Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
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AnyOldName3
Posts: 1595
Joined: 26 Nov 2015, 03:25

Re: Android part 2

Post by AnyOldName3 » 16 Oct 2019, 01:13

There are a few possible solutions, but they're complicated if we want to do them without introducing major problems.
AnyOldName3, Master of Shadows

Destroyer5150
Posts: 12
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 16 Oct 2019, 03:54

omw_release_0.46.0-27 crashes on my S9-Snapdragon-oreo. Had to go back to 0-26 after many attempts. Crashes at hitting the mods button and on trying to play the game.

xyzz
Posts: 149
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 27 Oct 2019, 21:35

https://github.com/xyzz/openmw-android/ ... 28-nightly
- Updated OpenMW to b948101a731adf589e37a6b6684e637705ca8223

xyzz
Posts: 149
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 28 Oct 2019, 00:49

https://github.com/xyzz/openmw-android/ ... 29-nightly
- Fixed the issue with the file browser not working on Android 10

xyzz
Posts: 149
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 04 Nov 2019, 03:45

https://github.com/xyzz/openmw-android/ ... 30-nightly
- Updated OpenMW to 2ee17f39fdaece578a5e1cb10c15ec009a698c84

reddragon72
Posts: 37
Joined: 06 Apr 2019, 20:11

Re: Android part 2

Post by reddragon72 » 08 Nov 2019, 02:16

Just for SaG I set player speed to 10000 and crashed OMW :)

Setting it to 5k works fine for exploring but not 10k... at least on my phone

Destroyer5150
Posts: 12
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 08 Nov 2019, 09:46

reddragon72 wrote:
08 Nov 2019, 02:16
Just for SaG I set player speed to 10000 and crashed OMW :)

Setting it to 5k works fine for exploring but not 10k... at least on my phone
Lol! Let me know if you find a Flash mod! 😂

pulion
Posts: 24
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 13 Nov 2019, 13:55

Thank you very much for the work done on the project. Will full support for shaders and bump mapping to the port be introduced in the near future?

xyzz
Posts: 149
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 21 Nov 2019, 02:21

pulion wrote:
13 Nov 2019, 13:55
Thank you very much for the work done on the project. Will full support for shaders and bump mapping to the port be introduced in the near future?
This would have to come from somebody other than me as I do not have time nor desire to work on these features. From what I've seen on discord, people did manage to get shaders working; not sure about bump mapping.

pulion
Posts: 24
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 21 Nov 2019, 09:21

xyzz wrote:
21 Nov 2019, 02:21
pulion wrote:
13 Nov 2019, 13:55
Thank you very much for the work done on the project. Will full support for shaders and bump mapping to the port be introduced in the near future?
This would have to come from somebody other than me as I do not have time nor desire to work on these features. From what I've seen on discord, people did manage to get shaders working; not sure about bump mapping.
What kind of discord channel are you talking about? And is there a link to a topic that discussed the launch of shaders on OpenMW for Android?

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