OpenXcom Forum

Modding => OpenXcom Extended => OXCE Builds & Ports => Topic started by: Meridian on September 19, 2018, 09:31:12 am

Title: OXCE v7.12 for Android
Post by: Meridian on September 19, 2018, 09:31:12 am
Android version has been upgraded to v5.0 too.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE for Android
Post by: Nord on September 20, 2018, 07:31:21 am
Great.
By the way, how's going with those old theme about special buttons for run/strafe/n.vision?
Title: Re: OXCE for Android
Post by: Meridian on September 21, 2018, 04:31:34 pm
There is a separate thread for it here: https://openxcom.org/forum/index.php/topic,6590.0.html

It's still high on my todo list.
Title: Re: OXCE for Android
Post by: Alphyn on September 21, 2018, 05:54:53 pm
Hi, I'm new here, so forgive me if this is not the right place to post it.

I've tried playing OXCE on Android and the combat controls feel really odd and unpredictable. In odrer to make a soldier go to a certain tile you need to click the tile directly over the tile you want him to go. To confirm movement, you need to tap the top of the cursor cage. If you tap the bottom of the cage where the actual tile is and where the circle with an X that shows the remaining TUs is, you will select the tile under it.

This is even more noticeable when controlling a tank. Intuitively, you need to tap the intersection of the four tiles you want the tank to occupy. Te results of this are unpredictable. What you actually need to do is to tap the tile which is over the northern tile of the 4 tiles you want the tank to go to.

It looks like this behavior is inherited from the desktop version. But it isn't a problem on desktop because you can see the cursor cage all the time as you hover the mouse cursor over the battlescape. But you can't hover on Android. If you tap and drag you scroll map instead, so more precision is required for the mobile controls.

This issue results in a lot of annoying misclicks. It's especially bad when you want to select the tile to the north of the currently selected and you tap the top of the cursor and accidentally confirm the movement.

Is there anything that can be done about this?
Title: Re: OXCE v5.0 for Android
Post by: Meridian on September 21, 2018, 06:06:05 pm
Honestly, I don't know... I have never played more than 5 minutes at a time on a mobile phone/tablet.

Can some regular Android user confirm that it feels like this and it's not just Alphyn's issue? @Yataka? @Nord?

As for a fix for this:
1/ I don't know what kind of options are available... any ideas/suggestions?
2/ I am not really an Android developer, I just took the Android support from OpenXcom and merged it into OXCE... maybe @sfalexrog could help? He did the OpenXcom for Android port.
Title: Re: OXCE v5.0 for Android
Post by: Nord on September 22, 2018, 08:53:55 am
It is partially true, if you use smartphone with relative small screen.
It is so for pc version, but there you see a "cage" when move your mouse.
To fix this problem you need only to turn on a option "confirm moves" (or something like that) to tap screen twice to make unit go.
Title: Re: OXCE v5.0 for Android
Post by: Yataka Shimaoka on September 22, 2018, 09:08:16 am
Nord already answered it, though I'm here to report an oddity. Every time at the start of your turn, when you see the screen indicating its your turn, rapidly press on the location where you want your soldier to move. Even if its just the tile close to you, you'll lose all your TUs in that turn. I had this problem since the beginning, but always fails to report it
Title: Re: OXCE v5.0 for Android
Post by: Wyldesnelsson on September 28, 2018, 04:57:04 am
Would it be possible to run mod packs like piratez, fmp or x-com files on the android port? if yes what changes/setup/whatever would need to be done? I did do some coding on adroid in my internship, I do know a bit, and judging by the fact these mods have a separate launcher all that would need to be done would be some  way to integrate that code into android am I on the mark, is it not possible or is it as simple as setting the files?
Title: Re: OXCE v5.0 for Android
Post by: Nord on September 28, 2018, 07:04:21 am
It is allready possible, just needs a plenty of RAM.
Copy files from "mods" folder of modpack to your mods directory.
Title: Re: OXCE v5.0 for Android
Post by: Meridian on September 28, 2018, 10:22:27 am
It is allready possible, just needs a plenty of RAM.
Copy files from "mods" folder of modpack to your mods directory.

In the next version... in a few weeks... the RAM requirements will be drastically reduced.
Title: Re: OXCE v5.0 for Android
Post by: Wyldesnelsson on September 28, 2018, 04:33:56 pm
It is allready possible, just needs a plenty of RAM.
Copy files from "mods" folder of modpack to your mods directory.
Roughly how much ram are we talking about here?
Title: Re: OXCE v5.0 for Android
Post by: Nord on September 28, 2018, 07:18:11 pm
Roughly how much ram are we talking about here?
Like 1,5GB for The X-com files and ~2GB for X-pirates.
Title: Re: OXCE v5.1 for Android
Post by: Meridian on October 03, 2018, 10:58:17 pm
OXCE 5.1 for Android is ready.

Main feature for mods is lazy-loading extraSprites... which should drastically decrease memory (RAM) requirements and significantly improve startup time.

Download at the usual place: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE v5.1 for Android
Post by: Stoddard on October 12, 2018, 07:12:21 pm
Btw it crashes on startup, just before the main menu. Nothing in the log.

Both 5.0 and 5.1 on my honor 9 lite, android 8.

Anyone got any idea how to debug that?
Title: Re: OXCE v5.1 for Android
Post by: Meridian on October 12, 2018, 07:35:56 pm
Anyone got any idea how to debug that?

Don't know.
But it works on my samsung galaxy S4, android 5.0.1
Title: Re: OXCE v5.1 for Android
Post by: yergnoor on October 12, 2018, 08:05:51 pm
And on the Chinese tablet Android 6.0 OXCE 5.1 ​​also works fine. Even managed to play in the X-Piratez, despite the only 1 gigabyte of RAM. The maximum memory consumption was 250 megabytes, an average of 160. Perhaps more complex missions will require more, but still, do not compare with earlier versions.
Title: Re: OXCE v5.1 for Android
Post by: Stoddard on October 12, 2018, 08:35:06 pm
Okay then and thanks for checking out, I was afraid it was totally broken.
Title: Re: OXCE v5.1 for Android
Post by: Ninawindia on November 04, 2018, 07:54:22 pm
Hi, umm, can't reach the site currently, dunno if site is down or file is gone or what.
Title: Re: OXCE v5.1 for Android
Post by: Meridian on November 04, 2018, 08:32:19 pm
Site is down... it will be back in a few hours/days.
Title: Re: OXCE v5.1 for Android
Post by: Stoddard on November 04, 2018, 10:50:31 pm
Hi, umm, can't reach the site currently, dunno if site is down or file is gone or what.

Site's back up.

Title: Re: OXCE v5.1 for Android
Post by: Meridian on November 12, 2018, 10:46:56 am
A preview of the upcoming OXCE 5.2: old link deleted

Would appreciate some feedback if it works fine... especially in non-English character sets (e.g. Russian).
Title: Re: OXCE v5.1 for Android
Post by: yergnoor on November 12, 2018, 03:00:59 pm
I use Russian, at first glance this version works well.
Title: Re: OXCE v5.1 for Android
Post by: Kammerer on November 12, 2018, 08:26:23 pm
Tried this version as well and found one problem. Search on the Tech Tree Screen is broken. Entering three symbols or complete titles of the topics available to research doesn't solve the issue regardless of the case. Ufopedia search works like a charm, though.

If it helps, my keyboard - Full Keyboard, OS - MIUI 9.6 (based on Android 7), language - Russian.
Title: Re: OXCE v5.1 for Android
Post by: Meridian on November 12, 2018, 08:59:51 pm
Tried this version as well and found one problem. Search on the Tech Tree Screen is broken. Entering three symbols or complete titles of the topics available to research doesn't solve the issue regardless of the case. Ufopedia search works like a charm, though.

If it helps, my keyboard - Full Keyboard, OS - MIUI 9.6 (based on Android 7), language - Russian.

Can you check the log file for line containing "Detected locale:" and tell me what does it contain?
Title: Re: OXCE v5.1 for Android
Post by: Kammerer on November 12, 2018, 09:23:39 pm
This line contains the following text - Detected locale: С.UTF-8.
Title: Re: OXCE v5.1 for Android
Post by: Meridian on November 15, 2018, 03:11:50 pm
I don't know.
It works for me.
And all searches use the same mechanism... I'm out of ideas.
Title: Re: OXCE v5.1 for Android
Post by: Kammerer on November 15, 2018, 07:28:04 pm
Sorry, it was my bad. I forgot about the spoiler protection setting. After switching it off, I'm able to search anything in the tree. Thanks for checking this and I'm sorry again for bothering you.
Title: Re: OXCE v5.1 for Android
Post by: yergnoor on December 22, 2018, 07:38:12 pm
I have a small problem with the sound in the new version of OXCE for Android, laid out today. File Extended-5.2-245e998-2018-12-22-android.apk.
After installation and launch, the background music in the game began to sound much quieter. At the same time, all other sounds (button presses, shots, screams) remained at the same level. This is observed both in the vanilla version and with the FMP mod.
The problem is not very significant, after I increased the volume of the music in the settings from about 40% to 100%, the music began to sound something like in older versions of the game. But I wonder, this is how it works only for me or for everyone who plays on Android?
Title: Re: OXCE v5.2 for Android
Post by: Meridian on January 25, 2019, 11:13:17 pm
Hi all Android users,

there is a new version: old link deleted
with a lot of engine changes.

I'd like to ask for help with testing... to begin with, just try installing and running the new version and let me know if it runs fine on your device...
Thanks for all the help.

M.
Title: Re: OXCE v5.2 for Android
Post by: yergnoor on January 26, 2019, 08:17:08 am
I'd like to ask for help with testing... to begin with, just try installing and running the new version and let me know if it runs fine on your device...
Thanks for all the help.
On my Android 6.0 with 1 gigabyte of RAM, this version works well. I did not play a lot, but I ran several mods, including X-Files and X-Piratez, packed in zip-archives, there were no failures.

Of the features of the work, I can only indicate increased RAM consumption. When playing in X-Piratez, other applications running in the background are unloaded. Perhaps this is due to unpacking the mod. On older OXCE for Android, with X-Piratez not packed in the archive, this did not happen. But maybe there were some other reasons.

I also post OXCE for Android on the Russian-language forum for those who are uncomfortable to follow the updates here. I reported about this version as soon as it appeared, gave a link to the repository with it (and tried it myself at the same time). And when the link to download was changed here, I posted the apk-file itself, with a description of its capabilities. The file was downloaded 13 times (and someone could have previously downloaded from the repository), but so far there have been no reports of incorrect work.
Title: Re: OXCE v5.2 for Android
Post by: Stoddard on January 26, 2019, 10:25:49 pm
On my Android 6.0 with 1 gigabyte of RAM, this version works well. I did not play a lot, but I ran several mods, including X-Files and X-Piratez, packed in zip-archives, there were no failures.

Of the features of the work, I can only indicate increased RAM consumption. When playing in X-Piratez, other applications running in the background are unloaded. Perhaps this is due to unpacking the mod. On older OXCE for Android, with X-Piratez not packed in the archive, this did not happen. But maybe there were some other reasons.

I'd expect some small increase in RAM consumption with the ziploader since it keeps zip directories and decompression contexts of all zips, plus the list of what file is where became more verbose. But I would not expect this to be significant. This I'll be looking into.

On a general note, 1Gb RAM is not really sufficient for Piratez. Also beware that since the lazy resource loading upgrade last year RAM usage grows with use, so it not being killed on startup means not much.

