OpenMW Andriod -- Graphics Issues... Any Ideas?

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psi29a
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by psi29a »

I'm do not want to play hard ball here, I've personally helped sandstranger when Bethesda contacted him.[1] I've helped, where I could, any and all people who have wanted to port OpenMW to Android. Yes, I have an invested invested interest here and I see it as a betrayal of trust and time wasted when all I wanted was to see that OpenMW could be built for Android in a reproducible way for everyone and not tucked away in another website behind a registration.

Can anyone give a reason why one would want to hide the source code?

I mean, the official android port is here:
https://github.com/OpenMW/android-port

It hasn't been updated/touched since Feb 15. So what has happened is that a fork has happened with this code and binaries released with the code from this other fork. All we ask is that the work be contributed back. Is this a problem?

That being said, sandstranger's argument is only half-true, the final result is a binary that incorporates GPLv3 code. That means everything the GPLv3 code touches also becomes GPLv3, when you release the APK file. That is the essence of a derived project.[2][3]

So even if the 'java code' is under another license, the moment you create an APK with OpenMW, the GPLv3 applies to the _whole_ package, including the 'java code' that is bundled with OpenMW. That is how the GPLv3 works.

To escape the requirements of the GPLv3 you would have to re-write OpenMW from scratch using another license. Had OpenMW been licensed under the LGPLv3 then you could link to OpenMW and preserve the 'java code' under your license.

[1] https://wiki.openmw.org/index.php?title=Bethesda_Emails
[2] http://rusgpl.ru/
[3] http://antirao.ru/gpltrans/gplru.pdf
geniussbk
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by geniussbk »

I think apk is not a binary file, but an archive in which binary java code is separate.
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psi29a
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by psi29a »

geniussbk wrote: 14 Nov 2018, 03:00 I think apk is not a binary file, but an archive in which binary java code is separate.
APK is a package, like a deb or rpm. It contains many bits under different licenses. However all the licenses have to play together and be compatible with each other in order to be shipped together in a package.

The java code can't operate without openmw.so, java code explicitly calls into openmw.so in order to work. All code that touches openmw.so in this way has to be GPLv3 compliant, if the license of the code that touches openmw.so forbids this, then you're violating that license as well as the GPLv3 by having it touch openmw.so.

Regardless, I find it really sad that I have risked my neck to talk with Bethesda on sandstranger's behalf, consulted lawyers on his behalf so that he can work on the Android port without fear. It is a breach of trust, I feel betrayed that after helping, supporting and championing not only the port but him as well that all his work is now being hidden from everyone else as a whole, not just OpenMW.

The binary isn't important but the source used to create the binary. That should be given back to the community. That is why OpenMW uses the GPLv3 to begin with. If something were ever to happen to sandstranger (let's hope not), at least the source would still be available to be worked on by others as was the case with xyzz.

Here is his work as of June this year:
https://github.com/xyzz/openmw-android
https://github.com/xyzz/openmw/tree/android

Can anyone give a reason why one would want to keep the source secret?
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AnyOldName3
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by AnyOldName3 »

There's no good reason unless either you want to take all the credit (which Sandstranger has been pretty keen on avoiding) or have done something naughty like including stolen proprietary code (which is also unlikely). However, we know Sandstranger can get excessively worried and paranoid about things, so in my mind, it's most likely that he thinks it lowers the risk of Todd Howard sending lawyers to assassinate him, even though it doesn't (and, in fact, if lawyers were a genuine risk, would make him safer - if the source is public, they'd need to NDA more than one person).
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by geniussbk »

This message was deleted in the topic of the port xyzz, but I remember he wrote that he would not post the source code for the trol with the nickname modjoswagger1980
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lysol
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by lysol »

geniussbk wrote: 14 Nov 2018, 14:50 This message was deleted in the topic of the port xyzz, but I remember he wrote that he would not post the source code for the trol with the nickname modjoswagger1980
*sigh*. This was the most pointless and strange conflict ever. I still don't know why this turned into a flame war. Well, I know that maybe some people started defending themselves, but I still don't know why people started attacking.
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urm
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by urm »

David has asked me to translate some of the responses sandstranger has posted on https://4pda.ru/forum/index.php?showtop ... ry79037151
I've only mentioned that I've stopped building until the crashes are fixed, impossible to play, irritates me

All the current code that's in the OpenMW repo is what you need
builds without a problem, .so library is entirely equivalent to the one on github.

