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Messages - sfalexrog

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Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 29, 2014, 04:01:51 pm »
I really do appreciate you attempting to solve my issue for me. It's kind of incredible.

I do have another issue, uncertain if it's a known issue I'm not seeing mentioned. When I go to either buy or sell, the up and down arrows are staying selected somewhat. If I hit up arrow to buy more canon rounds, it will just shoot all the way up till it tells me my stores are full. If I hit down, it'll go to zero. If I hit both, it will just flip up and down one based on where I hit it.

Well, OpenXcom should kick you in the balls during the game, not while you're trying to get it running  :)

Sticky keys is a weird issue that should have been fixed at least twice: by the SDL2 guys and by me. Looks like it depends on the device (I couldn't reproduce the issue neither on my Nexus 4 nor Nexus 7, but saw that kind of behavior on a Galaxy S3 that I don't really have access to). You might try pressing the stuck button again, it worked on the said S3 device, but your mileage may vary. Hope there'll be a proper fix eventually.

Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 28, 2014, 11:35:46 pm »
Well, just as I was fighting through some Android weirdness... (turns out android didn't have *official* SD card support before version 4.4, so good luck trying to figure out where your /sdcard symlink really points to)

New build! Based on upstream 18ebd7cc1c.

  • Some little internal changes and tweaks, including the return of old (read: the same as in the master version) mouse pointer scaling code. Nothing should be broken, but you'd better not turn off letterboxed mode unless you want your touches screwed up bad!
  • I've tried un-hardcoding references to /sdcard, using Environment.getExternalStorageDirectory() method. That might be more of a problem due to each vendor understanding the "external storage" differently, and it will probably point to your internal storage instead.
  • To make up for the previous bullet point the loading screen now will tell you where it expects the data to be. That's still not very user-friendly, but at least it should assist with troubleshooting.
  • Due to a really dumb oversight by me the game wouldn't start if it couldn't find the files in the hardcoded path. This should be fixed (the game will attempt to run no matter what, it will just update and patch your data if it manages to find it)

Just as usual, the updated version is on the mod page. My Dropbox mirror is (for those having trouble downloading from the modsite).

Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 28, 2014, 11:33:36 am »
First, my Touchpad doesn't have an sdcard0, which may be the issue. It just has an sdcard1. Perhaps this doesn't matter, and it just points to sdcard.

Unfortunately, that does seem to matter. For now the paths are hardcoded, and if there's no sdcard folder in the root of your device (see screenshot; there should also be "dev", "etc", "mnt", "proc" folders around), the game won't work properly. I'll see what I can do about it, though.

Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 27, 2014, 07:45:42 pm »

Installing OpenXcom-1.0-g6fbb074.apk just gives me a black screen as soon as it runs. Can't see any major issues in CatLog, just one reference to :

dalvikvm E >>>> org.libsdl.openxcom [ userid 0 ] [ appId 10264]

Rolling back to the apk : OpenXcom-1.0.apk

and it runs fine again.

Samsung Galaxy S5

Sounds like there's something wrong with the auto-update module. Do you have files like "openxcom_data_marker", "openxcom_translation_marker" and "openxcom_patch_marker" in your /sdcard/OpenXcom/data folder? What are their contents? Also, could you please post the whole logcat (or the relevant part, when you start up the newer version)?

Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 26, 2014, 07:47:19 pm »
Can you upload new apk to Dropbox? I cannot download anything from mods page.

Here you go: Although you should probably report your problems with the modsite to Jo5hua (;u=1376)

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?

I was referring to the original X-Com files, the OpenXcom files should be added automatically. (FWIW, you can just drop your OpenXcom files into the dir, they will simply be overwritten by the data in the .apk file)

Builds & Ports / Re: OpenXcom for Android - new official thread
« on: June 26, 2014, 02:08:26 pm »
New version! Still based on upstream 966b2f2003, but should provide some fixes.
  • Attempt to avoid sound-related wakelogs (as seen in; this may result in loss of sound in some circumstances, but seems to work for now.
  • Native code gets unloaded on quitting the game, so the bug with duplicate menu items in advanced options should be solved.
  • Date and time should be displayed properly (if they weren't before). Thanks android developers with your zero respect for wchar_t for making me rewrite these functions yet again!
  • Git revision now displayed on title screen (though in this build it is reported incorrectly as g25a5039)

Builds & Ports / Re: Android Port (SDL2)
« on: June 26, 2014, 10:15:37 am »
I have found following issues:

Which version are you using? These issues sound suspiciously like the ones I've fixed some time ago. At the very least I couldn't reproduce them on my recent build.

