Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
onionland
Posts: 56
Joined: 29 Jul 2014, 00:43

Re: Android part 2

Post by onionland » 06 Feb 2019, 16:06

pulion wrote:
05 Feb 2019, 20:46
Hi, Xyzz. For a long time there was no news from you. When are you planning to release a new version of the program? Is there a chance to fix the crashes?
If you look at the github you can see he's been working on it in chunks, about a month or so apart, so please be patient. Keep in mind that the android port has very low priority, with much to do, meaning that there is plenty of opportunities to contribute, so if you'd like to speed up the development of the port you are free to submit your own fixes. If you have some experience I'm sure Xyzz would be willing to point you in the direction of some low hanging fruit.

pulion
Posts: 7
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 06 Feb 2019, 21:25

how to increase cache size in the settings-default.cfg file? I change, but after launching the apk, the default settings return.

xyzz
Posts: 62
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 07 Feb 2019, 00:16

The crashes aren't caused by the Android port, but by engine issues present within the core OpenMW project. I've filled bugs for some of them on gitlab however I do not have time to work on fixing them in the near future.

pulion
Posts: 7
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 07 Feb 2019, 08:05

xyzz wrote:
07 Feb 2019, 00:16
The crashes aren't caused by the Android port, but by engine issues present within the core OpenMW project. I've filled bugs for some of them on gitlab however I do not have time to work on fixing them in the near future.
can you build the apk by changing the max nav mesh tiles cache size = 268435456 to 512 Mb or 1 Gb? Maybe this will to some extent prevent crashes on non-standard builds of the game.

xyzz
Posts: 62
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 07 Feb 2019, 17:24

pulion wrote:
07 Feb 2019, 08:05
xyzz wrote:
07 Feb 2019, 00:16
The crashes aren't caused by the Android port, but by engine issues present within the core OpenMW project. I've filled bugs for some of them on gitlab however I do not have time to work on fixing them in the near future.
can you build the apk by changing the max nav mesh tiles cache size = 268435456 to 512 Mb or 1 Gb? Maybe this will to some extent prevent crashes on non-standard builds of the game.
You can change it yourself in the settings file (settings.cfg, not settings-default.cfg).

pulion
Posts: 7
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 07 Feb 2019, 23:37

xyzz wrote:
07 Feb 2019, 17:24
pulion wrote:
07 Feb 2019, 08:05
xyzz wrote:
07 Feb 2019, 00:16
The crashes aren't caused by the Android port, but by engine issues present within the core OpenMW project. I've filled bugs for some of them on gitlab however I do not have time to work on fixing them in the near future.
can you build the apk by changing the max nav mesh tiles cache size = 268435456 to 512 Mb or 1 Gb? Maybe this will to some extent prevent crashes on non-standard builds of the game.
You can change it yourself in the settings file (settings.cfg, not settings-default.cfg).
is it enough to specify "max nav mesh tiles cache size = 1073741824", or is it necessary to create a partition in the setting file?

xyzz
Posts: 62
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 08 Feb 2019, 01:35

pulion wrote:
07 Feb 2019, 23:37
xyzz wrote:
07 Feb 2019, 17:24
pulion wrote:
07 Feb 2019, 08:05
xyzz wrote:
07 Feb 2019, 00:16
The crashes aren't caused by the Android port, but by engine issues present within the core OpenMW project. I've filled bugs for some of them on gitlab however I do not have time to work on fixing them in the near future.
can you build the apk by changing the max nav mesh tiles cache size = 268435456 to 512 Mb or 1 Gb? Maybe this will to some extent prevent crashes on non-standard builds of the game.
You can change it yourself in the settings file (settings.cfg, not settings-default.cfg).
is it enough to specify "max nav mesh tiles cache size = 1073741824", or is it necessary to create a partition in the setting file?
You need to put it under [Navigator]

kmerz
Posts: 1
Joined: 08 Feb 2019, 10:13

Re: Android part 2

Post by kmerz » 08 Feb 2019, 11:10

Hi,

first of all thanks for this project. It is amazing!

I have only one tinny problem, when hiding the controls - because I use a Bluetooth controller - the mouse vanishes as well and does
not reappear when needed for a menu.

I playing with the latest release from: https://github.com/xyzz/openmw-android/releases (2019-01-12) on a Samsung S7.

xyzz
Posts: 62
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 11 Feb 2019, 04:16

I've published a new release over at github. The changelog is:
- Updated bullet to 2.88
- Patched a lot of OpenMW & upstream osg code to get rid of data races reported by tsan
(NB: I forgot to update openmw this time, will do it in the next one)

User avatar
akortunov
Posts: 507
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation
Github profile: https://github.com/akortunov

Re: Android part 2

Post by akortunov » 11 Feb 2019, 04:43

xyzz wrote:
11 Feb 2019, 04:16
- Patched a lot of OpenMW & upstream osg code to get rid of data races reported by tsan
How about pull requests with some of these fixes?

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