Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
Post Reply
xyzz
Posts: 82
Joined: 14 Jan 2018, 22:25

Android part 2

Post by xyzz » 24 Dec 2018, 03:26

So I noticed the previous thread got locked because people didn't behave, please try to be nice this time.

You can download the latest builds from https://github.com/xyzz/openmw-android/releases

Screenshots
https://imgur.com/a/DWCYf

FAQ

Q: Something is not working.
A: Open the launcher, click on three dots on top right side and select "Reset configuration files".

Q: Something is still not working.
A: It might be an issue with this port, describe the problem in detail and post here. Attach textual output of "adb logcat" if possible.

Q: The menus/text is too small, I can't see anything!
A: In the "User interface" section change "GUI scaling factor" to 2 or a higher value.

Q: How do I use the mouse?
A: When mouse cursor is shown, the touch screen emulates a laptop touchpad. You can also use the right joystick stick.

Q: How do I configure the controls?
A: Open the launcher, click on three dots on top right side and select "Configure on-screen controls".

Q: How do I install mods?
A: There is no support for mods in the launcher at the moment. However, you can place mod files into the game data directory and edit configuration file by hand to enable mods.

Q: The framerate is too low.
A: In the "Advanced" section set "Physics FPS" to a lower value. However, as OpenMW wiki claims, "The effects of using a lower framerate have not been extensively tested". You can also try enabling the "Force simple collision box" option.

Q: Water looks weird.
A: In the "Advanced" section change "Graphics library" to "GLESv2".

Q: It's crashing all the time, what can I do?
A: Try switching between GLESv1 and GLESv2 "Graphics library" setting. Additionally, try switching between "Mainline" and "OpenMW Fork" OpenSceneGraph versions.

________________________________________________________________________________

Acknowledgements

This port is using the gl4es library: https://github.com/ptitSeb/gl4es. gl4es translates GL1 calls into GLESv1/GLESv2 calls so they can run on mobile/portable devices. If you're a developer struggling to port a desktop OpenGL 1 application to mobile, check it out.

xyzz
Posts: 82
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 03:27

Also I'll copy here the changelog of the latest version. Download from https://github.com/xyzz/openmw-android/ ... -debug.apk
Add a version selector for OSG, you can choose between the mainline OSG release and the OpenMW fork
Update OpenMW to a037e4c954d920e1625343372c782fbc1cf3a52a
Update mainline OSG to 3.6.3
Update gl4es to 02af64ec02ff735643793a810b5849474a86927e
Update libpng to 1.6.36
Update freetype2 to 2.9.1
Update OpenAL to 1.19.1
Update Boost to 1.69.0
Update FFmpeg to 4.1
Remove the template data race workaround in the hopes it's fixed in mainline OpenMW (I don't know if it is though)

terabyte25
Posts: 55
Joined: 26 Jul 2018, 12:58

Re: Android part 2

Post by terabyte25 » 24 Dec 2018, 05:00

Nice.
Any plans on updating the icons and having a plug-in page, similar to sandstranger's fork?

xyzz
Posts: 82
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 05:42

Not sure what you mean by updating icons, as for mods I'm waiting until the new mods system is implemented in the hopes that it's gonna be more reasonable to deal with.

User avatar
akortunov
Posts: 559
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation

Re: Android part 2

Post by akortunov » 24 Dec 2018, 06:31

Do not use OSG 3.6.3 - OpenMW crashes with it, presumably because of bug in the OSG itself:
https://github.com/openscenegraph/OpenS ... issues/674

User avatar
psi29a
Posts: 4581
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: Android part 2

Post by psi29a » 24 Dec 2018, 18:38

Cheers and welcome back! (Merry Christmas)

xyzz
Posts: 82
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 24 Dec 2018, 20:39

akortunov wrote:
24 Dec 2018, 06:31
Do not use OSG 3.6.3 - OpenMW crashes with it, presumably because of bug in the OSG itself:
https://github.com/openscenegraph/OpenS ... issues/674
Okay, I've downgraded it to 3.6.2 and will include that version in the next release.

xyzz
Posts: 82
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 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

User avatar
psi29a
Posts: 4581
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: Android part 2

Post by psi29a » 25 Dec 2018, 11:48

A lovely Christmas gift. :)

Thank you!

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

Re: Android part 2

Post by MistFuror » 25 Dec 2018, 12:43

Thank you so much for continuing to work on the port, you're a legend!

I tried all of the new options, but the crashes upon every cell transition still happen on android 6.0 (they don't happen with the version back from march this year)... It's super weird

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests