[GUIDE] Quake 3 on ODROID's on Ubuntu

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mdrjr
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[GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Tue Feb 26, 2013 8:53 am

--- WARNING BUGS ARE PRESENT!! ---
This is also a call to developers help me to finish this..
--- YOU HAD BEEN WARN! ---

For this guide you'll need:

An ODROID-X/X2/U/U2/Q/Q2 running any of the known supported Linux distros (Ubuntu/Fedora/OpenSUSE) with the Mali drivers installed and working.

1. Clone the sources....
git clone --depth 1 git://github.com/mdrjr/ioquake3-odroid.git

2. CD into it...
cd ioquake3-odroid

3. Make it!
make -j5 ARCH=arm

4. After its made lets place it on a better place
mv build/release-linux-arm ~/quake3

5. Now the trick part.. configure it.. I know.. I know... Hate me now :(
5.1 Figuring out the input number of your keyboard and mouse.
type: dmesg | grep input

Code: Select all

[    5.430069] input: Device USB Device as /devices/platform/s5p-ehci/usb1/1-3/1-3.1/1-3.1:1.0/input/input1
[    5.430938] generic-usb 0003:05FE:1011.0001: input: USB HID v1.00 Keyboard [Device USB Device] on usb-s5p-ehci-3.1/input0
[    5.436585] input: Device USB Device as /devices/platform/s5p-ehci/usb1/1-3/1-3.1/1-3.1:1.1/input/input2
[    5.436870] generic-usb 0003:05FE:1011.0002: input: USB HID v1.00 Mouse [Device USB Device] on usb-s5p-ehci-3.1/input1
Here's a example of my ODROID, save that numbers... in my case... the keyboard is 0 and mouse is 1

5.2 Create base structure...
mkdir -p ~/.q3a/baseq3
cd ~/.q3a/baseq3
Now create a file named q3config.cfg
add those lines inside it:

Code: Select all

seta usbk "0"
seta usbm "1"
seta x11 "1"
on usbk put the number of your keyboard...
and on usbm put the number of your mouse...
those numbers that you saved before..

Hate me now, I told you it wasn't that pettry finished! :(


Now, to play the game, as you may not know, quake isn't free. Its open source. You still need the pk3 files! Point-release 1.32 is the required version.
put the .pk3 files on the ~/.q3a/baseq3

6. To run it. type: ~/quake3/ioquake3-smp.arm


7. Creating a icon for it on the desktop.
create a file ~/Desktop/quake3.desktop

Code: Select all

[Desktop Entry]
Version=1.0
Name=Quake 3 for ODROID
Comment=Quake 3 for ODROID
Exec=/home/linaro/quake3/ioquake3-smp.arm
Terminal=true
Type=Application
Put that code above inside of it..

Changing its permissions.
chmod 755 ~/Desktop/quake3.desktop



8. If you don't care about building it just want it...
Open a Terminal and Type the following:
cd ~
wget http://www.mdrjr.net/odroid/quake3/quake3-v0.1.tar.xz
tar -Jxvf quake3-v0.1.tar.xz
Its already configured, you just need to put your pk3's onto ~/.q3a/baseq3

Enjoy... Hope it covers it all ;)

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by recliq » Tue Feb 26, 2013 9:36 pm

Just a small corrections to avoid confusion ;)

In step 5.2, it probably should be mkdir -p ~/.q3a/baseq3 instead of make -p ~/.q3a/baseq3

Thanks for releasing this early version :mrgreen:

PS: Is it just me or does ~ (tilde) look like a - (minus) in the posts? I can clearly distinguish them when writing a post but once send it looks (hardly) the same...

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Tue Feb 26, 2013 10:34 pm

Hey recliq..

