have some ideas for improvements in this
area. But Would really like some user feedback!

Thanks everyone!

-Scott
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


accelerators do work for me easily, but the tapping buttons not. i have
really hard time selecting a game from the menu :( am i missing
something? it goes up/down erratically somewhere around the
left-center, but how do i confirm-enter?

--
Petr Vaněk
http://biodynamika.cz


Petr -- I'm glad to hear the accel portion works well.  

As Far as Touchscreen is concerned. There is still a little bounce going
on and i should have made the menu enter key a little bigger. 

Basically I need to draw a diagram, (I will tonight) but for now. 

During Game and Menu mode you have the upper right corner, that is
equivalent to 'esc' key on the original game, (It will toggle menu/game
modes).


Menu Mode: 
 Menu Enter is the Center of the screen.
 Up is a longer the upper center border.
 Down is lower center border
 Left - Left border
 Rt - Right border 

Game Mode:
Shoot -- Bottom Left Corner
Open Door -- Upper Right Corner
Change Weapon -- Between Shooting/Opening
Upper Border -- Run Toggle (Only needed for
Non-Accelerometer config)
The rest of the screen is open slate for Finger-Tipping (If
thats activated) or swipe strafing. (Although you can hold down the AUX
button and tip for strafing as well)

I hope this helps, I will get some decent sketches posted. I am wide open to
any suggestions for improvements.

Have Fun!
SCarlson
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Re: DOOM For Neo Freerunner / 1973

2008-11-02 Thread SCarlson


David, 
 
  I am looking into just exposing the cheats as booleans in the CFG file.
This will take me a few days to get around to it. For the time being you
could go usb keyboard? Then save a game (doesn't it remember?)

Speaking of saved games, I will be slapping in a time/date stamped save game
names, (since we can't type in our own!)

Scott


David Samblas Martinez wrote:
 
 El dom, 02-11-2008 a las 01:13 -0700, SCarlson escribió:
 
  Good evening everyone. I'd like to introduce the DOOM port I've been
 working on. Here's the  http://unsyncopated.com/BrainSolvent/Doom%
 20Port
 wiki , where you will find some documentation and videos. Here is the 
 http://opendoom.googlecode.com/files/opendoom_0.1_armv4t.ipk ipkg
 file.
 
 I've implemented a full touch screen only interface for you Neo 1973
 guys
 out there! Please see Finger-Tippng on wiki. (There is also a video
 demo).
 
 And of course I can't forget the rest of us who have a sense of
 gravity!
 (Yes, you can strafe).
 
 Drop me a line if you want to get a multi-player game fired up. I'd
 like to
 test the network play over wifi.
 
 Enjoy!
 
 -Scott R Carlson
 Really really good job :) 
 I ashamed but I always was a cheater in this game, How I do activate
 Inmunity mode, Infinite ammo etc etc? 
 Sorry this was the only way I survive more than 10 seconds shooter
 games ;)
 
 -- 
 David Reyes Samblas Martinez
 http://www.tuxbrain.com
 Open ultraportable solutions
 Openmoko, Openpandora, GP2X the Wiz, Letux 400
 Hey, watch out!!! There's a linux in your pocket!!!
 
 
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Openmoko Planet (How to post)

2008-10-30 Thread SCarlson


Hello everyone,

 I'm looking to release a piece of software this weekend, I'd like to
include a post on the Planet. How can I go about this?

Thanks in Advance,

Scott
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Re: GTA03 - buttons or touchscreen

2008-10-25 Thread SCarlson


Number 3 ) Combo


shawn sullivan wrote:
 
 I vote for option 3 (everything else on the market is now a touch 
 screen, we can't take a step back)
 
 JW wrote:
 Ok Community,
 
 vote and tell OM what you want for the next phone
 
 [also realise this is still a long time away and Freerunner is available
 to buy
 now!]
 
