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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: Yesterday 21:42   Subject: VCMI for Android
Okaaay, so after reading a bit about travis, I added an experimental config to https://github.com/vcmi/vcmi-android/blob/master/.travis.yml -- it's most likely broken, but at the moment I have no clue how to check if it's correct ( https://lint.travis-ci.org/vcmi/vcmi-android says it's syntactically valid, but I can't really check anything more).
https://travis-ci.org/vcmi/vcmi-android says that travis is not enabled for this repo so I think you need to turn it on manually to check?

Btw, android app on master should compile/work correctly on android 4.1+.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-20, 10:40   Subject: VCMI for Android
I transferred the launcher repo to vcmi ( https://github.com/vcmi/vcmi-android ).

I can look at the CI config after android support pull request is sorted out.
In theory it should be possible to automate the build without much problem (because it already works kinda automatically via the python script), but at the moment I'm not sure what I need to specify there. Anyway, I will check that out.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-17, 21:39   Subject: VCMI for Android
Okay, so I accepted the invitation and created the pull request.

Currently I can't transfer the launcher project, because "You don’t have the permission to create repositories on vcmi".
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-16, 18:15   Subject: VCMI for Android
Quote:
Quote:
* I'm not very good with legal stuff, but I'm pretty sure I'll need to add some info about 3rd party libraries and possibly a privacy policy as well (google has recently become way more strict about it)

I'll try to look into it and and ping some Android developers I know and in IRC.
Well, technically I am an android dev. :P
3rd party licenses definitely should be placed somewhere in the launcher.
Don't know about policy, because vcmi doesn't really do anything with user data -- the only thing that could qualify is probably sdcard reading/writing.

Quote:
is all code changes merged in develop?
Do you mean my changes in vcmi? Currently they're here https://github.com/Fayth/vcmi/tree/android-support -- I can start a pull request to vcmi/develop if that's what you mean... probably not today though. I tried to wrap all android-specific logic in VCMI_ANDROID define so hopefully the won't be any problems, but currently I don't have any environment installed to check if the desktop version complies correctly.

Quote:
We'll also benefit if you join our organization on github and move build system repository here
Sure. I think it's a good idea that vcmi team has the ownership over this.

If you feel that the current vcmi/develop version is stable enough to be published then there's no problem on my side.

Quote:
Quote:
* app will still need to use id "is.xyz.vcmi" -- I'm pretty sure it's not possible to change it for already-published apps

Is that a problem at all? I don't think anyone care what package name is and if xyz going to get some weird credit for his previous work that not problem too.
No technical problems. Only the fact that google suggests that your app's id should reflect the domain that you own. But it's not really a problem, because it's not a hard rule, just a guideline.

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Is there any way to detect when application was updated from older version
No built-in mechanism. Usually apps just save previously launched version number and check it on startup.
In our case, we should probably try to detect datafiles in the old location and move them if possible. Should be doable.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-16, 16:45   Subject: VCMI for Android
Okay, I accepted the invitation.

Things to consider:
* I'm not very good with legal stuff, but I'm pretty sure I'll need to add some info about 3rd party libraries and possibly a privacy policy as well (google has recently become way more strict about it)
* keep in mind that the app is currently build against vcmi/develop (b7a19fd); wouldn't it be better to wait for stable version?
* I didn't test the last version extensively (only my device + few emulators) so it's hard to say if it works correctly everywhere

If we plan to update the existing app, it becomes more complicated.
* app will still need to use id "is.xyz.vcmi" -- I'm pretty sure it's not possible to change it for already-published apps
* at the moment I'm not certain what to do about the update process; I use slightly different way of handling OH3 data files so the new app won't detect previously added files
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-15, 21:33   Subject: VCMI for Android
I don't have any private google dev account so I can't. I could provide an unsigned package if anyone wants to put it there (or provide signing info to vcmi team). I never really contacted xyz.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-05-15, 20:44   Subject: VCMI for Android
Another release. Yay.

https://github.com/Fayth/vcmi-android/releases/download/5/VCMI-1.4-api21-20170515-release.apk (160MB)
https://github.com/Fayth/vcmi-android/releases/download/5/VCMI-1.4-api21-20170515-release.apk.7z (the same file as above but 40MB)

Some technical changes:
* the biggest change (but not very important from the player's perspective) is that I gave up on gradle-experimental build and returned to stable gradle (+external cmake), because it felt really unstable and required some nasty hacks to work "correctly"; additionally I changed ndk to newest version (r15 b1) and replaced libc++ with gnustl, because it's more stable and "default" in ndk
* at the moment, due to the previous point, the application doesn't work correctly on armeabi (compiler crashes during SDL build) or api <21 (runtime crashes, probably due to some boost<>ndk conflicts); oh well, according to google, ~70% of phones are 5.0+ already; I'll be monitoring ndk/gradle updates, hopefully it gets fixed at some point
* you need to uninstall previous version before installing this one (different app signing because of release mode and stuff)
Functional changes:
* everything is compiled in release mode and should work much quicker (haven't played enough to see big difference in-game, but app startup on my phone was ~12s previously and is ~3s in this version)
* app should no longer crash/hang when it goes into background or screen is turned off (hopefully),
* due to the fact that android can kill application in background at any time it wants to, vcmi now tries to make autosave when the app is about to be killed (_Android_Autosave file); not guaranteed to work, because it's not very elegant solution for now,
* better relative cursor mechanics (as discussed in previous posts) + relative pointer speed multiplier setting in launcher,
* added adventure map swipe support (as an alternative to relative pointer); doesn't feel very smooth but should be functional (launcher -> pointer mode -> "normal with map swipe")
* added sound/music settings in launcher (because it's irritating that these can't be changed right away after starting the game ;) ),
* launcher should correcly preserve all vcmi config settings (previously launcher would drop settings that it didn't understand (everything except resolution and codepage))
* back button should now work like alt+f4 (closes app if in menu, displays exit confirmation if in-game)
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-03-18, 14:41   Subject: VCMI for Android
Quote:
Relative cursor mode doesn't seem to work very well, literally disappears after trying to press right click and you can move it off screen as much as you want, to the point where you completely lose it, thanks for adding it so fast though, if you're gonna fix it and don't mind working a bit more on it add sensitivity too, would be useful.
Okay, you're right. That's because I wanted to do it without adding more java<=>c communication so I didn't have any reliable info about an actual cursor position and had to guess sometimes. I changed it to get the cursor directly from SDL an it works substantially better. Still can go offscreen though; not sure if I can limit it to actual game bounds.