I don't even have a build script
I've set up a build 3 years ago with cmake cache
still build manually for armv8, all the dependencies from github, manually!

Furthermore - all the difference in java code with the android version of OpenMW repo - new version of sdl, controls from there too
Fixed by changed 2 classes from sdl github
Mod manager that I wrote is in OpenMW repo, not my fault xyzz removed its uses from there
and yes my main java code is behind from commits of the main openmw repo that were rewrote by xyzz
I've only rarely cherry picked some things that I needed from there

I'm not going to prove anything to anyone
I hope now all the questions about source code will stop now, I simply have nothing to show
What sourcecode am I supposed to show, if they OpenMW devs have them all, what I am build is entirely equivalent to OpenMW repo with the only difference in dependencies, which I've built manually!
Such a game engine takes about a week of 2-3 hours of work per day
Nothing difficult

By the way
If everyone demands the source code, I will post it
But nobody's going to be able to build it, as I don't use the git build
build it all in console - each library
manually
Let them enjoy crappy source code
csombek
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by csombek »

(Some conversation from 4pda)

during the week? But how? In that case, is there any hope that someone will handle the port of Skyrim? It would create an unprecedented sensation.



There is a big difference in porting the engine and writing from 0
Porting the finished engine is done on a bucket for a week - one and a half, I did not know all aspects of porting to a bucket for a year or two,
but in fact there are no difficulties there.

But writing a 0 engine spans 10 years and up to infinity

where I put it bluntly is essentially as a maintainer - providing assembly ALIEN engine on android
Occasionally the right pair of rows of code in source dvigla if you need
proof above - a difference in the source code is not
all completely equivalent versions from the gita

By the way, there is one caveat about the closure of sources in ports - the same Beloko provides only the native part of the engine for the audience
But java part of it is closed - as it is on has the full right of gpl license
is also developed and receives part of the Vine exegear they open
the Java part of them - zakryta- all honest and there is no deception
Well anyway java part and the native I laid out - the rest is not my problem

[email protected], 20:17 *
and I'm alone as a hachiko waiting for serious seeds

If you wish you can continue operating time
I now have no time to do it
at the moment, all collected and compiled, the graphics have nothing falls, everything works, the assembly is straight out of the studio in Windows
Office and other things - no
assembly instructions are not written so far
https://bitbucket.org/...us-engine-android-port
Repu opened, who wants to can continue to develop on it
I compassed myself to all this

PS: holivar on this topic about the sources on the openmw forum I read
I never set myself like so I am the author of the engine and I myself wrote it from 0

to Essentially, it was just support for the bucket version - how it is supported on Linux, Windows and Mac
Well, since the authors of the engine do not want to, then okay
, I won’t delete the binary, but I’ll also not support any more.
For any questions, write to the openmw forum, not to me



Looks like a slight misunderstanding between you and psi29a. Thank you for sharing the source!

