Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
pulion
Posts: 22
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 05 Mar 2019, 06:03

xyzz, thanks for working on the project. Delight the functions of the log file in the new version of the APK. my version of Morrowind crashes after this: warning al_set_timescale line 79, column 6 (endif)
    endif without matching if / elseif. Can I do something about this?
(Device Oneplus6 6/64)
Can you write on what device are you testing the APK?

geniussbk
Posts: 12
Joined: 10 Sep 2018, 05:22
Location: [email protected]

Re: Android part 2

Post by geniussbk » 05 Mar 2019, 11:34

I advise you to install these 2 patches, the crash will be many times less

https://drive.google.com/file/d/1YmEoFj ... k7o2V/view

pulion
Posts: 22
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 05 Mar 2019, 20:56

On my oneplus6 Morrowind with mods on apk from 12/24/2018 goes great without lags and brakes. but sometimes crashes. On apk from 03/04/2019 crashes almost immediately, and if it loads, it brakes madly. Is it possible to optimize apk for snapdragon 845?

borosky
Posts: 4
Joined: 05 Mar 2019, 23:11

Re: Android part 2

Post by borosky » 05 Mar 2019, 23:14

Hi all, this is my first post, amazing to see such projects like this and MW in the palm of your hand is incredible. Great stuff!

OT, I run into an issue when switching between tasks (alttabiing) -- the game screen turns black, I still hear the music/sounds, but I can't get the screen back. Does anyone experience the same issue? Maybe there is some workaround?

AbuMorrow
Posts: 11
Joined: 30 Jan 2019, 03:38

Re: Android part 2

Post by AbuMorrow » 05 Mar 2019, 23:24

Don't switch between tasks when playing openmw (that's just how it is for now), exit openmw completely to do other tasks.

borosky
Posts: 4
Joined: 05 Mar 2019, 23:11

Re: Android part 2

Post by borosky » 05 Mar 2019, 23:31

AbuMorrow wrote:
05 Mar 2019, 23:24
Don't switch between tasks when playing openmw (that's just how it is for now), exit openmw completely to do other tasks.
Thanks, hopefully it's something that can be worked out. I find it a great advantage and convenience to switch between apps "on the go" and sometimes keeping them open for weeks, months (on a tablet) and still being able to hop on/hop off anytime :)

Edit: maybe some workaround would be possible like refreshing the ingame display or something?
Last edited by borosky on 05 Mar 2019, 23:58, edited 1 time in total.

AbuMorrow
Posts: 11
Joined: 30 Jan 2019, 03:38

Re: Android part 2

Post by AbuMorrow » 05 Mar 2019, 23:50

So apparently the crashes I reported before in the latest releases are fixed now, the first is Not being able to access balmora when playing vanilla, the second problem is having a few mods would crash the game immediately when out of the ship or loading a vanilla save with mods installed would crash the game immediately.
The problems were probably because of my android version is lollipop (5), and I had an HD texture pack (512x512) before and that was also causing a problem (probably because my device's memory is 2GB, which is why openmw struggles with the texture pack installed?).
The fix was to just use a completely vanilla data files (I installed a few small retexture mods, script mods and mesh optimization mods tho and they didn't cause any problems so far), and to switch to a newer android version (because apparently android 5 is the least supported android version?).
Keep in mind the problems I mentioned were nonexistence when I was playing on the last april 2018 release.

pulion
Posts: 22
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 08 Mar 2019, 06:40

When using textures with a resolution greater than 512 * 512, the game crashes. Is it possible to make the game work stably using textures of 1024 * 1024 and higher?

AbuMorrow
Posts: 11
Joined: 30 Jan 2019, 03:38

Re: Android part 2

Post by AbuMorrow » 08 Mar 2019, 11:03

pulion wrote:
08 Mar 2019, 06:40
When using textures with a resolution greater than 512 * 512, the game crashes. Is it possible to make the game work stably using textures of 1024 * 1024 and higher?
Hey, I think if your device is better than mine you can run textures 512x512 and higher (Unless you have tested it and it didn't work for you), and if your device is the same as mine (can't run the textures) then download the release from 21 april 2018 and play with the textures you want, play on glesv1 (v2 is bugged and uses vanilla textures).

pulion
Posts: 22
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 12 Mar 2019, 18:04

On my Oneplus6 on APK from 03/04/2019 in the mode of gles1, graphical problems appear. If I run on gles2 with some mods, the game crashes. xyzz, can you fix it?
https://picua.org/image/Ls0hEk
https://picua.org/image/Ls0HUX
https://picua.org/image/Ls08Bg
https://picua.org/image/Ls0dS3
https://picua.org/image/Ls0VAn

Video https://mega.nz/#!ro1H2CxS!M6c40Kk_QZ3I ... W4PYFd-0IM

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