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Messages - HunterZ

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1
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: September 04, 2014, 05:12:41 pm »
The .nomedia file doesn't vanish - you probably just have ES File Explorer set to hide files that start with a period :)

Good idea though!

2
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: August 30, 2014, 04:41:45 am »
My guess is not likely, as people downloading it from there wouldn't understand why it doesn't do anything out of the box.

3
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 26, 2014, 05:10:16 am »
You can pan by dragging, just like in Google Maps. It's one of the best features of the Android port.

4
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 15, 2014, 06:28:08 pm »
I get the "stuck key" bug when for example purchasing stuff. I consecutively tap on for example the upper arrow to increase the amount of scientists I want to buy
I wonder if this is why I've never encountered it on my 2012 Nexus 7... I always hold the button down instead of repeatedly tapping it.

Quote
Finally, I really don't like the "swipe unit to turn view" function. When I mean to use it, I rarely make it work, whereas I often trigger it accidently while dragging the view around, wasting precious time units. I find that "long press tile to turn" works very well already, so if possible it should at least be an option :)
This describes my experience as well.

5
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 07:04:50 pm »
Hmm, mine are software too, so I guess it must be that letterboxing thing.

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Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 06:18:27 pm »
but as I said before, it´s way off-target for me. If I tap where their feet are, I won´t be able to select them. I have to tap LEFT of them.

So basically you confirmed me the inverse of what I asked. If you must tap at their feet, then the problem is NOT happening on all Android devices. I will try to take a photo showing where I have to tap...
Are the Android buttons on your device software ones that are drawn on the screen, or are they physical buttons?

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Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 04:19:15 pm »
It felt a bit off for me at first, but I think it was just that you have to get used to tapping where there feet are, especially when you can only see a soldier from the waist up.

I play on a 720p-ish 2012 Nexus 7.

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Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 27, 2014, 01:07:02 am »
I guess I was confused because the wording in the OP is "X-com/OpenXcom".

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Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 26, 2014, 07:16:17 pm »
I'm confused: I thought newer versions of the apk included the OpenXcom data files (not to be confused with X-Com data files), but the instructions in the first post in this new thread say to do that manually?

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Builds & Ports / Re: Android Port (SDL2)
« on: June 24, 2014, 03:15:44 am »
That's strange; I've tried converting the files to 44khz and they worked. Maybe it's the bitrate issue? I didn't set the highest quality. Here's my files: https://dl.dropboxusercontent.com/u/732324/mt32-44khz.zip
Thanks, I'll give those a try. It looks like yours are 224kbps and mine turned out to be 160kbps.

Update: It works, thanks!

11
Builds & Ports / Re: Android Port (SDL2)
« on: June 24, 2014, 12:05:00 am »
Regarding the nightly:

Does it include the corresponding version of the data files from the OpenXcom Git repo?

What is the difference between the two files linked on the mod page?

12
Builds & Ports / Re: Android Port (SDL2)
« on: June 21, 2014, 08:24:29 pm »
Converted the 48khz MT-32 OGGs to 44khz using Audacity and they still don't work on the Android version. Oh well, the SC-55 soundtrack is passable and I play with the sound off most of the time anyway.

13
Builds & Ports / Re: Android Port (SDL2)
« on: June 21, 2014, 05:08:32 pm »
Does anyone else have issues buying/selling items in the base screen? If I click to buy, quite often the button will get stuck and just max out. I kind of remember this may have been a bug in the original version?

Had a look around on here and no one else seems to have mentioned it though.
I haven't had that happen on my 2012 Nexus 7.

14
Builds & Ports / Re: Android Port (SDL2)
« on: June 20, 2014, 05:02:10 pm »
I see the appeal of the back button, but I'm not convinced. Back buttons, like many other Android things, are not as standard as you'd want: for example, I'm using a custom ROM with PIE controls (the ones that kinda "slide out" instead of always being on screen). The back button on these controls is not caught by the game, but instead screws up the game's window. Personally, I like the idea of "long tap to turn" much more. As for other things - doesn't the back button already cancel the current action? (yeah, I know I should know better, but hey, ROM screwing and all that  :) )
The back button does nothing right now as far as I can tell.

Maybe you could wire both long press and back button actions to simulate a right click? That would allow people to use either method for turning and canceling.

15
Builds & Ports / Re: Android Port (SDL2)
« on: June 20, 2014, 07:56:03 am »
I tried using the 44kHz SC-55 OGG soundtrack with the game's sampling rate set to various values, and found that it also had issues at any setting other than 22kHz. It seems that the OGG support of the Android version is very shaky.

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