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idTech4A++ Android Game Setup Guide

The document provides detailed information about the initialization and configuration of the idTech4A++ game engine running on an Android platform. It includes paths for game data, command line arguments, audio and input callbacks, and OpenGL settings. Additionally, it specifies the game version, client build options, and available OpenAL devices.

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parajugar.6410
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
143 views8 pages

idTech4A++ Android Game Setup Guide

The document provides detailed information about the initialization and configuration of the idTech4A++ game engine running on an Android platform. It includes paths for game data, command line arguments, audio and input callbacks, and OpenGL settings. Additionally, it specifies the game version, client build options, and available OpenAL devices.

Uploaded by

parajugar.6410
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

[Q3E::JNI/I]idTech4A++ game data directory:

/storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::JNI/I]idTech4A++ game command:
/storage/emulated/0/Idtech4A/Quake2/quake2/game quake +set vid_renderer gles3
[Q3E::Misc/I]idTech4A++ callbacks --------->
[Q3E::Misc/I]Q3E callback
[Q3E::Misc/I] AudioTrack:
[Q3E::Misc/I] initAudio: 0x7a923c56f0
[Q3E::Misc/I] writeAudio: 0x7a923c5800
[Q3E::Misc/I] shutdownAudio: 0x7a923c5904
[Q3E::Misc/I] Input:
[Q3E::Misc/I] grab_mouse: 0x7a923c7308
[Q3E::Misc/I] pull_input_event: 0x7a923c73bc
[Q3E::Misc/I] setup_smooth_joystick: 0x7a923c7480
[Q3E::Misc/I] System:
[Q3E::Misc/I] attach_thread: 0x7a923c7534
[Q3E::Misc/I] tmpfile: 0x7a923c75b4
[Q3E::Misc/I] copy_to_clipboard: 0x7a923c7088
[Q3E::Misc/I] get_clipboard_text: 0x7a923c772c
[Q3E::Misc/I] open_keyboard: 0x7a923c7858
[Q3E::Misc/I] close_keyboard: 0x7a923c791c
[Q3E::Misc/I] open_url: 0x7a923c79e0
[Q3E::Misc/I] exit_finish: 0x7a923c6f28
[Q3E::Misc/I] GUI:
[Q3E::Misc/I] show_toast: 0x7a923c71dc
[Q3E::Misc/I] open_dialog: 0x7a923c7b10
[Q3E::Misc/I] Other:
[Q3E::Misc/I] setState: 0x7a923c59d4
[Q3E::Misc/I]<---------
[Q3E::Misc/I]Q3E command line arguments: 5
[Q3E::Misc/I] 0: /storage/emulated/0/Idtech4A/Quake2/quake2/game
[Q3E::Misc/I] 1: quake
[Q3E::Misc/I] 2: +set
[Q3E::Misc/I] 3: vid_renderer
[Q3E::Misc/I] 4: gles3
[Q3E::Misc/I]idTech4A++ initial context --------->
[Q3E::Misc/I]Q3E initial context
[Q3E::Misc/I] OpenGL:
[Q3E::Misc/I] Format: 0x8888
[Q3E::Misc/I] Depth bits: 24
[Q3E::Misc/I] MSAA: 0
[Q3E::Misc/I] Version: 00030000
[Q3E::Misc/I] Screen size: 1600 x 720
[Q3E::Misc/I] Window: 0x7af426d010
[Q3E::Misc/I] Variables:
[Q3E::Misc/I] Native library directory:
/data/app/~~Wk-8BDGqKsYr2i8_O1T8Bg==/[Link].idTech4Amm-KeuLajqjyQ5NLMWby8wd-
A==/lib/arm64
[Q3E::Misc/I] Redirect output to file: 1
[Q3E::Misc/I] No handle signals: 0
[Q3E::Misc/I] Multi-thread: 0
[Q3E::Misc/I] Using mouse: 0
[Q3E::Misc/I] Game data directory: /storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::Misc/I] Application home directory:
/storage/emulated/0/Android/data/[Link].idTech4Amm/files/diii4a/quake2
[Q3E::Misc/I] Refresh rate: 60
[Q3E::Misc/I] Smooth joystick: 1
[Q3E::Misc/I] Max console height frac: 0
[Q3E::Misc/I] Continue when missing OpenGL context: 1
[Q3E::Misc/I]<---------
[Q3E::JNI/I]idTech4A++(arm64) game data directory:
/storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::Thread/I]Native thread created: 526239808688.
[Q3E::JNI/I]Enter native game main thread.
[Harmattan]: Enter Quake2 main thread.

