[WIP] Android port testing

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mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 30 Jun 2018, 22:23

Found kind of a weird a bug. game crashed (sigh) and when i restarted via the systemui message i had lost all total controller functionality except for the analogs. the controller is a ps4 dualshock, when it sysncs its lightbar changes color so you know it is sync, it never lost sync, and the analogs worked. had to restart, they worked fine. surprisingly the crash didnt reset the cfg to default and is pretty rare actually. the controller thing was new for me or i just never noticed.

mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 30 Jun 2018, 22:31

VitaminZeth wrote:
30 Jun 2018, 01:36
Hello,

Signed up to ask for help getting the game to work on my phone.
I have a problem regarding my SD Cards having spaces in their names and having problems trying to get the directory right to launch the game. The actual name that shows up on my windows explorer is "SD card" and I cant change the name of it. I don't have any access to the SD card other than plugging my phone through USB into my computer to access it. When I tried:
/sdcard/mw/data-files/
and in hopes...
/SD card/mw/data-files/
/SD-card/mw/data-files/

It wont work because of the space! Would anyone happen to have a solution for my situation?
Phone: Zenfone 3 Max 5.2
hi . you can use any path that exist on your device to the data folder its not picky. try : /storage/emulated/0/Morrowind/Data-Files/ make sure you renamed the data-files folder to omit any spaces or it will tell you it cant find morrowind.esm.

mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 30 Jun 2018, 22:36

raykay wrote:
30 Jun 2018, 15:45
Guys i have a Problem obviously its just me cannot find anything similar in tthe forums. So i have downloaded the apk and installed openmw on my s8+. Then i downloaded morrowind incl all expansions from steam and copied it on my sd card. However when starting the game while getting down the ship and the guard approaches you, my game always just not continues after i select a race. It seems there must be a dialog but the guard just stares at me and i cant move. I tried reinstalling morrowind and copied it again even on internal memory but still the game just stops at the same spot (after selecting a race).
Help?
https://wiki.openmw.org/index.php?title ... _Arguments heres a bunch of console commands ive had to use at some point while playing tes3mp . access the console by hitting tilde on the keyboard (~)

raykay
Posts: 2
Joined: 30 Jun 2018, 15:38

Re: [WIP] Android port testing

Post by raykay » 01 Jul 2018, 09:42

mojoswagger1980 wrote:
30 Jun 2018, 22:36
raykay wrote:
30 Jun 2018, 15:45
Guys i have a Problem obviously its just me cannot find anything similar in tthe forums. So i have downloaded the apk and installed openmw on my s8+. Then i downloaded morrowind incl all expansions from steam and copied it on my sd card. However when starting the game while getting down the ship and the guard approaches you, my game always just not continues after i select a race. It seems there must be a dialog but the guard just stares at me and i cant move. I tried reinstalling morrowind and copied it again even on internal memory but still the game just stops at the same spot (after selecting a race).
Help?
https://wiki.openmw.org/index.php?title ... _Arguments heres a bunch of console commands ive had to use at some point while playing tes3mp . access the console by hitting tilde on the keyboard (~)
Thanks i managed to Skip the race selection with the Skip Menu command and teleported back to the ship. Bis everything looks fine!

mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 01 Jul 2018, 20:19

raykay wrote:
01 Jul 2018, 09:42
mojoswagger1980 wrote:
30 Jun 2018, 22:36
raykay wrote:
30 Jun 2018, 15:45
Guys i have a Problem obviously its just me cannot find anything similar in tthe forums. So i have downloaded the apk and installed openmw on my s8+. Then i downloaded morrowind incl all expansions from steam and copied it on my sd card. However when starting the game while getting down the ship and the guard approaches you, my game always just not continues after i select a race. It seems there must be a dialog but the guard just stares at me and i cant move. I tried reinstalling morrowind and copied it again even on internal memory but still the game just stops at the same spot (after selecting a race).
Help?
https://wiki.openmw.org/index.php?title ... _Arguments heres a bunch of console commands ive had to use at some point while playing tes3mp . access the console by hitting tilde on the keyboard (~)
Thanks i managed to Skip the race selection with the Skip Menu command and teleported back to the ship. Bis everything looks fine!
Good Times! dont know why some devices have a hard time with that but at least it was salvagable. that was really the only spot that was reported being bad. you might improve your stability further and definetly make the thing look better with a few mesh mods . the morrowind optimization patch and the openmw exclusives by Lysol, Ramiros, and i forget the other guy but they used normal mipmaps for the texture because openmw supports them unlike the vanilla game which utilizes fake mipmaps which the vast majority of mods are comprised of. they wont hurt of course, but they tend to produce annoying graphical bugs (the veins of rock look shiny when they shouldnt or the rock is way to dark) that might bother me more than they affect overall performance admittably but if the gpu is misinterpreting what its supposed to be rendering would be harder on it than when it renders the composite image like it was intended. maybe, maybe not, but the rocks look better. view distance ! on opengles2 libs i cannot see underwater unless i turn view distance to about midway. it actually lets me see briefly on higher settings but will revert to unseeable if i leave water and get back in or rotate in the camera upward or downward when submerged. the problem does not affect the other graphics lib but the surface of water is way too bright and this milky white color. actually it is way too clear underwater on this setting, there is supposed to be some distortion by design.

