Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
pulion
Posts: 37
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 07 May 2019, 07:50

xyzz wrote:
05 May 2019, 13:31
https://github.com/xyzz/openmw-android/ ... /0.46.0-17
**The user config and save data have been moved to /sdcard/omw. This way if you uninstall the app, your save data will not be deleted. To migrate your old save data, copy the `/sdcard/Android/data/is.xyz.omw/saves` folder to `/sdcard/omw/saves`**

- Added a new mouse control mode and changed how existing ones work
- Joystick: Can only control mouse with the right joystick
- Touch: The mouse cursor is hidden now
- Hybrid: A combination of the two (same as "Joystick" mode before this release). This is the new default.
- Fixed some crashes
- Updated OpenMW to 8754db2898bc1ba5cf0f57e4cd75a001a4818e69
Thank you, xyzz, for the work done! The last build works great. Made my Morrowind assembly with beautiful textures. runs smoothly, without memory leaks and without crashes.
Video test for example: https://youtu.be/4frr5R17bVU

Waiting for your release in GP. ;)

Cytryn
Posts: 3
Joined: 03 May 2019, 13:50

Re: Android part 2

Post by Cytryn » 07 May 2019, 10:36

pulion wrote:
07 May 2019, 07:50

Video test for example: https://youtu.be/4frr5R17bVU
Which grass, flora, trees mods are you using? (cant sent private messeges for now)

I agree last build is almost perfect.
Thanks XYZZ :D

pulion
Posts: 37
Joined: 26 Dec 2018, 07:45

Re: Android part 2

Post by pulion » 07 May 2019, 14:55

Cytryn wrote:
07 May 2019, 10:36
pulion wrote:
07 May 2019, 07:50

Video test for example: https://youtu.be/4frr5R17bVU
Which grass, flora, trees mods are you using? (cant sent private messeges for now)

I agree last build is almost perfect.
Thanks XYZZ :D
I made a new build, in which I used more than 50 mods. You can download my builds here: http://4pda.ru/forum/index.php?showtopi ... p=85046332 . In the near future I plan to place there another assembly with better textures.
Other Morrowind assemblies can also be discussed in this forum and ask for help from the community.

Sisah
Posts: 66
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 07 May 2019, 14:57

Hello, must report that water is broken completly on es1 renderer and working only on es2 if water shader is enabled, if disabled its broken again(not only in this build, but in all of them i think. Tested on note 8 and 9 exynos). Also cant get bump mapped textures and shadows to work, but its not big deal, i m sure shadows kill performance more than water shader. Only thing im missing now is distant objects, because exterior load cell distance = 2 kill my fps to non enjoyable state (~10 fps in some exterior places). Except that its ready for some modding :-).

Also which component need opengl es support, openmw or osg? And how much gl2es wrapper affect performance?

cuttoir
Posts: 4
Joined: 08 May 2019, 13:04

Re: Android part 2

Post by cuttoir » 08 May 2019, 13:08

I understand that modding with this is somewhat playing with fire, and I may be hoping for too much!
---nevermind i'm being dense!
Further, is the code patch compatible/needed for OpenMW?
Last edited by cuttoir on 08 May 2019, 13:21, edited 1 time in total.

User avatar
Capostrophic
Posts: 762
Joined: 22 Feb 2016, 20:32

Re: Android part 2

Post by Capostrophic » 08 May 2019, 13:11

It's not needed and you can't use it on a completely different binary.

Sisah
Posts: 66
Joined: 07 May 2019, 14:06

Re: Android part 2

Post by Sisah » 08 May 2019, 13:51

I think proper gl es support may fix those graphical problems like shadows and normal/specular maps and improve performance, but i dont know how much different ogl and ogl es is, and how much work it may be. Also vulkan scene graph is in development, maybe it may be implemented to openmw in future.

Just downloaded morrowind optimisation patch and project atlas and my fps in cities increased dramatically. Exterior load cell distance = 2 is no problem anymore :) must recommend it :)

cuttoir
Posts: 4
Joined: 08 May 2019, 13:04

Re: Android part 2

Post by cuttoir » 08 May 2019, 13:53

Has anyone found any UI mods that work well with this? My only issue I have with this port at all is reading item descriptions/shopping

treio
Posts: 13
Joined: 07 May 2019, 00:30

Re: Android part 2

Post by treio » 08 May 2019, 18:03

cuttoir wrote:
08 May 2019, 13:53
Has anyone found any UI mods that work well with this? My only issue I have with this port at all is reading item descriptions/shopping
If you are having trouble differentiating potions and scrolls and such, this mod gives a unique icon to each kind of effect so you don't have to hover over them. Might be useful if you don't want to have to check each one: http://mw.modhistory.com/download--2339

Another mod that might help is the Labeled Potions mod, which puts the icon of the magic effect next to the potion's icon. It doesn't totally change their look, but might be a lot easier to tell at a glance: https://www.nexusmods.com/morrowind/mods/44374/

nocriss
Posts: 1
Joined: 08 May 2019, 17:51

Re: Android part 2

Post by nocriss » 08 May 2019, 18:13

i updated from 0.43 to 0.46.0-17 and it run much better(no more crash). but the ingame setting like View Distance are not getting saved. also the last save use to be selected when i open the game now i have to select Character and save.

there used to be a setting.cfg file which seem to hold these setting. the new folder is.xyz.omw is basicly empty. I guess most of the file are now in the innacessible partition. since my phone isn't rooted i don't have access to any of this. Is there a workaround? will we need root access to configure ingame setting in the future?

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