Re: [QtMoko] Patch to modify default userAgent
Hi, giacomo 'giotti' mariani wrote: >...wondering why the mobile visualization was missing in arora... Actually, Arora already has this feature: * menu -> view -> mobile user-agent Cheers, Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/QtMoko-Patch-to-modify-default-userAgent-tp6602601p6621683.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: mokomaze 5.5 and shr-u 20100921 accelerometers off axis
Hello, jerjozwik wrote: >hello list, im running latest mokomaze and shr-u 20100921, even after >re-calibrating the the game mokomaze reads the accelerometers off >axis. >meaning if i lay the freerunner on a flat surface and start lifting on >its left edge, the moko maze ball moves to top left of the screen. >and if i start lifting on the right edge the mokomaze ball moves to >bottom right. Unfortunately, there were no updates for the Mokomaze for a long period of time. It seems that accelerometer's IDs are swaped in the latest shr-u kernels, so the game reads data from the first (top) accelerometer which is turned 45 degrees around the Z axis. I'll try to investigate the problem and post a patches for Mokomaze's accelerometer poll code. I have a secret long term plan to add a menu with input device settings to Mokomaze. It will appear on the first game load to assist a user to correctly select and calibrate accelerometer/joystick. So, it will give a possibility to run a game on any suitable device (e.g. TouchBook/SmartBook, Caanoo, ...) without code modifications. Best regards, Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/mokomaze-5-5-and-shr-u-20100921-accelerometers-off-axis-tp5586174p5587021.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QtMoko] MelodiQ - Music Recognition App
On 09/19/2010 11:44 PM, Alex Samorukov-2 wrote: >Could you please add "preview" mode before sending data to the >server? May be my mic settings are wrong? Recorded sample is stored in /tmp/melodiq-sample2.wav. You can try to play it right after recording. If this audio is recognizable by human and has sufficient length and the database contains a fingerprint of this song then it should be recognized. Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/QtMoko-MelodiQ-Music-Recognition-App-tp5547663p5549175.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QtMoko] MelodiQ - Music Recognition App
Youtube video has moved. Here is a new link: http://www.youtube.com/watch?v=b4LWaOsWY_E Cheers, Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/QtMoko-MelodiQ-Music-Recognition-App-tp5547663p5547863.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QtMoko] MelodiQ - Music Recognition App
BTW, I used the following commands to capture the microphone's output: $ alsactl -f /usr/share/openmoko/scenarios/voip-handset.state restore $ arecord -D plughw:0,0 -r 11025 sample1.wav Ctrl+C $ alsactl -f /usr/share/openmoko/scenarios/stereoout.state restore but I noticed that recorded sound was _very_ quiet, so I decided to add one more command to increase volume level: $ sox -v 15 sample1.wav sample2.wav Please e-mail me if you know a better solution for recording music with Freerunner's mic. Cheers, Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/QtMoko-MelodiQ-Music-Recognition-App-tp5547663p5547669.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[QtMoko] MelodiQ - Music Recognition App
Hello, I recently found an interesting online music recognition service [1] that allows you to upload a short (e.g. 10-15 sec) audio fragment (in almost any popular format) directly to the project's web page and get the information about the track title, artist's name, album, etc. It recognizes even low-quality microphone records, so I wrote a Shazam[2]-like GUI for it. Please meet MelodiQ - a music recognition app that can be really useful in some cases. Source codes are hosted on GitHub [3]. The demonstration video is available on Youtube [4]. Note that you should place the phone very close to the source of sound while recording a sample. It is also necessary to solve the CAPTCHA to get the recognition results. The database of this service is limited so it can't recognize absolutely each existing songs. Don't forget to shock your friends who never heard about such kind of programs. [1] http://audiotag.info/ [2] http://www.shazam.com/ [3] http://github.com/Sektor/melodiq [4] http://www.youtube.com/watch?v=6dOT2yjkvwI Have a Fun! Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/QtMoko-MelodiQ-Music-Recognition-App-tp5547663p5547663.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Java ME for QtMoko
Hi, 2010/5/14 Georgy wrote: > Hello, > > I try it out and it's work with the demo apps. > I try it out with remoco (http://code.google.com/p/remuco/, but crashed > with > message : javax/bluetooth.BluetoothStateException. > > Any hint, or apps can't work with PhonetiQ ? > > Anyway, thanks for your work > > Georgy It seems that Bluetooth classes within the Virtual Machine is not ported to Qtopia. So, applications that uses Bluetooth can't be run currently. Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/Java-ME-for-QtMoko-tp5042260p5051182.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Java ME for QtMoko
Hello, I added a new package called "phonetiQ" [1] to QtMoko feed (Main Menu->Settings->Software Packages). It is a GUI for phoneME [2] (Java ME Virtual Machine) that allows you to easily install and use VM and midlets. So, QtMoko is capable to run usual J2ME apps at decent speed now :D. Of course, there are many bugs and limitations in the current version of VM (e.g. virtual keyboard does not works), but a number of games that I tested was 100% playable. You may search a video "phoneME on QtMoko" on YouTube to see how it works. I also found a simple open source game TouchSenku [3] that can be used for test purposes (you can download it directly from the GUI). Quick start instructions are available at the project wiki [4]. [1] http://github.com/Sektor/phonetiq [2] http://github.com/Sektor/phoneme-qtopia [3] http://code.google.com/p/touchsenku/ [4] http://wiki.github.com/Sektor/phonetiq/ Have Fun! Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/Java-ME-for-QtMoko-tp5042260p5042260.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: GameRunner distribution
Hello, Rafael, I've just tested this distribution and it works very well. Fast booting, a lot of games with well adapted controls, great performance and bug-free QVGA mode. I have a feature request: launcher must have an option to show a hint on how to play the game before starting it. Best regards, Anton -- View this message in context: http://openmoko-public-mailinglists.1958.n2.nabble.com/GameRunner-distribution-tp4981438p4988161.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko tool chain + PhoneME Advanced
