[WIP] Android port testing

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xyzz
Posts: 41
Joined: 14 Jan 2018, 22:25

[WIP] Android port testing

Post by xyzz » 19 Jan 2018, 05:08

Please note that while the port is in development, there might be incompatible changes sometimes. Please make sure to back up your save data before you update to a new version.

APK: (Last updated April 21) https://github.com/xyzz/android-port/re ... -debug.apk

Before submitting a feature request or an issue to this thread, please check this kanban board https://github.com/xyzz/android-port/projects/1

Installation

Install the apk. Then, create a directory on internal memory and copy all data files into it. For example, I created "/sdcard/mw/data-files/" (you better not have any spaces or any weird characters in the path):

Now copy contents of the steam version into it (I've only tested that one - and right now expansions are required or it will crash):

Code: Select all

shell@SGP611:/ $ ls -la /sdcard/mw/data-files/                                 
-rw-rw---- root     sdcard_rw     1171 2018-01-13 12:33 Better Dialogue Font Readme.txt
-rw-rw---- root     sdcard_rw 118425318 2018-01-13 12:33 Bloodmoon.bsa
-rw-rw---- root     sdcard_rw  9631798 2018-01-13 12:33 Bloodmoon.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:50 Fonts
-rw-rw---- root     sdcard_rw 310459500 2018-01-13 12:33 Morrowind.bsa
-rw-rw---- root     sdcard_rw 79837557 2018-01-13 12:33 Morrowind.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 Music
drwxrwx--x root     sdcard_rw          2018-01-14 17:50 Sound
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 Splash
-rw-rw---- root     sdcard_rw 64986032 2018-01-13 12:33 Tribunal.bsa
-rw-rw---- root     sdcard_rw  4565686 2018-01-13 12:33 Tribunal.esm
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 Video
-rw-rw---- root     sdcard_rw     3865 2018-01-13 12:33 XE Sky Variations.esp
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 meshes
drwxrwx--x root     sdcard_rw          2018-01-14 17:48 shaders
drwxrwx--x root     sdcard_rw          2018-01-14 17:51 textures
On your device, launch the application, select "Path to game data files" and enter manually your path (so /sdcard/mw/data-files/ for me).

Screenshots
https://imgur.com/a/DWCYf

FAQ

Q: Something is not working.
A: Open the launcher, click on three dots on top right side and select "Reset configuration files".

Q: Something is still not working.
A: It might be an issue with this port, describe the problem in detail and post here. Attach textual output of "adb logcat" if possible.

Q: The menus/text is too small, I can't see anything!
A: In the "User interface" section change "GUI scaling factor" to 2 or a higher value.

Q: How do I use the mouse?
A: When mouse cursor is shown, the touch screen emulates a laptop touchpad. To ensure the mouse cursor is shown, you might need to wiggle the left analog stick a little.

Q: How do I configure the controls?
A: Open the launcher, click on three dots on top right side and select "Configure on-screen controls".

Q: How do I install mods?
A: There is no support for mods in the launcher at the moment. However, you can place mod files into the game data directory and edit configuration file by hand to enable mods.

Q: The framerate is too low.
A: In the "Advanced" section set "Physics FPS" to a lower value. However, as OpenMW wiki claims, "The effects of using a lower framerate have not been extensively tested".

Q: Water looks weird.
A: In the "Advanced" section change "Graphics library" to "GLESv2".

________________________________________________________________________________

Acknowledgements

This port is using the gl4es library: https://github.com/ptitSeb/gl4es. gl4es translates GL1 calls into GLESv1/GLESv2 calls so they can run on mobile/portable devices. If you're a developer struggling to port a desktop OpenGL 1 application to mobile, check it out.
Last edited by xyzz on 25 Apr 2018, 18:46, edited 17 times in total.

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AnyOldName3
Posts: 879
Joined: 26 Nov 2015, 03:25

Re: [WIP] Android port testing

Post by AnyOldName3 » 19 Jan 2018, 12:43

I got a parse error when trying to install the APK. This was on an LG g2 running android 4.2.
AnyOldName3, Master of Shadows

xyzz
Posts: 41
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz » 19 Jan 2018, 12:54

For now at least Android 5.0 is required, this could be changed later but is not my focus at the moment.
Last edited by xyzz on 19 Jan 2018, 13:13, edited 1 time in total.

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 13:07

I use Lineage 14.1 (Android 7.1)... should be good to go then right? :)

xyzz
Posts: 41
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz » 19 Jan 2018, 13:12

Yep, that one should work fine.

Sartur
Posts: 9
Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 13:29

I got to lend a Galaxy Tab A (2016) running Android 7.0 for a quick test:
All the videos stuttered, but the game ran surprisingly well.
I only completed the character creation and explored the outskirts of Seyda Neen; including a small skirmish with two mudcrabs.
Indoors it ran quite well and even outdoors it wasn't too bad (I probably missed something but I wasn't able to display the current frame rate).

Overall I'm very impressed!

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 13:39

What's the FPS: exterior and interior ?

Sartur
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Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 14:06

psi29a wrote:
19 Jan 2018, 13:39
What's the FPS: exterior and interior ?
I wasn't able to enable the FPS counter on Android.

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psi29a
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Re: [WIP] Android port testing

Post by psi29a » 19 Jan 2018, 14:10

Wait... no virtual keyboard?

Sartur
Posts: 9
Joined: 19 Aug 2012, 12:51

Re: [WIP] Android port testing

Post by Sartur » 19 Jan 2018, 14:13

From what I can tell the additional on-screen icons you can see in xyzz's screenshots is all you get.

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