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 small region at the begining of the movement range that is not reactive. This for osc is very unintuitive and makes quite hard if not impossible to do precision movements.
-acceleration: again, while this has sense in a physical stick,its very hard to manage on a virtual stick. The right stick should turn your view at a defined, constant speed no matter how far you push it from the center point ( again removing deadzones or it's quite hard to fine aim ). Left stick for movement should be like this too... at most having 2 zones, an inner cicle for "walking" and one outer for sprinting ( like a hotkey zone sprint +move keydown ).
Every succesful first/third person FPS/RPG for mobile has this movement scheme
Can these movement options be somewhat implemented?
All in all, great job and mad props !
[WIP] Android port testing
Re: [WIP] Android port testing
In latest build toggle sneak doesnt works, however I fixed this by adding
toggle sneak = true
In settings.cfg under [input]
Also my back key on my device isnt mapper to escape anymore, so I must use pause osc key instead.
toggle sneak = true
In settings.cfg under [input]
Also my back key on my device isnt mapper to escape anymore, so I must use pause osc key instead.
Re: [WIP] Android port testing
Just tried out the March 25th version. Some good changes and a couple issues remaining. I'm running this on a Samsung Galaxy S3 Tab tablet and trying to use a hardware keyboard plus blue tooth mouse.
On the good side I noticed that now the dialog boxes work just fine with my hardware keyboard (without even having to press the keyboard button or three finger salute actually).
On the negative, the mouse is a bit less functional now than it was. If I mouse over to the virtual stick positions I can use my mouse to move one or the other virtual stick but otherwise the mouse is ignored.
Also, the only hardware keyboard key that seems to do anything is the letter Q (which starts the autowalk), on this build neither arrow keys (which worked before) nor WASD work to control movement.
Anyways, keep up the great work, I think this could be playable soon!
Paul
On the good side I noticed that now the dialog boxes work just fine with my hardware keyboard (without even having to press the keyboard button or three finger salute actually).
On the negative, the mouse is a bit less functional now than it was. If I mouse over to the virtual stick positions I can use my mouse to move one or the other virtual stick but otherwise the mouse is ignored.
Also, the only hardware keyboard key that seems to do anything is the letter Q (which starts the autowalk), on this build neither arrow keys (which worked before) nor WASD work to control movement.
Anyways, keep up the great work, I think this could be playable soon!
Paul
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Re: [WIP] Android port testing
Hey @xyzz,
Is there any way you could fix the ground textures not loading properly on GLESv2? Here's how the textures look like in GLESv1:
Is there any way you could fix the ground textures not loading properly on GLESv2? Here's how the textures look like in GLESv1:
- psi29a
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Re: [WIP] Android port testing
Could this be the cause for all these rendering issues?
https://github.com/OpenMW/openmw/blob/m ... r.cpp#L506
Can we try removing the ifdefs around this block of code?
https://github.com/OpenMW/openmw/blob/m ... r.cpp#L506
Can we try removing the ifdefs around this block of code?
Code: Select all
#if !defined(OPENGL_ES) && !defined(ANDROID)
Re: [WIP] Android port testing
So I tried removing !defined(ANDROID) and it seems to only affect GLESv2 (which makes sense since there's no shaders on GLESv1). If removed, the water just disappears, applying https://github.com/ptitSeb/gl4es/issues ... -370740306 in addition to it brings the water back but it kinda looks the same to me as it was before the changes.psi29a wrote: ↑26 Mar 2018, 16:10 Could this be the cause for all these rendering issues?
https://github.com/OpenMW/openmw/blob/m ... r.cpp#L506
Can we try removing the ifdefs around this block of code?Code: Select all
#if !defined(OPENGL_ES) && !defined(ANDROID)
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Re: [WIP] Android port testing
Well... then can we do this and get rid of the #ifdefs anyway?
Re: [WIP] Android port testing
Well you still need OPENGL_ES ifdef, but you can remove the ANDROID one.
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Re: [WIP] Android port testing
Why do we need the OPENGL_ES ifdef? You said it wasn't necessary if you you applied this https://github.com/ptitSeb/gl4es/issues ... -370740306
If we can get rid of the ifdefs, we should. Is this doable?
If we can get rid of the ifdefs, we should. Is this doable?
Re: [WIP] Android port testing
It's for other non-android devices that use opengl es 1 (instead of gl4es) and have no shader support. Unless you want to drop "native" gles 1 support completely, then it can be removed.