I've fixed it.. Sorry ;(

It does really look almost the same.. I think its the font!... ~ and -

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by hiperjp » Thu Feb 28, 2013 8:21 am

It seems that is missing the default.cfg file :P

Code: Select all

ioquake3 1.36 linux-arm Feb 25 2013
----- FS_Startup -----
Current search path:
/home/linaro/.q3a/baseq3/pak8.pk3 (9 files)
/home/linaro/.q3a/baseq3/pak7.pk3 (4 files)
/home/linaro/.q3a/baseq3/pak6.pk3 (64 files)
/home/linaro/.q3a/baseq3/pak5.pk3 (7 files)
/home/linaro/.q3a/baseq3/pak4.pk3 (272 files)
/home/linaro/.q3a/baseq3/pak3.pk3 (4 files)
/home/linaro/.q3a/baseq3/pak2.pk3 (148 files)
/home/linaro/.q3a/baseq3/pak1.pk3 (26 files)
/home/linaro/.q3a/baseq3
/usr/lib/ioquake3-gles/baseq3

----------------------
534 files in pk3 files
Couldn't load default.cfg
And many thanks for testing this game!

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Thu Feb 28, 2013 8:37 am

You don't have pak0.pk3

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by hiperjp » Thu Feb 28, 2013 10:39 am

mdrjr wrote:You don't have pak0.pk3
Ouch! that's right, I've left them on parent folder by mistake. :s

I can't get mouse and kb working. I've checked by "dmesg | grep input" command:

Code: Select all

linaro@linaro-ubuntu-desktop:~$ dmesg | grep input
[    2.548855] input: odroid-keypad as /devices/virtual/input/input0
[    5.514338] input: Logitech USB Receiver as /devices/platform/s5p-ehci/usb1/1-3/1-3.1/1-3.1.2/1-3.1.2:1.0/input/input1
[    5.514590] generic-usb 0003:046D:C52E.0001: input: USB HID v1.11 Keyboard [Logitech USB Receiver] on usb-s5p-ehci-3.1.2/input0
[    5.524069] input: Logitech USB Receiver as /devices/platform/s5p-ehci/usb1/1-3/1-3.1/1-3.1.2/1-3.1.2:1.1/input/input2
[    5.544788] generic-usb 0003:046D:C52E.0002: input,hiddev0: USB HID v1.11 Mouse [Logitech USB Receiver] on usb-s5p-ehci-3.1.2/input1
linaro@linaro-ubuntu-desktop:~$ 
So, the inputs are still 0 for kb and 1 for mouse, but is not working none of both.

Thanks mdrjr for your patience.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Thu Feb 28, 2013 9:34 pm

in your case.. 1 for kb and 2 for mouse

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by hiperjp » Fri Mar 01, 2013 8:49 am

mdrjr wrote:in your case.. 1 for kb and 2 for mouse
I tried that too but it did not work.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Fri Mar 01, 2013 9:05 am

try from 0 to 2 on kb and let me know.. it has to work.. ;()

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Fri Mar 01, 2013 7:50 pm

I also tried to run that version (compiled and the given tar.gz file) it simply causes my Odroid to crash.
I hear the sound of the ID logo but don't see it and eventually the kernel will stop working.

Some guy "DingoOz" tried to create a Quake3 GLES version some time back it seems which can be found via https://github.com/DingoOz/Quake3-GLES-for-armv7
That Version issn't configured at all for OpenGL ES it still uses OpenGL but it compiles and runs like a charm (just is unplayable slow since it uses Software Rasterizer).
I tried to modify it with the Open Pandora port that you're using here, but i haven't had any luck so far.
Donate to support my work on the ODROID GameStation Turbo Image for U2/U3 XU3/XU4 X2 X C1 as well as many other releases.
Check out the Games and Emulators section to find some of my work or check the files in my repository to find the software i build for ODROIDs.
If you want to add my repository to your image read my HOWTO integrate my repo into your image.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Patola » Fri Mar 01, 2013 7:58 pm

I can't seem to be getting sound... Any hint?

