aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sfalexrog

Pages: 1 [2] 3 4
16
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 29, 2015, 01:21:45 am »
Is it hidden or an Android 5.X improvement?

Shouldn't be. Extended mouse support should work for every device since api14 (Ice Cream Sandwich). Anyway, I was talking about this thing:



You should see it if your system reports its version correctly.

17
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 29, 2015, 01:02:15 am »
Please, make it possible for me to use my mouse fully.

As luck would have it, SDL2 had better mouse support on Android added somewhat recently, and even though it's disabled by default, you might try to get it back by changing Options -> System -> Mouse support: Extended. I'm not sure how it will work on your tablet, but it seems to register right clicks on my Nexus 7 with a Bluetooth mouse, though I'm using stock 5.0.2 Android. Anyway, you should try it, though it might cause some issues with a touchscreen.

I also encounter the "sloppy" focus - for example, when using mouse clicks in lists of products in Sell/Sack and Purchase/Hire menus - when I click the up/down arrow, it moves the list on it's own a few pixels up or down

And this is a bug on my side, thanks for reporting that! I can reproduce this one on my device, and will look into it.

18
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 25, 2015, 03:14:32 pm »
I've updated to your most recent version, which first wants me to specify the game folders, but it doesn't recognise them.

Yeah, the directory organization has changed (see https://openxcom.org/2015/05/openxcom-is-broken-warboy-what-have-you-done/, https://openxcom.org/forum/index.php/topic,3617, relevant commit is https://github.com/SupSuper/OpenXcom/commit/e35a311e5ab17fb1129759485e02f19a7782190d in upstream), so I've tried to adapt to it. More to the point, there should be a button under the "Incomplete installation" message with a "Install from directory..." caption. It opens a file dialog that propts you to point to the folder containing game data (GEODATA, GEOGRAPH and other subfolders). If the data is found and correct, it will be copied to the correct location in your "game data files" folder.

As for the log file, I haven't been able to use logcat properly. I tried the catlog app on my phone as well as the adb tools on PC, but they didn't record anything. Guess I didn't do it right.

Logcat might be disabled on your device (some manufacturers do that), and you might want to check your USB debugging setting. Also, your device might ask if you want to allow USB debugging via the PC you're currently connected to. And this might be a driver issue (I got all sorts of these even on my Nexus 7 and Nexus 4 devices).

19
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 24, 2015, 11:09:54 pm »
On my Xperia ZL with Android 4.4.4 it is, although I haven't tried your most recent release, yet.

Well, at some point in time I've added logging for touch events, so if you're willing, you might try hooking up your smartphone to a PC and try to look through logcat to see if there's any strange things happening (i.e. fingerdown events without corresponding fingerup events). It would be great if you could reliably reproduce this problem and supply the logs of what's happening at the time, I believe it would help isolate this bug and find out what's causing it.

20
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 24, 2015, 01:34:28 pm »
...sticky button bug...

Huh, so that's still a thing? I'm at a loss about what might cause this thing.

Anyway, I'll try to, but there would only be either scrolling or drag-dropping.

21
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 24, 2015, 11:06:25 am »
I'm getting this error: "dlopen failed: cannot locate symbol 'rand' referenced by 'libmain.so'"

Now that's curious. Apparently, Google has decided to change its C library in some breaking way in Android 5.0: https://stackoverflow.com/questions/28504875/android-ndk-cannot-load-libc-shared-so-gets-cannot-locate-symbol-rand-refe (last answer), https://stackoverflow.com/questions/27091001/how-to-use-mkfifo-using-androids-ndk. I've missed this since my test device runs Android 5.0, so I'm rebuilding the app right now to use older headers. Sorry for the inconvenience!

By the way, when something like that happens, be sure to also name your device and Android version. It might not be much, but it might help figuring out what went wrong.

EDIT: Try this one: https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g9bc2050-api19.apk.zip, it _should_ work with pre-5.0 devices.

22
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 23, 2015, 12:09:51 am »
Huh, about time I showed up.

Well, first of all, I'm sorry I've been away and silent for so long. I didn't want to drop the project, but some life stuff came in the way. Anyway, I've played with some new shiny tools available to Android developers, and tried to split the Android Java portions from OpenXcom sources. The result is this Android Studio project: https://github.com/sfalexrog/openxcom-android. It should be a bit easier to pick up than the previous Ant-based build system.