 1) touchscreen (no qwerty buttons) - freerunner, HTC Orbit, iphone
 2) qwerty keyboard and tracker ball - blackberry curve
 3) combination touchscreen plus qwerty - G1
 
 ***
 Please don't write endless pages about why - just indicate which one YOU
 want.
 ***
 
 For myself my vote is
 
 1) no, my HTC orbit experience was horrible (yes, i realise there are
 better)
 2) yes, my preferred user input method - intuitive, fast, flexible
 3) no, i think combo is too much to ask from OM right now
 
 ciao
 JW
 
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Re: One more rotate version

2008-10-20 Thread SCarlson

Someone correct me if I'm wrong, but from what i've read, the accelerometers
are not dieing but the mechanism that exposes them to /dev/eventX does.?
Still able to view throught the /sys/proc route?

Scott


Fabian Henze wrote:
 
 On 20.10.2008 at 04:14:08, SCarlson wrote:
  Very snappy. It does die pretty quickly.. Due to accelerometer
 failing?
 How can I help test this further. I ran from command line and when it
 dies it just stopping writing to stdout. Also, if I re-run it just sits
 and waits for stdout. I assume this is the acc. problem that you
 mentioned
 above.?

 Scott
 
 Yes I think so. It might as well be a bug in my code, but as other rotate 
 programs have the same problem (or build around it), this is not very
 likely. 
 It would help, if anyone could tell me how to avoid the bug by altering
 some 
 timeouts or how to predict the next death.
 I am currently trying if `cat /dev/input/event3` is also dying after a
 while, 
 however it has not stopped yet. Is there some information on this bug
 around? 
 I have not found anything in the bugtracker.
 
 -- Fabian
 
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Re: Subversion Clients/Servers

2008-10-20 Thread SCarlson


 Understood. I'm trying to stick with the OM products though.

-Scott


Stefan Monnier wrote:
 
  Anyone compiled and running subversion server or even just a client on
 their Freerunners yet?
 
 If you use the Debian distribution, then yes, and you can install it
 with just apt-get install subversion.
 
 
 Stefan
 
 
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Re: One more rotate version

2008-10-19 Thread SCarlson

 Very snappy. It does die pretty quickly.. Due to accelerometer failing?
How can I help test this further. I ran from command line and when it dies
it just stopping writing to stdout. Also, if I re-run it just sits and waits
for stdout. I assume this is the acc. problem that you mentioned above.?

Scott


Fabian Henze wrote:
 
 Hi,
 As it seems popular these days to publish a custom version of the rotate 
 program, I am also going to do it.
 After reading the source code of Rui Miguel Silva Seabra's rotate program,
 I 
 found some parts that could be improved and hacked on those. The result
 differs 
 from the original in the following points:
  - No brightness control (Its just annoying)
  - Imo better (and faster) heuristics
  - Fewer errors and false positives (the display won't rotate while the
 phone 
 is shaken around or sth. like this)
  - uses fewer CPU cycles (I have not done much research, because it would
 not 
 even show up in top)
 BUT:
  - It still suffers from the accelerometers stop working after a while
 bug.
 
 I would much appreciate feedback on the program and especially on the
 quality 
 of the code. And I would even more appreciate a better accelerometer
 driver so 
 userland hacks like one by Oscar Casamitjana are not necessary anymore
 
 -- Fabian
 
  
  
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Subversion Clients/Servers

2008-10-19 Thread SCarlson



 Anyone compiled and running subversion server or even just a client on
their Freerunners yet?

Scott
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Re: Back to the basics: improving user experience

2008-10-16 Thread SCarlson


  I would love to see the rotation/scaling bugs finished up Bug #1244. It
has evolved as far as symptoms,
both scaling to low res 320x240 and rotation yield incorrect x,y
coordinates. (Although going through tslib directly works fine, showing that
it is glamo issue)

Would be nice to have this year + issue laid to rest, that would open the
doors to some of our game developers and add to the overall functionality of
the gui interfaces being created.

There have been two patches made available, one that fixes rotation and one
that independantly fixes scaling, but I havnt seen an overall solution, or
at least havn't seen the solution show up in the repo.

