beloko
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Posts posted by beloko
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14 hours ago, JhulkerCraft said:Okay, now we just have to wait.
Sent. Same as before just PM for a free code if you want
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Just now, CrustyWaffleSniffer2241 said:Tried using that guide but when i try it says that it can't find an iwad to run the game with.
Oh yeah I forgot there is a bug, you need to put the iwads on the Primary location (Android/data/...). The problem is it uses relative paths to search for the iwad.
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1 hour ago, CrustyWaffleSniffer2241 said:Been trying to setup doom 64 ce on Delta touch to no avail. Can anyone give me a setup guide cause I'm obviously not doing something right
I got it working ages ago here, maybe instructions might still work: https://www.doomworld.com/forum/post/2427057
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Which doom engine and version? Playing with mods? Usually tapping the screen should work. Have you modify any default key binds?
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On 5/4/2023 at 7:07 PM, TheOldKing1998 said:How do I unbind gamepad controls if I accidentally bind a key to something I don't want bound?
Select it to bind then press back button and it should clear
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22 hours ago, Swagskart said:Decided to pick this up for a "test drive" on a Samsung Chromebook 4 - and I'm wondering, is it normal for Chromebooks like that to get stuttering and sub-60fps? It defaulted to full resolution by default and it runs at 45fps with noticeable input lag and sometimes drops down to the 30fps region. Changing it to Lowest Resolution Possible didn't help either. I can only get playable framerates if I'm using Software or Truecolor Software, and that's with OpenGL as the software canvas instead of Softpoly.
I'm using GLES 2, btw. AIDA64 said it supported only up to GLES 3.1 so I didn't bother with trying out GLES 3.2.
Are you playing with mods or vanilla Doom? Gzdoom 4.8?
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On 10/27/2022 at 1:04 AM, Danfun64 said:I honestly notice the arrow on the left at first. Thanks for pointing that out, @Shockwave_S08!
How is Dev 4.8.2 different from the 4.8.2 listed on the zdoom website, if at all? A different commit perhaps?Apart from the mobile change its the same, should have the same mod compatibility.
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3 minutes ago, Swagskart said:So, this is related to a few issues I've had with @beloko's Dhewm3 implementation on Delta Touch. But, I've noticed a few things and I simply cannot let them slip past
First one being that most mods, save for Doom 3 Enhanced Edition, crash upon loading. Perfected Doom 3 crashes upon loading, Hard Corps (which is supposed to be 100% compatible with Dhewm3) crashes upon loading, so basically most of the mods that are out there.
Second being that, when I try to restart my renderer so that it can apply any graphical changes I make, it either crashes to the Android main menu, or the Delta Touch menu. (it's random on whether it'll crash the game or the app entirely lol)
Oh yeah, and applying any mods through the Doom 3 main menu itself also crashes in a similar vain to the above so I was wondering if you could edit something in that Dhewm3 port of yours to simply add better mod support, reduce the crashes and overall just make it better
Oh and, for reference, my phone can run Doom 3 at medium settings with all the advanced settings turned on save for VSync and AA at 30 fps if that means anything. I just haven't experienced those crashes in any other device I have Dhewm3 on and it's either your port being quirky or my phone not liking it
Any mods which include a .DLL file will not work unfortunately, they modify the gameplay with a library file which can not be used by Android. Mods need to be built in the app to work, I have not included Hard Corps yet as I need to make a new layout for it to be playable.
What setting are you trying to change in-game? Instead use the app settings where you can change resolution also (that won't work in game)
What phone is it?
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5 hours ago, Swagskart said:Hey, I've been using GZDoom via Delta Touch to play Doom almost exclusively since a few months ago. And I was wondering, even though the OpenGL ES renderer was made to make this feasible on a phone, how truly feasible would it be to port the whole OpenGL renderer to GZDoom and LZDoom as an optional thing for mobile players? I've had this thought after messing with the GLES 3.2 renderer for a while and seeing as it's listed as "OpenGL" instead of "OpenGL ES" under "Set video mode". The other reason why I was wondering about this was after seeing some of the messages on this thread talking about it being almost impossible, but I want to play Doom with some shaders without having to either remove stuff from them, or patch lines of code to make them work. 90% of the shaders I have on my mods folder don't work with GZDoom under GLES 3.2 unless I change something on them. If possible I'm wondering if it could be added in a future update.
The GLES 3.2 mode essentially is OpenGL mode, it has very little change from the original code. The problem is there is only GLES on Android (except Vulkan) and the driver on the device is the thing loading the shader, there is not anything you can do to fix this except fix the shader. You MIGHT be able to make something which automatically tried to fix simple shader issues but I think this would be very unreliable.
