Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
xyzz
Posts: 138
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 04 Jun 2019, 00:26

Destroyer5150 wrote:
03 Jun 2019, 08:36
Thak you. I have a question. Is there something like wrye mash in openmw? If not, (and if needed) then is there an Android alternative? Or plans to implement something similar to this build? This sucker fly's on my S9! Just to let others know, if you're phone is getting to hot and using too much power, cap the fps at 30 in the settings. Helped me out a lot!
At this time I don't have plans to implement anything more advanced than the current mod manager.

csombek
Posts: 25
Joined: 01 Jun 2018, 13:18

Re: Android part 2

Post by csombek » 06 Jun 2019, 11:34

After playing with the elder scrolls blades I realised. If this android morrowind port could have combat system like the one in blades, then it would become the best game of all times. Graphich wouldn't have to be as good but the combat mechanics are so well done in that game, it just fits the phone perfectly. Could something like that be implemented?

treio
Posts: 13
Joined: 07 May 2019, 00:30

Re: Android part 2

Post by treio » 06 Jun 2019, 19:29

csombek wrote:
06 Jun 2019, 11:34
After playing with the elder scrolls blades I realised. If this android morrowind port could have combat system like the one in blades, then it would become the best game of all times. Graphich wouldn't have to be as good but the combat mechanics are so well done in that game, it just fits the phone perfectly. Could something like that be implemented?
I would imagine that some kind of swipe gesture could be recognized to activate an attack, but anything past that would be a massive rewrite of the core game and wouldn't be feasible.

Destroyer5150
Posts: 8
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 07 Jun 2019, 15:08

Nah just make it easier to use spells and the inventory (because of the smaller screen)

xyzz
Posts: 138
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 09 Jun 2019, 17:57

https://github.com/xyzz/openmw-android/ ... 21-nightly
- Fixed the issue where settings would not get saved if you exit the app
- Merged https://gitlab.com/OpenMW/openmw/merge_requests/119
- Removed the option to enable unsafe graphics optimizations, they are now always enabled
- Removed the option to disable preloading; preloading still can be disabled through user configuration file
- Updated OpenMW to bc79213a66f54ef1db2870a436ea5ecefd8328e5

sandy0099
Posts: 12
Joined: 21 Apr 2019, 12:43

Re: Android part 2

Post by sandy0099 » 12 Jun 2019, 14:42

on nightly build:
please dont hide the activate button on actions like opening stat windows, dialogue etc. its very important in things like spamming persuasion.
sneak button should be separate from top bar icons.

Laicus
Posts: 41
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 13 Jun 2019, 03:01

sandy0099 wrote:
12 Jun 2019, 14:42
please dont hide the activate button on actions like opening stat windows, dialogue etc. its very important in things like spamming persuasion.
I would like the launcher to have the setting "always display all buttons", so that all the buttons, including the digital ones, are displayed from the start of the game and do not disappear in the dialog and inventory menu.

Destroyer5150
Posts: 8
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 13 Jun 2019, 11:16

Getting audio crackling since the last update. Maybe my mods though. And does anybody know if and how to use swift casting and a way to bind restore health and restore magicka potions to a button? Also a way to zoom in and out when in 3rd person view? And another thing not so imortant, I wanted to use the dread Knight armor https://www.nexusmods.com/morrowind/mod ... escription but it requires MCP and the textures are screwed and it crashed my game. Any plans on fixes?

User avatar
lysol
Posts: 1294
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: Android part 2

Post by lysol » 13 Jun 2019, 11:37

Two questions are general OpenMW questions and not specific to Android, so I'll answer those. Can't answer the Android-specific ones.
Destroyer5150 wrote:
13 Jun 2019, 11:16
And does anybody know if and how to use swift casting [...]?
Not possible because it isn't implemented into OpenMW (yet). There has been some debate wether Obvlivion-style swift casting should be implemented at all or if there should be a better system implemented instead. Skyrim's system for example could perhaps be better. But again, so far, there is no swift casting.
Destroyer5150 wrote:
13 Jun 2019, 11:16
And another thing not so imortant, I wanted to use the dread Knight armor https://www.nexusmods.com/morrowind/mod ... escription but it requires MCP and the textures are screwed and it crashed my game. Any plans on fixes?
Haven't looked at this particular case, but it's probably a need to convert the mod due to the use of MCP hacks that will not work for OpenMW. The hacks will not be implemented either since there are better ways to do the same things, which OpenMW can use. See the link for more info and a tutorial on how to convert the mod.
Normal mapped texture replacers, exclusive for OpenMW:
My Nexus page

Destroyer5150
Posts: 8
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 14 Jun 2019, 12:00

lysol wrote:
13 Jun 2019, 11:37
Two questions are general OpenMW questions and not specific to Android, so I'll answer those. Can't answer the Android-specific ones.
Destroyer5150 wrote:
13 Jun 2019, 11:16
And does anybody know if and how to use swift casting [...]?
Not possible because it isn't implemented into OpenMW (yet). There has been some debate wether Obvlivion-style swift casting should be implemented at all or if there should be a better system implemented instead. Skyrim's system for example could perhaps be better. But again, so far, there is no swift casting.
Destroyer5150 wrote:
13 Jun 2019, 11:16
And another thing not so imortant, I wanted to use the dread Knight armor https://www.nexusmods.com/morrowind/mod ... escription but it requires MCP and the textures are screwed and it crashed my game. Any plans on fixes?
Haven't looked at this particular case, but it's probably a need to convert the mod due to the use of MCP hacks that will not work for OpenMW. The hacks will not be implemented either since there are better ways to do the same things, which OpenMW can use. See the link for more info and a tutorial on how to convert the mod.
Skyrim style would be much better for spell casting. May even be able to dual wield weapons properly as a side effect or an easy implement.
And I sadly don't have a PC at the moment, but if I find a way to nif edit on Android I'll post it.

Post Reply