Android part 2

For new and upcoming OpenMW branches and ports; move fast and break things!
reddragon72
Posts: 58
Joined: 06 Apr 2019, 20:11

Re: Android part 2

Post by reddragon72 » 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.

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

Re: Android part 2

Post by xyzz » 24 Nov 2019, 19:01

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

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

Re: Android part 2

Post by pulion » 21 Dec 2019, 21:48

xyzz, good day! Is it worth waiting in the near future for the updates of the night assemblies of OpenMW?

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

Re: Android part 2

Post by xyzz » 29 Dec 2019, 17:05

https://github.com/xyzz/openmw-android/ ... 31-nightly
- Updated OpenMW to 133b99bf18bfbebfb46f3b7eb0eee3da853e1b24

res87th
Posts: 1
Joined: 26 Jan 2020, 14:46

Re: Android part 2

Post by res87th » 26 Jan 2020, 15:00

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?

AFeralGoose
Posts: 1
Joined: 04 Feb 2020, 19:51

Re: Android part 2

Post by AFeralGoose » 04 Feb 2020, 20:01

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?

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

Re: Android part 2

Post by xyzz » 29 Feb 2020, 23:00

https://github.com/xyzz/openmw-android/ ... 32-nightly
- Updated OpenMW to 04f2b320b9edd094acc6f211d7a0c7a2e85d075f

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

Re: Android part 2

Post by Sisah » 12 Mar 2020, 12:16

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.

Destroyer5150
Posts: 14
Joined: 30 May 2019, 11:15

Re: Android part 2

Post by Destroyer5150 » 13 Mar 2020, 20:02

Would be nice to make it work off of a Morrowind.zip. Rebuilt and Rebirth and possibly the texture packs being compatible with in zips would be good also. It takes up over 12 gigs on my memory card and I'm willing to rezip everything in any structure to save about 8 gigs! If possible let the as downloaded zips from rebirth and rebuilt work right off the bat! Darknuts textures would be another priority. Then just set up everything else normally. Or make a way to install mods separate easier so everything's not all mixed up.

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

Re: Android part 2

Post by Sisah » 13 Mar 2020, 20:57

Not sure about that but .bsa archives probably have some compression, so use that instead of .zip.

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