Regarding the GPL:
https://www.gnu.org/licenses/gpl-faq.en ... braryIsGPL
and
https://www.gnu.org/licenses/gpl-faq.en.html#GPLPlugins

so you still violated the license, even if only changed class 1 or assembly configs



Lol
how then do the authors of the ports do that indicated the
type of the team exegear and beloko
They kind of sell their ports also for money
Well, well, that everything was solved without problems

geniussbk @ 11/15/18, 01:38 *
As I understand it, if I want to correct the enter, it will assemble without on-screen buttons and joysticks? It's just that the xyzz build does not suit management

You will have to update in xyzz sdl build script to the latest version
if you want to replace all the code Java classes from his turnips to those that contributed
well, and in addition to remove patches on the joystick sdl, in sdl 2.0.9 they are not needed, and not applied
will meet with management, all source codes of Java code are identical to the fact that in the last binary

Without control of the seripuse engine port it was written about him, I don’t have time to
port the engine to it myself yes — it will take one week,
but I’ll write the control — launcher and edit bugs in the engine Other Task



(Also The Latest Apk)2018/11/11
https://4pda.ru/forum/dl/post/14384079/app-release.apk

fmpeg updated to 4.1
OpenMW updated lo last commit

With regard to the source - the problem is not sought where necessary
all sources equivalent version githaba and bugfixes same graphics for newer versions openmw dependencies
Well, the source code in Java, I generally have every right not to upload, read the same gpl license.
You do not just need to build a slushy engine - that's all

(But I reccommend this one)
https://4pda.ru/forum/dl/post/14225274/app-release.apk
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psi29a
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by psi29a »

I've been following along for awhile now with google translate, which is abysmal so I'm glad that people are posting and translating directly.

I do hope that xyzz and sandstranger stay on board, it was never my intent to demotivate them or stop them from working the project.

Even then, I think there is a communication issue and for that, Прости, пожалуйста.

Большое спасибо, for your patience and for providing your work.

I was operating under the assumption that development on the Android port was continuing but there never seemed to be any source being presented along with the apk releases.

Sandstranger's work can be found over here:
https://bitbucket.org/sandstranger/

Most of the work on the Android port was done here:
https://bitbucket.org/sandstranger/openmw_android/

The commit history is here:
https://bitbucket.org/sandstranger/open ... test_build

I'm very happy that it is being shared! Thank you again. :)

It is my intent to see this work go into Travis-CI and eventually making nightlies. Hopefully we can get more testers involved and more people reporting bugs on our tracker. Things that we can fix in OpenMW, we'll try to do. However we still need someone willing to head up further development of the port if we are to make this an 'official' port of OpenMW.
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Re: OpenMW Andriod -- Graphics Issues... Any Ideas?

Post by sandstranger »

psi29a wrote: 15 Nov 2018, 15:17 I've been following along for awhile now with google translate, which is abysmal so I'm glad that people are posting and translating directly.

I do hope that xyzz and sandstranger stay on board, it was never my intent to demotivate them or stop them from working the project.

Even then, I think there is a communication issue and for that, Прости, пожалуйста.

Большое спасибо, for your patience and for providing your work.

I was operating under the assumption that development on the Android port was continuing but there never seemed to be any source being presented along with the apk releases.

Sandstranger's work can be found over here:
https://bitbucket.org/sandstranger/

Most of the work on the Android port was done here:
https://bitbucket.org/sandstranger/openmw_android/

The commit history is here:
https://bitbucket.org/sandstranger/open ... test_build

I'm very happy that it is being shared! Thank you again. :)

It is my intent to see this work go into Travis-CI and eventually making nightlies. Hopefully we can get more testers involved and more people reporting bugs on our tracker. Things that we can fix in OpenMW, we'll try to do. However we still need someone willing to head up further development of the port if we are to make this an 'official' port of OpenMW.
There is not all commits , I forgot to push 2 commits yesterday for water shader ,
One fix not mine , this fix from man from 4pda and fixes visibility in water for gles2
About graphic fixes ,all issues comes from gl4es , recent commits from gl4es will fix almost all graphic bugs , but not all
Sorry , if I confused you in anything

Regarding why I began to Make builds on 4pda , well, users told me to prove that I was involved in writing any code in port, so I decided to prove them it ,
PS : I am not using xyzz build system , so I can not push upstream changes for it ,
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