Scott


John Lee wrote:
 
 Hi,
 
 Like Wolfgang said in
 http://n2.nabble.com/Weekly-Engineering-News-41-2008-td1336450.html
 
 We assembled a team to focus on improving the user experience.  Here
 is our todo list at the moment:
 
 * Reduce boot time.
 
 * Optimize the touch screen driver on freerunner for finger usage.
 
 * A generic python loader to enhance the start up time of python
   scripts.
 
 * Work with system team to improve suspend/resume user experience.
 
 
 I would like to ask the community:
 
 What do you want us to work on?
 
 
 The idea is
 
 * We improve the current stack, not creating new features.
 
 * Prefer stuffs which could be brought over to gta03 instead of
   gta02/om2008 specific.
 
 * won't work on om2007 stack.
 
 
 So, tell us what you want, then the coding monkeys will start working!
 :)
 
 
 Regards,
 John
 
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Re: Flashing in (K)Ubuntu Linux 64bits

2008-10-16 Thread SCarlson



This device is always on my machine. I'm using a Laptop with Ubuntu 8.04.
What my move if I want to track this device down,... (may be something else
hooking this?)

  Found Runtime: [0x044e:0x300c] devnum=0, cfg=0, intf=2, alt=0,
name=UNDEFINED

Scott



vasco.nevoa wrote:
 
 
 That's very strange to me... I've got Ubuntu 64bits, and no such problems.
 I just turn on the FR in the NOR bootloader (AUX-POWER, not  
 POWER-AUX), and then go right ahead and use dfu-util without having  
 to specify the device number... if the machine does not detect it,  
 relaunch dfu-util.
 Maybe you guys have some USB hardware inside your machines that is  
 capable of DFU (weird, but possible on laptops)... try dfu-util -l  
 without the FR plugged in.
 
 Citando Patrick Beck [EMAIL PROTECTED]:
 
 Hello jotalix,

 i think you have the same problem as me, when i start to flash my
 Freerunner. dfu-util has detected two devices (./dfu-util -l) so i have
 to select one with the parameter --device. For example =

 ./dfu-util -a rootfs --device listed-id -R -D image.rootfs

 with kind regards

 Patrick

 Am Donnerstag, den 16.10.2008, 04:13 -0700 schrieb jotalix:
 Kubuntu, 64bits

 Hi,

 I am able to browser inside Neo Freerunner gta02, i do ssh
 [EMAIL PROTECTED], and do whatever i need inside.

 But i want to flash it to a recent version, and here comes the problem,
 i
 can only use dfu-util with my Neo on bootloader ,and while on bootloader
 kubuntu dont recognize it as a USB device whatever,... so how can it be
 possible to flash it?

 best regards,
 jotalix

 
 
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Re: Editing text files

2008-10-12 Thread SCarlson


 Check out nano .

-Scott

\
Stefan Monnier wrote:
 
 
 How do people edit text files on their FreeRunner (other than via an
 SSH-over-USB connection)?
 `sed' seems to be about as good as I can get, since `vi' requires the
 ESC key to do anything useful, but the keyboard doesn't seem to provide
 any way to enter it (but even if it did, motion with hjkl is about as
 painful as it gets).
 Clearly, we can do much better.
 
 
 Stefan
 
 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-15 Thread SCarlson


 There is a patch available for glamo.c, it doesn't appear to be implemented
in any of the current packages, I've asked several times if someone had
already updated a package with the patch. No response so far.. I am 85%
finished with my mokobuild. That is my first priority... If someone else has
already compiled with patch, by all means.. where is it? 

Anyhow, I need it to work badly, so I will patch as soon as possible.

Scott

Charles-Henri Gros wrote:
 
 Steve Mosher wrote:
 I encourage you to make these changes, marco. It will show people how 
 the contribution of one creative person can be modified by another.
 