Hello, Esteban, Maybe it will be interesting for you to check this project [1][2]. Don't forget to read comments in the makefiles. [1] http://github.com/Sektor/phoneme-qtopia [2] http://www.youtube.com/watch?v=i3uoK0OGVow Cheers, Anton -- View this message in context: http://n2.nabble.com/QtMoko-tool-chain-PhoneME-Advanced-tp4274164p4276530.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Homemade USB gamepad (NeoPlay)
Laszlo KREKACS wrote: >I think the full screen issues is just some temporary xfce issue. Actually I just switched LCD to QVGA mode, not XFCE itself. >Btw, if you are interested having a 3D case, just shoot me an email Sure, I'm interested in that. But it is needed to design a CAD model. I may try to make one if I have enough spare time. Then I'll email you. Or you may help with designing too? I assume you meant a separate case for gamepad addon, but it also would be great (as arne anka said) to have a full replacement gaming case for Freerunner, or at least a LCD cover with integrated buttons. >and I can print you one if you are in EU. (im sure we can figure out >how to ship to worldwide) I'm not in EU. >(or having electrical board in return;-) Of course ;) Best regards, Anton -- View this message in context: http://n2.nabble.com/Homemade-USB-gamepad-NeoPlay-tp4134521p4139816.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Homemade USB gamepad (NeoPlay)
Hello! I developed a USB gamepad addon for Openmoko phones. It is tiny and thin. The electronical part is based on Raphaël Assénat's [1] "USB game controller with 12 inputs" [2] and uses the same firmware. Now Neo should beat Gizmondo and Tapwave Zodiac :D There is a YouTube video [3] and a page with photos at Openmoko Wiki [4]. [1] http://www.raphnet.net/ [2] http://www.raphnet.net/electronique/usb_game12/index_en.php [3] http://www.youtube.com/watch?v=l8VRABmJKSw [4] http://wiki.openmoko.org/wiki/USB_Gamepad_(NeoPlay) Cheers, Anton -- View this message in context: http://n2.nabble.com/Homemade-USB-gamepad-NeoPlay-tp4134521p4134521.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[projects.openmoko.org] Can't access my project
I can SSH/SFTP into xxx.projects.openmoko.org, but it stucks when I'm trying to enter project's directory /var/lib/gforge/chroot/home/groups/xxx/. This has happened before, but the problem magically dissapeared within 2-3 days. Now it lasts for at least a week. Does anyone know how to solve this problem? Best regards, Anton -- View this message in context: http://n2.nabble.com/projects-openmoko-org-Can-t-access-my-project-tp4075211p4075211.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QtMoko] Arora web browser
Added screen auto-rotation feature (according to accelerometers). Menu -> View -> Screen Auto-Rotation. Thanks Jim for RotateHelper class. There is an extended upper menu when the phone in landscape mode: zoom in/out and hide/show toolbar buttons added. Note that graphical performance of the phone is a bit lower when the screen is rotated. Project's repo on github is up and running now [1]. Screenshots are also available [2]. [1] http://github.com/Sektor/arora-neo [2] http://github.com/Sektor/arora-neo/downloads Cheers, Anton -- View this message in context: http://n2.nabble.com/QtMoko-Arora-web-browser-tp3731747p3745297.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[QtMoko] Arora web browser
Hello, everybody, First release of Arora [1] web browser for QtMoko is online! Check the package feed. The port is based on Arora 0.4. This is an old version, but its functionality is more that enough for a smartphone: * tabs and windows * downloads * history * bookmarks * google search * find on page * etc etc (all as on desktop) Special features was added: * finger-scrolling * finger-friendly toolbar and menus * mobile user-agent (fake iPhone) * many minor tweaks The git repo of the project [2] is currently offline due to undergoing maintenance on github, so latest tarball and _screenshots_ are temporarily placed to [3]. I think that it is good option to have v0.4 available while v0.9 is not ported yet. This hints may be useful: * toolbar buttons: new tab, close tab, toggle fullscreen * menu -> edit -> preferences * menu -> view -> mobile user-agent * menu -> window -> [switching between windows] [1] http://code.google.com/p/arora/ [2] http://github.com/Sektor/arora-neo [3] http://dl.linuxphone.ru/openmoko/qtmoko/src/arora/ Have Fun! Anton -- View this message in context: http://n2.nabble.com/QtMoko-Arora-web-browser-tp3731747p3731747.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Mokomaze and incoming call
Hi, Laszlo, >could it be modified in a way, >when an incoming call happens, it stops itself (like when you touch on >the screen), to prevent CPU abuse? I think this can be done easily and in a platform-independent way: it is needed to pause the game when window looses focus (SDL_ACTIVEEVENT). >And btw, what happened with the mokomaze's dreams like: >* 2 player mode (I play, then i pass to her to play, then I play again) >* number of lives >* some score system >* some cheetings >* enemy ball or teleport doors or having multiple balls when you hit >a magic hole, just like what flippers do. I suppose that overwhelming majority of the core features is already implemented. I continue to support the game to make it compatible with new kernels and distributions (e.g. /dev/input/event numbering was changed in openwrt's 2.6.30 kernel) and add a minor improvements but I'm not going to implement new gameplay features in the nearest future. There was my TODO list: * non-rectangular walls * moving platforms * pop-up menu for settings, enabling/disabling optional gameplay features, accelerometer calibration * score system (optional) * cheat mode when the phone is upside down (optional) It was not planned to implement a network game, number of lives and multiple balls. As usually: if someone want to participate in development of Mokomaze feel free to create a fork of the project at github and start coding. Cheers, Anton -- View this message in context: http://n2.nabble.com/Mokomaze-and-incoming-call-tp3716889p3720112.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QTMOKO] GPS pedometer app up on github
Jim Morris wrote: >As I still can't seem to build a package I would appreciate if ANT could update the package for me. I've just updated the package according to your commit ad0ac0ea. when you'll achieve new milestone or fix major bug, let me know. BTW, please add an icon for desktop entry. Cheers, Anton -- View this message in context: http://n2.nabble.com/QTMOKO-GPS-pedometer-app-up-on-github-tp3666550p3679075.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMoko v11
