Suggestions for ports
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@ExarKunIv said in Suggestions for ports:
@quicksilver i get a internal compiler error
It sometimes happens when you're out of memory. Likely un-noticeable on a Pi4 with 2 or 4Gb of RAM.
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@mitu If thats the case could he just increase the amount of swap?
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@gderber said in Suggestions for ports:
Doom3 BFG:
https://github.com/gderber/RetroPie-Setup/tree/feature/doom3_bfgLooks good overall.
- Incorrect license header - missing the license type (GPL3). See how other modules are adding it. It's important when generating the package license summary page (https://retropie.org.uk/stats/licences/).
- missing help header (
rp_module_help
) - should at least indicate where you should copy your game files (.pk4
). md_ret_requires
should be a file, not a folder, indicating the build process has completed succesfully.- run
make clean
during the build, so it always starts with a clean build. game_data_doom3_bfg
doesn't do much, fold it intoconfigure
. If the folder should be user writable, usemkUserDir
instead of a simplemkdir
(remember that the setup script runs asroot
).addPort
inconfigure
looks wrong - look up the function definition inhelpers.sh
or how it's used in other scriptmodules. Last parameter should be the launch command.
https://github.com/gderber/RetroPie-Setup/tree/feature/wolf4sdl
Looks fine, but I don't know this port enough to know if the line removed is ok or not.
General comments for all the
.sh
files- use hard tabs for indentation (see the weird spacing in
game_data_doom3..
) - don't have 2 empty new lines.
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@mitu Thank you!
For the Wolf4SDL script, the removed line, I had based that on this comment on the Hexen2 pull request. I changed it back, and the other non-essential change, swapping the order of the if statement checking for the *.sod and *.sdm files. I swapped the order so it'd match the order for the main wolfenstein data files.
In both cases, they are not a requirement for the actual goal of getting a start-up script for a unified SOD launcher. So now a total of 2 lines added, no other changes.
For the rest thank you for looking at them, the feedback helped me a lot with these.
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All:
My OpenJK script "works for me"
You can find it here:
https://raw.githubusercontent.com/gderber/RetroPie-Setup/feature/openjk_ja/scriptmodules/ports/openjk_ja.shIf anyone wants to try it, I'd really appreciate the feedback.
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@gderber Ill try it out on my test setup and report back
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I have literally spent all day on this, I bring you Morrowind via OpenMW! Currently launching directly through RetroPie with controller support. Performance is good :)
This is the last one on my list for now. So next I plan to do some additional testing and then I will write up build instructions for the ports I have working well.
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I found a couple bugs in my script. I'll post an update shortly.
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So for at least three of the ports that I have running through an x session, if I set the in-game video option to fullscreen, the mouse and/or keyboard stop responding in-game. Anyone have any ideas what could be the cause of this? This seems to happen on OpenMW, dhewm3, and openjk.
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@quicksilver Focus issues ? Try running a minimal window manager and see if it fixes it.
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@mitu apologies for my ignorance 😬 but would that be something like matchbox? If so how would I get that running in conjunction with XINIT? I played around with matchbox before but was never able to tell if I was doing correctly.
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@quicksilver Yes, something like
matchbox
should do. Look at thesteamlink
port to see how it's used. -
@quicksilver I found a fix for that. Open the .cfg file (openjk_sp.cfg), set the resolution to whatever your monitor resolution is. Your looking for:
seta r_customheight "1440"Â <-- your resolution height
seta r_customwidth "2560"Â <---- your resolution width
seta r_mode "-1"Â <-necessary for custom resolution (preventa the game from overriding your settings
seta cg_fov "96.4"Â <- adjusts the field of view (optional)Hmm, re-reading your post, this may or may not help. It helped me with fullscreen with the mouse moving the screen focus away from the game.
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@gderber I can get the screen fullscreen by matching the in game resolution to the resolution picked in runcommand even if windowed mode is selected. The issue is that if a user were to select fullscreen the mouse/keyboard would lose focus and they would be forced to edit a config somewhere to fix it. Which isn't a very good solution in my opinion. I would like to make running these games as foolproof as possible.
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@quicksilver I've been thinking about that. I don't like it either.
Have you run ioquake3? Do you have the same problem their. It's got a couple run switches that set the game resolution at run time. Those switches should work for the other quake3 engine games. OpenMW will need another solution.
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@mitu so I tried it and while it does keep control of the keyboard and mouse properly, it unfortunately will only launch the game in 1080p mode. All the runcommand video options are ignored and the list of resolutions in game only show 1080p as an option regardless of whether I choose windowed or fullscreen mode.
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StarCraft is playing fine, but I'm getting some hanging and glitching from the FMV cutscenes. It also looks like in order to play the BroodWar scenarios, I will need to do an update from the BattleNet. The un-updated vanilla StarCraft runs, but a fresh install from the original BroodWar disc gives a message that a re-install is needed.
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@quicksilver How are you launching the game ? Post the exact command from
emulators.cfg
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openmw = "xset -dpms s off s noblank matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
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@gderber Although now, that I think of it, I dont think an x session is needed to run openjk. It seems to run fine without it. But would still be good to know for the ports that do require an x session.
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