Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
Post Reply
xyzz
Posts: 144
Joined: 14 Jan 2018, 22:25

Android part 2

Post by xyzz » 24 Dec 2018, 03:26

Download from Google Play: https://play.google.com/store/apps/deta ... is.xyz.omw
Download from GitHub: https://github.com/xyzz/openmw-android/releases

Screenshots
https://imgur.com/a/FnvMXbS

FAQ

For the latest information including the FAQ and installation guides, see https://omw.xyz.is/

________________________________________________________________________________

Acknowledgements

This port is using the gl4es library: https://github.com/ptitSeb/gl4es. gl4es translates GL1 calls into GLESv1/GLESv2 calls so they can run on mobile/portable devices. If you're a developer struggling to port a desktop OpenGL 1 application to mobile, check it out.
Last edited by xyzz on 05 May 2019, 18:17, edited 5 times in total.

xyzz
Posts: 144
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 03:27

Also I'll copy here the changelog of the latest version. Download from https://github.com/xyzz/openmw-android/ ... -debug.apk
Add a version selector for OSG, you can choose between the mainline OSG release and the OpenMW fork
Update OpenMW to a037e4c954d920e1625343372c782fbc1cf3a52a
Update mainline OSG to 3.6.3
Update gl4es to 02af64ec02ff735643793a810b5849474a86927e
Update libpng to 1.6.36
Update freetype2 to 2.9.1
Update OpenAL to 1.19.1
Update Boost to 1.69.0
Update FFmpeg to 4.1
Remove the template data race workaround in the hopes it's fixed in mainline OpenMW (I don't know if it is though)

terabyte25
Posts: 55
Joined: 26 Jul 2018, 12:58

Re: Android part 2

Post by terabyte25 » 24 Dec 2018, 05:00

Nice.
Any plans on updating the icons and having a plug-in page, similar to sandstranger's fork?

xyzz
Posts: 144
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 05:42

Not sure what you mean by updating icons, as for mods I'm waiting until the new mods system is implemented in the hopes that it's gonna be more reasonable to deal with.

User avatar
akortunov
Posts: 621
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Android part 2

Post by akortunov » 24 Dec 2018, 06:31

Do not use OSG 3.6.3 - OpenMW crashes with it, presumably because of bug in the OSG itself:
https://github.com/openscenegraph/OpenS ... issues/674

User avatar
psi29a
Posts: 4644
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: Android part 2

Post by psi29a » 24 Dec 2018, 18:38

Cheers and welcome back! (Merry Christmas)

xyzz
Posts: 144
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 20:39

akortunov wrote:
24 Dec 2018, 06:31
Do not use OSG 3.6.3 - OpenMW crashes with it, presumably because of bug in the OSG itself:
https://github.com/openscenegraph/OpenS ... issues/674
Okay, I've downgraded it to 3.6.2 and will include that version in the next release.

xyzz
Posts: 144
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 25 Dec 2018, 01:06

New build, download from https://github.com/xyzz/openmw-android/ ... -debug.apk
- Added a new option to enable/disable preloading. Preloading is disabled by default as it's been reported to cause numerous crashes.
- Downgraded mainline OSG to 3.6.2
- Updated Android NDK to r18b

User avatar
psi29a
Posts: 4644
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: Android part 2

Post by psi29a » 25 Dec 2018, 11:48

A lovely Christmas gift. :)

Thank you!

MistFuror
Posts: 13
Joined: 11 Apr 2018, 20:23

Re: Android part 2

Post by MistFuror » 25 Dec 2018, 12:43

Thank you so much for continuing to work on the port, you're a legend!

I tried all of the new options, but the crashes upon every cell transition still happen on android 6.0 (they don't happen with the version back from march this year)... It's super weird

Post Reply