Radek Polak wrote: >Btw you can see screenshots here: There is also possibility to install skins for keyboard via packages (already in the feed). http://scap.linuxtogo.org/files/2866a9641625b23c13a83b28db11.png Cheers, Anton -- View this message in context: http://n2.nabble.com/QtMoko-v11-tp3674816p3676343.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QTMOKO] GPS pedometer app up on github
Jim Morris wrote: >I'll see how to stop the phone from suspending. Tips: #include QtopiaApplication::setPowerConstraint(QtopiaApplication::DisableSuspend); //prevent suspending QtopiaApplication::setPowerConstraint(QtopiaApplication::Enable); //restore power saving settings -- Anton -- View this message in context: http://n2.nabble.com/QTMOKO-GPS-pedometer-app-up-on-github-tp3666550p3671931.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QTMOKO] GPS pedometer app up on github
Jim Morris wrote: >I think the long term solution is to copy FSO, and use DBUS. >What do you think? As for me, it would be better to add necessary functionality to Whereabouts API (if we are talking about long term plans). Cheers, Anton -- View this message in context: http://n2.nabble.com/QTMOKO-GPS-pedometer-app-up-on-github-tp3666550p3671080.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QTMOKO] GPS pedometer app up on github
Hello, Jim, Thanks for the apps. I added QtPedometer package to QtMoko feed. Small patch was applied to the .desktop file to make the package installable. You can pull changes from [1]. This is an intermediate place between your repo and qtmoko-apps [2]. As for QtopiaGPS, it would be nice if the app could start/stop required services by itself (which is impossible just now becouse it is needed to modify gpsd config file). [1] http://github.com/radekp/qtpedometer/ [2] http://github.com/Sektor/qtmoko-apps/ Regards, Anton -- View this message in context: http://n2.nabble.com/QTMOKO-GPS-pedometer-app-up-on-github-tp3666550p3668606.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: appraw - .desktop file patcher for fsoraw
KaZeR wrote: >Thanks for that, very useful, but why have you commented the fsoraw dependency? Technically, this program does not depend on fsoraw neither in compilation-time nor in run-time. Besides, it was not included in SHR, so no matter. -- View this message in context: http://n2.nabble.com/appraw-desktop-file-patcher-for-fsoraw-tp3481050p3598552.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [QTMoko] V8 doesn't receive SMS
Tony McKeehan wrote: >Does anyone else have either of these problems? Yes. I've lost several SMSes too. -- Anton -- View this message in context: http://n2.nabble.com/QTMoko-V8-doesn-t-receive-SMS-tp3575124p3575294.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: appraw - .desktop file patcher for fsoraw
Martin Jansa wrote: >works for me.. attached patch for shr/import. Thank you for the patch. I've just forward it to shr-devel list. Cheers, Anton -- View this message in context: http://n2.nabble.com/appraw-desktop-file-patcher-for-fsoraw-tp3481050p3546161.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: appraw - .desktop file patcher for fsoraw
Leonti wrote: >BTW, can you make bitbake file for it so it can be included in SHR repositories? Here is an _untested_ bb recipe for appraw. Somebody, test it please and post here if it works or not. --- appraw_git.bb --- DESCRIPTION = ".desktop file patcher for fsoraw" HOMEPAGE = "http://github.com/Sektor/appraw/"; SECTION = "fso/base" PRIORITY = "optional" LICENSE = "GPL" #RDEPENDS = "fsoraw" PV = "0.1.0+gitr${SRCREV}" PR = "r0" SRC_URI = "git://github.com/Sektor/appraw.git;protocol=git;branch=master" S = "${WORKDIR}/git" inherit autotools --- -- View this message in context: http://n2.nabble.com/appraw-desktop-file-patcher-for-fsoraw-tp3481050p3546043.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
appraw - .desktop file patcher for fsoraw
Hi, everybody, I wrote a small C tool for patching .desktop files to make apps be launched via fsoraw (to prevent automatic screen dimming and suspending). It can be used in various distribution enhancing scripts or just to make freshly installed app fsoraw-enabled. Typical usage - allocating Display resource for Mokomaze: r...@om-gta02:~# appraw -d mokomaze * Analyzing input file: /usr/share/applications/mokomaze.desktop * 'Exec' field found: Exec=mokomaze * Patched 'Exec' field: Exec=fsoraw -r Display -- mokomaze * File modified successfully. Changes can be easyly reverted by 'appraw -r mokomaze'. See 'appraw --help' for details. Source code is maintained on github [1]. Check Downloads section [2] for installation package. [1] http://github.com/Sektor/appraw/ [2] http://github.com/Sektor/appraw/downloads Regards, Anton -- View this message in context: http://n2.nabble.com/appraw-desktop-file-patcher-for-fsoraw-tp3481050p3481050.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Mokomaze + Git
Some notes: 1) I have found that since mokomaze package is in OM's repo now, it may be tricky to install it from other places (including homepage). E.g. package from OM's repo is named mokomaze-0.5.1-r7 and opkg think that it is preferable since official build is named mokomaze-0.5.1-1. Check opkg's installation log to know what package you really got. 2) It seems that game runs slower than before on latest SHR unstable, but it still runs fluidly on Hackable:1 rev4. 3) Mokomaze from OM's repo has wrong GUI text color (blue). As described in README: there is --enable-rgb-swap option for ./configure that may help to avoid font color swapping which is assumed to be yellow-orange, not blue. -- View this message in context: http://n2.nabble.com/Mokomaze-%2B-Git-tp710p734.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Mokomaze + Git
v0.5.5 is out: * Added "pass-through-checkpoints" game mode + 3 new levels to demonstrate it (##14-16) * Latest extended levelpack is included by default now * Keep level switching button pressed to fast-forward/fast-rewind * Works fine with libode from OM's repository * Many minor fixes and improvements Installation instructions are updated (see homepage or opkg.org). New game mode allows to create levels where screen space is used more rationally (less dead zones). Online level editor was also updated so feel free to share your multi-checkpoint levels. Have Fun, Anton -- View this message in context: http://n2.nabble.com/Mokomaze-%2B-Git-tp710p720.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Mokomaze + Git
Hi Folks, Source code of Mokomaze is maintained in Git now [1]. Homepage, documentation, files, bug tracking system etc. are still at the old place [2]. [1] http://github.com/Sektor/mokomaze/ [2] http://mokomaze.projects.openmoko.org/ -- View this message in context: http://n2.nabble.com/Mokomaze-%2B-Git-tp710p710.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: QtMaze - Mokomaze 0.2 for Qt Extended
