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Messages - Daedalia

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As for keyboard/mouse input that is one of the things gp2keyb is for, emulating a mouse using the l1/r1 buttons and analog stick.  Also, one of the reasons I waited to release it for so long was that I was waiting for text entry mode in gp2keyb to become stable and be fully working so you can rename your troops.

I actually prefer it to playing on my phone once I remapped a few of the controls

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Could you please update the signulous.com app? It's a bit out of date.

I haven't updated it but you can upload the IPA file from my releases page to Signulous. Better late than never.

3
Great stuff. Plays much better than I thought it would with no touch or mouse input. Installable via Portmaster now too!

4
Hi. Sorry I get no notifications. If you still want it https://github.com/daedalia/OpenXcom/releases

May get to an update soon.

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OXCE Builds & Ports / Re: OXCE v6.5.3 for iOS (iPhone/iPad)
« on: June 24, 2020, 03:26:04 am »
1/ Does not compile.
E.g. missing semicolon here:

Code: [Select]
  _flags = SDL_WINDOW_OPENGL | SDL_WINDOW_ALLOW_HIGHDPI

2/ is it safe to use SDL_GL_GetDrawableSize? what if we dont have GL at all? can that happen?

Edit: can maybe SDL_GetRendererOutputSize() be used instead of SDL_GL_GetDrawableSize() ? ... I read about it here: https://wiki.libsdl.org/SDL_CreateWindow

3/ not all instances of SDL_GetWindowSize were replaced by SDL_GL_GetDrawableSize... for example in SDLRenderer::screenshot() ... oversight or intention?
1 My Dev environment is a mess, did it off the Mac. Schoolboy error, corrected.

2 Historically fine, but having a read, seems OpenGL is deprecated in iOS.

Read the same, tried that method first but it requires an SDL_renderer not SDL_window argument, path of least resistance, hacky, I’m no iOS developer.

I think I can see how to implement SDL_GetRendererOutputSize. Need to sort my dev environment out first (can’t run the Simulator without the Mac rebooting) to get my head round and test properly.

3 Had trouble finding the F12 key on my phone. Feature seemed redundant on iOS. Let it be.


Sent from my iPhone using Tapatalk

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OXCE Builds & Ports / Re: OXCE v6.5.3 for iOS (iPhone/iPad)
« on: June 23, 2020, 05:09:54 pm »
This is to do with how iOS handles HD displays I believe. They abstract away the true device resolution for compatibility of old software with new devices which are usually a factor of a base resolution. Started with the iPhone 4 which had twice the resolution of the 3. Old apps would then double up and appear blocky until the developer updated their app. I’m on an XS which has three times the resolution so my in game res is a third of what it could be.

Better description of it here:
https://developer.apple.com/library/archive/documentation/2DDrawing/Conceptual/DrawingPrintingiOS/GraphicsDrawingOverview/GraphicsDrawingOverview.html#//apple_ref/doc/uid/TP40010156-CH14-SW7

I’m hoping it is a simple property or method change somewhere in the code to fix, I’m not an iOS dev unfortunately and I’m not familiar with how SDL is integrated so it could be more work making a change that applies to only the iOS target and not Android too, you might know better. I’ll have a read up on SDL & Xcode when I get time, look at the code, see what I can figure out. I’ll reach out to sfalexrog too.

PR with fix created

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OXCE Builds & Ports / OXCE v6.5.3 for iOS (iPhone/iPad)
« on: June 17, 2020, 04:57:49 pm »
I have never actually tried the app on a real device :/
Only on a simulator... where it works fine.

Thanks for the feedback though, it's nice to know it actually works.
One day I'll borrow an iOS device from someone and try it myself...

Out of curiosity, can you tell me what is the video resolution of your device; and what resolution do you see in OpenXcom when you go into Options>Video? For some reason, on the simulator, the resolution in game was only half of the real device resolution.
This is to do with how iOS handles HD displays I believe. They abstract away the true device resolution for compatibility of old software with new devices which are usually a factor of a base resolution. Started with the iPhone 4 which had twice the resolution of the 3. Old apps would then double up and appear blocky until the developer updated their app. I’m on an XS which has three times the resolution so my in game res is a third of what it could be.

Better description of it here:
https://developer.apple.com/library/archive/documentation/2DDrawing/Conceptual/DrawingPrintingiOS/GraphicsDrawingOverview/GraphicsDrawingOverview.html#//apple_ref/doc/uid/TP40010156-CH14-SW7

I’m hoping it is a simple property or method change somewhere in the code to fix, I’m not an iOS dev unfortunately and I’m not familiar with how SDL is integrated so it could be more work making a change that applies to only the iOS target and not Android too, you might know better. I’ll have a read up on SDL & Xcode when I get time, look at the code, see what I can figure out. I’ll reach out to sfalexrog too.

