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1
Builds & Ports / Re: Android Port (SDL2)
« on: May 24, 2014, 12:20:09 am »
Not tested yet, but nice job! However, I checked your github repo (I guess you have the same nick there?) and couldn't find any changes. Could you at least push there so I can see/pull the changes? Thanks!

2
Builds & Ports / Re: Android Port (SDL2)
« on: May 20, 2014, 12:42:43 am »
Hi sfalexrog! Since I've been asked for those instructions several times lately, I took the time to write at least a basic description in the wiki page. As for your points:
- I thought only the Application.mk governed for which abi it was built? The libs in my builds folders seem to be for armeabi-v7a, how do you know/check that the apk has its libs built for armeabi? As you can see, I'm no ndk expert myself :)
- I don't know what's this 'crystax' ndk. I simply use r9d.
- mikmod and smpeg are SDL_mixer deps, available in its external folder. A bit of simlinking as shown in the wiki and you're done
- Yes, the rendering part needs some work, but I'm not yet familiar enough with oxc scaling to fix all that. You're invited to give it a go ;)

Well, hope this helped a bit. You can drop by the irc channel if you need anything.

3
Builds & Ports / Re: Android Port (SDL2)
« on: May 17, 2014, 12:51:50 pm »
Another major problem, page. When I command my soldier or tank to shoot, then i can't exit froom shooting mode. Cursor becomes a crosschair and doesn't react on "back" button. It shoots, game doesn't hangs, just can't exit fire mode. In other menus (like soldier stats) the back button works as normal.
Remapping the back button to "Cancel" action in controls options doesn't help.
Luckily Warboy 'fixed' that a while ago. You don't need the back button, but just to press the weapon button a 2nd time to cancel the shooting action. As for you pm question regarding fps and frame drop, it should work as before (to be honest, I'm not sure if fps is in effect or vsync is enabled by default).

4
Builds & Ports / Re: Android Port (SDL2)
« on: May 15, 2014, 02:11:23 pm »
Thanks for new version, page! It works, but I already found a bug: when I go to options (changing of parameters doesn't matter) then click "OK", the game causes to exit (or to crash... looks like exit without any messages). Changes on options are saved, though. When i click "Cancel" in the options, everything is normal.
Also, game still complains about unexistence of the ogg files.
Good catch :) As for the music, it should work. Are you sure you're not missing the gm.cat file, which was necessary to move or rename with older versions for ogg to work?

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Builds & Ports / Re: Android Port (SDL2)
« on: May 15, 2014, 01:22:34 am »
Greetings earthlings!

I've been a bit absent lately because of real life (a little alien has invaded my life ;) ) but I'm semi-back to having some spare time. Long story short, there is a new beta release in place. As always, links and changelog in the wiki, but for the impatient:

As you can see, it is now hosted on openxcom.org, (I'm sure you've all already seen the donation campaign in place to help with the server costs ;) ), as google took down the others from google docs.

One thing I'd like to know: is the crash on mind-controlled units still happening? Does it only happen in android or also pc?

Enjoy!

6
Builds & Ports / Re: Android Port (SDL2)
« on: February 27, 2014, 08:50:57 pm »
Am I correct that there is currently no way to executing actions requiring right mouse button or control key on pc?
Things like turning the turret, opening doors and forcing fire.

Yep, only turning the soldier works.

7
Builds & Ports / Re: Android Port (SDL2)
« on: February 27, 2014, 08:45:43 pm »
sidav: thanks for info and report. For anyone reading, I uploaded a beta2r1 which fixes that.
HappyCat: thanks for the link!

8
Builds & Ports / Re: Android Port (SDL2)
« on: February 24, 2014, 03:18:13 pm »
Thanks a lot for the pointer, sidav! I could not test it yet but there's a guy in the sdl irc channel with the same problem that got it solved with this, so I call it fixed.

As for statistics, it would be nice to know of some if it doesn't take you much time. Perhaps you can point me to that forum as well? (I can't read russian but my coworker can) :)

9
Builds & Ports / Re: Android Port (SDL2)
« on: February 24, 2014, 12:08:05 pm »
Btw, can you check if the 'pink problem' still happens with this version? <- starwindz, HappyCat

10
Builds & Ports / Re: Android Port (SDL2)
« on: February 22, 2014, 12:54:06 am »
I've put up a new beta. I've been quite busy with other stuff, so it's mainly just an update to the current oxc upstream, with latest SDL. The only bug fix is for exiting soldier unit stats page with back button. The links are on the same wiki page. Enjoy!

11
Builds & Ports / Re: Android Port
« on: January 16, 2014, 10:26:29 am »
Is it just me or I cant get out of soldier statistics screen?
It's not just you  ;D

starwindz, nice screenshot :) I've tried it on 3 different devices and have not seen this behavior on any.

Anyway, notes taken and patches welcome!

12
Builds & Ports / Re: Android Port
« on: January 12, 2014, 01:00:30 pm »
It might be a dumb question, but I don't see a ndk-build folder in github sources. What am I doing wrong?

Sorry the instructions were a bit confusing. You are meant to run ndk-build and ant debug, from the android folder. Using '/' as a separator was a bit misleading :)

On a related note, though, here is my Christmas gift (with a bit of delay): https://www.ufopaedia.org/index.php?title=Android_port_(OpenXcom)

13
Builds & Ports / Re: Android Port
« on: December 09, 2013, 11:38:57 pm »
Hi developers!
What is your operating system for android port development?
Linux(Ubuntu) or Windows or OSX?
I'm a NixOS user: https://nixos.org/

14
Builds & Ports / Re: Android Port
« on: December 05, 2013, 11:13:22 am »
Erm, I don't know about any java port. What I did was port the current oxc to SDL2, which works on android, and from there start tweaking things to accommodate to the platform. The repo is here: https://github.com/cpages/OpenXcom/compare/master...android

Just to clarify, the codebase is the same for all platforms. You just build with gcc or msvc or whatever for pc, or cross-build with android's sdk+ndk.

15
Builds & Ports / Re: Android Port
« on: December 04, 2013, 09:27:07 am »
Replying to myself, I think I misunderstood. You only drag the destination/aiming cursor around iff you start dragging from the current cursor position. Is that right? That makes more sense.

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