Fabio Locati wrote: >I compiled it but when I try to exec it, it returns "QtMaze was >terminated due to application error." The only thing that can cause the error is changed path to data files (.json). Now the game checks only _local_ directory "etc/qtmaze/". I suppose that after embedding the game into image, .json files must appear in /opt/Trolltech/Qtopia/etc/qtmaze/ directory. But it seems that /opt/Trolltech/Qtopia/ is not a "current directory" for the game, so "etc/qtmaze/" can't be found. It is needed to know where data files are really placed, and patch some lines of a code to search for them there. OR data files can be built into game's executable as a resources, but it is worse. -- View this message in context: http://n2.nabble.com/QtMaze---Mokomaze-0.2-for-Qt-Extended-tp3129539p3132044.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
QtMaze - Mokomaze 0.2 for Qt Extended
Hi, All we know that the only thing that stops people from use of Qt Extended as main distro is lack of Mokomaze :) I've decided to learn QtE a little and already rewrited Mokomaze 0.2 to use Qt. The port is named QtMaze and there are its benefits: * it works * it can be included in distro ;) Anti-dim-and-suspend functionality is built in and seems to work fine. Up-to-date extended levelpack is also included. There is a new feature: keep level switching button pressed to fast-forward/fast-rewind. Known problem: the game will go to fullscreen mode properly only after enabling/disabling screen lock. There is a demonstration video on youtube [1]. You can find screenshots as well as download links and installation instructions on QtMaze's page [2]. [1] http://www.youtube.com/watch?v=jaRtQOPMBO4 [2] http://mokomaze.projects.openmoko.org/qt/ Have Fun, Anton -- View this message in context: http://n2.nabble.com/QtMaze---Mokomaze-0.2-for-Qt-Extended-tp3129539p3129539.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Acceleroids - shoot-the-asteroids game
v0.1.3 released: added support of new kernels - accelerometer works again >Homepage: http://code.google.com/p/acceleroids/ >Opkg.org: http://www.opkg.org/package_154.html -- View this message in context: http://n2.nabble.com/Acceleroids---shoot-the-asteroids-game-tp2432133p2907281.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Online level editor
>>Could it be possible to have a import button added? >I'll add this feature very soon. Done. Look at the bottom of page. There are editable text field and "Import" button. Also, file naming conversion improved - more informative names now. -- View this message in context: http://n2.nabble.com/-Mokomaze--Online-level-editor-tp2849635p2870288.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Online level editor
martin-3 >Could it be possible to have a import button added? I'll add this feature very soon. Petr Vanek >you can paste your level code into the text field No, it is read-only. -- View this message in context: http://n2.nabble.com/-Mokomaze--Online-level-editor-tp2849635p2868388.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Online level editor
We have 9 new levels in first evening, 7 - in second day, and 0 - in third day. I decided that it is time to bundle first revision of Extended Levelpack and I've already released it. Currently, it contains 28 levels. 8 persons are involved - thanks them. I will update levelpack regular if more levels will be shared. I suppose it is not necessary to notify mailing list about updates, so check project's homepage periodically. -- View this message in context: http://n2.nabble.com/-Mokomaze--Online-level-editor-tp2849635p2865147.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Online level editor
The Digital Pioneer >Sweet. Is there a way to browse levels people have created >without having you bundle them into a levelpack? Of course. "Browse the list of saved levels" -> "view" -- View this message in context: http://n2.nabble.com/-Mokomaze--Online-level-editor-tp2849635p2850748.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[Mokomaze] Online level editor
Hi, I've released an Online Level Editor for Mokomaze [1] which is available directly from the project's homepage [2]. It is simple but powerful enough to make accurate levels. Editor is written in JavaScript. Your browser must support tag, so no IE. Tested on Firefox, Opera, Chrome. There is a feature to save your level on the server by just one click - please use it. Nice contributed levels will be included in the Extended levelpack. [1] http://mokomaze.projects.openmoko.org/editor/ [2] http://mokomaze.projects.openmoko.org/ Regards, Anton -- View this message in context: http://n2.nabble.com/-Mokomaze--Online-level-editor-tp2849635p2849635.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Mokomaze *may* be included in SHR Full Image if community decides so. If you use SHR and played Mokomaze please leave your comment _on_SHR_blog_ [1]. [1] http://blog.shr-project.org/2009/05/mokomaze.html -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2849629.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Timo Juhani Lindfors wrote: >mokomaze_0.5.1-1_armel.deb >seems to depend on libode but there is no such package in >debian. Perhaps it means libode1? No, it means libode compiled by myself. It is available at the download section of the homepage. http://projects.openmoko.org/frs/download.php/804/libode_0.11-ant1_armel.deb Currently, we have the following situation: it is possible to compile libode with single-precision and double-precision. Double precision will affect the performance dramatically, so we need libode compiled with single-precision. For a long time libode in debian was single-precision too. Now an old version from lenny (ode0.9) is named libode0 and it is single-precision. But an actual version from unstable (0.11) is named libode1 and it is _double-precision_. Mokomaze is compiled to use libode0.11 with single-precision. So, we have no suitable version of libode in debian. Solutions: * recompile Mokomaze to use libode0.9 from lenny (tested OK on desktop) * place a single-precision libode0.11 in pkg-fso repository P.S. Mokomaze-for-double-precision is untested. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2808500.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Johny Tenfinger >there is also another bug: when i'm holding FR >exactly in Y axis to earth (my english isn't good enough to explain it >in better way ;P) with hole up, and screen to you - ball stops. It >runs again when only i move FR a little. If i'll back to that >problematic position, it stops again. Ok, I've just renewed the packages again. Please reinstall it. Now the ball doesn't stops but slows down. There is no better solution yet. P.S. I hope this fixes will not break something else :P -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2803775.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