Quote
I also post OXCE for Android on the Russian-language forum for those who are uncomfortable to follow the updates here. I reported about this version as soon as it appeared, gave a link to the repository with it (and tried it myself at the same time). And when the link to download was changed here, I posted the apk-file itself, with a description of its capabilities. The file was downloaded 13 times (and someone could have previously downloaded from the repository), but so far there have been no reports of incorrect work.

Thanks!
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 05, 2019, 04:45:11 pm
New OXCE v5.3 is up.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 24, 2019, 10:46:32 pm
i have trouble with 5.3.2's music output. no matter what files i put into sdcard/openxcom/TFTD/SOUND, ogg or flac, the music settings gets stuck at adlib. no matter what i choose, it states that it's currently on adlib, e.g. no music.
i tried with ufo 1, too; same result.
i'm using the gold version's files, if that matters.

also, i really really really hate recaptcha. is it necessary for admin approved, registered users to check for fire hydrants, crosswalks and buses for posting? just wondering.
Title: Re: OXCE v5.3 for Android
Post by: Stoddard on March 25, 2019, 12:25:29 am
i have trouble with 5.3.2's music output. no matter what files i put into sdcard/openxcom/TFTD/SOUND, ogg or flac, the music settings gets stuck at adlib. no matter what i choose, it states that it's currently on adlib, e.g. no music.
i tried with ufo 1, too; same result.
i'm using the gold version's files, if that matters.

also, i really really really hate recaptcha. is it necessary for admin approved, registered users to check for fire hydrants, crosswalks and buses for posting? just wondering.

What's your phone and android version?

And where do you see the captcha?
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 25, 2019, 12:30:42 am
i have trouble with 5.3.2's music output. no matter what files i put into sdcard/openxcom/TFTD/SOUND, ogg or flac, the music settings gets stuck at adlib.

Download link for the ogg/flac files you are trying to use?

no matter what i choose, it states that it's currently on adlib, e.g. no music.

why do you say adlib = no music??
adlib is the standard music as far as I know...

i'm using the gold version's files, if that matters.

can you share these (not here, just via private message pls)?

also, i really really really hate recaptcha. is it necessary for admin approved, registered users to check for fire hydrants, crosswalks and buses for posting? just wondering.

I don't know but I will ask. It's something recent...

Edit: it's only for the first 2 posts... you won't need to do that in the future
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 25, 2019, 11:37:22 am
Download link for the ogg/flac files you are trying to use?

from here: https://openxcom.org/downloads-extras/
lorcán's music remake, fenyő's mt32 ogg files, also gifty's tftd custom music (https://openxcom.org/forum/index.php?topic=3879.0)

why do you say adlib = no music??
adlib is the standard music as far as I know...
because adlib doesn't work for me. i know it was the standard in it's heyday. actually, it was sound blaster's adlib fm synthesis, what was the de facto. i even had a home-made covox isa card.

can you share these (not here, just via private message pls)?
just sent you some dropbox links

I don't know but I will ask. It's something recent...

Edit: it's only for the first post... you won't need to do that in the future
i hope so. i got a recaptcha again for the pm.

edit: i tried the windows version (5.3.2 too), with the same base files and custom ogg music, and i got a nice middle finger for my efforts. but the music works, midi through adlib emulation.
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 25, 2019, 06:07:14 pm
from here: https://openxcom.org/downloads-extras/
lorcán's music remake, fenyő's mt32 ogg files, also gifty's tftd custom music (https://openxcom.org/forum/index.php?topic=3879.0)

I tried lorcan's OST... it works on PC and Mac... but not on Android, you're right... we will investigate. Thanks for the report.

because adlib doesn't work for me. i know it was the standard in it's heyday. actually, it was sound blaster's adlib fm synthesis, what was the de facto. i even had a home-made covox isa card.

just sent you some dropbox links

Thanks, I'll try them later and see what I can find out.

i hope so. i got a recaptcha again for the pm.

:/
It's a necessary evil, we've been having a megaton of spam lately.

I'll ask why I had to approve your second post too... sorry about that.

edit: i tried the windows version (5.3.2 too), with the same base files and custom ogg music, and i got a nice middle finger for my efforts. but the music works, midi through adlib emulation.

OGG on PC works fine for me... but I'll try with your base files too... something somewhere must explain this
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 25, 2019, 08:22:21 pm
I tried lorcan's OST... it works on PC and Mac... but not on Android, you're right... we will investigate. Thanks for the report.

Thanks, I'll try them later and see what I can find out.

:/
It's a necessary evil, we've been having a megaton of spam lately.

I'll ask why I had to approve your second post too... sorry about that.

OGG on PC works fine for me... but I'll try with your base files too... something somewhere must explain this

i have a cd version's files, too. they're also dysfunctional regarding the music. strange, indeed.
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 25, 2019, 10:31:11 pm
i have a cd version's files, too. they're also dysfunctional regarding the music. strange, indeed.

Here is a new version: old link deleted

OGG playback (for example lorcan's soundtrack) should work now.
Please let us know if it works for you too.

Still figuring out what is wrong with Adlib... for me it works... for you and Stoddard not... we'll update you when we find out something new.
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 25, 2019, 11:42:57 pm
Here is a new version: old link deleted

OGG playback (for example lorcan's soundtrack) should work now.
Please let us know if it works for you too.

Still figuring out what is wrong with Adlib... for me it works... for you and Stoddard not... we'll update you when we find out something new.

i have found a booboo:
Code: [Select]
ERROR] Music::load('SOUND/gmattbas.ogg') :Unrecognized audio formatthat's on android.

the new one works! thanks!
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 26, 2019, 02:52:16 pm
I looked into the files you sent me, the gold edition has only MIDI music files... which don't work on Android atm... we'll be looking into that.

You probably see Adlib only because the game didn't find/recognize any music at all and defaulted to this option.

I'm attaching the adlib music catalog (adlib.cat)... please try if this works for you... just to confirm if Adlib option as such works or not.
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 27, 2019, 07:37:53 pm
I looked into the files you sent me, the gold edition has only MIDI music files... which don't work on Android atm... we'll be looking into that.

You probably see Adlib only because the game didn't find/recognize any music at all and defaulted to this option.

I'm attaching the adlib music catalog (adlib.cat)... please try if this works for you... just to confirm if Adlib option as such works or not.
don't worry about android midi support. it'll need timidity at least to make it sound plausible, but eats resources like hell. my tablet goes through it's charge like a wolf through a young rabbit while playing the current version.

the adlib.cat attachment is for xcom-eu, using it with tftd plays the intercept music at the menu, which is cool btw. ;)

so, in short, adlib works perfectly.

edit: checked wth gm.cat and roland.cat, but i didn't find any option for roland, and gm didn't work.
Title: Re: OXCE v5.3 for Android
Post by: arelim on March 29, 2019, 03:07:05 pm
What's your phone and android version?

And where do you see the captcha?
amazon kindle fire hd 10 7th gen, android version is "fire os 5", maybe 5.1 lollipop

the captcha was at registration two times (once the password was not strong enough), and once at sending a pm. since then, nothing.
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 29, 2019, 05:35:49 pm
edit: checked wth gm.cat and roland.cat, but i didn't find any option for roland, and gm didn't work.

roland.cat is not supported on any platform, in both OXC and OXCE

gm.cat (General MIDI) is supported... sort of... but doesn't work on Android at the moment, same as MIDI
Title: Re: OXCE v5.3 for Android
Post by: Aspa on March 31, 2019, 02:13:18 pm
Having some upgrade trouble on a Pixel 2 with Android 9.

When trying to upgrade from OpenXcom Extended 5.3 (v2019-03-05) to the latest (Extended-5.3.2-78915c2-2019-03-25-android.apk) it fails.

From Logcat output I found this line:
PackageManager: Package org.libsdl.openxcom signatures do not match previously installed version; ignoring!

I have upgraded lots of times before, is this expected for this latest update? I guess I can reinstall, but it would be nice to avoid the hassle with copying over UFO/TFTD folders and savegames.
Title: Re: OXCE v5.3 for Android
Post by: Meridian on March 31, 2019, 04:26:54 pm
I have upgraded lots of times before, is this expected for this latest update?

Yes, package name has been changed from org.libsdl.openxcom to org.openxcom.extended

I guess I can reinstall, but it would be nice to avoid the hassle with copying over UFO/TFTD folders and savegames.

Uninstall doesn't remove UFO/TFTD folders nor savegames... as far as I know.
Title: Re: OXCE v5.3 for Android
Post by: Aspa on March 31, 2019, 10:10:26 pm
Uninstall and reinstall worked, UFO/TFTD folders and savegames remained  8)
Title: Re: OXCE v5.4 for Android
Post by: Meridian on April 22, 2019, 04:38:40 pm
OXCE 5.4 for Android is ready.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE v5.4 for Android
Post by: Lecitron on April 23, 2019, 09:46:02 pm
OXCE 5.4 for Android is ready.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html

Thanks!
Title: Re: OXCE v5.4 for Android
Post by: Yeoman on April 27, 2019, 07:23:37 am
I tried the 5.4 release and noticed that the monthly costs page still includes reports of 0 quantity crafts. The PC version does not have the same issue and behaves as expected. I tried both upgrading from 5.3.2 and uninstalling and installing 5.4 and the bug(?) is still there.
Title: Re: OXCE v5.4 for Android
Post by: Meridian on April 27, 2019, 09:53:26 am
I tried the 5.4 release and noticed that the monthly costs page still includes reports of 0 quantity crafts. The PC version does not have the same issue and behaves as expected. I tried both upgrading from 5.3.2 and uninstalling and installing 5.4 and the bug(?) is still there.

Which mod?
Screenshot?
Save?
Log?

PS: for me it works fine...
Title: Re: OXCE v5.4 for Android
Post by: Yeoman on April 27, 2019, 11:17:31 am
Which mod?
Screenshot?
Save?
Log?

PS: for me it works fine...

Seems I misunderstood the changelog, or rather I didn't review the OXCE xcom1 files -- the Skyranger and Interceptor will always show up by default because they have the forceShowInMonthlyCosts attribute set to true. I was playing Reaver's megamod on PC and noticed that one of the mod crafts no longer showed up in the monthly costs page and attempted to reproduce it on Android by getting rid of my Interceptors.
Title: Re: OXCE v5.4.1 for Android
Post by: yergnoor on May 04, 2019, 02:54:05 pm
Android version bug detected
Quote
The global map zoom with your fingers stopped working. What could be the problem? OXCE latest version if that.
This is a message from the Russian-language forum 4pda, I myself also checked several recent versions of OXCE for Android, including the one from 04/30/2019. Scaling the map with a pinch of two fingers does not work, only using the buttons in the right-bottom corner of the screen.
Title: Re: OXCE v5.4.1 for Android
Post by: Meridian on May 05, 2019, 02:19:11 pm
Android version bug detected

This is a message from the Russian-language forum 4pda, I myself also checked several recent versions of OXCE for Android, including the one from 04/30/2019. Scaling the map with a pinch of two fingers does not work, only using the buttons in the right-bottom corner of the screen.

Fixed.
New version available here: old link deleted
Title: Re: OXCE v5.4.1 for Android
Post by: Ninawindia on May 05, 2019, 05:20:37 pm
Hey! I don't know if this is oxce android or what but, I can't get night vision to work with the buttons and auto night version turns off loading a save. So night time terror mission is just.. eugh. Also playing pirates, dunno if it's that or not. Just reporting it. Hehe
Title: Re: OXCE v5.4.1 for Android
Post by: Meridian on May 05, 2019, 05:24:06 pm
I can't get night vision to work with the buttons and auto night version turns off loading a save

I don't understand this.
Title: Re: OXCE v5.4.1 for Android
Post by: Ninawindia on May 05, 2019, 06:19:44 pm
I don't understand this.