Yamagi Quake II v8.41


=====================
Client build options:
+ cURL HTTP downloads
+ OpenAL audio
- Systemwide installation
Platform: Android
Architecture: arm64
Byte ordering: little endian

Added packfile '/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/[Link]' (3307


files).
Added packfile '/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/Q2.pk3' (2200
files).
Added packfile
'/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/zWeapCalinouUpRocEdit.pk3' (25
files).
Using '/storage/emulated/0/Idtech4A/Quake2/quake2/.yq2/baseq2' for writing.
execing [Link].
couldn't exec [Link]
execing [Link].
couldn't exec [Link]
Terminal has no colors support.
Console initialized.

------- sound initialization -------


Loading library: [Link]
...opening OpenAL device: ok
...creating OpenAL context: ok
...making context current: ok

OpenAL settings:
AL_VENDOR: OpenAL Community
AL_RENDERER: OpenAL Soft
AL_VERSION: 1.1 ALSOFT 1.23.1
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE
AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW
AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET
AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER
AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa
AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer
AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels
AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events
AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points
AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length
AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay
AL_SOFT_UHJ AL_SOFT_UHJ_ex

Available OpenAL devices:


- OpenSL

Current OpenAL device:


- OpenAL Soft

Number of OpenAL sources: 31

Sound sampling rate: 0


------------------------------------

Android display modes:


------------------------------------

----- refresher initialization -----


Loading library: ref_gles3.so
[Harmattan]: RI_SetGLParms(0x8888, 0, 24).
[Harmattan]: RI_SetResolution(1600, 720).
Byte ordering: little endian

Refresh: Yamagi Quake II OpenGL ES3 Refresher


Client: 8.41

Setting mode -1: 1600x720 (vid_fullscreen 1)


Setup EGL display connection
[Harmattan]: Q3E EGL initial config: system samples=0, 0
[Harmattan]: Initializing OpenGL display
[Harmattan]: Q3E EGL target config: GLES api=64, samples=0, debug output: 0
[Harmattan]: Request special EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth,
8 stencil display. samples 0 sample buffers 0.
[Harmattan]: Get EGL context num -> 4.
1 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
2 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 4 sample buffers 1.
3 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 8 sample buffers 1.
4 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 16 sample buffers 1.
Choose EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
[Harmattan]: OpenGLES version: 3.2
[Harmattan]: EGL version: 1.4
[Harmattan]: EGL context: 8/8/8 Color bits, 8 Alpha bits.
24 depth, 8 stencil display.
samples 0, sample buffers 0.
debug output: 0
[Harmattan]: EGL surface: stereo=0, display frequency=60
screen size=1600x720, aspect=1.000000
fullscreen=1
GL_RENDERER: Mali-G52
GL_VERSION: OpenGL ES 3.2 v1.r32p1-01bet2-
mbs2v39_0.546f8d71ec4adbfa5dbf3815ac163499
GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary
GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra
GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture
GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot
GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object
GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg
GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap
GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc
GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_sliced_3d
GL_EXT_texture_compression_astc_decode_mode
GL_EXT_texture_compression_astc_decode_mode_rgb9e5 GL_KHR_debug
GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax
GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D
GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture
GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context
GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage
GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil
GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control
GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic
GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed
GL_EXT_texture_border_clamp GL_OES_texture_border_clamp
GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables
GL_OES_sample_shading GL_OES_shader_multisample_interpolation
GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader
GL_OES_tessellation_shader GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader
GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5
GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image
GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float
GL_EXT_unpack_subimage GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview
GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness
GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex
GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage
GL_EXT_external_buffer GL_EXT_EGL_image_array GL_EXT_texture_filter_anisotropic
GL_ARM_texture_unnormalized_coordinates GL_EXT_shader_framebuffer_fetch
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
Drawable size: 1600x720

OpenGL setting:
GL_VENDOR: ARM
GL_RENDERER: Mali-G52
GL_VERSION: OpenGL ES 3.2 v1.r32p1-01bet2-
mbs2v39_0.546f8d71ec4adbfa5dbf3815ac163499
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary
GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra
GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture
GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot
GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object
GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg
GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap
GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc
GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_sliced_3d
GL_EXT_texture_compression_astc_decode_mode
GL_EXT_texture_compression_astc_decode_mode_rgb9e5 GL_KHR_debug
GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax
GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D
GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture
GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context
GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage
GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil
GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control
GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic
GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed
GL_EXT_texture_border_clamp GL_OES_texture_border_clamp
GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables
GL_OES_sample_shading GL_OES_shader_multisample_interpolation
GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader
GL_OES_tessellation_shader GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader
GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5
GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image
GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float
GL_EXT_unpack_subimage GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview
GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness
GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex
GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage
GL_EXT_external_buffer GL_EXT_EGL_image_array GL_EXT_texture_filter_anisotropic
GL_ARM_texture_unnormalized_coordinates GL_EXT_shader_framebuffer_fetch

Probing for OpenGL extensions:


- Anisotropic Filtering: Not supported
- OpenGL Debug Output: Not Supported
Loading shaders succeeded.