jeremy jozwik >...managed to get the ball >stuck in the top edge of sceen on level 1 and 4. and it does not like >to pop back out. no matter how hard you shake it : ) Johny Tenfinger >I can confirm. That bug is sometimes happening. It hapenns sometimes >when i'm holding phone in Y axis (to earth) with screen to me. I've just fixed (I hope) this problem and updated the source tarball and installation packages. If you already got 0.5.1 without this fix, please download/install it again! -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2801954.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
neovento >Could you provide a link to the version that works? I tried the lenny package, but no success. Aww. I've finally got my Hackable:1 working and I've tested the .deb package. After installing libode0.11 from unstable it asserts (because of double precision). After installing libode0.9 from stable - the game trying to find libode0.11 (yes, the executable is compiled for using single-precision libode >= 0.11). So, I've packed a .deb of an up-to-date ode0.11 with single precision. Now it works and the game runs faster than on my SHR testing. NEW: I've released a new revision of the game - 0.5.1. Now .deb depends from my libode, not libode0debian1. One more feature introduced: anti-aliasing [1] Check the homepage [2]. [1] http://mokomaze.projects.openmoko.org/images/anti-aliasing.png [2] http://mokomaze.projects.openmoko.org/ -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800527.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
Marcel-2 >So sid's ODE package is kinda useless for us because we need single >precision, correct? Yes, I think so. >build our own ODE 0.11 with single precision... I've already packed it. But it would be great to have properly-packed version in pkg-fso repository. The Digital Pioneer >if you could just do everything in ints, that would be best. Is there any way to pull that off? There is no integer-only version of ODE. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800244.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Denis Johnson >is it possible to expose some of the physics settings to the user ? Yes, but it is not planned yet. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2800188.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
neovento wrote: >>Can you fix this soon? That would be really great. :) I am trying to prevent ode's (debian sid) asserts, but no luck. Code of the game is correct. I've surfed the web and all recommends to recompile ode with --enable-release if that assert appears. I've found it was ./configure'd with --enable-double-precision and without --disable-debug, so the problem is in one of this flags. Anyway if some coding trick will be found to avoid the problem, Double Precision will drop the performance. Currently, install libode0debian1 from stable and have a fun. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2785659.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Yogiz wrote: >Thank you for this. Mokomaze looks and feels extremely polished. Thanks for a nice words. >I have one recommendation to you. When you keep improving the game, do >not change the basic gameplay. Actually, I am following this way. I am sure that the game itself is more important than a tons of statistic and sub-menus: just launch the game and start playing. So, if the feature of showing information about level time and retries count will be added, it will be optional. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2778417.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Marcel-2 wrote: >>Could you release your package source (dsc-file), too? I've created .deb package with checkinstall, not with dh_make/dpkg-buildpackage so I have not .dsc file. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2778413.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>is there anyway to create your own levels? The format of levels is very easy: there are coordinates of walls (boxes), holes, exit and ball's initialization position. At that time you may design new level only manually e.g. by drawing it on the paper. >>Maybe some day we have level editor? I'd prefer someone to make it :) By the way, converter from the format of some _existing_ opensource vector editor is better. The original levels were converted from .dxf format by my unaccomplished tool fast-coded on C#. Maybe if more people will like to make (and contribute) new levels I'll write a simple online-editor or accomplish the existing converter, adapt it to Mono platform, and public it. I would be glad to see some well-tuned contributed levels. They will be included in extended levelpack and placed at the homepage. If really _many_ levels are contributed I'll add a multi-levelpack support to the game with possibility to install new levelpacks by opkg. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776804.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Johny Tenfinger >>Much better to prevent screen dimming that mdbus is dbus-send: Thanks! I'll renew the instructions. P.S. I think 'CPU' must be requested too. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776801.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze] Two bugreports and a feature-request (was: Re: [Mokomaze 0.5.0] is released)
Paul Fertser >>Thank you for this great app, it's really nice and cool and fun and >>addictive. It is nice to hear that is works normally on Debian. >>And unfortunately it'll need some fixing because >>libode1 from Debian sid asserts with your app. Thanks for report. I'll investigane with what 'configure' parameters was compiled libode1 (from sid) and try to prevent asserts. But first of all I need to reinstall by broken debian. >>Try to make it resolution-independent. It now segfaults in QVGA mode. I assume it as a long term plan: there are many physical values and graphical objects to be scaled down when computing or drawing. >>I guess we all would like to have a special cheat: if you hold FR >>upside down, the ball shouldn't fall into a hole :) 1 of 3 people that saw how the ball fell down say that :) I will think something up. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776798.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Marcel-2 >>Could you consider building against libode1 (ODE 0.11, debian sid) instead of >>libode0debian1 (ODE 0.9, debian lenny/squeeze)? Freerunner-Debian is a Debian >>sid/experimental so it would be nice not having to pull libode0debian1 from >>squeeze... I'll investigate. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776792.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Aapo Rantalainen >>Hi, I implemented some multiplayer code (proof-of-concept). Good start! Just some coding tips: >>Every time ball is drawn, its coordinates are sended to >>opponent. There would be better to have a timer that sends ball's coordinates with fixed periodicity (e.g. 60 times a second). >>opponents player drawings (this is very ugly, but there were no any >>support for drawing multiballs) It is better to draw opponent's ball by a sprite (as in previous versions of mokomaze) and may be with alpha blending. Also, you need to remember opponent's previous position to restore the level's background in that place. Then draw opponent's ball. Then refresh screen surface at old and new ball's location. >>level changing (this might need there must be some true 'protocol' >>to handle communication) This is what to be done first of all. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776790.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>on shr-unstable mokomaze E displays two icons, I >>had to remove extra categories in the .desktop file. I've read Freedesktop Specification and it says that many categories are OK, so I considered this field to be 'Application;Game'. The Digital Pioneer >>To fix the icon, just edit the .desktop file and >>change the Icon=mokomaze to Icon=mokomaze.png Michael Zanetti >>After I restarted the neo the icon appeard. No >>change in the .desktop file was needed... Again, Freedesktop Specification says file extensions are auto-detected, so 'Icon=' field is OK too, especially when restarting of E solves the problem. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2776786.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>Yeah, I've found that even with -i it frequently just "falls" to the right and >>seems insensible to the accelerometers :( It is a problem of old kernels. Sometimes accelerometers can't "wake up" (they are sleeping by default) so wrong data is read by the game and the ball is not moving or slides left (right) slowly. So, it affects all applications that uses accelerometers. The "solution" is to restart the game or to suspend/wakeup device or to reboot. I never saw this problem on SHR, FSO and Debian since february. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2767110.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Rui Miguel Silva Seabra wrote: >>You need to change the desktop file to do "mokomaze -i freerunner" >>instead of just "mokomaze" :) Does it means that you have problems with starting the game by just 'mokomaze' command? Could you provide console output in that case? With current .desktop file the game must auto-detect input device type. First of all it checks if Freerunner's accelerometer presents. It not, the game will switch to keyboard input. So you can compile the game from the sources (without modifying it) not only for freerunner but for your desktop or laptop PC. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2761124.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Risto H. Kurppa wrote: >>Could you still try to make the balls fall further when hitting the hole.Now it looks >>like a can where the ball goes, not a infinitely deep hole. I'll try to compare in what case it looks better. Now the hole has a limited depth and the ball becomes shaded when falls in it. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2761120.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
Nicola Mfb >>on shr-unstable mokomaze E displays two icons, I >>had to remove extra categories in the .desktop file. Thanks for report. The Digital Pioneer >>To fix the icon, just edit the .desktop file and >>change the Icon=mokomaze to Icon=mokomaze.png If these problems (double icons and no icons) are new or previous version of the game (0.2.3) has them too? I'll see FreeDesktop Menu Specification and repack .ipk and .deb. -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2759834.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>r...@om-gta02:~# mokomaze >>File_loader: savegame file not found >>File_loader: 14 game levels parsed >>Segmentation fault I've found out the problem. Install libpng3: $ opkg install libpng3 Now the game must runs normally. I've just updated installation instructions on opkg.org and homepage. P.S. I was sure that libsdl-image depends from libpng... -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2756380.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
>>...And as to non-blanking, SHR-unstable is an FSO distro, is it not? SHR is based on FSO >>But your fsoraw program doesn't work. It is not mine. The author is Nicola Mfb. As for me, I am using this very usefull tool and I've considered it is necessary to recommend it to others. Anyway, what happens after executing of $ fsoraw -r CPU,Display mokomaze ? Hey, is the *game* works? -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2755615.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Mokomaze 0.5.0] is released
The Digital Pioneer wrote: >I just read the instructions on recalibrating gravity (thanks, I needed that >feature!!) and it seems to be saying you can run it without any gravity >calibration... How does that work? Does it recalibrate every time the game >starts, only for that session of the game? Calibration data stores in user's save-file (~/.mokomaze/user.json). Calibration performs only when the game was launched with '-c auto' parameter. So you may perform calibration only once (after installation) and then launch the game from desktop as usual (it does not recalibrates at every start). Rui Miguel Silva Seabra wrote: >Damn, seems fun and would love to but breaks out on Om2008.12 (and I have >libmokoui and libode) I'll investigate... -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2755321.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[Mokomaze 0.5.0] is released
Hi all! Mokomaze 0.5.0 (ball-in-the-labyrinth game) with completely new physics and graphics engines is released! As I said before, there are a lot of changes since previous version: * a good-looking skin * use ODE (Open Dynamics Engine) instead of my own physics engine * rolling ball animation * falling ball animation * gravity calibration feature * GUI improvements * added exit button I've also added _2_new_levels_. The ball became 3D and physics now calculates angular velocities, so the game consumes more CPU time than before, but framerate stays more than decent, so no lagging. Please take into account that one more dependency was added. Now the game requires libode, which is already in Debian, but not in Openmoko repositories. So, I've provided an .ipk compiled by myself. Other than that, the structure of source code and building system is unchanged. Complete instructions for * installation * avoiding auto-suspend and display dimming * accelerometer calibration are available at the project's homepage [1]. Information on opkg.org was also renewed [2]. The demonstration video (from announce letter) is available on youtube [3]. The debian package is untested, so let me know if it works or not. [1] http://mokomaze.projects.openmoko.org/ [2] http://www.opkg.org/package_121.html [3] http://www.youtube.com/watch?v=VVRRXx2kEu8 Have a fun! Anton -- View this message in context: http://n2.nabble.com/-Mokomaze-0.5.0--is-released-tp2754592p2754592.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