Well, my main thing is. Night vision seems to have borked for me. Didn't turn on automatically like it usually does for night fights. turns out the mission I was on didn't have it activated at all. And what I mean by the buttons thing. like trying to use the keyboard to open the research tree, usually q. It doesn't seem to work with activating night vision in the game. :P Kinda hard to see.
Title: Re: OXCE v5.4.1 for Android
Post by: yergnoor on May 05, 2019, 08:07:04 pm
Fixed.
Thank you for your efforts!
Title: Re: OXCE v5.4.1 for Android
Post by: Meridian on May 06, 2019, 04:11:29 pm
Well, my main thing is. Night vision seems to have borked for me. Didn't turn on automatically like it usually does for night fights. turns out the mission I was on didn't have it activated at all. And what I mean by the buttons thing. like trying to use the keyboard to open the research tree, usually q. It doesn't seem to work with activating night vision in the game. :P Kinda hard to see.

In the next version (v5.4.2) there will be a small blue button on the screen to toggle night vision (and personal lights); Android version only.

PS: If anyone can draw a decent icon for both UFO and TFTD, I can include also such icons.
Icon dimensions can be between 12x12 and 32x24.
Something thematically similar to this would be preferred: https://www.ufopaedia.org/index.php/SPICONS.DAT
Title: Re: OXCE v5.4.1 for Android
Post by: Yeoman on May 06, 2019, 04:16:07 pm
In the next version (v5.4.2) there will be a small blue button on the screen to toggle night vision; Android only.

Will there be an option to hide the button? I personally don't like using night vision and I would just find that button annoying.
Title: Re: OXCE v5.4.1 for Android
Post by: Meridian on May 06, 2019, 05:02:37 pm
Will there be an option to hide the button? I personally don't like using night vision and I would just find that button annoying.

Yes, this is just a temporary (and optional) measure for all those that don't know how to press a key in Android.

Title: Re: OXCE v5.4.1 for Android
Post by: Ninawindia on May 06, 2019, 06:19:06 pm
Yes, this is just a temporary (and optional) measure for all those that don't know how to press a key in Android.

thank you!  Also, what bloody keypad does your tablet use then where keys in android worK. I'm using hackers keyboard app, as it was the only one with the option to bring it up from the drop down notifications thing as my normal keypad and android system didn't have that. All I could get to work in the battlescape was m for map. Lol
Title: Re: OXCE v5.4.1 for Android
Post by: Nord on May 23, 2019, 04:30:57 pm
PS: If anyone can draw a decent icon for both UFO and TFTD, I can include also such icons.
Icon dimensions can be between 12x12 and 32x24.
Something thematically similar to this would be preferred: https://www.ufopaedia.org/index.php/SPICONS.DAT
How about that (for XCOM 1)
Title: Re: OXCE v5.5 for Android
Post by: Meridian on May 24, 2019, 03:17:48 am
I like it.
Title: Re: OXCE v5.5 for Android
Post by: Nord on May 24, 2019, 07:50:50 am
TFTD-colored night vision and my version - sonar. (not happy about how it looks, though)
Title: Re: OXCE v5.5 for Android
Post by: hubaj on June 30, 2019, 06:53:48 am
I seem to have some issues with android OXCE. When I first installed it (it was 5.2), it was working for both my phone (xiaomi redmi 4x, android 7.1.2) and my tablet (galaxy tab s2, android 7.0). I was using only XComfiles mod and tried 40k for a while.
After a while it stopped working on the phone. During the first screen, when OXCE is loading, it just quits without any message. I tried unistalling, deleting the OXCE folder, going to 5.3 and 5.5, result is still the same. Yesterday  I wanted to start new campaign in 40k mod on my tablet and when I switched mods, app quit and has the same behaviour as phone. Any idea what to do?
Title: Re: OXCE v5.5 for Android
Post by: Meridian on June 30, 2019, 10:00:22 am
What does the log file say?
Title: Re: OXCE v5.5 for Android
Post by: hubaj on June 30, 2019, 10:42:10 am
Ending of logfile from my phone:
30-06-2019_09-38-25]    [ERROR]    FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[30-06-2019_09-38-26]    [INFO]    Loading rulesets...
[30-06-2019_09-38-27]    [FATAL]    A fatal error has occurred: Segmentation fault.
[30-06-2019_09-38-27]    [FATAL]    Unfortunately, no stack trace information is available

Do you want the whole logfile?
Title: Re: OXCE v5.5 for Android
Post by: Meridian on June 30, 2019, 10:48:02 am
No, this is enough.

Which mods (mod versions) exactly are you using? Both XCF and 40k had to be updated to be compatible with OXCE 5.5 I think.
Title: Re: OXCE v5.5 for Android
Post by: hubaj on June 30, 2019, 12:14:54 pm
Currently no mods are there, I unistalled ocxe, deleted the oxce folder and I am trying to run pure vanila oxce.
Title: Re: OXCE v5.6.1 for Android
Post by: Meridian on August 03, 2019, 08:41:52 pm
OXCE 5.6.1 for Android is ready.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE v5.6.1 for Android
Post by: SparroHawc on October 01, 2019, 12:35:07 am
For some reason, OXCE is throwing a file-not-found error for GEODATA/PALETTES.DAT despite the file existing in the directory I've pointed it at.

Is it possible that changing the game files directory to one I created on removable storage is causing problems?  When I open the app, it takes me to the setup screen and shows that both UFO and TFTD are there, status is green, but when I save and restart it just takes me back to the setup screen.  The log shows:

[INFO] Loading rulesets...
[FATAL] FileRecord::at(GEODATA/PALETTES.DAT): requested file not found.
[ERROR] FileRecord::at(GEODATA/PALETTES.DAT): requested file not found.
[INFO] Found candidate method ID: 0x7f71b2v0f8
[INFO] Returned to native code!

I've verified that the file exists in both UFO and TFTD directories.

I prefer to keep as much non-critical data as possible on SD card, so I changed the 'Path to game data files:' setting to my SD card, placed the game files in the folders, and OXCE seems to recognize that they're there - it seems it just fails to actually load them.
Title: Re: OXCE v5.6.1 for Android
Post by: Meridian on October 01, 2019, 01:15:44 am
Attach the entire log file please.
Title: Re: OXCE v5.6.1 for Android
Post by: SparroHawc on October 01, 2019, 02:49:25 am
Here it is.
Title: Re: OXCE v5.6.1 for Android
Post by: SparroHawc on October 01, 2019, 09:32:40 pm
If I leave everything as default and use the setup screen to copy the files from the directory I was previously trying to use, it works fine.  It definitely seems to be a problem with selecting a different directory as the game files directory.
Title: Re: OXCE v5.6.1 for Android
Post by: Meridian on October 01, 2019, 09:53:36 pm
If I leave everything as default and use the setup screen to copy the files from the directory I was previously trying to use, it works fine.  It definitely seems to be a problem with selecting a different directory as the game files directory.

I don't know how that part works, never used it actually.
I'll try to have a look at it eventually, but right now I'm not in a mood to install Android Studio.

If someone wants to help, it would be most welcome...
Title: Re: OXCE v6.0 for Android
Post by: Meridian on October 13, 2019, 11:17:23 am
OXCE v6.0 for Android is ready.

Download: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: OXCE v6.0 for Android
Post by: efrenespartano on October 13, 2019, 08:31:32 pm
Thanks for sharing, Meridian. I've been waiting for this!

Enviado desde mi LG-M400 mediante Tapatalk

Title: Re: OXCE v6.1.1 for Android
Post by: Nord on November 22, 2019, 09:35:59 am
Hi, Meridian.
Thank you again for Android OXCE adaptation. You do a great job. People from russian mobile community are really excited with it.
Only thing they asked - what about your plans of additional screen buttons?
Thank you again.
Title: Re: OXCE v6.1.1 for Android
Post by: Meridian on November 22, 2019, 04:09:29 pm
Hi, Meridian.
Thank you again for Android OXCE adaptation. You do a great job. People from russian mobile community are really excited with it.
Only thing they asked - what about your plans of additional screen buttons?
Thank you again.

I'm postponing it each time I see it, because it's not the easiest nor the most interesting task to work on.

Maybe I can work on some "quick win" smaller features during Xmas... but no promises.
Title: Re: OXCE v6.1.1 for Android
Post by: Nord on November 22, 2019, 06:06:59 pm
Thanks anyway.
Title: Re: OXCE v6.2 for Android
Post by: nl255 on December 07, 2019, 01:18:17 am
Does this have external sd card support (via the storage access framework) and if not would it be possible to add it to the next version?
Title: Re: OXCE v6.2 for Android
Post by: Stoddard on December 07, 2019, 12:54:27 pm
Does this have external sd card support (via the storage access framework) and if not would it be possible to add it to the next version?

Sorry, we're not exactly Android devs here.

Can you please write why is this needed, what problems does it solve, wtf is storage access framework and how you see it working?

Title: Re: OXCE v6.2 for Android
Post by: robbor on December 28, 2019, 05:06:19 am
I get a "App not installed." when trying to install the apk
Title: Re: OXCE v6.3 for Android
Post by: N7Kopper on December 31, 2019, 05:08:15 pm
Sorry, we're not exactly Android devs here.

Can you please write why is this needed, what problems does it solve, wtf is storage access framework and how you see it working?


https://developer.android.com/guide/topics/providers/document-provider I'm not a developer at all, so I can't answer as to necessity, but here's a basic API rundown.
Title: Re: OXCE v6.3 for Android
Post by: Stoddard on January 01, 2020, 12:05:00 am
I'm not getting what problem would its support solve.

Happy New Year!
Title: Re: OXCE v6.3.4 for Android
Post by: Player701 on February 14, 2020, 07:26:59 pm
Title: Re: OXCE v6.3.4 for Android
Post by: Nord on February 14, 2020, 10:41:14 pm
you can simulate ctrl, alt and other keys by using full-xize keyboard app, like hacker's keyboard. But simulate right mouse button looks impossible. :-(
Title: Re: OXCE v6.3.4 for Android
Post by: Player701 on February 14, 2020, 11:23:38 pm
Thanks, I guess I'll try it out if there's no other way right now... but the requirement to use third-party apps to gain access to some of the game's features is just plain wrong.  :-\
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 18, 2020, 10:49:33 am
Hi @Meridian. Hope you are alright.

Android apk link in the Android thread does not work. Says it can't find anything on server or something. Could you please fix it? My smartphone needs the glory of OXCE in it.

Thanks!

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: OXCE v6.4 for Android
Post by: Meridian on April 18, 2020, 12:25:27 pm
Hi @Meridian. Hope you are alright.

Android apk link in the Android thread does not work. Says it can't find anything on server or something. Could you please fix it? My smartphone needs the glory of OXCE in it.

Thanks!

I don't know why it doesn't work for you (and a few other people).

It works for me and many other people.

You can try an alternative link: https://lxnt.wtf/oxem/builds//Extended/Extended-6.4.2-cd88b73-2020-03-15-android.apk
Title: Re: OXCE v6.4 for Android
Post by: NineX on April 18, 2020, 12:34:01 pm
I don't know why it doesn't work for you (and a few other people).

It works for me and many other people.