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On 10/2/2022 at 7:59 AM, seldead said:Yeah I patched the Doom64 iwad with the steam version of the game. I don't believe the issue is with the files themselves as the same Doom64 CE iwads etc. run fine on my PC.
EDIT: Ok I seem to have fixed the problem. I had a suspicion some scoped storage shenanigans were going on and oddly enough moving the .IWAD and .IPK3 from '\OpenTouch\Delta' to 'Android\data\com.opentouchgaming.deltatouch\files' now makes the mod run perfectly. I don't have this issue with any other IWADs so sort of confused why it matters in this case.
Ah ok thanks, I will look into this. It must be searching for the file only on the current workimg folder (which is the primary location)
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On 5/23/2022 at 3:43 AM, Nash said:Hi Emile, got a quick question: how do I find out which GZDoom commit exactly is GZDoomDev built on at any given time? For example, at the time of this post, both the console and the INI report "GZDoom 4.7pre" which doesn't tell me much. XD
Hi it's using this: https://github.com/emileb/gzdoom/tree/mobile_4.7 (Minus the Strife fix from last week)
It it based on official 4.7.1 GZDoom, that text is wrong as I need to manually update it and often forget!
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4 hours ago, ChileanDoomer said:Hey there, in GZDOOM, does anyone know what are the "key" names for the touch controls? I.E. the gzdoom console name for the A button in an xbox controller is "PAD_A", i'm trying to figure what are the names the engine recognizes for the touch inputs, so i can configure some shitty mod i'm trying to run, it requires me to manually bind the required key, but i've already tried with the defaults shown in the gzdoom controls menu, and none work (trying to "doublebind" an action to the "use" key, gzdoom menu shows use is bind to space, joy4, but when i bind my custom action to these keys it doesn't work)
My mod is being recognized by the game though, as i can fire the action manually with the console, but for some reason it doesn't work when i bind it, what i think is the touch inputs must have a different "id" (the name recognized by the console)
For the standard actions the touch input (and gamepad) inputs such as use, jump, attack etc don't use 'keyboard keys', they inject directly to the relevant game action.
You should use the 'custom' touch or gamepad inputs, these map to standard keyboard key inputs which can then be bound in-game, or using the console to any actions you want. Let me know if you need any more info
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4 hours ago, ali said:Hey beloko, hope you are doing well. Just noticed that music mods (wad/Pk3 files) aren't working on zandronum no matter how I load them. Only thing I can hear are the gunshots, enemy grunts and other effects. Hopefully you can provide a fix.
Do you have a link to a music mod which doesn't work? Is this a new bug in the new release I just did or did it never work?
Lastly does it work on Gzdoom 1.9.1?
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7 hours ago, Rush_Trigger said:Can anyone help me, im playing with keyboard and mouse but i can't use "wasd" keys without holding the "ctrl" key, they bind just fine in the option menu
It is probably because you have Swiftkey installed as your soft-keyboard?
The keyboard you have active on your device will actually intercept the keys from the physical keyboard and modify them. Swiftkey modifies printable keys which means apps will not receive separate UP and DOWN events of the key, this is why they don't work for movement.
Unfortunately the only way to fix it is not use Swiftkey, try enabling GBoard and then see if your keyboard works
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1 hour ago, HTiD said:How does delta and quad etc fair up on the Google tensor SOC? I'm considering getting a pixel 6 pro
They should run great on any new high end device like that.
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On 4/6/2022 at 11:52 AM, TENTACLEBOSS said:Has anyone else experienced issues getting extra gamepad keybinds to register?
I'm trying to play some mods like Call of DOOM, which runs fine, but half the Xbox gamepad inputs aren't picked up in Delta Touch when setting keybinds. This is in spite of the fact that using the same controller on the same mod on the PC works fine.
Did you bind the extra gamepad buttons to the 'Custom X(GZ)' buttons first in the apps gamepad setup?
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On 2/3/2022 at 8:58 PM, ludicrous_peridot said:Going back to running Doom CE on Delta, since I've figured out how to run it on my Galaxy S8, I was also able to switch GZDoom Dev to GLES 3.2 which actually enables shaders and makes CE look much closer to when run on a PC. Had to edit the PSX shader file to fix int to float conversion in couple of places, but now have PSX software rendering mode:
One thing I've noticed was that although settings show GLES as backend, GZDoom Dev would load user shaders from shaders folder and ignore shaders_gles. Is this a Delta thing or general GZDoom behavior?
Nice! Might be worth feeding back your shader fix into Doom CE if you can, would be usfull for others.
When in GLES mode it will load from shaders_gles, it fixes the path internally just before loading them so possibly the original path is printed out, is that why you thought it was loading from 'shaders'?
On 2/11/2022 at 2:02 PM, ludicrous_peridot said:Very curious when we might be seeing an update for Delta Touch, and whcich versions of port it will carry. So keen to get an updated version of Reteo...
