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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Sat Dec 05, 2009 11:11 pm Post subject: |

Forget about that idea as soon as you can. _________________ Quake Maps

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sun Dec 06, 2009 2:27 am Post subject: |

Team Xlink wrote:
Would it be easy to make this run on flash player 6? I don't think it would but I am still thinking of trying it.

It would be completely, totally and absolutely impossible to run anything like this on Flash Player 6.
Flash Player 10 has hordes of new functionality over Flash Player 9, which had tons over Flash Player 7.
Flash Player support for things has dramatically increased over the years, like Flex and the graphics API and codec support, etc. For example, Flex is an Flash "application development" platform built into Flash.
/No I don't think Flash is a good idea for "application development", but they promote the concept that Flash runs on most platforms and is installed on 99% of computers and I'm just providing information.

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Dec 06, 2009 12:41 pm Post subject: |

Flash is OK for a certain kind of application, but - like Java and .NET - it's not a general purpose platform and problems occur when people try to use it as one. Me, I'd love a Flash 6 version too, I've a portable media player I'd like to run Quake on, but it's lunacy to even go there.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sun Dec 06, 2009 2:00 pm Post subject: |

AFAIK you'll need Flash Player 10 to run anything using 3D drawing (and even in this case, without hardware acceleration). _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Dec 17, 2009 11:06 pm Post subject: |

I've been talking with Michael Rennie off and on the last few weeks and he's made a revised Flash Quake with less of a sound delay and the loader shows the total size of the embedded data: http://cloud.github.com/downloads/mkr3142/QuakeFlash/QuakeFlash.swf
He also fixed a keymapping issue (not sure what this was, without looking at the revised source) and added in support for volume control.

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Dec 21, 2009 3:16 am Post subject: |

Is it possible to say upload the engine to a webhost and host a server off of it? _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon Dec 21, 2009 11:50 am Post subject: |

No. If you are that desperately in need of a server, just get a VPS for 5-10 us dollars. _________________ Quake Maps

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 21, 2009 12:15 pm Post subject: |

FlashQuake has no networking capabilities at all. It cannot connect to a server. It cannot be connected to. It can play single player of any sort just fine.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Dec 21, 2009 6:45 pm Post subject: |

but wouldnt it be possible to implement it.? _________________ QuakeDB - Quake ModDB Group

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 21, 2009 10:13 pm Post subject: |

ceriux wrote:
but wouldnt it be possible to implement it.?

To the best of my knowledge, multiplayer games using pure Flash alone is impossible.
Flash combined with, say, Java it might be possible. Case in point is the MMORPG game RuneScape.
It is Flash based, yet somehow Flash alone isn't making it work for the multiplayer. I know this because it cannot be played on my XP machine using FireFox (I don't have Java on my XP machine) and on OS X initializes Java. On my XP machine in IE6, it uses ActiveX for something.
Way outside my field of expertise but this guy sums it up best:
"I don't think Alchemy will help you. The reason is Alchemy does not give socket capabilities beyond what Flash provides."

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Dec 22, 2009 9:44 am Post subject: |

More info: 1. The way Quake handles mouse input is by constantly re-centering the mouse pointer to the middle of the window. This isn't available to Flash. This places some limitations on how to handle input, but there is room for improvement. One thing that would help mouse movement is a higher sensitivity, as this prevents the mouse from leaving the window area as quickly. And possibly adding m_accel.
2. Full-screen mode in Flash disables the use of the keyboard. This is part of the security structure (as it is, only HTML indicating allowfullscreen=true even allows a Flash app to go full screen). Damn. The only use would be for viewing demos.
3. The Event activate and deactivate can detect focus. One possible optimization to reduce cpu usage might be to lower the frame rate or sleep more often when there is no focus. Or even some visible indicator that Quake doesn't have focus. If Quake doesn't have focus in Flash, it cannot receive keyboard input.
4. The combinations of ctrl + q and some other keys are problematic as they are browser shortcuts like "quit" which will exit the browser screen.
5. The config doesn't save session to session. Maybe a use of flash cookies could help fix this. The idea of save games seems a little out of reach.
Other thoughts:
a. The Flash page should use as large of a window as possible to maximize the surface area available.
b. Automatic reattach of mouse if pointer over middle of screen and previously attached.
c. volume should be lower as default (Flash seems overly loud?)
d. mouse sensitivity should be higher like 12 or 8 by default, helps mouse input.
e. Since config saving is not so easy, common sense alterations should be available?
f. Weapon switch default keys [ ]
g. See if can emulate mouse 2 or mouse wheel.
h. Anything to reduce cpu use if does not have focus. And some visible indicator.
i. Possibly make full screen available for demo watching.

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rdza Joined: 31 Dec 2009 Posts: 2 |

Posted: Thu Dec 31, 2009 8:13 am Post subject: |

Using the latest code from Rennie I was able to get the full version of quake1 & each of the mission packs working great and am playing them now, amazing! I wasn't able to get it to read more than one pak file, but when I copy/pasted everything from pak1 into pak0 via pakscape, it worked.
I think it could potentially be a fully network aware client via a flash socket, but it would have to initiate the connection, hence client-only. Great quaketv and normalized competition platform potential though.
I think HexenII is probably within reach since that source isn't too different from the original quake release used here. This would require manually patching the equivalent files from the HexenII source release with these changes and possibly tweaking a makefile or two.
The real winner here for me would be quake-life (not to mention quake2 and hexenII) support, via ftequake. Some problems though:
- fteqw took the software rendering build targets out in July claiming bugginess (presumably the code is still there just unmaintained atm)
- that source is so far removed from the initial quake source that there's no guarantee the older llvm 2.1 compiler required by alchemy can even compile it
- again as a consequence of the engine code differences the changes made by Rennie may need to be applied in different ways to expose the engine to flash as a Clib.
Thanks for the great work Michael!

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Dec 31, 2009 2:49 pm Post subject: |

Use some Javascript to move the mouse, not sure if you can, or a Shockwave applet sitting beside it, maybe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Jan 02, 2010 6:33 pm Post subject: |

So I followed your guide (great work Baker!), everything works up until trying to make Quake where I just get:

Quote:
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O 3 -c ../../WinQuake/nonintel.c -o nonintel.o make: *** [Release/nonintel.o] Error 255

I am sad.
Last edited by FrikaC on Tue Jan 05, 2010 11:06 am; edited 1 time in total

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sun Jan 03, 2010 2:14 am Post subject: |

FrikaC wrote:
So I followed your guide (great work Baker!), everything works up untill trying to make Quake where I just get:

Quote:
cd Release; gcc -Wall -Werror-implicit-function-declaration -DFLASH -DNO_ASM -O 3 -c ../../WinQuake/nonintel.c -o nonintel.o make: *** [Release/nonintel.o] Error 255

I am sad.

FrikaC, I have compiled FlashQuake successfully on 3 machines (Vista, XP, OS X). I can look into this and maybe even upload my entire setup if you are interested in getting it to compile. Let me know.
(My entire setup for the "engine build" ... the swc compilation ... is stage 1 of a 2 stage "finished FlashQuake". Stage 1 setup on any given hard drive doesn't depend on the registry so a strict pre-configured upload would work.)

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