Android build openmw

Everything about development and the OpenMW source code.
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sandstranger
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Re: Android build openmw

Post by sandstranger » 01 Jul 2014, 15:55

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Last edited by sandstranger on 01 Aug 2014, 16:34, edited 1 time in total.

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pvdk
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Re: Android build openmw

Post by pvdk » 02 Jul 2014, 01:35

The strange gibberish in your openmw.cfg suggests you are trying to run with non-English Morrowind installation files, please add an "encoding=" key to openmw.cfg with the correct encoding setting:

Code: Select all

--encoding arg (=win1252)             Character encoding used in OpenMW game 
                                        messages:
                                        
                                        win1250 - Central and Eastern European                                                                                                                  
                                        such as Polish, Czech, Slovak, 
                                        Hungarian, Slovene, Bosnian, Croatian, 
                                        Serbian (Latin script), Romanian and 
                                        Albanian languages
                                        
                                        win1251 - Cyrillic alphabet such as 
                                        Russian, Bulgarian, Serbian Cyrillic 
                                        and other languages
                                        
                                        win1252 - Western European (Latin) 
                                        alphabet, used by default
But I seriously doubt you're getting it to work since I believe right now OpenGLES is not supported.

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sandstranger
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Re: Android build openmw

Post by sandstranger » 02 Jul 2014, 05:26

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sandstranger
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Re: Android build openmw

Post by sandstranger » 02 Jul 2014, 12:43

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sandstranger
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Re: Android build openmw

Post by sandstranger » 03 Jul 2014, 18:29

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sandstranger
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Re: Android build openmw

Post by sandstranger » 05 Jul 2014, 16:04

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sandstranger
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Re: Android build openmw

Post by sandstranger » 06 Jul 2014, 22:29

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SquireNed
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Re: Android build openmw

Post by SquireNed » 07 Jul 2014, 00:42

OpenMW can be a little finicky with its shaders sometimes. Is it the same error, or a different one?

Consider:
Water reflection on, CG shaders= crash.
Water reflection off, CG shaders= crash.
Water reflection on (mid-game), HLSL shaders= in-game fine.
Water reflection off, HLSL shaders= in-game fine.

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sandstranger
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Re: Android build openmw

Post by sandstranger » 07 Jul 2014, 11:18

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sandstranger
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Re: Android build openmw

Post by sandstranger » 08 Jul 2014, 20:31

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