Currently the thread for the new version is here:

Builds & Ports / OpenXcom for Android - new official thread
« on: June 25, 2014, 12:59:08 am »
(Because we totally don't have two threads already!)

Link to the latest version?
Here:,2428.msg50242.html#msg50242 (OMG TFTD)


Following in page's footsteps, I'm trying to bring OpenXcom to your Android devices. I'll be trying to catch up with the current git version of OpenXcom, with all new fixes and added features. Still, this port is not yet stable and crashes, glitches and generally weird behavior is to be expected.

Installation instructions

  • Grab your X-com/OpenXcom data files and copy them to /sdcard/OpenXcom/data folder. If done right, you should (at least) have folders GEODATA, GEOGRAPH, MAPS, MISSDAT, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO and UNITS in your /sdcard/OpenXcom/data folder. If you're copying data from your OpenXcom installation, don't worry about other folders being copied over.
    N.B.! Check where your /sdcard symlink points at with your favorite Android file manager! On some devices it might point to an actual SD card, on others it might be internal memory storage. Check twice where you're putting your data!
  • Install the .apk (it should only ask you for storage access permissions, don't trust it if it asks for anything apart from that!).
  • Run the .apk. On the first run you'll see a preloader screen. The preloader is non-interactive, all it does is checks if your files have the same version as the build, and if not, it overwrites them.
  • If the preloader screen doesn't appear and you have a black DOS-like screen that tells you you're missing something, you've probably copied the data files to a wrong location. Check and re-check your paths! Note that /sdcard should point to the contents of your "external storage" and not be a subfolder on your memory card!

  • Pinch-to-zoom in geoscape mode
  • Weapons are highlighted when aiming in battlescape mode
  • ...probably something else that I'm forgetting about

Controls - MUST READ!
Since most Android devices are somewhat limited in terms of input, there are some differences in the main and Android versions.
  • Turning can be accomplished by either swiping from your soldier in the direction you want or long-pressing on a tile you want to turn to.
  • Currently there's no way to force-fire or use alternative movement modes.
  • Tap on the weapon frame to get out of aiming mode.

Known problems
  • On some devices (notably Samsungs) the screen will be tinted purpleish-red. The fix is to disable hardware overlay in the device's developer options (look up the instructions if you can't find the menu)
  • OpenGL screen filters don't work for now. Only SDL2's linear (blurry) filter is available.
  • Closing the game by hitting "Quit game" and then reopening it results in intro being played too fast and advanced options menu being overpopulated. You should completely unload OpenXcom from memory (Android 4.0+ users can swipe the app from the recents).
  • For now it appears that the app doesn't really "sleep" when the device's screen is locked/turned off. This will result in a higher battery consumption.

The downloads will be available on the official mod portal:
The source code is githubbed at (branch "experimental"). You're advised to not look directly at the code  ;D

Builds & Ports / Re: Windows Tablet Edition
« on: June 24, 2014, 10:59:27 am »
Hm, doesn't the Android version use an ingame sort of keyboard instead of the system keyboard? I think I saw a screenshot somewhere.

It was either some really old build (there were some attempts to port the game to Android before SDL2) or the keyboard just fit in really nicely. Current Android version just tells the system (through SDL2) that it wants symbolic input, and the keyboard just pops up. I haven't tried compiling SDL2 version for Windows, but I expect it to have the same behavior.

Builds & Ports / Re: Android Port (SDL2)
« on: June 24, 2014, 12:17:49 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?

Yes. I've hacked together a kind-of-auto-updater (the .apk has the data, translations and "universal" patch embedded inside it as .zips), so it checks if the files need updating and does that. No more worries about updating your data!