Code: Select all

[7:54] [1525] [patola@odroidx2 quake3]% ./ioquake3-smp.arm 
ioquake3 1.36 linux-arm Feb 26 2013
----- FS_Startup -----
Current search path:
/home/patola/.q3a/baseq3/pak8.pk3 (9 files)
/home/patola/.q3a/baseq3/pak7.pk3 (4 files)
/home/patola/.q3a/baseq3/pak6.pk3 (64 files)
/home/patola/.q3a/baseq3/pak5.pk3 (7 files)
/home/patola/.q3a/baseq3/pak4.pk3 (272 files)
/home/patola/.q3a/baseq3/pak3.pk3 (4 files)
/home/patola/.q3a/baseq3/pak2.pk3 (148 files)
/home/patola/.q3a/baseq3/pak1.pk3 (26 files)
/home/patola/.q3a/baseq3/pak0.pk3 (3539 files)
/home/patola/.q3a/baseq3
/usr/lib/ioquake3-gles/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...GL_S3_s3tc not found
...using GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_EXT_texture_filter_anisotropic not found
Setting up Pandora Controls
ERROR: Could not open device: Permission denied
ERROR: Could not open device: Permission denied
ERROR: Could not open device: Permission denied
ERROR: Could not open device: Permission denied
ERROR: Could not open device: Permission denied
Device: /dev/input/event1
ERROR: Could not open device: Permission denied
Device: /dev/input/event5
ERROR: Could not open device: No such file or directory
------------------

GL_VENDOR: ARM
GL_RENDERER: Mali-400 MP
GL_VERSION: OpenGL ES-CM 1.1
GL_EXTENSIONS: GL_OES_byte_coordinates GL_OES_fixed_point GL_OES_single_precision GL_OES_matrix_get GL_OES_read_format GL_OES_compressed_paletted_texture GL_OES_point_size_array GL_OES_point_sprite GL_OES_texture_npot GL_OES_query_matrix GL_OES_matrix_palette GL_OES_extended_matrix_palette GL_OES_compressed_ETC1_RGB8_texture GL_OES_EGL_image GL_OES_draw_texture GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_OES_framebuffer_object GL_OES_stencil8 GL_OES_depth24 GL_ARM_rgba8 GL_OES_EGL_image_external GL_OES_EGL_sync GL_EXT_multisampled_render_to_texture GL_OES_texture_cube_map GL_EXT_discard_framebuffer GL_EXT_robustness 
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(0-bits) Z(0-bit) stencil(0-bits)
MODE: 3, 1920 x 1080 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... Failed to stat runtime directory /home/patola/.config/pulse/083e468e0c4fc1192ed6cf5f00000016-runtime: Invalid argument
OK
SDL audio driver is "(UNKNOWN)".
SDL_OpenAudio() failed: No available audio device
Sound initialization failed.
--------------------------------
Loading vm file vm/ui.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 2348480 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 10.0.0.42
IP6: ::1
IP6: fe80::c47f:37ff:fe63:71c5%eth0
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
Also... For some reason it seems USB mouse and keyboard aren't working. :-( I can't enter my CD Key (nothing appears on the screen) and the mouse cursor doesn't move the crosshair.

Code: Select all

[7:57] [1529] [patola@odroidx2 quake3]% dmesg | grep input | tail -6
[  566.412461] input: SIGMACHIP Usb Mouse as /devices/platform/s5p-ehci/usb1/1-2/1-2.1/1-2.1.2/1-2.1.2:1.0/input/input5
[  566.419952] generic-usb 0003:1C4F:0003.0004: input,hidraw0: USB HID v1.10 Mouse [SIGMACHIP Usb Mouse] on usb-s5p-ehci-2.1.2/input0
[  571.284636] input: USB USB Keykoard as /devices/platform/s5p-ehci/usb1/1-2/1-2.1/1-2.1.3/1-2.1.3:1.0/input/input6
[  571.291776] generic-usb 0003:1A2C:0002.0005: input,hidraw1: USB HID v1.10 Keyboard [USB USB Keykoard] on usb-s5p-ehci-2.1.3/input0
[  571.305767] input: USB USB Keykoard as /devices/platform/s5p-ehci/usb1/1-2/1-2.1/1-2.1.3/1-2.1.3:1.1/input/input7
[  571.313653] generic-usb 0003:1A2C:0002.0006: input,hidraw2: USB HID v1.10 Device [USB USB Keykoard] on usb-s5p-ehci-2.1.3/input1
Based on these, tried setting usbm as 5 and usbk as 1. Is that right? I am getting these number from the 'generic-usb' lines, not the 'input:' lines.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Patola » Fri Mar 01, 2013 8:32 pm

