[WIP] Android port testing

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synapt3c
Posts: 5
Joined: 10 Apr 2018, 23:46
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Re: [WIP] Android port testing

Post by synapt3c » 17 Apr 2018, 21:25

Is there a way to set the right touch field to behave like the left one (analog stick) instead of dragging it to look around? As it is, I can't use a controller with a touch profile since the right stick won't properly move the view.

athlo
Posts: 4
Joined: 17 Apr 2018, 19:07

Re: [WIP] Android port testing

Post by athlo » 18 Apr 2018, 00:05

athlo wrote:
17 Apr 2018, 19:17
I'm testing the very new version (2018-04-08 i hope) on Samsung S6, Android 7.1.2 & Lineage OS.
The game is awsome. After installing the mods "Better Dialogue Font" & "Bigger Vanilla Font" I'm really able play this game with FPS > 10 (during opening new scene) - 20 (outside) - 75 (tops inside).

But I have problem during gameplay. I'm play only couple of minutes (let say 2 minutes), before i get to the guard which need to know my race. I tell him but then I can't move.

I tried many combinations of setting, console command "ResetActors" and last time i'd tried to run "EnableRaceMenu" when someone called me, and my game-progress is gone. Is this problem of just my Andorid, that game goes black after switching to another app?
Can you please send me first save file from Sieda Neen, just behind that legionaire?

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AnyOldName3
Posts: 996
Joined: 26 Nov 2015, 03:25

Re: [WIP] Android port testing

Post by AnyOldName3 » 18 Apr 2018, 02:23

Hey could You Pack These mods and Your config together into a ZIP and Upload it somewhere? Would be nice to have them nur i'm lazy =P
Depending on the licences the mod authors have chosen, doing that might be illegal.
AnyOldName3, Master of Shadows

Michaelhanesh
Posts: 5
Joined: 05 Apr 2018, 05:19

Re: [WIP] Android port testing

Post by Michaelhanesh » 18 Apr 2018, 06:05

Morrowind optimization patch is compatible, slightly increases fps, reduces crashes and loading times on my S4 using 15 fps physics
Also used Better Bodies, Better clothes, Better armor, Better faces without performance decrease
I am veeery happy about this
Next ill try the landmass mods and the full conversion one (just for the lulz)
Everithyng was just copied to the folder an then added to the command line as Detharias showed

athlo
Posts: 4
Joined: 17 Apr 2018, 19:07

Re: [WIP] Android port testing

Post by athlo » 18 Apr 2018, 21:40

athlo wrote:
17 Apr 2018, 19:17
I'm testing the very new version (2018-04-08 i hope) on Samsung S6, Android 7.1.2 & Lineage OS.

But I have problem during gameplay: I'm play only couple of minutes (let say 2 minutes), before i get to the guard which need to know my race. I tell him but then I can't move.
openmw.log:

Code: Select all

Loading cell -1, -8
warning fallingScript line 46, column 6 (endif)
    endif without matching if/elseif
AiTravel: -8914, -73093, 126
Execution of script CharGenBoatNPC failed:   (nothing on this line after colon)
logcat *:v :

Code: Select all

(nothing)
athlo wrote:
17 Apr 2018, 19:17
When someone called me, my game-progress is gone. Is this problem of just my Andorid, that game goes black after switching to another app?
openmw.log:

Code: Select all

Unhandled SDL event of type 0x103
Unhandled SDL event of type 0x104
Unhandled SDL event of type 0x105
Unhandled SDL event of type 0x106
logcat *:v :
that part around

Code: Select all

SDL     : onPause()
mainly

Code: Select all

04-18 18:47:45.499  3613  3613 D mali_winsys: EGLint new_window_surface(egl_winsys_display*, void*, EGLSurface, EGLConfig, egl_winsys_surface**, egl_color_buffer_format*, EGLBoolean) returns 0x3000,  [2560x1440]-format:2
04-18 18:47:45.599  3613  3613 D mali_winsys: EGLint new_window_surface(egl_winsys_display*, void*, EGLSurface, EGLConfig, egl_winsys_surface**, egl_color_buffer_format*, EGLBoolean) returns 0x3000,  [2560x2560]-format:2
Phone does this change of resolution often during change of apps: 2560x1440 vs 2560x2560