You can try an alternative link: https://lxnt.wtf/oxem/builds//Extended/Extended-6.4.2-cd88b73-2020-03-15-android.apk

Can yopu please defin "or something" , screenshot for example?
Title: Re: OXCE v6.4 for Android
Post by: NineX on April 18, 2020, 12:39:46 pm
ok i see the issue
in logs i see
that clint wronly copy pasted link... something shortened it with ...
it is:
http://openxcom.org/oxce/rele...cd88b73-2020-03-15-android.apk
while it should be:
http://openxcom.org/oxce/release/Extended-6.4.2-cd88b73-2020-03-15-android.apk

so problem is "between keyboard and monitor"
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 18, 2020, 10:32:45 pm
I think I discovered the problem.

None of these three links work if you just click and load the link. You have to do a "save link as".

I was trying in tapatalk when I switched to browser. Same thing happened, until I tried that.

Its kinda non-intuitive. Especially on mobile


Enviado de meu moto e5 play usando o Tapatalk
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 20, 2020, 11:34:57 pm
So... How do I make mods work in this version?

I downloaded PirateZ and couldn't make it work. Here's what I did:

- Put RAR file in main folder
- Put RAR file in mods sub-folder
- Extracted contents, compacted as ZIP. Thought the file being RAR was the problem.
- Put ZIP Folder in main folder
- Put ZIP Folder in mods folder
- Extracted folder
- Put the mod's folder in the main folder
- Put the mod's folder in the mods subfolder.

Nothing I ever did makes PirateZ show up in the mods menu.

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: OXCE v6.4 for Android
Post by: vadracas on April 20, 2020, 11:41:21 pm
Piratez is a master mod, you would see it in the panel where you select whether or not you want UFO Defense or TFTD in the top. I don't know whether or not that panel exists on android so another thing ou could do is find the metadata file in the mods folder and edit it to delete the line isMaster: true.
Title: Re: OXCE v6.4 for Android
Post by: Meridian on April 21, 2020, 12:07:34 am
So... How do I make mods work in this version?

I downloaded PirateZ and couldn't make it work. Here's what I did:

- Put RAR file in main folder
- Put RAR file in mods sub-folder
- Extracted contents, compacted as ZIP. Thought the file being RAR was the problem.
- Put ZIP Folder in main folder
- Put ZIP Folder in mods folder
- Extracted folder
- Put the mod's folder in the main folder
- Put the mod's folder in the mods subfolder.

Nothing I ever did makes PirateZ show up in the mods menu.

Enviado de meu moto e5 play usando o Tapatalk

On the PC:
1. download official mod package (RAR)... this contains much more than just the mod, that's why it's confusing
2. extract
3. go into subfolder Dioxine_XPirateZ/user/mods ... there is a folder called "Piratez" there
4. zip the "Piratez" folder

On your Android device:
5. go into folder /openxcom/mods and copy your zip file there
6. start oxce
7. go to MODS menu and select PirateZ from the top combobox
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 21, 2020, 09:45:35 am
On the PC:
1. download official mod package (RAR)... this contains much more than just the mod, that's why it's confusing
2. extract
3. go into subfolder Dioxine_XPirateZ/user/mods ... there is a folder called "Piratez" there
4. zip the "Piratez" folder

On your Android device:
5. go into folder /openxcom/mods and copy your zip file there
6. start oxce
7. go to MODS menu and select PirateZ from the top combobox
Thank you, Meridian! It did make it appear. Might wanna include it in the instructions.

Still, I do have a problem... PirateZ doens't want to start. It stays in the mock-dos loading screen, then OXCE dumps me back to my phone.

I could post a log file, but I noticed something... PirateZ' latest version uses OXCE 6.4.2.1. The latest downloadable version of OXCE, for any systems, is 6.4.2.

Could that be problem? Seems like. So... Where's this 6.4.2.1 version? I can't find anywhere. Github?

Here's the log file:

Code: [Select]
[21-04-2020_03-23-18] [INFO] Current locale is pt-br
[21-04-2020_03-23-18] [INFO] OpenXcom Version: Extended 6.4.2 (v2020-03-15)
[21-04-2020_03-23-18] [INFO] Platform: Android 16
[21-04-2020_03-23-18] [INFO] Data folder is: /storage/emulated/0/openxcom/
[21-04-2020_03-23-18] [INFO] Data search is:
[21-04-2020_03-23-18] [INFO] - /storage/emulated/0/openxcom/
[21-04-2020_03-23-18] [INFO] User folder is: /storage/emulated/0/openxcom/
[21-04-2020_03-23-18] [INFO] Config folder is: /storage/emulated/0/openxcom/
[21-04-2020_03-23-18] [INFO] Options loaded successfully.
[21-04-2020_03-23-18] [INFO] SDL initialized successfully.
[21-04-2020_03-23-18] [INFO] SDL_mixer initialized successfully.
[21-04-2020_03-23-18] [INFO] Attempted locale:
[21-04-2020_03-23-18] [INFO] Detected locale:
[21-04-2020_03-23-18] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-18] [INFO] Current _baseWidth x _baseHeight: 888x444
[21-04-2020_03-23-18] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-23-18] [INFO] Attempting to create a new window since we have none yet
[21-04-2020_03-23-18] [INFO] Created a window, size is: 888x444
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Listing available rendering drivers:
[21-04-2020_03-23-18] [INFO] [SDLRenderer]  Number of drivers: 3
[21-04-2020_03-23-18] [INFO] [SDLRenderer]  Driver 0: opengles2
[21-04-2020_03-23-18] [INFO] [SDLRenderer]    Number of texture formats: 4
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGB888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGR888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]  Driver 1: opengles
[21-04-2020_03-23-18] [INFO] [SDLRenderer]    Number of texture formats: 1
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ABGR8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]  Driver 2: software
[21-04-2020_03-23-18] [INFO] [SDLRenderer]    Number of texture formats: 8
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGBA8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGRA8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 4: SDL_PIXELFORMAT_RGB888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 5: SDL_PIXELFORMAT_BGR888
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 6: SDL_PIXELFORMAT_RGB565
[21-04-2020_03-23-18] [INFO] [SDLRenderer]     Texture format 7: SDL_PIXELFORMAT_RGB555
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Renderer created
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Created new SDLRenderer, using opengles2
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Current scaler is linear
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Texture pixel format set to SDL_PIXELFORMAT_ARGB8888
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Texture resolution set to 888x444
[21-04-2020_03-23-18] [INFO] Display set to 888x444x32
[21-04-2020_03-23-18] [INFO] Pre-bar scales: _scaleX = 1, _scaleY = 1
[21-04-2020_03-23-18] [INFO] Scale (post-bar): scaleX = 1, scaleY = 1
[21-04-2020_03-23-18] [INFO] Black bars: top: 0, left: 0
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Output resolution: 888x444
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Offset: 0x0
[21-04-2020_03-23-18] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-18] [INFO] Current _baseWidth x _baseHeight: 640x400
[21-04-2020_03-23-18] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Texture resolution set to 640x400
[21-04-2020_03-23-18] [INFO] Display set to 888x444x32
[21-04-2020_03-23-18] [INFO] Pre-bar scales: _scaleX = 1.3875, _scaleY = 1.11
[21-04-2020_03-23-18] [INFO] Scale (post-bar): scaleX = 1.11, scaleY = 1.11
[21-04-2020_03-23-18] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-18] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-18] [INFO] SDL reports this number of touch devices present: 2
[21-04-2020_03-23-19] [INFO] Loading data...
[21-04-2020_03-23-19] [INFO] Scanning standard mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-23-19] [INFO] Scanning user mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-23-21] [ERROR] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[21-04-2020_03-23-23] [INFO] Active mods:
[21-04-2020_03-23-23] [INFO] - xcom1 v1.0
[21-04-2020_03-23-23] [INFO] Loading rulesets...
[21-04-2020_03-23-31] [INFO] Loading fonts... Font.dat
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmdefend.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmenbase.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmgeo1.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmgeo2.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gminter.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmintro1.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmintro2.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmintro3.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmlose.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmmars.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmnewmar.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmstory.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmtactic.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [ERROR] Music::load('SOUND/gmwin.mid') :Unrecognized audio format
[21-04-2020_03-23-31] [INFO] Lazy loading: 1
[21-04-2020_03-23-31] [INFO] Loading custom palettes from ruleset...
[21-04-2020_03-23-31] [INFO] Making palette backups...
[21-04-2020_03-23-31] [INFO] Data loaded successfully.
[21-04-2020_03-23-31] [INFO] Loading language...
[21-04-2020_03-23-32] [INFO] Language loaded successfully.
[21-04-2020_03-23-32] [INFO] OpenXcom started successfully!
[21-04-2020_03-23-32] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-32] [INFO] Current _baseWidth x _baseHeight: 320x200
[21-04-2020_03-23-32] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-23-32] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-23-32] [INFO] [SDLRenderer] Texture resolution set to 320x200
[21-04-2020_03-23-32] [INFO] Display set to 888x444x32
[21-04-2020_03-23-32] [INFO] Pre-bar scales: _scaleX = 2.775, _scaleY = 2.22
[21-04-2020_03-23-32] [INFO] Scale (post-bar): scaleX = 2.22, scaleY = 2.22
[21-04-2020_03-23-32] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-32] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-32] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-32] [INFO] Playing flx, 320x200, 890 frames
[21-04-2020_03-23-34] [INFO] SDL_mixer initialized successfully.
[21-04-2020_03-23-34] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-34] [INFO] Current _baseWidth x _baseHeight: 320x200
[21-04-2020_03-23-34] [INFO] Pre-bar scales: _scaleX = 2.775, _scaleY = 2.22
[21-04-2020_03-23-34] [INFO] Scale (post-bar): scaleX = 2.22, scaleY = 2.22
[21-04-2020_03-23-34] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-34] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-34] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-34] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-34] [INFO] Current _baseWidth x _baseHeight: 320x200
[21-04-2020_03-23-34] [INFO] Pre-bar scales: _scaleX = 2.775, _scaleY = 2.22
[21-04-2020_03-23-34] [INFO] Scale (post-bar): scaleX = 2.22, scaleY = 2.22
[21-04-2020_03-23-34] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-34] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-34] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-53] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-53] [INFO] Current _baseWidth x _baseHeight: 320x200
[21-04-2020_03-23-53] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Texture resolution set to 320x200
[21-04-2020_03-23-53] [INFO] Display set to 888x444x32
[21-04-2020_03-23-53] [INFO] Pre-bar scales: _scaleX = 2.775, _scaleY = 2.22
[21-04-2020_03-23-53] [INFO] Scale (post-bar): scaleX = 2.22, scaleY = 2.22
[21-04-2020_03-23-53] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-53] [INFO] Setting GL format to RGB565
[21-04-2020_03-23-53] [INFO] Current _baseWidth x _baseHeight: 640x400
[21-04-2020_03-23-53] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Texture resolution set to 640x400
[21-04-2020_03-23-53] [INFO] Display set to 888x444x32
[21-04-2020_03-23-53] [INFO] Pre-bar scales: _scaleX = 1.3875, _scaleY = 1.11
[21-04-2020_03-23-53] [INFO] Scale (post-bar): scaleX = 1.11, scaleY = 1.11
[21-04-2020_03-23-53] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-23-53] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-23-53] [INFO] SDL_mixer initialized successfully.
[21-04-2020_03-23-53] [INFO] Loading data...
[21-04-2020_03-23-54] [INFO] Scanning standard mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-23-54] [INFO] Scanning user mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-23-56] [ERROR] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[21-04-2020_03-23-56] [INFO] Active mods:
[21-04-2020_03-23-56] [INFO] - xcom1 v1.0
[21-04-2020_03-23-57] [INFO] Loading rulesets...
[21-04-2020_03-24-04] [INFO] Loading fonts... Font.dat
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmdefend.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmenbase.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmgeo1.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmgeo2.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gminter.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmintro1.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmintro2.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmintro3.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmlose.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmmars.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmnewmar.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmstory.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmtactic.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [ERROR] Music::load('SOUND/gmwin.mid') :Unrecognized audio format
[21-04-2020_03-24-04] [INFO] Lazy loading: 1
[21-04-2020_03-24-04] [INFO] Loading custom palettes from ruleset...
[21-04-2020_03-24-04] [INFO] Making palette backups...
[21-04-2020_03-24-04] [INFO] Data loaded successfully.
[21-04-2020_03-24-04] [INFO] Loading language...
[21-04-2020_03-24-04] [INFO] Language loaded successfully.
[21-04-2020_03-24-04] [INFO] OpenXcom started successfully!
[21-04-2020_03-24-04] [INFO] Setting GL format to RGB565
[21-04-2020_03-24-04] [INFO] Current _baseWidth x _baseHeight: 320x200
[21-04-2020_03-24-04] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-24-04] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-24-04] [INFO] [SDLRenderer] Texture resolution set to 320x200
[21-04-2020_03-24-04] [INFO] Display set to 888x444x32
[21-04-2020_03-24-04] [INFO] Pre-bar scales: _scaleX = 2.775, _scaleY = 2.22
[21-04-2020_03-24-04] [INFO] Scale (post-bar): scaleX = 2.22, scaleY = 2.22
[21-04-2020_03-24-04] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-24-04] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-24-04] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-24-43] [INFO] Setting GL format to RGB565
[21-04-2020_03-24-43] [INFO] Current _baseWidth x _baseHeight: 640x400
[21-04-2020_03-24-43] [INFO] Attempting to set display to 888x444x32...
[21-04-2020_03-24-43] [INFO] [SDLRenderer] Old scale hint: linear, new scale hint: linear
[21-04-2020_03-24-43] [INFO] [SDLRenderer] Texture resolution set to 640x400
[21-04-2020_03-24-43] [INFO] Display set to 888x444x32
[21-04-2020_03-24-43] [INFO] Pre-bar scales: _scaleX = 1.3875, _scaleY = 1.11
[21-04-2020_03-24-43] [INFO] Scale (post-bar): scaleX = 1.11, scaleY = 1.11
[21-04-2020_03-24-43] [INFO] Black bars: top: 0, left: 89
[21-04-2020_03-24-43] [INFO] [SDLRenderer] Output resolution: 710x444
[21-04-2020_03-24-43] [INFO] [SDLRenderer] Offset: 89x0
[21-04-2020_03-24-44] [INFO] SDL_mixer initialized successfully.
[21-04-2020_03-24-44] [INFO] Loading data...
[21-04-2020_03-24-44] [INFO] Scanning standard mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-24-44] [INFO] Scanning user mods in '/storage/emulated/0/openxcom/'...
[21-04-2020_03-24-45] [ERROR] FileMap::mapExtResources(xcom2, TFTD): external resources not found.
[21-04-2020_03-24-46] [INFO] Active mods:
[21-04-2020_03-24-46] [INFO] - piratez vv. L1A1 OXCE 6.4.2.1 9-Apr-2020
[21-04-2020_03-24-46] [INFO] Loading rulesets...
[21-04-2020_03-25-38] [ERROR] Unknown argument 'final_health_loss'
[21-04-2020_03-25-38] [ERROR] Error in matching arguments for operator 'set'
[21-04-2020_03-25-38] [ERROR] Error in parsing script 'returnFromMissionUnit' for 'Global Event Script': invalid operation in line: 'set final_health_loss 0;'
[21-04-2020_03-25-39] [INFO] Loading fonts... AmigaFont.dat
[21-04-2020_03-25-47] [ERROR] Music::load('SOUND/gmintro1.mid') :Unrecognized audio format
[21-04-2020_03-25-48] [ERROR] Music::load('SOUND/gmintro2.mid') :Unrecognized audio format
[21-04-2020_03-25-48] [ERROR] Music::load('SOUND/gmintro3.mid') :Unrecognized audio format
[21-04-2020_03-25-53] [INFO] Lazy loading: 1