Never mind... Rebooted the odroid X2 and got the numbers from the "input:" lines instead. It worked, although it does not recognize the number pad of my USB keyboard.
The sound is not working probably due to this: I am using an HDMI monitor that does not have audio. I tried to use alsamixer to change the output to the speakers but only got two choices: TV_OUT and OFF. That's weird, because I recall it having SPK and others.

Thank you very much mdrjr for this game. What did you do to make it work?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Fri Mar 01, 2013 8:47 pm

a few EGL/GLES modifications and fixed a thing on the keyboard/mouse support.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by butla » Mon May 05, 2014 8:09 am

It seems that whatever device is under 0 won't work for me.
I'm using Xubuntu 13.10 on Odroid-U3. I've managed to get both the keyboard and the mouse working separately by switching their ports, but they won't work at once (because one of them has to be /dev/input/event0).
Do you have any ideas?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by MintiSE » Sat Aug 02, 2014 6:01 am

after step 6 I am getting following error -> recursive error after: User Interface is version 3, expected 6
Do you have any ideas?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Sat Aug 02, 2014 6:44 am

MintiSE wrote:after step 6 I am getting following error -> recursive error after: User Interface is version 3, expected 6
Do you have any ideas?
Is your pk3 files right??

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Maximus32 » Thu Aug 07, 2014 5:22 am

First time I built it I got lots of undefined references to EGL functions. I solved this by adding -lEGL to the Makefile (line 342). Then I got the same error as MintiSE: "recursive error after: User Interface is version 3, expected 6".

This can be solved by installing the patch data:
http://ioquake3.org/extras/patch-data/

From the cd you only need the pak0.pk3 file.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Thu Aug 07, 2014 6:38 am

Good to know :)

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Maximus32 » Fri Aug 08, 2014 7:50 am

I modified the code to use the keyboard and mouse from X. So no more manual configurations needed. The code can be found here:
https://github.com/rickgaiser/ioquake3-odroid.git

EDIT: I tried the timedemo and it runs a perfect 60.0fps!

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mdrjr » Fri Aug 08, 2014 10:01 am

Can you send it as a PR to my repo?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Fri Aug 08, 2014 2:55 pm

made a .deb package out of it for easier install can be found in my repository all/main package list

Code: Select all

apt-get install ioquake3-odroid
or direct download:

Code: Select all

wget http://oph.mdrjr.net/meveric/dists/all/main/binary-armhf/ioquake3-odroid_1.36-1_armhf.deb
dpkg -i ioquake3-odroid_1.36-1_armhf.deb
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Maximus32 » Fri Aug 08, 2014 4:59 pm

pr sent.

But about the repo:
original ioquake3: https://github.com/ioquake/ioq3
original GLES (pandora) port: https://github.com/ptitSeb/ioq3

Why is the odroid repo not forked from one of these?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Fri Aug 08, 2014 8:15 pm

Maximus32 wrote:original GLES (pandora) port: https://github.com/ptitSeb/ioq3
Actually that's not true, ptitSeb is a very active and good contributer and porter of OpenGL -> OpenGL ES games of the OpenPandora forum and he made HIS OWN port of the ioquake3 engine which is not the "original" port.
If you check the post: http://boards.openpandora.org/topic/13994-ioquake-3/ you'll see the post is from August 2013, the post from mdrjr is from februar.
Also if you check on the code from mdrjr's post you will find, that "pandora" is already defined there, so it's a much earlier port also from the pandora guys which you could call "the original gles port" ;)

I'm actually working on getting ptitSeb's version to run, since it offers more functions, like the Server, and mumble support, but it's not quite done yet.. i already have the binaries, but the EGL init fails, so i need to fix that and then can give you this as a alternative.. anyway.. mdrjr's version with your patch for the controls works fine as well for the time being ;)
Last edited by meveric on Tue Sep 09, 2014 11:36 pm, edited 2 times in total.
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by Maximus32 » Fri Aug 08, 2014 9:21 pm

Thank you for clearing that up.

IMO the GLES code should be cleaned up and upstreamed to ioQuake3. I see ptitSeb tried a pull request but it is not accepted.

Are there any efforts to upstream GLES? Can I help out?

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Fri Aug 08, 2014 10:39 pm

I guess you would have to ask the guys from ioQuake to do so.. but i kinda doubt it.. the build from ptitSeb does not work on all OpenGL ES devices and only supports OpenGL ES 1 which does not have lightning and other stuff which reduces the quallity greatly.
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by ruthan » Fri Jan 08, 2016 1:43 pm

Hello,
im trying to run it on OrangePI, because version from repository is very, very slow - 1 FPS, but i stuck at no mouse and keyboard working.

I didnt compiled it, because some missing libs etc, but i have downloaded http://www.mdrjr.net/odroid/quake3/quake3-v0.1.tar.xz from some mirror.

Could someone pleas provide new compiled version?

Update:
- i have extracted 2 *.arm files from 1.36*.deb above and overwrite these from original package and its now workings.

Its depens on map and resolution etc, but i have 60+ FPS i 1st Tier maps and 640x480 resolution.

I wonder how it is possible that this code is 100x faster that code from debian or ubuntu arm repository, what is wrong with repository code?

Only small problem which i met is small ~ 10x10 px square in middle on bottom part of display with broken texture mapping..

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Fri Jan 08, 2016 3:28 pm

Nothing is wrong with the code from the Debian or Ubuntu repository.
They are simply not made for your device.

The program from Ubuntu and Debian repository is written for OpenGL which most ARM boards do not support.
Your ARM board instead has OpenGL ES.
The version listed here in this topic was build for OpenGL ES instead of OpenGL that's why it's woring on your device.
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by ptitSeb » Wed Jan 27, 2016 2:43 am

@meveric : do you have issue with with my port ioQuake on ODroid? I don't remeber having put very pandora specific changes in the code, but that's true I have hard coded "pandora" as default build. May be I can create an Odroid section in the Makefile (or maybe you already have a fully working version).

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Wed Jan 27, 2016 4:17 am

It's been a long time. I'll have to check. I think the most issues I ever had was with missing Gamma. Which can be really bad.
I think I prefer OpenArena anyway since you can play it with both original Quake3 and OpenArena sources.
There should be a thread about this here in the forums as well :D
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by ptitSeb » Wed Jan 27, 2016 5:31 am

Ah yes OpenArena is nice and fast!

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by kicker22004 » Sun Jun 12, 2016 5:48 pm

I am getting an error saying.
Initializing OpenGL subsystem
Segmentation fault
Any ideas?

Ok if I use the Apt-get install method I get the pak's need updated message. That's done and now I get a black screen.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by mad_ady » Mon Jun 13, 2016 2:52 pm

You'll probably need to use glshim because no odroid boards support opengl.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Mon Jun 13, 2016 3:03 pm

Or rather use one of the available OpenGL ES versions of this game. The original post also is about a OpenGL ES version. Only the apt-get install pulls the OpenGL version.
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by AlexH » Sat Jul 06, 2019 4:12 am

What are my chances of running this on an XU4 running Debian Jessie? I'm rocking Meveric's Gamestation Turbo build, and admit to some noobiness.

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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by meveric » Sat Jul 06, 2019 4:37 am

There's ioquake3-odroid and openarena-odroid for my ODROID GameStation Turbo image ready to be installed.

Although by now even OpenArena directly from Debian itself would work fine using gl4es.
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Re: [GUIDE] Quake 3 on ODROID's on Ubuntu

Unread post by AlexH » Sat Jul 06, 2019 7:43 am

Well, guess what I'll be doing in a few hours? Thanks, Meveric, you are the hero the Odroid deserves.

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