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This is great, but can you please elaborate how did you get it into this app store?

Their site is very vague on the how to publish aspect.

Did you just build a single build and signed/whatever in Xcode? And then performed unspeakable rituals?

There must be some way to automate building builds and uploading them. There are things like fastlane to automate signing, but how does one upload to that store ( and where does one get certs/keys? )


And maybe you know of something similar for macos so that .dmgs don't scare people with "downloaded from who knows where, be very afraid?" popups?
I built an unsigned ipa in Xcode on a virtual Mac (don’t do it) without a paid developer account using some voodoo. To get it in their store I said “Hey wanna host this”. The way it works is they have various enterprise certificates and you have to download and install a provisioning profile to your device to use that. The app is signed to that rather than to your Apple details like with the default store (very layman account of what goes on). The service I use now lets you upload your own ipa’s which is a good way to go. No need to automate and manage signing/hosting. That’s on the end user to sort out.

The company I work for have since bought a Mac and have an app. I’ve done some painful work in my day job to automate building and signing of Android and iOS apps in Microsoft DevOps, using Fastlane in the iOS deployment pipeline to sign, and pushing them out to their respective stores, and TestFlight for iOS testing. This requires a paid developer account which I don’t personally have.

To automate in DevOps would take some dosh and some more dosh for a paid Apple developer account. Might be other cheaper ways but it would take some investigation. If it would pass approval (it won’t) into the official Apple App Store, it would be worth doing but I don’t really think it’s worth the effort at the moment. If there’s some demand for it, I’d give it a go.

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For iOS devices there's good third party app store and signing service. You can use this service to upload the IPA file linked below and upload it to the service for signing to your device.

https://www.signulous.com/

Also there's a free service where you install software on your home PC and your phone checks in with it and it signs apps on your device every 7 days.

https://altstore.io

For those with M1 Macs; you can use this IPA and install it to your Mac with something called Playcover, works really well. Playcover can be found at the link below:

https://github.com/PlayCover/PlayCover

Mods can be a little tricky to get to working because many use GIF files as assets and apparently there is some bonk with Apple OS’s and GIF’s. Converting the GIF's in mods to PNG's can be done with Photoshop and the Automate feature. You need to replace the file extensions of the references to them in the RUL files. This can be done with Sublime Text 3 and a search and replace on the mod folder.

Big thanks to sfalexrog & Meridian for their good work bringing OpenXcom and Extended to iOS.

——————————————-

RELEASES - Latest 7.6:
https://github.com/daedalia/OpenXcom/releases

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I'm not talking about putting this on the Apple app store. Signulous is essentially a signing service with an app store facility (https://www.signulous.com/). I have built an OpenXcom IPA file which I upload there to sign it so I can install it on my device. I've enabled document sharing in the app so I can then copy my legally bought game content across. I'm talking to Signulous to see if they are interested in listing it in their store.

It is perfectly legal to distribute OpenXcom, but Apples own policies and rules would mean it would probably never be approved by them for reasons I won't go into here.

It would not be legal to distribute the game files on the app store without an agreement from the licence holders first.

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Apologies for not replying to your previous posts. I'm using a new service now. Signulous. They allow you to upload an IPA file and sign it for you where you can then install it on your device, all can be done from your device. They act as a convenient signing service for you for $20 a year. Cheaper and simpler than signing it your self with a developer account.

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Help / Re: OpenXcom on iOS
« on: March 12, 2019, 08:00:02 pm »
Hey. I came across this post during my quest to bring OpenXcom to iOS. I've compiled OpenXcom for iOS and found a third party app store to host it meaning no jailbreak required. I've put the details in the following post.

https://openxcom.org/forum/index.php/topic,6955.0.html

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Hello all.

I've been working with a third party app store to bring OpenXcom to their platform. Thanks to a port by Sfalexrog found at https://github.com/sfalexrog/openxcom-ios I've been able to build and get it hosted there. I believe they use enterprise certificates to sign and install the apps, which Apple may crack down upon soon due to Facebook and Google naughtyness recently. You need to sign up and pay around $10 every year to use the store. They offer many other good emulators and apps so worth the money.

OpenXcom isn't listed on thier main app listing but can be found at the link below. Should work for iOS 8 and up. I've tested it on an iPhone 6 & 7, can't make any promises for other devices but should work well. Some mods work, I can share the ones I've tried. Some mods have graphical issues. This port is based on 0.9.

https://builds.io/apps/openxcom/

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