Search found 11 matches

by Ibhram
20 Apr 2018, 09:02
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Quick Tested on my s7 edge exynos, on Gles 2 water does not appear, 100% transparent, if I activate water texture , it renders the surface with reflections.

Also tested 15 fps and collisions and game seems to go a bit faster with no issues so far.

edit: I menat wáter shader in video options, ingame.
by Ibhram
16 Apr 2018, 08:08
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Im quite interested in those "performance mods"... 30% seems a HUGE improvement... what are those? are them over nexus.com? Ho did you install them?
by Ibhram
03 Apr 2018, 22:00
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Ok, tested 3 and 4.

For me, 3 hits the sweet spot. Very nice work! Control is precise , useful... easy to get the hang; in 15 minutes playing i could hide the ui and just play by muscle memory.

Im definetly replaying Morrowind on this port.

Cant thank you enough.
by Ibhram
02 Apr 2018, 09:25
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Heya ! Thanks for twaking the input controls. For me it has become more playable. As far as OSC goes, I like the newer right stick a lot more than the previous one; it has no starting deadzone wich is very good. about: - For the left joystick (movement), forward/backward is more heavily weighed than...
by Ibhram
26 Mar 2018, 08:01
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Thanks for your hard work ! I would like to give my 2 cents: About OSC... Im a long time mobile player, and I prefer due to simplicity using osc. In this project the virtual sticks emulate a "real" gamepad stick with imoh is not the best approach, because: -deadzones: real sticks have deadzones, a s...
by Ibhram
05 Mar 2018, 12:28
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

About virtual controls... the look stick has a very big initial deadzone that imo makes it very hard to aim; is there any way to edit this? Plus , is there any way to make it have a constant speed instead of it accelerating the further you move off the center? will help a lot on fine aiming. Also......
by Ibhram
24 Feb 2018, 16:30
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Afaik the game has to be in the internal memory, not in the SD. Apart from that, check spelling on the path and get sure to follow the instructions on the first post in this thread. If that does not wok... I have no clue.
by Ibhram
24 Feb 2018, 13:50
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Krupepe, what file did you exactly modified? I find config/openmw/settings.cfg and /openmw/settings-default.cfg in the /android/data/com.libopenmw.openmw folder... changing either or both do not change nothing ingame, they get reseted on launch. What did you modified and how? Another question... ins...
by Ibhram
19 Feb 2018, 17:18
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Any way to keep subtitles activated? Ive been trying but I cat find a way and I tend to play without sound :/ It has to do with the game rewriting the config on each launch?
by Ibhram
02 Feb 2018, 09:45
Forum: General discussion
Topic: [WIP] Android port testing
Replies: 245
Views: 107053

Re: [WIP] Android port testing

Noticed that when the app loses focus, you cant recover it... the screen goes black ( the onscreen controls remain ). Quite a hassle on a phone or shorter gameplay sessions. The controls are quite hard to manage. The analog sticks are somewhat ok ( too much center deadzone and too much acceleration ...