Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
xyzz
Posts: 56
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 25 Dec 2018, 17:30

Make sure to click "reset settings" when you update, otherwise preload won't get disabled.

MistFuror
Posts: 13
Joined: 11 Apr 2018, 20:23

Re: Android part 2

Post by MistFuror » 25 Dec 2018, 17:42

xyzz wrote:
25 Dec 2018, 17:30
Make sure to click "reset settings" when you update, otherwise preload won't get disabled.
Did that as well, still no luck

xyzz
Posts: 56
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 26 Dec 2018, 06:08

Hmm, that's weird. Can you get a logcat of the crash?

MistFuror
Posts: 13
Joined: 11 Apr 2018, 20:23

Re: Android part 2

Post by MistFuror » 26 Dec 2018, 11:35

xyzz wrote:
26 Dec 2018, 06:08
Hmm, that's weird. Can you get a logcat of the crash?
Sure thing, here it is (had to upload it to google drive, the log's quite big) https://drive.google.com/file/d/1qhRasX ... sp=sharing

Nikolay76rus
Posts: 1
Joined: 26 Dec 2018, 17:41

Re: Android part 2

Post by Nikolay76rus » 26 Dec 2018, 17:45

Android 7.0 arm7 version 0.43, no vater visible

pulion
Posts: 3
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 26 Dec 2018, 19:23

xyzz wrote:
25 Dec 2018, 01:06
New build, download from https://github.com/xyzz/openmw-android/ ... -debug.apk
- Added a new option to enable/disable preloading. Preloading is disabled by default as it's been reported to cause numerous crashes.
- Downgraded mainline OSG to 3.6.2
- Updated Android NDK to r18b
Hey. You can ask you to port the function of automatically adding mods and saving the file config to the new version of the application. sorry for my English.

xyzz
Posts: 56
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 26 Dec 2018, 19:39

MistFuror wrote:
26 Dec 2018, 11:35
xyzz wrote:
26 Dec 2018, 06:08
Hmm, that's weird. Can you get a logcat of the crash?
Sure thing, here it is (had to upload it to google drive, the log's quite big) https://drive.google.com/file/d/1qhRasX ... sp=sharing
Looks like the usual renderer crash, can't really tell why without an asan/tsan/full heap dump. (Also, I realized I don't even have symbols for release - will try to get it fixed in the next build)

pulion
Posts: 3
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 07 Jan 2019, 09:39

Do you plan further support and project development? What are your plans for the near future? and by the way, thank you for the opportunity to play Morrowind on android. it's great!

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psi29a
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Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
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Re: Android part 2

Post by psi29a » 07 Jan 2019, 11:40

For those interested, I've ported/moved our android repo to gitlab:
https://gitlab.com/OpenMW/android-port

I will making the one on github read-only in the future.

We can take advantage of Gitlab's pipelines (docker images) to build and host our build artifacts. :)

That way, when everything is in place we can have nightlies and all that fun stuff.

arithmaldor
Posts: 1
Joined: 07 Jan 2019, 16:52

Re: Android part 2

Post by arithmaldor » 07 Jan 2019, 16:58

Is there any way to use a bluetooth controller to play, either with direct mapping or mapping to screen regions to emulate touch?

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