Enviado de meu moto e5 play usando o Tapatalk
Title: Re: OXCE v6.4 for Android
Post by: Meridian on April 21, 2020, 09:54:22 am
Still, I do have a problem... PirateZ doens't want to start. It stays in the mock-dos loading screen, then OXCE dumps me back to my phone.

Probably not enough RAM.
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 21, 2020, 11:00:06 am
Probably not enough RAM.
Possibly.

What about the version? PirateZ seems to use a different version of OXCE, 6.4.2.1. This one is 6.4.2 and its the latest publicy available. Seems like they got a Nightly OXCE or something.

Look at the errors. To me, it seems like OXCE doens't understand some of the code.

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: OXCE v6.4 for Android
Post by: Meridian on April 21, 2020, 01:47:13 pm
What about the version?

6.4.2 is compatible.

PirateZ seems to use a different version of OXCE, 6.4.2.1. This one is 6.4.2 and its the latest publicy available. Seems like they got a Nightly OXCE or something.

Yes, piratez is using a custom version with a few more bugfixes.
It doesn't make a difference for the crash.

Look at the errors. To me, it seems like OXCE doens't understand some of the code.

Yes, those scripts that threw an error are not yet available, both in 6.4.2 and 6.4.2.1.
They will only be available with v6.5.
They are also not the cause of the crash.
Title: Re: OXCE v6.4 for Android
Post by: Slaughter on April 22, 2020, 08:21:34 am
6.4.2 is compatible.

Yes, piratez is using a custom version with a few more bugfixes.
It doesn't make a difference for the crash.

Yes, those scripts that threw an error are not yet available, both in 6.4.2 and 6.4.2.1.
They will only be available with v6.5.
They are also not the cause of the crash.
Yeah, think you're right. I tried XCF and it worked fine, although it does crash a bit.

Still, last time I tried to play OXC in Android was 2016, and back then, OXCE/+ in Android was but a dream. So you guys are doing fantastic work.

Thanks for the help, Meridian! Onwards for OXCE!

Btw: Any chance you guys can add some interface improvements? Like buttons that switch personal lightning on and off, enable/disable night vision, and running.

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: OXCE v6.5.1 for Android
Post by: Yataka Shimaoka on May 27, 2020, 06:55:48 pm
Current download link to the android version of OXC is not working. Tested with multiple devices and still nothing. Just pointing that out btw
Title: Re: OXCE v6.5.1 for Android
Post by: Meridian on May 27, 2020, 07:16:54 pm
Current download link to the android version of OXC is not working. Tested with multiple devices and still nothing. Just pointing that out btw

If you meant OXCE, the download link works just fine on both of my devices.
Title: Re: OXCE v6.5.1 for Android
Post by: Slaughter on May 27, 2020, 09:26:04 pm
Current download link to the android version of OXC is not working. Tested with multiple devices and still nothing. Just pointing that out btw
Try going to browser, right-click and select "save link as".

It doens't download if you just click in tapatalk or browser. I have no idea why. Its weird.

Enviado de meu moto e5 play usando o Tapatalk

Title: Re: OXCE v6.5.1 for Android
Post by: Slaughter on May 28, 2020, 12:12:53 am
@Meridian is there any way to use alternate movement modes in Android? I found out auto-night mode. But AFAIK Alternate Movement modes only on keyboard/pc.

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Title: Re: OXCE v6.5.1 for Android
Post by: Meridian on May 28, 2020, 12:14:32 am
I refuse to answer any questions until you remove the irritating message at the end.
Title: Re: OXCE v6.5.1 for Android
Post by: Slaughter on May 28, 2020, 01:20:34 am
I refuse to answer any questions until you remove the irritating message at the end.
Done.
Title: Re: OXCE v6.5.1 for Android
Post by: Yataka Shimaoka on May 28, 2020, 10:23:00 am
Try going to browser, right-click and select "save link as".

It doens't download if you just click in tapatalk or browser. I have no idea why. Its weird.

Enviado de meu moto e5 play usando o Tapatalk

Tried that as well, didn't work for me. It just copied the word "Download" and that's about it
Title: Re: OXCE v6.5.3 for Android
Post by: Meridian on May 28, 2020, 07:08:16 pm
@Meridian is there any way to use alternate movement modes in Android? I found out auto-night mode. But AFAIK Alternate Movement modes only on keyboard/pc.

There is currently no way to use alternate movement methods on Android other than attaching or simulating a keyboard.
Title: Re: OXCE v6.5.3 for Android
Post by: Slaughter on May 28, 2020, 09:10:31 pm
Tried that as well, didn't work for me. It just copied the word "Download" and that's about it
I think you clicked copy or save text as. Try "Save as" or  "save link as". Its something like this.
Title: Re: OXCE v6.5.3 for Android
Post by: Slaughter on May 28, 2020, 09:16:04 pm
This is how it looks in my browser. I clicked "Fazer Download do Link", which means "Make/Do Download from Link" in portuguese. You want to click something like that, assuming you're using chrome, that is.

Once you do this, the download will start.(https://uploads.tapatalk-cdn.com/20200528/5300f47f56fe1a4a8654da11fdce7d0e.jpg)
Title: Re: OXCE v6.5.3 for Android
Post by: Slaughter on May 28, 2020, 09:17:02 pm
There is currently no way to use alternate movement methods on Android other than attaching or simulating a keyboard.
Dang.

So, uh... Any idea to make it work? Perhaps through gestures?
Title: Re: OXCE v6.5.3 for Android
Post by: Yataka Shimaoka on May 29, 2020, 09:58:22 am
I think you clicked copy or save text as. Try "Save as" or  "save link as". Its something like this.
Shucks, I just did it like that. Sorry for the trouble, managed to download it with the given instructions, thanks
Title: Re: OXCE v6.5.3 for Android
Post by: Dawy on May 30, 2020, 09:37:27 am
Hello!

I have started a New Game and I Always crash when I try to launch the first ufo recovery mission.

Could you please tell me what I'm doing wrong?

Title: Re: OXCE v6.5.3 for Android
Post by: Meridian on May 30, 2020, 09:59:57 am
Could you please tell me what I'm doing wrong?

Corrupted installation.

Don't mess with the 'common' and 'standard' folders.
Game is trying to find a sprite, which doesn't exist, because you have either deleted it or overwrote it.

If you want to install mods, install them into 'mods' folder, not into 'standard' folder.
Title: Re: OXCE v6.5.3 for Android
Post by: Dawy on May 30, 2020, 05:09:25 pm
Thank you very much!

Yes, there were some modified files from my PC, and I copied those to the Android.
Title: Re: OXCE v6.5.3 for Android
Post by: Gallen on July 20, 2020, 10:26:02 pm
Hello OXCE community. I have a problem with OXCE 6.5.3
The game doesn't read the MID(I?) Sound files for the music, instead in the options when i try to change it it stays stuck on adlib type of music. Have i done something wrong ? I can play the game without music but i definitely feel like i'm missing something by playing this way.
I tried to look if there was a solution to that but i can't seem to find it if there is one.
Any help would be apreciated as it seems to be a problem that comes up from time to time.
I am playing on a Q+ Android box with mouse compatibility activated. (If that may be the source of the problem)
Title: Re: OXCE v6.5.3 for Android
Post by: ziom1243 on August 09, 2020, 04:40:37 pm
Quick question, is it possible to select maximum/infinite amount of items in the manufacture tab in the Android version?
Title: Re: OXCE v6.5.3 for Android
Post by: Yataka Shimaoka on August 10, 2020, 06:59:15 pm
Quick question, is it possible to select maximum/infinite amount of items in the manufacture tab in the Android version?