Flessen
Posts: 11
Joined: 30 Jun 2018, 06:52

Re: [WIP] Android port testing

Post by Flessen » 01 Jul 2018, 22:17

Still having crashing problems even with ~ and many different commands ( skipps, diff starting areas, etc). Doors are an issue still (tried disabling preloading of cells in settings.cfg (all cells and just doors) view distance, frame rates,etc. Gave up on doors and tried just exploring outside and after traveling for only a short distance the game keeps crashing. It's like i can only utilize the area that is loaded on startup from any save. Memory issues? Graphics? Idk but one thing is obvious..... Loading new areas beyond startup will crash game.

Kindle fire 8 Hd 2017
4X Arm Cortex-A53 1.30 GHz
Gpu rendered Mali-T720,
8" screen res 1280 x 800 188 dpi
1373 MB Total RAM 350 to 600MB available RAM-----(probably the issue)
Android 5.1.1
Java VM ART 2.1.0
OpenGL ES 3.1

mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 02 Jul 2018, 03:28

Flessen wrote:
01 Jul 2018, 22:17
Still having crashing problems even with ~ and many different commands ( skipps, diff starting areas, etc). Doors are an issue still (tried disabling preloading of cells in settings.cfg (all cells and just doors) view distance, frame rates,etc. Gave up on doors and tried just exploring outside and after traveling for only a short distance the game keeps crashing. It's like i can only utilize the area that is loaded on startup from any save. Memory issues? Graphics? Idk but one thing is obvious..... Loading new areas beyond startup will crash game.

Kindle fire 8 Hd 2017
4X Arm Cortex-A53 1.30 GHz
Gpu rendered Mali-T720,
8" screen res 1280 x 800 188 dpi
1373 MB Total RAM 350 to 600MB available RAM-----(probably the issue)
Android 5.1.1
Java VM ART 2.1.0
OpenGL ES 3.1
https://mega.nz/#!AkEFyYKD!viS3vrbqog1P ... Hq_U5ev0zc
super old mod i came across that was intended for original game not openmw, was in the wrong format to work with openmw, but after reading several post on uesp about several mods being succesfully applied to openmw by extracting the .exe, i went ahead and tried extracting and this is what i ended up with. i can confirm it is working as intended and while its noticeable its not ugly or distorted. installation is simple, just drop in "a" (keyword) data-files folder. openmw supports multiple it need not be the main one. you have to manually register additional folders in the openmw.cfg located in /sdcard/android/data/com.libopenmw.openmw/config/ or you can just extract them into morrowind directory if you dont care, i already renamed the folder so there are no spaces. This is not my work, i just extracted it and applied it to this scenario. It was originally posted on theelderscrollsmodarchive if you care to find the original. i must have deleted it. if you do not want lower quality audio, omit those folders. best wishes.

Flessen
Posts: 11
Joined: 30 Jun 2018, 06:52

Re: [WIP] Android port testing

Post by Flessen » 02 Jul 2018, 03:58

mojoswagger1980 wrote:
02 Jul 2018, 03:28
Flessen wrote:
01 Jul 2018, 22:17
Still having crashing problems even with ~ and many different commands ( skipps, diff starting areas, etc). Doors are an issue still (tried disabling preloading of cells in settings.cfg (all cells and just doors) view distance, frame rates,etc. Gave up on doors and tried just exploring outside and after traveling for only a short distance the game keeps crashing. It's like i can only utilize the area that is loaded on startup from any save. Memory issues? Graphics? Idk but one thing is obvious..... Loading new areas beyond startup will crash game.