arne anka wrote: >other inputs, namely the touchscreen, prevent from suspending/blanking -- >why shouldn't for the duration of a game the motion sensors server the >same purpose? Good idea. Really, it seems that frameworkd ignores accelerometers messages because of rules file. I dont know if it is possible to edit rules at run-time via dbus. It will be interesting to know the opinion of competent people. -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2739676.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I think that motion gestures is not really usable to control auto-suspend or other phone settings (AUX button is more suitable for this purpose), but may be useful e.g. for navigating in browser or media player. arne anka wrote: >would be nice, if for a case like that the motion sensors could be used -- >is there any way to enable/disable them for frameworkd dynamically >(disabled by default per config file)? -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2739547.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
>>Do it has vibration? Yes, of course. New version has this feature. >>Are you planned timecounter? Yes, but not in the announced version. Basic timecounter may appear later - maybe in v0.5.1, 0.5.2 or 0.5.100 :) The idea is to show (after the completion of the level) info about your level time and retries count. When you pass all levels successively (without skiping) the info about total time and total retries count would be also displayed. >>I liked play without time And me too. >>How about multiplaying with two (or more) devices? It is not planned. >>Or can balls collide with anothers? Both balls has own inclination of floor =) With new physics engine it is possible. And not only 2 balls, but ball+boxes, curved floor and something_else is also possible. The problem is to redraw projections of many 3D objects with decent framerate. >>Have you planned use svn? It is not planned yet. Thanks for many improvement ideas. :) -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2728423.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
vendion wrote: >>Great game I just have one question, I know its not really related to the >>game, but how can I keep my screen from blanking when it is running? I also want to ask about it :) . It is very distribution-specific problem. This theme was discussed many times and, as I see, the only solution is creating the launching-script for every application you needed, which will disable auto-suspend/dimming, launch the program and restore auto-suspend/dimming after closing the program. E.g. radical solution for frameworkd-enabled systems is disabling idle_dim/suspend timeouts in this script and restoring it later. mdbus -s org.freesmartphone.odeviced /org/freesmartphone/Device/IdleNotifier/0 org.freesmartphone.Device.IdleNotifier.SetTimeout suspend 0 #or -1? ... ... mdbus -s org.freesmartphone.odeviced /org/freesmartphone/Device/IdleNotifier/0 org.freesmartphone.Device.IdleNotifier.SetTimeout suspend As for Mokomaze, you can set these initialization/finalization commands in the game's config file without creating the launching script. The example of config file (with instructions) is named "avoiding-suspend-and-dim.tar.gz" and available at the project's homepage. It seems that this sequence of commands works only once on latests versions of SHR. 2All: please let us know what anti-blanking solution for GPS software, audio/video players, games do you use. -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2728219.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
Usage of "vista" logo adds some humour to the idea of the game, but in practice many identical logos on the screen breaks the solid design of a new game skin. Maybe I'll add an undocumented feature of showing logos on the holes :) . Marco Trevisan wrote: >>Cool! >> >>By the way, using the "vista" logo was a cool idea, what about re-adding >>it? :P -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2727862.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [New Mokomaze] Coming soon
I suppose that there are no changes in accelerometer's sysfs paths or device events in new kernels since Mokomaze 0.2.3-1 released (15 april). Please try that (latest) version of the game and let me know if it works or not. Johny Tenfinger wrote: >>Does that mean that Mokomaze will be compatible with recent kernels? Now it >>doesn't work on andy-tracking (changed working style of accelerometers). -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2725443.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
[New Mokomaze] Coming soon
Hello list! I want to tell that Mokomaze (ball-in-the-labyrinth game) is still developing. Currently I am preparing release of a new version (with completely new physics and graphics engines) which will satisfy (almost) all your improvement requests. The upcoming version (0.5.0) will include many changes compared with previous one: * a good-looking skin ( yeah, programmer's art :) ) * use ODE (Open Dynamics Engine) instead of my own physics engine * rolling ball animation * falling ball animation * gravity calibration feature * GUI improvements * added exit button ( hello, Fyp/Neovento users :) ) I am planning to public the release within a week. Until than, you can see a screenshots on the project's homepage [1] and watch the demonstration video on youtube [2]. [1] http://mokomaze.projects.openmoko.org/ [2] http://www.youtube.com/watch?v=VVRRXx2kEu8 Regards, ANT -- View this message in context: http://n2.nabble.com/-New-Mokomaze--Coming-soon-tp2722681p2722681.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: shr- avoid suspend and dim screen
What I would like to see is the disabling of screen dimming while (for instance) a game such as MokoMaze is running, which has no screen touching. It's a huge pain when you're about to win, and the screen blacks out and you die. Mokomaze has already got this feature. As is said on its page on opkg.org, you need a new config file [1]. The effect is the same as creating a launching script, but you need less manupulations to set it up. Anyway, the best way to resolve the problem is to have a daemon which automatically disables auto-suspend and display dimming when any program from the list of known ones is running. [1] - http://projects.openmoko.org/frs/download.php/674/avoiding-suspend-and-dim.tar.gz -- View this message in context: http://n2.nabble.com/shr--avoid-suspend-and-dim-screen-tp2528525p2533957.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Acceleroids - shoot-the-asteroids game
Hello! I'm glad to present you a new fully Freerunner-adapted game - Acceleroids - a port of SDLRoids (an Asteroids clone). The ship movement is controlled by an accelerometer while the cannon, shield and bomb can be activated by touching bottom-right, bottom-left and top-right corners of the screen accordingly. Shield+Shoot buttons can be pressed simultaneously as well as Shield+Bomb (some sort of multi-touch simulation). Homepage: http://code.google.com/p/acceleroids/ Opkg.org: http://www.opkg.org/package_154.html The released packages are tested only by myself, so you are welcome to report about missing dependencies ;). Have Fun. -- Anton -- View this message in context: http://n2.nabble.com/Acceleroids---shoot-the-asteroids-game-tp2432133p2432133.html Sent from the Openmoko Community mailing list archive at Nabble.com. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [debian] Re: disable power-button
The GTA02 isn't too hard to dismantle - four screws and a stiff thumbnail/guitar pick - so you could just /remove/ the power button - IIRC it's just a plastic moulding slipped in over the microswitch. Cover the hole with some tape and off you go. On Friday 09 January 2009 16:26:56 Davide Scaini wrote: > I was interested in something similar... I could I change the action of the > single-press power button? i would like to do something more than just > supend (like switch down the wifi with wmiconfig that works reliably for > me) is that something embedded in kernel like the shutdown? > thanks in advance for your reply > d > > On Fri, Jan 9, 2009 at 4:26 PM, arne anka wrote: > > > Actually, the kernel will call shutdown if the power is held for 8 > > > seconds. > > > > ah! wasn't sure about that -- i sort of hoped, fso would consume the key > > press and do it's own stuff to shutdown. > > ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: Wifi - wep or wpa enabled
On Friday 19 December 2008 05:58:06 Rodney Myers wrote: > Default install. > > Does the wifi work only with wpa? or does it also work with wep? > > My internal wifi is wep enabled only, and I cannot get the phone to > recognize the key. Way back when I first got my phone, on the factory install, I managed to get it to talk WEP (using iwconfig etc at the command line). It was a bit flaky - eg you had to set things in a certain order and sometimes you had to wait a couple of minutes if you put the key in wrong. So /theoretically/ it can be made to work. Having said that, I've not got it to work on 2008.x or FSO recently (not even with wpa_supplicant) , and have more or less given up; if I'm out of the house/office wifi ain't gonna be helpful to me, and in the house/office I'm never >10ft away from a running linux box with USB. There's still a few of us about stuck with WEP - yes I know it's breakable but on the other hand getting WPA working means me buying a) new laptop b) new wireless router c) new wireless bridge. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: OpenVibe is out
This is obviously why the GTA02 was specced without a camera... On Tuesday 16 December 2008 13:15:41 David Reyes Samblas Martinez wrote: > you can allways start x11vnc on neo and control it through vncclient :) > > 2008/12/16 Margo Koppelmann : > > But how do I use it? Do I have to first put a condom on my Freerunner? > > > > It would be cool, if it had a web interface so I could control it from my > > computer over WIFI. > > > > On Tue, Dec 16, 2008 at 1:17 PM, Carlo Minucci wrote: > >> http://wiki.openmoko.org/wiki/OpenVibe > >> > >> i have make the first release of the OpenVibe: the first opensource > >> vibrator :) > >> > >> enjoy :) ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: [Debian -FSO -GPS] No Fix
My FSO 4.1 is running the fso-gpsd too. The only oddity with mine is that it lives on the SD card. I deliberately kept everything clean as far as the install goes - I just installed tangoGPS after installing FSO 4.1, then when the GPS didn't work I did a opkg update/upgrade on 24th and tried it again, then I enabled logging and reported on my findings. Anyone got any pointers ? I'm a bit of a noob with the freerunner though I've been sysadmining on Linux for, um, more years than I care to remember :-) On Tuesday 25 November 2008 22:13:08 Julien Cassignol wrote: > On Tue, Nov 25, 2008 at 10:24 PM, glownan <[EMAIL PROTECTED]> wrote: > > Hi, I'm using SHR and having the same problem. > > SHR latest image was shipped with gpsd instead of fso-gpsd. > Just opkg remove --force-depends gpsd; opkg install fso-gpsd and it'll > work. > > Future images will be corrected. -- Antony King - 01908 268 901 Systems Consultant SolutionTrax Technologies - http://www.solutiontrax.com ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Re: FDOM (FAT and Dirty Openmoko) Distribution ready to download
Hi, Great work on making a bootable image for everyone - I've taken the liberty of uploading it to one of our servers here which should be a bit more robust; take a look here: http://openmoko.truebox.co.uk/trueboxportal/index.php?wk=Mirrors We've got a bit of spare capacity here so if there are any bootable images that people would like to share then drop me a line on or off list and I'll see what can be done. Antony. On Tuesday 09 September 2008 16:38:08 David Samblas wrote: > Hi there, > you have aviable on http://compartida.net/openmoko/FDOM a rootfs/kenel > image ready to flash of an OM2008.08-updates distribution with some apps > already installed and some fixes posted in the lists done. > > I recommend you to use wget -c to retrieve the files because of the server > seems to cut the connection time to time, a most robust mirror is on the > way ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community
Freerunner availability in UK and Europe
Hi all, We've managed to secure some more Freerunners from Openmoko, which we expect to be shipping on or around 26th August. If you want one, grab it from the url below - previously we have sold out within a couple of days of opening up the store so get them while you can ! https://www.truebox.co.uk/trueboxportal/index.php?wk=OpenMoko Best regards, Antony. ___ Openmoko community mailing list community@lists.openmoko.org http://lists.openmoko.org/mailman/listinfo/community