Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
Destroyer5150
Posts: 14
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 15 Mar 2020, 03:51

Sisah wrote:
13 Mar 2020, 20:57
Not sure about that but .bsa archives probably have some compression, so use that instead of .zip.
That's what's used normally. If Morrowind vanilla with expansions is zipped, it's only 1.47 GB. Don't feel like unzipping it just to prove a point but the total size on my mem card with rebirth, rebuilt, DNtextures, better bodies/heads and a few other small mods is 12.04 GB. It would make a huge difference in size if Morrowind and hopefully at least rebirth and rebuilt or even just rebuilt was zipped. At least then I could install the texture packs, rezipp and hopefully go on my marry little way. Lol you can't deny the massive benefit that would be.

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

Re: Android part 2

Post by sandy0099 » 28 Mar 2020, 03:38

can i request a few changes:
1. dont hide the activate button in menus like dialogues etc. they are very important to me for spaming persuasion.

2. another touch control option that works like a dual analog. i use the hybrid now and its really good.. its just that to turn around ill need to swipe multiple times or increase the look sensitivity(less accurate). wouldnt it also look smoother this way when just moving around cities/outdoors.

xyzz
Posts: 154
Joined: 14 Jan 2018, 22:25

Re: Android part 2

Post by xyzz » 29 Mar 2020, 02:07

https://github.com/xyzz/openmw-android/ ... 33-nightly
- Updated OpenMW to d6d8ed2137e628065f5153799deb0810ebfdca08
- Updated OpenSceneGraph to 3.6.5
- Updated SDL to 2.0.12

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 29 Mar 2020, 04:02

Installation error. :(

Version from Google Play Market has been installed, but there is a bug - it crashes when minimized and when the screen is rotated.
http://4pda.ru/forum/index.php?s=&showt ... p=95154534

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 29 Mar 2020, 10:02

Yep happening to me too. Do you have samsung phone?
Debug version didnt crashing when minimalized.

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 29 Mar 2020, 10:21

Sisah wrote:
29 Mar 2020, 10:02
Yep happening to me too. Do you have samsung phone?
Debug version didnt crashing when minimalized.
Xiaomi Max 3, turned off MIUI optimization and, when minimized, stopped crashing, but when the screen is rotated or turned off, it crashes.

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 29 Mar 2020, 13:32

When Radial Fog is on, terrain textures blur.
http://4pda.ru/forum/index.php?s=&showt ... p=95157985

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 29 Mar 2020, 14:33

Try this resource folder, but water without shader is broken and sometime reflection is weird. Also support normal maps, except guar skin from lysol.
Attachments
omw_nightly.zip
(327.94 KiB) Downloaded 16 times

Laicus
Posts: 73
Joined: 29 Apr 2018, 08:35

Re: Android part 2

Post by Laicus » 29 Mar 2020, 14:59

Sisah wrote:
29 Mar 2020, 14:33
Try this resource folder, but water without shader is broken and sometime reflection is weird. Also support normal maps, except guar skin from lysol.
Thanks! Need only folder shaders?
Which shader is responsible for radial fog?

Replaced the shaders, but now when the radial fog is activated, the landscape turns black.)

Sisah
Posts: 50
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 29 Mar 2020, 15:27

Strenge, it works for me, only terrain fragment is changed, and both object shaders, they work better.

Try put back original terrain_fragment and replace
vec2 adjustedUV = (gl_TextureMatrix[0] * vec4(uv, 0.0, 1.0)).xy;
With
vec2 adjustedUV = uv;
Thats what bring texture back to me, then scale it with
vec2 adjustedUV = uv * vec2(4.0, 4.0);
And "fix" blendmap on line
gl_FragData[0].a *= texture2D(blendMap, blendMapUV).a;
With
gl_FragData[0].a *= texture2D(blendMap, uv).a;

Also es2 renderer should be selected
Last edited by Sisah on 29 Mar 2020, 15:51, edited 2 times in total.

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