[WIP] Android port testing

General discussion regarding the OpenMW project.
For technical support, please use the Support subforum.
Posts: 1
Joined: 09 May 2018, 18:41

Re: [WIP] Android port testing

Post by BornSilenced » 09 May 2018, 18:45

I downloaded the latest version a few days ago and set it up, but it crashed where I left the ship to Seyda Neen. I checked the created log file and it looked like there was missing data files. So I proceeded to get a fresh batch of files and now the game won't even get to the main menu.

Posts: 6
Joined: 06 Mar 2018, 10:46

Re: [WIP] Android port testing

Post by Vice09 » 18 May 2018, 20:14

xyzz wrote:
05 Apr 2018, 01:28

Hi. Any news? Improvements?

Posts: 6
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 21 May 2018, 18:53

have an issue with the game potentially crashing whenever i open a door and a load needs to occur. its the only time i ever have it crash do i just quick save for now b4 openining doors. i read in an earlier post a the march 25 version doesnt crash but i also noted joystick testing doesnt begin til next version which is a deal breaker. i seriously cant stand playing games with just a touch interface its rediculous trying to layout a control setup on a 2d surface that were obviously intended 3d. if everything would map to the controller or if it was feasible to roll with a keyboard mouse (lol just the thought of breaking out a keyboard to play on a phone.....no im not being that guy) id most likely do that. as it seems you (the dev) are most likely aware of the issue, i hesitated to post but nobody really fine tuned when the crash occurs so i thought maybe it would help.

Posts: 2
Joined: 22 Apr 2018, 16:05

Re: [WIP] Android port testing

Post by MrSpud » 22 May 2018, 17:59

Same here, only crashes after going through doors and loading up. Sometime the game will gradually slow down, reduced fps, then I just know that the next time I go through a door it will crash. Maybe memorie leak? I'm no expert..

Also I noticed the game doesn't always run in the same resolution. What determines that? Performance is an issue so it would be nice to reduce the resolution.

Posts: 5
Joined: 11 Apr 2018, 13:06

Re: [WIP] Android port testing

Post by Sonny101 » 23 May 2018, 13:36

tbh I have no issues with crashing at all, except in the first few minutes after creating a new save, I literally have to run through every conversation and skill picking because the game crashes too much there, took me about 10 tries to finally walk out of the building in Seyda Neen and after that it stopped crashing completely, played it for a couple of hours

-LG Nexus 5X, Android 8.1

Posts: 6
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 23 May 2018, 19:18

I notice that while water surface is drastically improved running opengles2 everything below the surface is obscured but, switching to opengles1 fixes this issue at the expense of pretty surface water. additionally, and this could very well just be wishfull thinking, the farther into the game i progress it seems like stability has improved. hasn't crashed since seyda neen (cant remeber it crashing anyway). it could also be i simply pause for a sec to quick save b4 doors now and giving it that extra sec to buffer is saving it . either or lol . thanks so much for all the hard work .

*almost forgot, i have the GoG version and inside the data folder were all the official patches to the game but they had not been installed. use command line argument --content to install. they work like they should and did not invalidate my save game . for clarification i mean the adamantium armor patch, the entertainers patch, the area effect arrows patch, the ebq-artifact patch, the Lafemm armor patch , the bcs sound patch, and the master index patch. Not sure if these came with the steam version , i know they didnt come with the original.

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests