Suggestions for ports
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@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" <-- your resolution height
seta r_customwidth "2560" <---- your resolution width
seta r_mode "-1" <-necessary for custom resolution (preventa the game from overriding your settings
seta cg_fov "96.4" <- 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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openmw = "xset -dpms s off s noblank matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
I don't see this launching an X session - are you sure it's not starting
openmw
directly (without X) ?Create a simple
.sh
file with:#!/usr/bin/env bash matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
and modify the launching command to be
openmw = "XINIT:</path/to/script>
Runcommand will take care of adding the
xset
commands for you on start-up. -
Thank you again, this worked. I was starting to suspect something was amiss, some of the graphics were not correct on some of the games I was testing. Everything seems to be good now and with matchbox the game retains focus of the mouse and keyboard.
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I've updated my scripts. I've posted them as separate topics to try and keep the feedback better organized.
I'm working on a few others
Decaf: Wii-U emulatorLr-dhewm3
Etlegacy: Wolfenstein Enemy Territory
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So how would a noob go about using these scripts? Open a terminal window and "sudo ./scriptname.sh"?
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@VictimRLSH You copy the scripts to their corresponding location - under
$HOME/RetroPie-Setup/scriptmodules/ports
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@gderber said in Suggestions for ports:
Etlegacy: Wolfenstein Enemy Territory
^ This seems like a good candidate. @tpo1990 got rtcw running really well, you should checkout his script module here https://retropie.org.uk/forum/topic/22554/return-to-castle-wolfenstein-iortcw-source-port
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@quicksilver I'm close with etlegacy.
Right now on my system, I can build the 64 bit version without any problems, I am having trouble with cross compiling the 32 bit version. I suspect that the 32bit version would work on a rpi, but I don't know for sure. If I can't solve the cross compile in the next couple of days I may post both versions and ask for help at that point.
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@gderber sounds good! Thanks for your work on this. You definitely have more knowledge about putting together the script modules than I do. By the time we are done and assuming they get excepted into RetroPie officially, we should have a ton of neat new games available.
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@quicksilver
VCMI (Heroes of Might and Magic 3)
can i try to install it on my pi ?
and how :)) -
get dependencies:
sudo apt-get install cmake g++ libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev zlib1g-dev libavformat-dev libswscale-dev libboost-dev libboost-filesystem-dev libboost-system-dev libboost-thread-dev libboost-program-options-dev libboost-locale-dev qtbase5-dev
get sources:
git clone -b develop --depth 1 --recursive https://github.com/vcmi/vcmi.git
configure make files:
mkdir build && cd build cmake ../vcmi
start the build:
cmake --build .
^That will generate vcmiclient, vcmiserver, vcmilauncher as well as 4 .so libraries in build/bin/ directory.
You will also need the heroes 3 game content
Installing Heroes III data files:
To install VCMI you will need Heroes III: Shadow of Death or Complete edition.Automated install:
To install Heroes 3 data using automated script you need any of:One or two CD's or CD images
gog.com installer
Directory with installed game
Run the script using options appropriate to your input files:vcmibuilder --cd1 /path/to/iso/or/cd --cd2 /path/to/second/cd vcmibuilder --gog /path/to/gog.com/installer vcmibuilder --data /path/to/h3/data
You should use only one of these above commands.
To run the game:
/path/to/vcmiclient
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@quicksilver
Nice Thanks a lot !
will give it a go soon :)
can i add an .sh file to ports to make it run ? :))
thanks again !!! <3 -
@shavecat yes just make an emulators.cfg and a .sh script and you can launch it directly through emulation station. Just be aware that VCMI is not 100% feature complete. The computer AI for example is definitely lacking.
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