Kindle fire 8 Hd 2017
4X Arm Cortex-A53 1.30 GHz
Gpu rendered Mali-T720,
8" screen res 1280 x 800 188 dpi
1373 MB Total RAM 350 to 600MB available RAM-----(probably the issue)
Android 5.1.1
Java VM ART 2.1.0
OpenGL ES 3.1
https://mega.nz/#!AkEFyYKD!viS3vrbqog1P ... Hq_U5ev0zc
super old mod i came across that was intended for original game not openmw, was in the wrong format to work with openmw, but after reading several post on uesp about several mods being succesfully applied to openmw by extracting the .exe, i went ahead and tried extracting and this is what i ended up with. i can confirm it is working as intended and while its noticeable its not ugly or distorted. installation is simple, just drop in "a" (keyword) data-files folder. openmw supports multiple it need not be the main one. you have to manually register additional folders in the openmw.cfg located in /sdcard/android/data/com.libopenmw.openmw/config/ or you can just extract them into morrowind directory if you dont care, i already renamed the folder so there are no spaces. This is not my work, i just extracted it and applied it to this scenario. It was originally posted on theelderscrollsmodarchive if you care to find the original. i must have deleted it. if you do not want lower quality audio, omit those folders. best wishes.
Thanks I'll give it a try, I decided to install OpenMw on galaxy S5 and it ran great no issues whatsoever... but screen is so small, so I know the issue is with Kindle fire. I am going to try installing morrowind data files on internal instead of sd card and see if that makes a difference also. Thanks again

mojoswagger1980
Posts: 97
Joined: 04 May 2018, 05:16

Re: [WIP] Android port testing

Post by mojoswagger1980 » 02 Jul 2018, 21:56

Flessen wrote:
02 Jul 2018, 03:58
mojoswagger1980 wrote:
02 Jul 2018, 03:28
Flessen wrote:
01 Jul 2018, 22:17
Still having crashing problems even with ~ and many different commands ( skipps, diff starting areas, etc). Doors are an issue still (tried disabling preloading of cells in settings.cfg (all cells and just doors) view distance, frame rates,etc. Gave up on doors and tried just exploring outside and after traveling for only a short distance the game keeps crashing. It's like i can only utilize the area that is loaded on startup from any save. Memory issues? Graphics? Idk but one thing is obvious..... Loading new areas beyond startup will crash game.

Kindle fire 8 Hd 2017
4X Arm Cortex-A53 1.30 GHz
Gpu rendered Mali-T720,
8" screen res 1280 x 800 188 dpi
1373 MB Total RAM 350 to 600MB available RAM-----(probably the issue)
Android 5.1.1
Java VM ART 2.1.0
OpenGL ES 3.1
https://mega.nz/#!AkEFyYKD!viS3vrbqog1P ... Hq_U5ev0zc
super old mod i came across that was intended for original game not openmw, was in the wrong format to work with openmw, but after reading several post on uesp about several mods being succesfully applied to openmw by extracting the .exe, i went ahead and tried extracting and this is what i ended up with. i can confirm it is working as intended and while its noticeable its not ugly or distorted. installation is simple, just drop in "a" (keyword) data-files folder. openmw supports multiple it need not be the main one. you have to manually register additional folders in the openmw.cfg located in /sdcard/android/data/com.libopenmw.openmw/config/ or you can just extract them into morrowind directory if you dont care, i already renamed the folder so there are no spaces. This is not my work, i just extracted it and applied it to this scenario. It was originally posted on theelderscrollsmodarchive if you care to find the original. i must have deleted it. if you do not want lower quality audio, omit those folders. best wishes.
Thanks I'll give it a try, I decided to install OpenMw on galaxy S5 and it ran great no issues whatsoever... but screen is so small, so I know the issue is with Kindle fire. I am going to try installing morrowind data files on internal instead of sd card and see if that makes a difference also. Thanks again
[/quote/]
Good move! must have gained 2gbs of ram from that trade. which was going to be an issue with the fire if it wasnt the root cause already.

Flessen
Posts: 11
Joined: 30 Jun 2018, 06:52

Re: [WIP] Android port testing

Post by Flessen » 03 Jul 2018, 00:31

I tried an earlier version (March 25th) as suggested by another member and I could enter/exit doors with no problems, the controls were wonky and I didn't seem to be moving as fast as in current version (perhaps due to wonky controls) However I installed the version after that (March 30th) and I had the same crash issues with doors that I am having in current release, so something in March 25th release is working great but was lost or replaced in the next release. I do want to note that race, sign, and class menus were no problem either but I did eventually crash just from walking around..... An issue i had in latest release. So there is hope here (for the enter/exit issue at least)

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