Successfully loaded ref_gles3.so as rendering backend.


------------------------------------

------- input initialization -------


------------------------------------

------- curl initialization -------


Loading library: [Link]
------------------------------------

-------- game initialization -------


Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------

------- server initialization ------


0 entities inhibited.
0 teams with 0 entities.
------------------------------------

==== Yamagi Quake II Initialized ====

*************************************

Reverb set to: Disabled


[[Link]]:0: client_connect
NOTE: gl_drawbuffer not supported by OpenGL ES!
==== ShutdownGame ====
-------- game initialization -------
Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------

------- server initialization ------


0 entities inhibited.
0 teams with 0 entities.
------------------------------------

[[Link]]:0: client_connect
------- server initialization ------
27 entities inhibited.
1 teams with 2 entities.
------------------------------------

Changing map...
reconnecting...

-===================================-

#Outer Base
Map: base1 pics
maps/[Link] models/weapons/v_blast/tris.md2
models/objects/gibs/sm_meat/tris.md2
models/objects/gibs/arm/tris.md2
models/objects/gibs/bone/tris.md2
models/objects/gibs/bone2/tris.md2
models/objects/gibs/chest/tris.md2
models/objects/gibs/skull/tris.md2
models/objects/gibs/head2/tris.md2
models/monsters/infantry/tris.md2
models/deadbods/dude/tris.md2
models/items/healing/stimpack/[Link]
models/ships/strogg1/tris.md2
models/items/armor/shard/tris.md2
models/items/ammo/grenades/medium/tri
models/weapons/v_handgr/tris.md2
models/items/healing/large/tris.md2
models/items/adrenal/tris.md2
models/items/ammo/shells/medium/tris.
models/items/healing/medium/tris.md2
models/items/silencer/tris.md2
models/objects/debris1/tris.md2
models/objects/debris2/tris.md2
models/objects/debris3/tris.md2
models/objects/barrels/tris.md2
models/objects/gibs/head/tris.md2
models/objects/banner/tris.md2
models/monsters/soldier/tris.md2
models/objects/laser/tris.md2
models/weapons/g_shotg/tris.md2
models/weapons/v_shotg/tris.md2
models/items/armor/jacket/tris.md2 images
sky Player died.
Loading game...
Savegame: quick
==== ShutdownGame ====
-------- game initialization -------
Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------

------- server initialization ------


28 entities inhibited.
1 teams with 2 entities.
------------------------------------

Server restarted
Server disconnected, reconnecting
Connecting to localhost...
[[Link]]:0: challenge
[[Link]]:0: client_connect

-===================================-

#Outer Base
Map: base1 pics
maps/[Link] models/weapons/v_blast/tris.md2
models/objects/gibs/sm_meat/tris.md2
models/objects/gibs/arm/tris.md2
models/objects/gibs/bone/tris.md2
models/objects/gibs/bone2/tris.md2
models/objects/gibs/chest/tris.md2
models/objects/gibs/skull/tris.md2
models/objects/gibs/head2/tris.md2
models/deadbods/dude/tris.md2
models/items/healing/stimpack/[Link]
models/ships/strogg1/tris.md2
models/items/armor/shard/tris.md2
models/items/ammo/grenades/medium/tri
models/weapons/v_handgr/tris.md2
models/items/healing/large/tris.md2
models/items/adrenal/tris.md2
models/items/ammo/shells/medium/tris.
models/items/healing/medium/tris.md2
models/items/silencer/tris.md2
models/objects/debris1/tris.md2
models/objects/debris2/tris.md2
models/objects/debris3/tris.md2
models/objects/barrels/tris.md2
models/objects/gibs/head/tris.md2
models/objects/banner/tris.md2
models/monsters/soldier/tris.md2
models/objects/laser/tris.md2
models/weapons/g_shotg/tris.md2
models/weapons/v_shotg/tris.md2
models/items/armor/jacket/tris.md2
models/monsters/infantry/tris.md2
models/items/armor/shield/tris.md2 images
client 0 sky

-===================================-

Crouch here
-===================================-

[Harmattan]: ANativeWindow changed: 0x0


[Java/JNI]: Waiting GL context destroy......
[Native]: ANativeWindow changed: 0x0.
[Harmattan]: ANativeWindow released.
[Harmattan]: EGL surface destroyed and no EGL context.
[Native]: Notify GL context destroyed.
[Native]: Waiting ANativeWindow create......
[Java/JNI]: GL context destroyed.
[Q3E::JNI/I]Shutdown result code: -1
[Java/JNI]: Notify application destroyed.
[Harmattan]: Quake2 exit.
[Native]: ANativeWindow changed: 0x0.
[Native]: GL context has shutdown.
[Harmattan]: Leave Quake2 main thread.
[Q3E::JNI/I]Leave native game main thread.
[Q3E::JNI/I]Finish

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