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Re: Android part 2

Posted: 21 Nov 2019, 14:18
by reddragon72
Noticed that if I set a resolution in the cfg lower than what is set in the phone the mouse touch will be off.
In other words where I touch the screen the mouse pointer will appear below and to the right of where I touched by an inch.

Re: Android part 2

Posted: 24 Nov 2019, 19:01
by xyzz
pulion wrote: 21 Nov 2019, 09:21
xyzz wrote: 21 Nov 2019, 02:21
pulion wrote: 13 Nov 2019, 13:55 Thank you very much for the work done on the project. Will full support for shaders and bump mapping to the port be introduced in the near future?
This would have to come from somebody other than me as I do not have time nor desire to work on these features. From what I've seen on discord, people did manage to get shaders working; not sure about bump mapping.
What kind of discord channel are you talking about? And is there a link to a topic that discussed the launch of shaders on OpenMW for Android?
https://discordapp.com/invite/UmCXHUv
reddragon72 wrote: 21 Nov 2019, 14:18 Noticed that if I set a resolution in the cfg lower than what is set in the phone the mouse touch will be off.
In other words where I touch the screen the mouse pointer will appear below and to the right of where I touched by an inch.
Please add information about your device, Android version and resolution you've tried to this issue https://github.com/xyzz/openmw-android/issues/16

Re: Android part 2

Posted: 21 Dec 2019, 21:48
by pulion
xyzz, good day! Is it worth waiting in the near future for the updates of the night assemblies of OpenMW?

Re: Android part 2

Posted: 29 Dec 2019, 17:05
by xyzz
https://github.com/xyzz/openmw-android/ ... 31-nightly
- Updated OpenMW to 133b99bf18bfbebfb46f3b7eb0eee3da853e1b24

Re: Android part 2

Posted: 26 Jan 2020, 15:00
by res87th
Hello, xyzz, thank you for you work. I have an issue while playing: my gamepad have no triggers, but have button L2 and R2. But OMW can't recognize them. There are "BUTTON_L2" and "BUTTON_R2" in my gamepad kl file. Another buttons works fine (even "BUTTON_L1" and "BUTTON_R1").
Another request is how about full support of mouse. I have keyboard and mouse connected to my android device what I want to play with like on PC. Is there any chance to see this function as an option in one of the next release?

Re: Android part 2

Posted: 04 Feb 2020, 20:01
by AFeralGoose
xyzz wrote: 02 May 2019, 02:55 https://github.com/xyzz/openmw-android/ ... 2019-05-01
- Implemented new data files installation flow; both Data Files and Morrowind.ini are now required
- Removed support for OpenSceneGraph "fork" version
- Pause game sounds on minimize
- Allow portrait orientation in the main menu
- Fixed crash when exiting the game
Hi xyzz, I just installed this for the first time today and I'm already super impressed. Nice work! I'm on the latest nightly from December 29th (0.46.0-31-nightly) and I can't find the setting for portrait orientation. Is this feature still available?

Re: Android part 2

Posted: 29 Feb 2020, 23:00
by xyzz
https://github.com/xyzz/openmw-android/ ... 32-nightly
- Updated OpenMW to 04f2b320b9edd094acc6f211d7a0c7a2e85d075f

Re: Android part 2

Posted: 12 Mar 2020, 12:16
by Sisah
So that problem with normal maps on android is just that gl_TextureMatrix[number] in shaders doesnt contain any data or have bad ones (gl4es issue? Possible to fix?) Another one is in object_fragment, something is wrong with "(passTangent.w > 0) ? -1.f : 1:f" replacing it with 1.f works.

Re: Android part 2

Posted: 13 Mar 2020, 20:02
by Destroyer5150
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Re: Android part 2

Posted: 13 Mar 2020, 20:57
by Sisah
Not sure about that but .bsa archives probably have some compression, so use that instead of .zip.