Very soon, just fixing up last small issues this week. Retro is updated to latest v4.4.4
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4 minutes ago, ludicrous_peridot said:I have a 4Gb galaxy s8. When I launch I get a black screen for a period of 10-15 seconds, then I get a gray screen for a second and am back to the shell.
Humm should work, but that does sound like what would happen if it ran out of GFX mem.
I just checked and it's taking 0.8GB RAM on my Note 20.
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49 minutes ago, ludicrous_peridot said:Thanks @beloko. I've exactly that minus the .Addon pk3-s (which should be optional, and are not required to run the mod on PC) and got the same result. Could it be that my phone is just too old for this mod? I am not getting issues like this with Doom 64 Retribution.
What device do you have? It might be running out of RAM, but the textures don't look that huge.
How does it fail when you try and run it?
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On 12/11/2021 at 8:38 PM, ludicrous_peridot said:I've checked the logs and the only error I can see is Unknown cvar gl_render_precise. The log ends with +TITLEMAP Main Menu. I only see gray screen for a moment then GZDoom quits.
I launch with -iwad DOOM64.CE.ipk3 and moved the files over so that the following autoload: DOOM64.IWAD, DOOM64.CE.ipk3, DOOM64.CE.Base.pk3, DOOM64.CE.Maps.LostLevels.pk3.
I wonder if @beloko could help. As DoomCE now has a forum thread on Doomworld, linking that for reference:
OK I got it working, I bought Doom 64 and ran the doom64-install.bat file to generate the files.
Then copy DOOM64.CE.ipk3 and DOOM64.IWAD to the 'Delta' folder
Then copy the other PK3 files to 'Delta/mods/D64/'
Then select the PK3 in the correct order ( I got the order from running on the PC and looking at the console. Should be like this:
Then select the IPK3 file to launch, should look something like this:
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10 hours ago, IRON_BLADE said:There's something that I'm kind of confused with. After successfully loading DOOM 3 onto Delta-Touch on my phone, I...encountered a major problem: I couldn't find any button that would access the Console. I'm not sure if I need a keyboard to access the Console, but is there a way to access it without any keyboards??
There are two ways to show the console:
1. Add the console button to touch screen buttons at the top, it is hidden my default. See the built-in tutorial about enabling hidden buttons (Press the green help icon to see tutorials)
2. Bring up the keyboard and hold down the 'Q' button (This is like pressing the tilde key on a keyboard)
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19 hours ago, Z.Franz said:@Beloko
Hi there, I'm a long time user of Delta Touch and I love it, but I need help to fix a problem.
Some time ago my phone got the Android 11 update and the app works perfectly as always, save for Doom3. For some reason, Doom 3 now takes literally 4 minutes to load a savegame, when before my phone update it was about 2-3 seconds. I have no power saving features enabled whatsoever and changing graphic settings had no effect. What could be causing this?
It is due to Google stupid 'Scoped Storage' enforcement on Android 11. All access to files outside of the apps data storage location go through a shit load of code and IPC calls which has made opening files, or accessing the file system insanely slow (can be over 100ms to list a directory).
Go to the apps 'Files' settings and enable 'Scoped storage' mode at the top right, then select your old "/OpenTouch/Delta" folder using the instructions shown in the app. I have put is LOTS of caching of the filesystem and cache and reuse file descriptors so it brings the speed back up, it won't as fast as before but will be a lot quicker than it is now.
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13 hours ago, bfready said:Hi, @beloko. Delta Touch is an awesome app! Any chance of us getting some sort of server browser for playing multiplayer on Zandronum? I know we have the in-game browser, but this feature only works when you have all the WADS loaded. I'm not sure if you've joined Zandronum games, but the servers are constantly changing WADS, which makes joining games extremely difficult. I used the favorites in Delta Touch, but the same issue applies: the wads always changing, not to mention the server IP itself changes often. It would be awesome to have some way for Delta Touch to automatically download the needed WADS (like Doomseeker) and launch the games after.
Yes I've been meaning to add this but haven't had time. I started one here: https://github.com/emileb/ZandronumBrowser
It reads and displays the servers from the master server but needs a load of work to get the UI up and interfaced to the app. I'll try and make some time to take a look again.
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On 9/2/2021 at 4:57 AM, Sinael said:Are thre any plans on updating PRBoom+ up to DSDADoom? I'd really like those MBF21 and rewind features without the performance impact of GZD, and I'm sure many would appreciate them as well.
I could have a look.. Does that port purely add these new features? Will people who are not interested in the demo stuff be negatively affected do you think, or it will behave the same?
Question about ChocDoom, Crispy Doom and Doom Retro in Delta Touch
in Doom General Discussion
Posted
OK I can add as an option for SDL_mixer for those