I remember I have done it before, but it has been months since I have last played
Title: Re: OXCE v6.6.1 for Android
Post by: RSSwizard on October 17, 2020, 09:39:08 pm
Hey bud hows it going.
I just got the latest vers of OXCE android and ive noticed a small problem with it...
Trying to change the Shaders (ex, to CRT) in the cfg file doesn't seem to have any effect at all. I made sure to enable openGL in the cfg but its like this is totally ignored.

Im running on a Moto E5 Play with a 720p screen.
Im also running TFTD because those are the only resource files ive currently got off of my hd, though I dont think it makes a difference for this.

Edit:  added options.cfg screenshot
Title: Re: OXCE v6.6.1 for Android
Post by: Meridian on October 17, 2020, 09:44:22 pm
Why is that an issue?

Only filters that can be configured on the GUI are supported.
Title: Re: OXCE v6.7 for Android
Post by: RSSwizard on October 21, 2020, 07:49:32 pm
I think I actually did discover a weird bug.
Modding... changed Deep One attack to deliver a low grade (lobbed) explosive attack, set the hitAnimation to 8 like usual.
When I encountered it on land terror mission the explosion thats displayed is the "Water Bubbles Underwater Explosion" instead of the regular explosive blast. It may have played the underwater sfx for it too I dont remember for sure.
Its not a breaker to me and I can even roll with that, but its just really odd.
(Mod is now broken too currently so I cant pull it up to take shots)
Title: Re: OXCE v6.7 for Android
Post by: Meridian on October 21, 2020, 08:38:44 pm
Can't say much without seeing the mod... but my guess would be that it is just incorrectly modded.

Also, please use this thread only for Android-specific stuff.
Title: Re: OXCE v6.7 for Android
Post by: yergnoor on October 22, 2020, 08:42:30 am
Greetings.
Is it possible to add a separate setting for the location of the mods folder for Android?
Now it is tied to the location of the save folder, which makes it impossible to transfer mods to a memory card (the game does not have write rights to this place).  Meanwhile, the internal memory of Android does not have enough space to store the heaviest mods, for example, X-Piratez.
Previously, I got around this limitation by placing heavy mods in the standard folder, which is located along with the game data, I have them on the memory card.
But some time ago, such misuse of the standard folder was reasonably prohibited.  But this also led to the impossibility of transferring mods to a memory card, and in the internal memory of my Android there is rarely more than half a gigabyte of free space.
Sufficient for light mods, but too few for heavy mods.
Title: Re: OXCE v6.7 for Android
Post by: Meridian on October 22, 2020, 09:25:09 am
How did you make OpenXcom search for data folder on the SD card?


From the source code, Android has following folder search:

Data folder:

Code: [Select]
#ifdef __ANDROID__
// Stop being smart about finding data - it frustrates the users.
//list.push_back("/sdcard/openxcom/data/");
//list.push_back("/storage/extSdCard/openxcom/data/");
return list;
#endif

User folder:

Code: [Select]
#ifdef __ANDROID__
list.push_back("/sdcard/openxcom/");
list.push_back("/storage/extSdCard/openxcom/");
return list;
#endif

Config folder:

Code: [Select]
#ifdef __ANDROID__
return "/sdcard/openxcom/";
#endif
Title: Re: OXCE v6.7 for Android
Post by: yergnoor on October 22, 2020, 09:58:48 am
From the source code, Android has following folder search:
This is the default data location.
How did you make OpenXcom search for data folder on the SD card?
In the settings, in the SYSTEM section, it is possible to change the location of the game folders.  Also, this setting appears on first launch.
You can change:
1. The location of the game data. 
2. Location of mods and save folders (only together). 
3. The location of the settings file.
But the save and the settings file must be in internal memory (so that the game can overwrite them).  And along with them is the mods folder.  Game data can be moved to a memory card through the first of three buttons.  I move the data itself through a third-party file manager, and then indicate the path to it in the game settings.  I have been doing this since the days of playing in the port of regular OpenXcom (not Extended).
Title: Re: OXCE v6.7 for Android
Post by: Meridian on October 22, 2020, 10:06:47 am
I see.
The paths are passed as arguments in this case.

OK, for now, I will allow reading user mods from 'standard' folder again as before (on Android and iOS only).
And in the future I may split the user path into user path and mod path...
Title: Re: OXCE v6.7 for Android
Post by: yergnoor on October 22, 2020, 10:16:50 am
Meridian, thanks.
Of course, it's better if the location of the mods folder can be customized.  But for now, it will be possible to use the standard folder on Android for this.
For a computer, there is no such need, only troubles.  I remember how confusing it was when players advised each other to use different folders for mods.
Title: Re: OXCE v6.7.2 for Android
Post by: Meridian on October 24, 2020, 11:43:15 am
OK, so I did not allow reading user mods from 'standard' folder.
But I allowed them to be read from a new 'mods' folder in the data directory (same place where 'common' and 'standard' folders are).

So now the mods can be placed in:
<userFolder>/mods
<dataFolder>/mods
Title: Re: OXCE v6.7.2 for Android
Post by: yergnoor on October 24, 2020, 03:52:59 pm
Meridian, thanks a lot.  Good decision.
Title: Re: OXCE v6.8.1 for Android
Post by: Meridian on November 24, 2020, 02:45:59 pm
Meridian, thanks a lot.  Good decision.

There is an issue with v6.7.2 and also v6.8 ... the mods are loaded twice, when user folder and data folder are the same.
Which leads to double the load time; and also to weird errors in some situations.

Please update to v6.8.1
Title: Re: OXCE v6.8.1 for Android
Post by: yergnoor on November 24, 2020, 07:02:18 pm
Thanks.  I updated the game and warned other Russian-speaking users of the Android version about this fix.
Title: Re: OXCE v6.9.1 for Android
Post by: DHangelfan on January 21, 2021, 12:45:41 am
Howdy folks! Great mod!

I was simply wondering how to delete a saved game using touch controls?

On PC, you'd simply right click in the "Load Game" screen. I'm wondering if there's a way to do it that doesn't include me going into the program directory and deleting files.
Title: Re: OXCE v6.9.1 for Android
Post by: R1dO on January 21, 2021, 02:29:25 pm
Try pressing a little longer.
For as far as i know touch devices register short presses as left click and long presses (possibly followed by another action based on feedback) as right click.
Title: Re: OXCE v6.9.1 for Android
Post by: DHangelfan on January 26, 2021, 02:42:41 am
Try pressing a little longer.
For as far as i know touch devices register short presses as left click and long presses (possibly followed by another action based on feedback) as right click.

Thank you for the response! I'm sorry, but that doesn't seem to work. Nice idea, though.

I was hoping that someone else may know what to do. I'm new to the forum.
Title: Re: OXCE v6.9.1 for Android
Post by: DHangelfan on January 27, 2021, 08:12:29 pm
Also, if anyone has an answer, please tell me there's a force fire function I'm missing?

The game really isn't viable without it.
Title: Re: OXCE v6.9.1 for Android
Post by: Samovar56 on February 03, 2021, 06:15:04 pm
The game is amazing
The port is amazing
But this games needs a buttons like a Shift, alt, etc. :'(
Title: Re: OXCE v7.0 beta for Android -- betatesters needed
Post by: Meridian on February 27, 2021, 02:56:32 pm
OXCE 7.0 beta version for Android is available (called v6.9.7): https://lxnt.wtf/oxem/builds//Extended/Extended-6.9.7-dae4963-2021-02-27-android.apk

Can I get feedback from 5+ people please if it installs fine and if the new Touch buttons work correctly?

Touch buttons are considered for:
- shift: ignore spotted enemies/mutual surprise
- ctrl: running
- ctrl: strafing
- ctrl: force-fire
- ctrl+shift: spray targeting
- alt: cursor damage preview
- alt: motion scanner arrows
- alt: unit facing preview
- alt: temporarily turn off camera following projectiles
- alt: minimap borders preview
- RMB: unit turning
- RMB: door opening
- RMB: next unit icon click = select previous unit
- RMB: weapon click = reaction fire preference (yellow dot)
- ctrl+RMB: tank turret turning
- MMB: unit/alien inventory preview
- MMB: weapon/special weapon click = Ufopedia
Title: Re: OXCE v7.0 beta for Android
Post by: RSSwizard on March 12, 2021, 03:01:19 pm
Haven't tried yet but I was just about to suggest a pull out tray of some kind. This will really come in handy for X-P, like those situations where you just gotta force them to run to make it in time. Even if clunky, ability to do it is important.

I have a bug (from prev version) to report.
My phone motorola G5s has a problem when Saving Games due to the gboard... I haven't seen it happen on my other phone. When the onscreen keyboard pops up the entire "window" is pushed off to the side, due to the navigation buttons popping up and (rather than being translucent, they push the keyboard to the side too).

Thing is, the "window" isnt repositioned as far as the Cursor is concerned. This screenshot shows it pretty clearly. At first I thought I was getting sticky touches but no my cursor was offset by about 8-10mm compared to where I was touching.

It can be solved by Loading Game
or by entering Options (which actually asks if you want to save graphical changes after that, even without changing anything).
But it makes the prospect of saving your game a little more annoying and attaches a cost to it.
Title: Re: OXCE v7.0 for Android
Post by: Meridian on March 13, 2021, 10:29:01 am
Can I get feedback from 5+ people please if it installs fine and if the new Touch buttons work correctly?

OXCE v7.0 is released.

- Extended geoscape/battlescape/inventory links: https://openxcom.org/forum/index.php/topic,9506.0.html
- Touch buttons -- BIG THANKS to robin for the artwork: https://openxcom.org/forum/index.php/topic,9507.0.html


PS: I'm thoroughly disappointed that the entire Android community was able to provide exactly zero feedback in 2 weeks.
Title: Re: OXCE v7.0 for Android
Post by: JPlayer 101 on March 13, 2021, 05:56:30 pm
It looked like noone was able to give feedback, so even I've decided to take matters into my own hands, launched OXCE first time after long pause and privided some testing.
- shift: ignore spotted enemies/mutual surprise — Works.
- ctrl: running — Looks like no (actually IDK how it supposed to).
- ctrl: strafing — Looks like nope.
- ctrl: force-fire — Yes.
- ctrl+shift: spray targeting — Looks like Nope.
- alt: cursor damage preview — Yes.
- alt: motion scanner arrows — Yes.
- alt: unit facing preview — Yes.
- alt: temporarily turn off camera following projectiles — Yes
- alt: minimap borders preview — Yes.
- RMB: unit turning — Yes
- RMB: door opening — Yes
- RMB: next unit icon click = select previous unit — Yes.
- RMB: weapon click = reaction fire preference (yellow dot) — Yes.
- ctrl+RMB: tank turret turning — No (tank itself turns).
- MMB: unit/alien inventory preview — Yes.
- MMB: weapon/special weapon click = Ufopedia — Yes.
Title: Re: OXCE v7.0 for Android
Post by: R1dO on March 13, 2021, 06:52:36 pm
...
- ctrl: running — Looks like no (actually IDK how it supposed to).
- ctrl: strafing — Looks like nope.
...
- ctrl+RMB: tank turret turning — No (tank itself turns).

For those "nopes" my guess is you forgot to activate "Alternate Movement methods" under options (see attached image).

Would explain why all other options needing a modifier key work.
Title: Re: OXCE v7.0 for Android
Post by: RSSwizard on March 13, 2021, 07:08:45 pm
PS: I'm thoroughly disappointed that the entire Android community was able to provide exactly zero feedback in 2 weeks.