Can you please send me save (actually first possible) file from start of Sieda Neen, just behind that legionaire?
Attachments
logcat_2018-04-18-openmw.txt
openmw.txt
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openmw.log
logcat *:v
(13.54 KiB) Downloaded 4 times

Wookinbing
Posts: 2
Joined: 19 Apr 2018, 00:52

Re: [WIP] Android port testing

Post by Wookinbing » 19 Apr 2018, 01:02

Ey guys, just got it going on my Nvidia Shield K1 tablet and it works great. A little bit of drops in frames when its outside vs inside but nothing unplayable. :D :D

However I haven't had any luck trying to get my Bluetooth controller working. Had anyone had success with keymapping software? Not a big deal to me if the mouse is a little figity, I can manage.

iSynic
Posts: 4
Joined: 22 Mar 2018, 03:18

Re: [WIP] Android port testing

Post by iSynic » 20 Apr 2018, 03:14

Wookinbing wrote:
19 Apr 2018, 01:02
Ey guys, just got it going on my Nvidia Shield K1 tablet and it works great. A little bit of drops in frames when its outside vs inside but nothing unplayable. :D :D

However I haven't had any luck trying to get my Bluetooth controller working. Had anyone had success with keymapping software? Not a big deal to me if the mouse is a little figity, I can manage.
I'm jealous. I still can't get it to run on my Shield TV (crashes every time I leave the ship.

You could probably use Tincore to map the onscreen buttons to a Bluetooth gamepad. USB gamepads seem to work fine for me, though.

xyzz
Posts: 42
Joined: 14 Jan 2018, 22:25

Re: [WIP] Android port testing

Post by xyzz » 20 Apr 2018, 07:53

New release:

- Updated SDL2 to support gamepads better
- Updated boost to 1.67
- Updated OpenSceneGraph to 3.6.0
- Updated gl4es to 7e3e9f14e0ad7dc2b69124fd3c2c8c69f932adaf
- Updated OpenMW to 1f1f47431fb99948c90a9d4c0e0d715b5e669163

Ibhram
Posts: 11
Joined: 30 Jan 2018, 11:48

Re: [WIP] Android port testing

Post by Ibhram » 20 Apr 2018, 09:02

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.
Last edited by Ibhram on 20 Apr 2018, 15:47, edited 1 time in total.

athlo
Posts: 4
Joined: 17 Apr 2018, 19:07

Re: [WIP] Android port testing

Post by athlo » 20 Apr 2018, 09:48

Ibhram wrote:
20 Apr 2018, 09:02
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.
The same by me. I'm testing too the very new version (2018-04-20) on Samsung S6, Android 7.1.2 & Lineage OS.

What do you mean with "activate water texture"?

> still I can't move after I tell that guard on catwalk my race (the second interaction in game).
athlo wrote:
18 Apr 2018, 21:40

Code: Select all

openmw.log:
Loading cell -1, -8
warning fallingScript line 46, column 6 (endif)
    endif without matching if/elseif
AiTravel: -8914, -73093, 126
Execution of script CharGenBoatNPC failed:   (nothing on this line after colon)
> after switching to another app, OpenMW still plays music, on return black or frozen screen.
athlo wrote:
18 Apr 2018, 21:40

Code: Select all

openmw.log:
Unhandled SDL event of type 0x103
Unhandled SDL event of type 0x104
Unhandled SDL event of type 0x105
Unhandled SDL event of type 0x106
Can anyone send me first save file from game? So I can get pass that guard? Anywhere from Seyda Neen?[/b

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