None of these are in the mergeable state, it's just commenting out stuff tsan complains about.
Android part 2
Re: Android part 2
Re: Android part 2
Thanks xyzz for the port to android, it's great.
I've been having an issue that I've seen other users on the forum have with underwater scenes displaying properly. It's the only thing I've been unable to get functioning properly. Multiple people reference in the old [WIP] Android port testing thread that in order to see underwater you have to turn the view distance down approximately to half. (Muramasa66 on page 14, and mojoswagger1980 on pages 32 and 34)
I *think* I found at least a temporary fix. In editing the openmw.cfg file, if you change the default values for
fallback=Water_UnderwaterSunriseFog, 3
fallback=Water_UnderwaterDayFog, 2.5
fallback=Water_UnderwaterSunsetFog, 3
fallback=Water_UnderwaterNightFog, 4
fallback=Water_UnderwaterIndoorFog, 3
It seems to get rid of the view distance/fog error. I have all of mine changed to 1.5 currently and I seem to be able to keep view distance at maximum. In doing a few test edits, it seems like openmw doesn't like when DayFog is set to 2.5 or when IndoorFog is set to 1. I just figured this out an hour or so ago so I haven't tested too extensively. So yeah, if that helps fixing that issue at all.
I've been having an issue that I've seen other users on the forum have with underwater scenes displaying properly. It's the only thing I've been unable to get functioning properly. Multiple people reference in the old [WIP] Android port testing thread that in order to see underwater you have to turn the view distance down approximately to half. (Muramasa66 on page 14, and mojoswagger1980 on pages 32 and 34)
I *think* I found at least a temporary fix. In editing the openmw.cfg file, if you change the default values for
fallback=Water_UnderwaterSunriseFog, 3
fallback=Water_UnderwaterDayFog, 2.5
fallback=Water_UnderwaterSunsetFog, 3
fallback=Water_UnderwaterNightFog, 4
fallback=Water_UnderwaterIndoorFog, 3
It seems to get rid of the view distance/fog error. I have all of mine changed to 1.5 currently and I seem to be able to keep view distance at maximum. In doing a few test edits, it seems like openmw doesn't like when DayFog is set to 2.5 or when IndoorFog is set to 1. I just figured this out an hour or so ago so I haven't tested too extensively. So yeah, if that helps fixing that issue at all.
Re: Android part 2
I've published a new release. As usual, it's available from github.
- Updated OpenMW to cb5a57e41b42aefa2ab05e5a6494039c14c66eb8
- Updated gl4es to d80c5efdd02de7a70745454b37c7b704c1f67a12
Re: Android part 2
in the new version OpenMW red sky, sun, rain, minimap
https://picua.org/image/xjaKGn
https://picua.org/image/xja6lk
https://picua.org/image/xjabH3
https://picua.org/image/xjaKGn
https://picua.org/image/xja6lk
https://picua.org/image/xjabH3
Re: Android part 2
The red sky is caused by the shadows merge, I'll have to bisect it to figure out why exactly.
Re: Android part 2
Shadows work on android?
I also wanted to ask about the loading screens, they are a bit annoying during the game.
In past builds with preload enabled, when traveling around the world, loading screens did not appear at all, in the build from 2019.02.10, screens sometimes appear.
Please, could you make that during loading of new cells and transitions of the interior / exterior these screens do not appear? Better when the frame just freezes.
Re: Android part 2
Shadows don't work on my device. I'm looking into fixing the loading screen, but can't promise anything.Laicus wrote: ↑22 Feb 2019, 02:04Shadows work on android?
I also wanted to ask about the loading screens, they are a bit annoying during the game.
In past builds with preload enabled, when traveling around the world, loading screens did not appear at all, in the build from 2019.02.10, screens sometimes appear.
Please, could you make that during loading of new cells and transitions of the interior / exterior these screens do not appear? Better when the frame just freezes.