 I actually made some of those changes. My version is much more playable,
 but it cannot be calibrated at this point (although it would be a very
 easy change to allow calibration based on the initial position)
 
 As for buttons on the screen, it's not possible to have them work
 reliably, at least with the version of xglamo I'm using:
 https://docs.openmoko.org/trac/ticket/1244#comment:41
 
 I tried to allow using the screen to navigate through menus but this bug
 prevents it :(
 
 
 -- 
 Charles-Henri
 
 
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Fantastic Experience

2008-09-11 Thread SCarlson


 Hello All --

 I'd like to pipe in with my New Freerunner experiences thus far.

 I have had my phone for 2 weeks. I loaded up OM2008.8-update.

Here is the list :

 Solid GSM (Sending and Receiving). No Echo, clear calls, full bars.
 My SIM Card contact list imported automatically.
 SMS, Solid.
 Wifi, also works great.
 GPS works. 60 second TTFF and 40 second TTFF w/ external antenna (This is
without the capacitor fix)
 microSd works.
 Suspend/Resume .. solid (minus the GUI setting having no effect. but I
don't care, I just suspend manually with the power button when I'm not using
it).
 I made a usb cable, so now my phone can receive standard USB devices.. this
opens many doors.
 
When I was shopping for a mobile computer/phone, I scraped the planet for
something open and hackable. What I found was nice machines with propriety
software that goes through a Telecom company, which is then purposely
crippled and released for public consumption. Most of the crippling process
is based on a Business model that nickels and dimes us to death for
services and features that (I believe) we should already have. In the end,
the only answer for me was to by the GTA02. 

I'd like to say, that I'm here to stay, on the band wagon, lets kick some
ass...

Completely Satisfied,
Scott R Carlson
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Openmoko.org is down?

2008-09-10 Thread SCarlson



 Anyone know whats up with openmoko.org?

-Scott
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Questions regarding shell/startup scripts

2008-09-10 Thread SCarlson


 Hey guys --

 Does anyone's resolv.conf get stomped on every time the machine is
rebooted?  I have been adding my nameservers by hand.. Just wondering if
there is a good reason for this?

Also, Where should I go to force BASH as my default shell, and/or how do i
get an ASH init script that loads everytime I open a terminal. (If I could
do this, I'd just automate the resolv.conf stuffer.)

Thanks!

Scott
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DOOM OpenMoko Port

2008-09-07 Thread SCarlson


 I've just witnessed DOOM on my Freerunner. I spent a few hours this evening
compiling a SDL port for DOOM, it let me tell you it looks great. I'd like
to thank everyone involved for giving me the opportunity to exploit this
machine (which is also a phone).

I'll be working on a Acc. UI, similar to the Duke3d port. (Thanks to the
person who ported Duke3d to inspire me today to do the same with DOOM, this
just made my week)

-Scott
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat
me to it!)

-Scott


Steve Mosher wrote:
 
 heretic would great.
 
 We need retro section on the wiki ( maybe there is one already)
 for all the great retro ports.
 
 
 
 nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love. Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day - 
 I wonder if we can get this ported :-)
 
 -Nick
 
 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at:
 http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
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 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

I've found a Doom SDL port, I'm currently working on it as I type. I may have
some questions depending on how harry it gets.

-Scott


Steve Mosher wrote:
 
 I would get a kick out of that. A quake port perhaps? or battlezone?
 
 
 
 SCarlson wrote:
 Fantastic Idea, I will be attempting a Doom port ! (Unless someone else
 beat
 me to it!)
 
 -Scott
 
 
 Steve Mosher wrote:
 heretic would great.

 We need retro section on the wiki ( maybe there is one already)
 for all the great retro ports.



 nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love.
 Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day
 - 
 I wonder if we can get this ported :-)

 -Nick

 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at:
 http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
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 Buenos Aires, Argentina


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Great Experience

2008-09-05 Thread SCarlson

Hello Everyone, 

 I'm happy to say I just received my Freerunner in the mail! I popped my SIM
card in, and it instantly registered to my ATT network. Full bars. Clean
calls (no echos) and SMS messaging works great! This was with the software
out of the box. We will see how things are working when I'm done flashing
the new images! 

Great Job Guys! 

-Scott
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