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Messages - Bubuskac

Pages: [1] 2
1
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: May 29, 2018, 09:51:46 am »
Thanks for the help! It solved the problem.

2
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: May 29, 2018, 12:00:52 am »
I use Android Studio to do android stuff. There is a "Build Variants" panel, in which I can switch between debug and release variants. If release variant is selected, then in "Build" menu there is a "Generate Signed APK..." option. It will basically run the command you wrote, but before that I have to set my signatures (in this case I use my existing one).

3
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: May 28, 2018, 11:04:13 pm »
Your guess seems to be correct. I run the android app compile in normal mode, but it seems the OXCE+ project is compiled in debug mode (at least the selectable contexts are all have the debug word in them. How could I change them?

I see a line like:
if (CMAKE_BUILD_TYPE EQUAL "Release")

Shall I make this an always true variant?

Edit: okay, I think I see the problem:
Executing tasks: [:app:generateDebugSources, :app:generateDebugAndroidTestSources, :app:mockableAndroidJar]

How can I change this?

2nd edition: Google is developers best friend, found the answer. It's about an hour to see if it works. :)

4
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: May 28, 2018, 02:57:39 pm »
1/ compiled myself an OXCE+ for android from this: https://github.com/MeridianOXC/openxcom-android and this: https://github.com/MeridianOXC/OpenXcom
It's not up to date I compiled around March 9.

2/ No mods added, just my change, but it is not related to battlescape (different character "generation")

3/ I use native resolution, no scaling, and linear filter (just turned off and tried without it, but nothing changed except the game looks a bit awkward). The native resolution is 1280x720. I was not able to change it, since that's the only option.

Config attached.

Thanks!

5
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: May 28, 2018, 10:07:39 am »
I have some performance issues on my mobile. In battlescape when I move with a soldier after every step the game stops for a second. I looks like it's calculating something, even the animations are stopped. It's much more better when I view the edge of the map. But it's much worth in a big UFO on the 2nd floor. It becomes a patience game there.

Is there any config option that could be changed to get a better result?

6
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 10, 2018, 10:52:20 pm »
I try to reword myself. Sometimes it is hard to follow me. :)

So, when I read the wiki page how to install the android port, it writes "Copy your X-Com: Enemy Unknown/Terror From The Deep files to a folder on your device", I thought it means they can be copied from the OpenXCom installation folder (C:\Program Files\OpenXCom\). I copied the UFO and TFTD folders on my phone. But it did not worked, while it works on my laptop with the same files. I did not used "something else".
When I copied the same files from the Steam folders, the android version started to work. That is what I wanted to be highlighted.

I'm just guessing, the problem could be that the android port tries to patch the files? And patching the already patched files caused the trouble?

I'm zipping the files, I will send the links shortly.

7
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 09, 2018, 05:23:58 pm »
Ok, to make things clear: the android version needs the original data files! The files from the Windows are not suitable. I copied the files from the steam version, and it started to work.

8
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 08, 2018, 05:21:06 pm »
If I understand everything correctly, if I clone this repo https://github.com/MeridianOXC/openxcom-android
Init the submodules and clone here: https://github.com/MeridianOXC/openxcom-android/tree/master/app/src/main/jni
this other repo https://github.com/MeridianOXC/OpenXcom

And build it, I should get OXCE+ for android. I'll try to find out the reason and if possible fix it.

9
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 07, 2018, 10:13:49 pm »
It's pretty weird, the size and content of the file is different according to the phone and my laptop... Even the different file readers on the phone shows different content. Maybe I run out of disk space in that folder?

10
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 08:54:53 pm »
I did a few clean restart loops and I always end up in the double false state. I'll try to edit the file later.

11
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 07:28:24 pm »
Now it is regenerated, but there it look like:
mods:
 -active: true
 id: xcom1
 -active: false
 id: xcom2
 -active: true
 id: xcom1
 -active: false
 id: xcom2

Sometimes it is generated right, but I always end up on the setup screen.

Should we move this conversation to a separate thread?

12
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 06:04:57 pm »
I noticed an interesting thing in the config file:
It starts as
mods:
 -active: false
 id: xcom1
 -active: false
 id: xcom2

etc...

Shouldn't be one of them true? I mean if I want to play with Enemy unknown the option.cfg should start like this:
mods:
 -active: true
 id: xcom1
 -active: false
 id: xcom2

etc.

edit: by the way I'm promoted. :D

13
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 05:42:28 pm »
I tried option 1, with the same result. I thought something could be mixed up.

However I'm still thinking of I'm missing something from "UFO/TFTD data". But I'll try option 2 definitely.

So to clarify:
UFO data is the stuff that can be found on a Windows install in the folder C:\Program Files\OpenXCom\UFO folder (geograph, anim, sound etc)
TFTD data is the stuff that can be found on a Windows install in the folder C:\Program Files\OpenXCom\TFTD folder (geograph, anim, sound etc)

Anything else? Like common folder with the name files, etc.

Thank you!

14
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 05:24:20 pm »
The result is very similar. I set up the game then I press save and restart, and the set up page is showed again, unless I tick the option to use the app cache for game data. After that the app terminates upon restart, and it simply quits if I restart it (without the error message that the app suddenly stopped running popup).
The log is 0 byte.
Any idea?

15
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: March 06, 2018, 12:31:28 pm »
Hi everyone!

For various reason I thought I could try the android version of OXC. First I tried to build my own, because it seemed to be easier than the windows version, but I've got pretty the same result: the app starts, I select the place of the data files, then hit the save and restart button and then I wait... Some time afterward the OS says the app does not reply. I'm not sure it is frozen, since the popup comes really long time later and the phone is responsible as well.

After that I gave a try to the versions listed in the previous post (thank you very much for it!). I can install two versions, but none of them works. The difference that the app suddenly stops running, instead of the dark screen.

I have a little better understanding of android, but this is still C++. :) I'm wondering that I might missing something (like I didn't copied every necessary files to the phone), or it's just the big variety of android devices. I copied the data from my installed OXC folder which is copied and patched by the installer. Could this be the problem? Is there an efficient way to debug? I attached logcat, but that does not give me the idea where to look, because the app just stops logging. Maybe I should start analyse the log line by line, but I hope for some quick beginner tips to start with. :)

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