There is no difference, the file was not working for me the first time I've uploaded it, so I've tried to reupload (since the system told me I had no files) and bam - two files! (I'm good with computers, I swear!  :) )

Builds & Ports / Re: Android Port (SDL2)
« on: June 23, 2014, 11:29:38 pm »
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.

That's funny, because I didn't change a line of code concerning back button handling! Must be an SDL2 thing. Maybe that's also the case of Android not being too standard across the wide range of devices.

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.

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:

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.

Yes, i've noticed it too (and wrote about it few pages ago), especially with galaxy note 3 s-pen, but it happens also with finger control. 

Huh, I remember making some changes to fix that kind of behavior, but either forgot to post it or the workaround didn't really work. Anyway, there were some recent changes within SDL2 that might've fixed the issue.

So, what am I missing... Oh, right.
New build everyone!
It's synched with the current nightly, so expect fixes and features from that to be present here.
For my part, the changes are minor:
 - Selected (aiming) weapon is highlighted by a red border (replacing the default blue-ish)
 - You can now long press to turn your unit in addition to swiping. Long press duration is 500 ms.

My Dropbox link is here:
Also, I've tried putting the build as a mod on the mod portal: - but I'm not sure if I've done everything correctly.

Translations / Re: Translating the Windows Installer
« on: June 23, 2014, 10:23:23 pm »
Code: [Select]
LangString NAME_SecPortable ${LANG_RUSSIAN} "Портативная (Portable) установка"
LangString DESC_SecPortable ${LANG_RUSSIAN} "Помещает все файлы ${GAME_NAME} в одну папку, создавая портативную установку."
LangString NAME_SecSteam ${LANG_RUSSIAN} "Запускать из клиента Steam"
LangString DESC_SecSteam ${LANG_RUSSIAN} "Заменяет Вашу версию X-COM 1 в клиенте Steam на ${GAME_NAME}. Удаление их восстанавливает."

Builds & Ports / Re: Android Port (SDL2)
« on: June 20, 2014, 12:46:02 pm »
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.

The OGGs (and all other sounds, IIRC) are handled by SDL2_mixer, not by the game itself. Its support for Android may be flaky, but I can't really do much about that apart from updating the library once in a while.

My question is about mod support : i was able to put mods that doesnt modify the .exe
but the best mod : Soldier diaries modify the game .exe

is there a way to build a apk that has that modified openxcom.exe so that wonderful mod work on android ? :)

Well, that won't work with any binary mod, but since Shoes has opensourced his changes, I guess it's just a merge and a build away. The real trouble is that I don't really want to get too far away from the main source tree (there are already enough things that may and will break in the future), and I've screwed with the build process too much without documenting anything. I'll try to provide the build instructions and scripts "soon" (well, as soon as I make them anyway, I'm still doing some things by hand).

I wish I can use Android Back button as a right mouse button.

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  :) )

Wow, that Roland sound, just... wow. I knew Rolands were good, but I've never known they're THAT good. Makes me really wish I'd owned one at some point.

And about that Android version, well, looks like it's some weird problem with resampling. I've tried saving the music as 22050 Hz oggs, and they seemed to work fine for me, although it sounded noticeably worse. Also, setting OpenXcom's sample rate to 48000 made sound effects higher-pitched. So I guess one should use 44100 Hz oggs for maximum compatibility, and 48000 Hz high-quality sound should always be there for completeness' sake.

Builds & Ports / Re: Android Port (SDL2)
« on: June 18, 2014, 03:12:59 pm »
For some reason the MT-32 OGG soundtrack posted in the following thread sounds like static on Android OpenXcom 1.0:

I'm not sure why this is happening, since the OGGs play fine on Android in a media player app, and the SC-55 soundtrack OGGs sound fine in game.

First off, by Gods that soundtrack is beautiful! I nearly fell in love with that sound.

Second, for what it's worth, I've tried downsampling the audio to 22050 Hz, which made it somewhat paler, but I've thrown the resulting files to Android and they worked. Not sure what's the problem with 48000 Hz version, but it might be android or SDL2_mixer screwing up some resampling. I'll admit that I didn't touch the sound code, nor did I look into any changes to it (if there were any). Maybe resampling to 44100 Hz will work better in terms of sound.

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