Since Android code is now in a separate project, the most recent SDL2-ified version of OpenXcom is now in https://github.com/sfalexrog/OpenXcom/tree/sdl2. There's a lot of ugly #ifdef __ANDROID__ lines, which I really should replace by #ifdef __MOBILE__, because this code should work as well on iOS and Windows tablets. I'm yet to release a library pack for Windows compilation, but for now it works just fine and feels like SDL1.2 build.

I've checked the modsite (and uploaded a newer version), but encountered the same error. Apparently something's up with the inner workings, as I've encountered similar errors with OpenXcom Extended mod.

And now, to the good parts:
Well, as I've mentioned, I didn't really make much progress with OpenXcom. Still no mobile interface, still no "force fire" button. Still, there are some improvements deep under the hood:
  • I've tried to ease the process of running the game for the first time. Many people got confused by where the data should be put. With the FileMap update that tidied the file structure but made it incompatible with what we had before, I realized that I should redo the folder configuration a bit. Now it should do a better job at telling you what's your data status.
  • Since Android now supports 64-bit architectures, the apk is now slightly larger due to x86-64 version of the game. I'm not really aware of any device actually running this kind of CPU and system, but it's required for the 64-bit emulator, so here you go.
  • There are a few interface tweaks here and there: lists are now finger-scrollable (you don't have to use the scrollbars, but it's not kinematic, so scrollbars are still your friends for large lists), items in the inventory are now drag-droppable.
  • The game is based on 894263b upstream.

Direct download link in case the modsite acts up: https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g9bc2050.apk.zip

23
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: December 02, 2014, 11:29:35 pm »
Well, looks like there wasn't anything breaking in the last build, so let's try to change that  :P

New version!
  • Based on upstream 23bbe90;
  • Reworked System menu a bit
  • Moved turning options to Advanced->Battlescape where they belong;
  • You can only choose those UI options that are available on your device;
  • Logging can be directed to file (openxcom.log, located with your configuration files), to the system log, or disabled completely
  • Added debug options:
    • Log touches: Every touch event will be sent to the log. Should help when troubleshooting stuck buttons. Off by default.
    • Fake events: Send "fake" mouseUp events if a fingerUp event is missed. Should help with stuck buttons. On by default (was actually on for quite a while)
    • Force GL mode: Force SDL to choose RGB565 GL config instead of automatic selection. Should help with red-tinted screen on some devices.

As always, please download from the Modsite (https://www.openxcom.com/mod/openxcom-android-nightly), and use my Dropbox link if you're having trouble downloading the game (https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g68acd87.apk.zip)

24
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: November 14, 2014, 02:19:36 am »
Huh, I encounter the same problem. Jo5hua!..

Anyway, here's my trusty Dropbox:
https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g44243eb.apk

25
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: November 13, 2014, 11:06:43 pm »
There was a problem with the host while I was out of town and without internet, but it's been resolved and the modsite is online.

Nice to have it - and you - back! Might as well upload a new version. Go grab it at https://www.openxcom.com/mod/openxcom-android-nightly!

It's based on the fe85f68 upstream version. This build introduces the System options menu, which contains Android-port-specific settings. For now it's the way to turn soldiers (you may turn on or off swiping and long-pressing), Android UI setting (display software buttons, dim them or turn them off completely (requires KitKat and above)) and forcing game folder changes.

xoen, as for your troubles: well, if you load a savegame with mods missing, the game will try to remove everything related to the missing mods, AFAIK. Don't know if that helps.

26
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: November 05, 2014, 03:35:01 am »
xoen, thanks for your interest in the project! First of all, let me clarify: does the game crash WITHOUT any mod on? If it does, then it's probably an issue with the auto-updater; that will probably happen on Samsung devices, especially if you've got your data on an SD card. Try renaming your OpenXcom folder and running the game again, you'll be prompted to point the game to the data location.

As for your question, well, the app log is written to Android's log, and you'll need some way to read it ('adb logcat' command will help you if you've got your device hooked up to a PC, and there's a bunch of apps to read log as well, though they require root permissions). Still, I don't think it will help much with finding out which mod caused the crash. Also, keep in mind that each mod increases memory consumption, and you might run into memory issues pretty easily.