Slowpoke Meme
I just found out about the release a couple days ago because I went to post a bug. I rarely get out of the X-P subforum these days. Id figured you had just posted it.
Your version reads 6.9.7 by the way... not 7.0

Yes it works and its like a bag of candy, those buttons are candy to look at too. Excellent job. ❗

So far ive only noticed one glitch which ive never seen before. ARM processors are shit and unreliable, so maybe it was a cosmic ray bitflip or something. While I was swiping around the display suddenly changed to like 1 scale difference (while in Inventory) and then returning to battlescape it offset the screen and increased the scale. The chicklet buttons were offscreen and I couldn't even click on the weapons to fire and finish the mission. So I closed out and reloaded.

If it happens again ill try to reproduce it and let you know what does it.

The Gboard glitch still happens but I discovered that clicking Options, display settings countdown dialog comes up - even if you click No it will have set the screen back properly. Which is interesting.

EDIT
(with the death of this character, the thread of fate has become severed)

Id like to say that with the inclusion of these accessibility buttons OXCE has reached the point of becoming Fieldable to the world at large, for Google Play and other public consumption. That might be a good thing or bad thing depending on whether you want the attention. Its not a complete game so people still have to buy the original - but it can definitely get more people playing X-P.
Title: Re: OXCE v7.0 for Android
Post by: RSSwizard on March 14, 2021, 02:21:05 am
Found out what caused the bug. At mission equip start if I click on the new hamburger menu it does this to the graphics (everything got smaller). Then start of mission the screen messes up and soft-locks.
The first time this happened I could swear it took place after the mission already started though.
Title: Re: OXCE v7.0 for Android
Post by: JPlayer 101 on March 14, 2021, 12:22:57 pm
For those "nopes" my guess is you forgot to activate "Alternate Movement methods" under options (see attached image)
Yeah, the trouble was in this (absolutely useless before) setting that I completely forgot about.

Found out what caused the bug. At mission equip start if I click on the new hamburger menu it does this to the graphics (everything got smaller). Then start of mission the screen messes up and soft-locks.
The first time this happened I could swear it took place after the mission already started though.
Few days ago I've reported same bug on Discord server, but my trouble was caused by taking screenshot at inventory screen.
Title: Re: OXCE v7.0 for Android
Post by: BlorkTheOrk on March 21, 2021, 12:56:54 am
Big thanks for the buttons! its revolution! My little soldiers finally can run! I can finally check the info about an enemy. And no need for precise swipe!

It works on Meizu 5c. The mod I use is a recent Xcom Files version 1.7.

I'd ask to be able to be abe to toggle the buttons on forever.
Title: Re: OXCE v7.0 for Android
Post by: hubaj on March 22, 2021, 11:39:40 am
OXCE v7.0 is released.

- Extended geoscape/battlescape/inventory links: https://openxcom.org/forum/index.php/topic,9506.0.html
- Touch buttons -- BIG THANKS to robin for the artwork: https://openxcom.org/forum/index.php/topic,9507.0.html


PS: I'm thoroughly disappointed that the entire Android community was able to provide exactly zero feedback in 2 weeks.

Thank you, I cannot even express how great this update is. I didn´t have much time, but so far what I tried seems to work just fine. Great placement of the button too, doesn´t get in the way. In battle android now seems to be equal to the PC version.

I would like to see something simillar implemented in Purchase and Manufacture menu (to be able to hide stuff), but that is really a minor thing.

Sorry for late reaction, I don´t check here often, I just found out.
Title: Re: OXCE v7.0 for Android
Post by: Nord on April 14, 2021, 06:45:19 pm
Touch buttons are completely marvelous.
Only one thing is not available now: access to possible uses window. (right-click on sell)

Game on android become... comfortable now. Thank you again, Meridian.
Title: Re: OXCE v7.0 for Android
Post by: Gnelf88 on May 10, 2021, 12:11:30 pm
VFS::map_common(): failed to map "common"

not too sure what this means if it can't find an actual map or the common folder but haven't found anything on it
I had enabled the 3 options underneath, now I disabled them and I can't even open up the app because of a "Segmentation fault"
I tried deleting it but it always tries to load the game and then has the crash no matter what
Title: Re: OXCE v7.0 for Android
Post by: Meridian on May 10, 2021, 12:45:56 pm
VFS::map_common(): failed to map "common"

not too sure what this means if it can't find an actual map or the common folder but haven't found anything on it


It means it cannot find the 'common' folder.

Uninstall and install should help.
Title: Re: OXCE v7.0 for Android
Post by: yergnoor on August 20, 2021, 03:44:28 pm
Greetings.
Today one of the Russian-speaking users pointed out a small problem with the Android version.  Only OpenXcom UFO Patch is present in apk OXCE.  Whereas there is no OpenXcom TFTD Patch and it must be installed by the user himself.
Therefore, please - add OpenXcom TFTD Patch in the next version of OXCE on Android.
Title: Re: OXCE v7.0 for Android
Post by: Meridian on August 20, 2021, 04:07:55 pm
Greetings.
Today one of the Russian-speaking users pointed out a small problem with the Android version.  Only OpenXcom UFO Patch is present in apk OXCE.  Whereas there is no OpenXcom TFTD Patch and it must be installed by the user himself.
Therefore, please - add OpenXcom TFTD Patch in the next version of OXCE on Android.

It requires changes in the Java code of the Android wrapper.
(or in other words, it's not part of the openxcom source code)

I could probably make the changes, I have decent experience with Java, but I have no experience with Android development... no idea what IDE could be used, or how to test my changes.

I'd recommend asking sfalexrog, if he would be willing to make the changes.
Or if anyone else can make a PR, I'd merge it...
Title: Re: OXCE v7.0 for Android
Post by: yergnoor on August 20, 2021, 04:56:05 pm
I'd recommend asking sfalexrog, if he would be willing to make the changes.
Or if anyone else can make a PR, I'd merge it...
Unfortunately sfalexrog hasn’t visited the Russian forum for a year, but he hasn’t been here even longer.  Therefore, all hope is for someone else's help.
Title: Re: OXCE v7.0 for Android
Post by: Freemind on August 23, 2021, 11:43:12 pm
It means it cannot find the 'common' folder.

Uninstall and install should help.

Copying the data files directly into openxcom/UFO(in my phone) from computer instead of using the app fixed it for me.
Thank you.
Title: Re: OXCE v7.1.4 for Android
Post by: Ranakastrasz on December 03, 2021, 08:14:35 pm
There does not appear to be a way to enable Debug mode in Geoscape, once the config file is changed. There is no way to send Ctrl-D, or similar, nor is there a button that I can locate.
Title: Re: OXCE v7.1.4 for Android
Post by: Meridian on December 03, 2021, 11:24:27 pm
There does not appear to be a way to enable Debug mode in Geoscape, once the config file is changed. There is no way to send Ctrl-D, or similar, nor is there a button that I can locate.

yes, it is not available, all openxcom devs do the debugging on PCs
Title: Re: OXCE v7.1.4 for Android
Post by: Ranakastrasz on December 04, 2021, 02:09:12 am
Inconvenient, but understandable. I was planning to use my phone as a separate ufopedia reference tool
Title: Re: OXCE v7.1.4 for Android
Post by: Meridian on December 04, 2021, 10:15:34 am
Inconvenient, but understandable. I was planning to use my phone as a separate ufopedia reference tool

New Battle > OK > OK > Inventory > Links > Ufopedia
Title: Re: OXCE v7.1.4 for Android
Post by: Ranakastrasz on December 06, 2021, 08:55:12 pm
Well that solves my problem. Thanks.
Title: Re: OXCE v7.4 for Android
Post by: Flipbard on January 18, 2022, 11:37:47 am
Hello.  I'm probably not the first to talk about this, but the android version really lacks the ability to emulate right click and middle click in non-combat mode.  should we expect such a feature?
Title: Re: OXCE v7.4 for Android
Post by: Meridian on January 18, 2022, 01:07:24 pm
Hello.  I'm probably not the first to talk about this, but the android version really lacks the ability to emulate right click and middle click in non-combat mode.  should we expect such a feature?

hi

likely not... I don't feel like adding the emulation buttons to every single GUI in openxcom

first of all, there's 100+ GUIs, that's a lot of work... secondly, the emulation buttons take up a lot of space, it would look bad on many GUIs
Title: Re: OXCE v7.4 for Android
Post by: Flipbard on January 18, 2022, 01:24:23 pm
what about a long press or a second finger press?  a long press works on the base screen, which means it is possible.  I really miss the middle click on the science screen and the middle and right click on the buy/sell screen
Title: Re: OXCE v7.4 for Android
Post by: Meridian on January 18, 2022, 02:15:32 pm
what about a long press or a second finger press?  a long press works on the base screen, which means it is possible.  I really miss the middle click on the science screen and the middle and right click on the buy/sell screen

yes, that's possible
Title: Re: OXCE v7.5.3 for Android
Post by: NNTeslaNN on February 13, 2022, 09:22:39 pm
On Black Shark 4 game don't render properly, any tips how to fix it?
Title: Re: OXCE v7.5.3 for Android
Post by: Yankes on February 13, 2022, 09:54:04 pm
How other screens look like?
Title: Re: OXCE v7.5.3 for Android
Post by: NNTeslaNN on February 14, 2022, 08:31:45 am
After I restarted phone everything fixed it self for some reason
Title: Mouse cursor broken after re-running the game
Post by: Caleb13 on March 26, 2022, 03:34:38 pm
Hi, I tried playing TFTD with OCXE 7.5.3 on Samsung Galaxy Tab S7+ (part number SM-T970) which runs Android 12 (core 4.19.113-2322000). I play with a mouse connected via power delivery USB hub, so I enabled the Extended Mouse Mode and Show Cursor options. They work wonderfully until you close the game. When you re-run it, the ingame cursor becomes broken - it doesn't follow the mouse movents anymore and instead only jumps to positions you click/tap on. The only way to fix it is to reboot the entire tablet. The "use app cache" options in the launcher have no effect, it breaks regardless of their settings. If you need some logs to better debug this, please let me know.

BTW, after I first installed OXCE, I also had to reboot the tablet (like NNTeslaNN mentioned), otherwise the game didn't work properly. The main game was unplayable becase no USOs appeared for months and the Mission Generator was throwing missing file errors.
Title: Re: OXCE v7.5.3 for Android
Post by: Inglonias on April 06, 2022, 11:32:03 pm
I wanted to report a consistent crash I am experiencing on my Pixel 5A with OXCE 7.5.3. This crash occurs whenever I try to preview my base or soldier arrangement on the skyranger. I am attaching a save file as well as the log file. I can reproduce the crash by tapping on XCOMmand's access lift to preview the base and go through the briefing screen. The preview feature works correctly on my Windows 10 laptop, so I suspect this problem is specific to Android in general, or my phone in particular for whatever reason.

I don't know how late to the party I am on this, but I figured I would report it as best able.

EDIT: Now that I actually look at the log file, it seems that the game is segfaulting and is not telling me where that segfault is happening. Very rude indeed. Is there a different build I can try to load onto my phone that could aid in debugging?
Title: Re: OXCE v7.5.3 for Android
Post by: Meridian on April 06, 2022, 11:38:24 pm
Thanks for the report.
I'll check if I can reproduce on my end.
Title: Re: OXCE v7.5.3 for Android
Post by: luplay2 on May 12, 2022, 10:30:21 am
Thanks for your sharing!
Title: Re: OXCE v7.5.3 for Android
Post by: Meridian on August 02, 2022, 10:34:59 am
EDIT: Now that I actually look at the log file, it seems that the game is segfaulting and is not telling me where that segfault is happening. Very rude indeed. Is there a different build I can try to load onto my phone that could aid in debugging?