So, unfortunately, your best bet is to try each mod one by one and check if all of them work fine by themselves. Also, make sure your mod combination works fine on a PC; checking OpenXcom's memory footprint might also be useful. Keep in mind that Android devices are not the same power-houses as x86-based desktops and laptops are; they're much more memory-constrained, have less computing power and less bus bandwidth.

27
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: October 17, 2014, 07:35:07 pm »
Hi everyone! Sorry I've been out of touch for so long. Anyway, there's a new version available!

I can't upload it to the modsite at the moment, so there's just a Dropbox link available: https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g51856cd.apk

The build is based on current upstream 98d5381. Not much to say in terms of Android-specific stuff, though I've tried making first run easier: if the game can't find its data, it will ask for data path; you can also specify the folders you want to use to store your saves and configuration files. Note that this feature is not exactly foolproof, nor is it tested enough, so prepare for various bugs (I'm pretty sure you can copy the entire contents of your SD card to the app's private storage with that).

This build may or may not have problems with touchscreen precision, though I've tried to address that issue. Try changing video options if you run into some problems, I'm using the "Display 1/3" option which seems to work just fine.

There's also an unpleasant bug which is caused by entering and exiting (via the "cancel" button) the options screen on a clean install: after that the touches no longer register like they should. If you don't have any method of resizing the game "window" after that (like, for example, hiding or showing the on-screen Android controls), you'll have to exit the game and restart it. Starting a new battle after a clean install may also lead to crashes.

Still, I'm still somewhere around and hope to update the port from time to time!

P.S. If you're experiencing bugs/crashes, try removing "openxcom_*_marker" files from the data folder to force data update; it seems to not work sometimes.

28
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 17, 2014, 12:16:13 pm »
Once again, new build!

Changeset:
  • Fixed bug with soldiers turning after loading a savegame;
  • Fixed some battlescape layout issues;
  • Shooting/item using menu and grenade priming window can now be closed by tapping outside of them;
  • Shot preview crosshair behaves like an ordinary crosshair (animated yellow when targeting a unit, red otherwise)

It's already been uploaded to the modsite, so sorry for the late post. Backup dropbox link: https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-gea133a1-bundle.apk

29
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 14, 2014, 06:51:20 pm »
Sorry for my long absence, especially with these bugs around! There's a new build up, which may or may not fix the issues you're having; the touch imprecision seems to affect the game when the screen is letterboxed, and I didn't encounter that behavior because I usually play with window size of 1280x800 (I turn off software buttons) and/or with battlescape scale of 1/3, though there might still be some issues (and THAT would be puzzling).

So, new build! Based on upstream 395e967e.

Changeset:
  • (Hopefully) fix the touchscreen issues in Battlescape. Please tell me your experience with that!
  • Rudimentary multi-touch support on Battlescape: you can now change camera level by swiping two fingers up or down. Got this idea from Android Xcom2012, but can't really force myself to use this. Maybe your experience will differ?
  • You can now pre-prime grenades in pre-battle inventory. Just long tap on the grenade and set its explosion timer! Long tap on a primed grenade to put the pin back in.
  • There are some internal changes to the UI. They shouldn't be visible, but if you find a button on the Battlescape that doesn't work or behaves weirdly, please tell me so!

As usual, the new version is posted on the mod portal, but for those who are having trouble downloading it, here's a Dropbox link: https://dl.dropboxusercontent.com/u/732324/OpenXcom-1.0-g8e47898-bundle.apk

30
Builds & Ports / Re: OpenXcom for Android - new official thread
« on: July 01, 2014, 12:15:54 pm »
Looks like it's missing a file for some reason. Have you tried installing to an internal SD card (path to data would be /storage/emulated/0/OpenXcom)? The preloader expects data to be there (will probably have to add some more paths to the preloader, shouldn't be hard).

Alternatively, just unzip the attached data.zip file into your OpenXcom folder, overwriting everything.

(The problem is caused by a missing graphic and a missing reference to it in the ruleset - the current data version is somewhat different from the nightlies, so a working auto-updater is a must, it appears)

Pages: 1 [2] 3 4