I haven't found any good way how to output the stacktrace on the Android version yet.
It would help me a lot too.
If anyone knows, create a PR please.

I wanted to report a consistent crash I am experiencing on my Pixel 5A with OXCE 7.5.3. This crash occurs whenever I try to preview my base or soldier arrangement on the skyranger. I am attaching a save file as well as the log file. I can reproduce the crash by tapping on XCOMmand's access lift to preview the base and go through the briefing screen. The preview feature works correctly on my Windows 10 laptop, so I suspect this problem is specific to Android in general, or my phone in particular for whatever reason.

I don't know how late to the party I am on this, but I figured I would report it as best able.

I could not reproduce on my devices (samsung s7 and samsung a53), but it's been reported a few times, so there's definitely an issue.
And we have also a report from iOS now, with a stack trace! :) https://openxcom.org/forum/index.php/topic,10695.msg148126.html#msg148126
Hopefully this will be enough to fix the issue.
Title: Re: OXCE v7.6 for Android
Post by: howareyou32ny on August 16, 2022, 03:35:41 pm
Got problem for android guys

"
[13-08-2022_14-01-01]   [INFO]   Current locale is en-us
[13-08-2022_14-01-01]   [INFO]   OpenXcom Version: Extended 7.6 (v2022-07-15)
[13-08-2022_14-01-01]   [INFO]   Platform: Android 21
[13-08-2022_14-01-01]   [INFO]   Data folder is: /storage/emulated/0/openxcom/
[13-08-2022_14-01-01]   [INFO]   Data search is:
[13-08-2022_14-01-01]   [INFO]   - /storage/emulated/0/openxcom/
[13-08-2022_14-01-01]   [INFO]   User folder is: /storage/emulated/0/openxcom/
[13-08-2022_14-01-01]   [INFO]   Config folder is: /storage/emulated/0/openxcom/
[13-08-2022_14-01-01]   [INFO]   Options loaded successfully.
[13-08-2022_14-01-01]   [INFO]   SDL initialized successfully.
[13-08-2022_14-01-01]   [INFO]   SDL_mixer initialized successfully.
[13-08-2022_14-01-01]   [INFO]   Attempted locale:
[13-08-2022_14-01-01]   [INFO]   Detected locale:
[13-08-2022_14-01-01]   [INFO]   Setting GL format to RGB565
[13-08-2022_14-01-01]   [INFO]   Current _baseWidth x _baseHeight: 1408x678
[13-08-2022_14-01-01]   [INFO]   Attempting to set display to 1408x678x32...
[13-08-2022_14-01-01]   [INFO]   Attempting to create a new window since we have none yet
[13-08-2022_14-01-01]   [INFO]   Created a window, size is: 1408x678
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Listing available rendering drivers:
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]  Number of drivers: 3
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]  Driver 0: opengles2
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]    Number of texture formats: 4
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGB888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGR888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]  Driver 1: opengles
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]    Number of texture formats: 1
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ABGR8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]  Driver 2: software
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]    Number of texture formats: 8
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 0: SDL_PIXELFORMAT_ARGB8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 1: SDL_PIXELFORMAT_ABGR8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 2: SDL_PIXELFORMAT_RGBA8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 3: SDL_PIXELFORMAT_BGRA8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 4: SDL_PIXELFORMAT_RGB888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 5: SDL_PIXELFORMAT_BGR888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 6: SDL_PIXELFORMAT_RGB565
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer]     Texture format 7: SDL_PIXELFORMAT_RGB555
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Renderer created
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Created new SDLRenderer, using opengles2
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Current scaler is linear
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Texture pixel format set to SDL_PIXELFORMAT_ARGB8888
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Texture resolution set to 1408x678
[13-08-2022_14-01-01]   [INFO]   Display set to 1408x678x32
[13-08-2022_14-01-01]   [INFO]   Pre-bar scales: _scaleX = 1, _scaleY = 1
[13-08-2022_14-01-01]   [INFO]   Scale (post-bar): scaleX = 1, scaleY = 1
[13-08-2022_14-01-01]   [INFO]   Black bars: top: 0, left: 0
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Output resolution: 1408x678
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Offset: 0x0
[13-08-2022_14-01-01]   [INFO]   Setting GL format to RGB565
[13-08-2022_14-01-01]   [INFO]   Current _baseWidth x _baseHeight: 640x400
[13-08-2022_14-01-01]   [INFO]   Attempting to set display to 1408x678x32...
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Old scale hint: linear, new scale hint: linear
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Texture resolution set to 640x400
[13-08-2022_14-01-01]   [INFO]   Display set to 1408x678x32
[13-08-2022_14-01-01]   [INFO]   Pre-bar scales: _scaleX = 2.2, _scaleY = 1.695
[13-08-2022_14-01-01]   [INFO]   Scale (post-bar): scaleX = 1.695, scaleY = 1.695
[13-08-2022_14-01-01]   [INFO]   Black bars: top: 0, left: 162
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Output resolution: 1084x678
[13-08-2022_14-01-01]   [INFO]   [SDLRenderer] Offset: 162x0
[13-08-2022_14-01-01]   [INFO]   SDL reports this number of touch devices present: 1
[13-08-2022_14-01-01]   [INFO]   Loading data...
[13-08-2022_14-01-01]   [INFO]   Scanning standard mods in '/storage/emulated/0/openxcom/'...
[13-08-2022_14-01-01]   [INFO]   Scanning user mods in '/storage/emulated/0/openxcom/'...
[13-08-2022_14-01-01]   [INFO]   Skipped scanning user mods in the data folder, because it's the same folder as the user folder.
[13-08-2022_14-01-01]   [INFO]   Active mods:
[13-08-2022_14-01-01]   [INFO]   - xcom2 v1.0
[13-08-2022_14-01-01]   [INFO]   Loading begins...
[13-08-2022_14-01-01]   [INFO]   Pre-loading rulesets...
[13-08-2022_14-01-01]   [INFO]   Loading vanilla resources...
[13-08-2022_14-01-01]   [FATAL]   A fatal error has occurred: Segmentation fault.
[13-08-2022_14-01-01]   [FATAL]   Unfortunately, no stack trace information is available
[13-08-2022_14-01-05]   [FATAL]   OpenXcom has crashed: Segmentation fault.
Log file: /storage/emulated/0/openxcom/openxcom.log
If this error was unexpected, please report it on OpenXcom forum or discord.
The following can help us solve the problem:
1. a saved game from just before the crash (helps 98%)
2. a detailed description how to reproduce the crash (helps 80%)
3. a log file (helps 10%)
4. a screenshot of this error message (helps 5%)
"

Any fix for this guys?
Title: Re: OXCE v7.7 for Android
Post by: howareyou32ny on August 25, 2022, 04:39:01 pm
YEAH. Finally work in my phone. Thanks for all the hard work Mer. Please create a patreon so some of us can pay our respect for your work. Again. Appreciated.
Title: Re: OXCE v7.4 for Android
Post by: howareyou32ny on August 27, 2022, 01:24:41 am
Quote from: Flipbard on January 18, 2022, 01:24:23 pm

    what about a long press or a second finger press?  a long press works on the base screen, which means it is possible.  I really miss the middle click on the science screen and the middle and right click on the buy/sell screen


yes, that's possible
Can this be done Mer? right click is so important in base management. without it android version is hard to play as it already is.
Title: Re: Mouse cursor broken after re-running the game
Post by: howareyou32ny on August 28, 2022, 05:52:10 am
Hi, I tried playing TFTD with OCXE 7.5.3 on Samsung Galaxy Tab S7+ (part number SM-T970) which runs Android 12 (core 4.19.113-2322000). I play with a mouse connected via power delivery USB hub, so I enabled the Extended Mouse Mode and Show Cursor options. They work wonderfully until you close the game. When you re-run it, the ingame cursor becomes broken - it doesn't follow the mouse movents anymore and instead only jumps to positions you click/tap on. The only way to fix it is to reboot the entire tablet. The "use app cache" options in the launcher have no effect, it breaks regardless of their settings. If you need some logs to better debug this, please let me know.

BTW, after I first installed OXCE, I also had to reboot the tablet (like NNTeslaNN mentioned), otherwise the game didn't work properly. The main game was unplayable becase no USOs appeared for months and the Mission Generator was throwing missing file errors.
I have the same problems. Any fix on this guys?
Title: Re: OXCE v7.7 for Android
Post by: rbuck000 on September 02, 2022, 06:39:55 am
Is there any way to put this on PSVITA?
There is a OpenXcom on vita but no OXCE.
Title: Re: OXCE v7.7 for Android
Post by: R1dO on September 02, 2022, 11:43:44 am
You might want to reach out to Northfear for that. This is the person that created the OXC port.

If you want to try porting yourself the following diff view might be handy:
https://github.com/OpenXcom/OpenXcom/compare/master...Northfear:OpenXcom-vita:master

It shows the differences with OXC, which could be used as starting point for an OXCE port.
Title: Re: OXCE v7.7.3 for Android
Post by: hubaj on October 10, 2022, 10:36:28 am
I have been playing on Android for some time and I really enjoy the improvements in battlescape (including advanced movement, hit log, custom night vision).

Would it be possible to add possibility to use right and middle mouse button to base menus? Specifically to manufacture (to be able to move all engineers with one click or to set infinite number of manufactured items), purchase and selling menus and loot menu (to be able to check what I already researched and can set to autosell). It already is in research menu in a way, though including button to middle click directly in research would be nice as well.
Title: Re: OXCE v7.8 for Android
Post by: metaltooth on November 17, 2022, 09:34:44 pm
Do you think you can change the function of the back button on android when running the game? I think itd be a better use of it if when you hit it itd back out of the current screen or bring up the escape button menu.
Title: Re: OXCE v7.8 for Android
Post by: RayMaginiBr on January 19, 2023, 12:38:50 pm
Hi, I'm having trouble installing xcom on my MotoG 60. It's been a long time that I've been trying, but it doesn't work. A message appears like this:
OpenXcom has crashed: Segmentation fault.
Log file: /storage/emulated/0/openxcom/openxcom.log

I have all game files
Title: Re: OXCE v7.8 for Android
Post by: Meridian on January 19, 2023, 04:29:31 pm
Hi,

can you please attach the log file, located at /storage/emulated/0/openxcom/openxcom.log
Title: Re: OXCE v7.8 for Android
Post by: RayMaginiBr on January 20, 2023, 01:57:46 am
here it is.
Title: Re: OXCE v7.8 for Android
Post by: Meridian on January 20, 2023, 09:43:36 am
OpenXcom crashes during loading of the original game resources.

You probably have unofficial and/or corrupted original game files.
Title: Re: OXCE v7.8 for Android
Post by: Kris on March 26, 2023, 11:44:02 pm
Hallo.

Just quick question: how can I force shoot if the line of fire is blocked? On pc I just hold ctrl, but I can't figure it out how to do it on android.
Title: Re: OXCE v7.8 for Android
Post by: Yankes on March 27, 2023, 01:18:51 am
There is option to make all special keys a button on screen, you should find in in options some where.
Title: Re: OXCE v7.10 for Android
Post by: Monte82 on December 25, 2023, 01:39:33 pm
Hi. Is  it possible to add that the advanced touch interface (additional buttons) can be turned on not only in battle, but also in the menu production, trade? Or at least add the ability to order more than one at a time.