Quote:
While intro seems much nicer now it seems to take longer time to load (might be just a psychological thing) and the sound of it disappeared (Actually now that I think about it, it may have not ever been there, if so dismiss this one), not something essential to the game but I think it worked previously.
The only things I changed there is clearing screen + displaying progressbar. Definitely nothing that could affect the loading speed.
I'm not sure about the sound because I always have it turned off. If it was there previously, it should still be there.

Quote:
are there any performance differences between 16 and 21 API versions? And if not, what's the point of making two different ones?
Okay, so the short answer is "it's complicated". ;) I could probably get away with building only one package. I'm not sure about some details but generally:
* android device can have one of 5 architectures (arm, arm-v7a, arm64-v8a, x86, x86_64); 64-bit ones require api21 (android 5.0+) and I think x86 needs api18 (android 4.3+),
* all arm-based archs should work "normally" with applications built for normal arm, but x86-based devices will probably not,
* I assume when the arch doesn't match, the performance is works becuse there needs to be some translations,
* running arm application on 64-bit device is probably the similar case as running 32bit applications on 64bit pc (slower, more limited, but usually not really noticable).

Currently the api16 package contains only arm arch and api21 contains all 5.

Quote:
why does this update take up three times as much space compared to the last one?
Because, for some reason, the apk file has no compression. I assume this is some kind of bug in android build system, because I can't see any settings to change it and previously it was compressed normally. You can test this by unpacking the apk file (it's just a zip) -- both packages have ~313MB after unpacking.

Quote:
I just updated from the previous version of vcmi that I had and everything went smooth. On my device, Lenovo P2 with Android 6.0.1, the game works absolutely amazing. The right click is working very well and the hero movement is so smooth now. I've played for a few minutes with no crashes and bugs at all. Thanks for the excellent release, Fay!
:)

I wrote:
Maybe it would be possible to change these forced full redraws into partial draws (redrawing only hero tiles + neighbors(?)) because nothing except hero animation changes there. I might try looking into it (at some point).
Actually... never mind. That's definitely not possible, because the screen follows the hero during movement.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-03-13, 23:26   Subject: VCMI for Android
Quote:
What i must download? api16 or api21?
api21 is for android 5.0+. If you have 4.1-4.4.x, you can only use api16. "Installation" instructions should be displayed in the launcher, but rough description is in the post with the first version http://forum.vcmi.eu/viewtopic.php?p=15731#15731

Quote:
Yes. In fact I tried to remove map redraw altogether, but it lead to some crashes - couldn't figure out why. Probably only original author knows why it's implemented this way
Maybe it would be possible to change these forced full redraws into partial draws (redrawing only hero tiles + neighbors(?)) because nothing except hero animation changes there. I might try looking into it (at some point).

--

Sooo I built new packages, but they're quite weird this time and I'm not sure if they work correctly (honestly, compiling them feels very random). It works correctly on my 7.1 device, but I was unable to start the app on any emulator (tested on three different ones and each one is broken in a different way...). I don't know, I might need to downgrade sdk/ide or something if it doesn't work for others.

If you feel lucky, you can try it.
https://github.com/Fayth/vcmi-android/releases/download/4/vcmi-api16-20170313-debug.7z
https://github.com/Fayth/vcmi-android/releases/download/4/vcmi-api21-20170313-debug.7z

Changes:
* right-clicking support (two modes, switchable in launcher; personally, after some testing I find relative cursor very weird but I'll leave it there),
* intro doesn't appear frozen anymore (after interrupting intro, screen is cleaned + progressbar is displayed); this might also possibly fix HarryPhoon's problem with artifacts on the sides, buuut I don't know,
* hack that might make hero movement animations slightly smoother.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-03-12, 23:17   Subject: VCMI for Android
I'll try to build apks tomorrow. I tried to do it, but currently the app seems to crash on older devices (and it looks like some android build system bug).

I've done some testing on the movement animations/logic. I think that the issue here is that
1. movement logic uses some custom/manual rendering loop (with manual frame delays etc); I'm not sure if that's a problem but certainly the rendering hero movement works differently that all other rendering
2. there are lots of full map redraws during the movement and android can't really keep up.

I made a small change/hack (basically added a frameskip during movement rendering so that it doesn't do full redraws every frame) which helped (at least on my phone). I wouldn't call it smooth, but definitely looks better than previously.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-03-11, 22:00   Subject: VCMI for Android
@SomeGuy147 Most of the differences probably come from the fact that xyz used unofficial sdl 1.2 port (https://github.com/pelya/commandergenius) and I used official sdl 2.0.

I installed xyz version to check how it works because I haven't seen it for a very long time. I don't have any old devices on me to check in-game, but menus worked correctly. So...

Quote:
While intro plays perfectly well, there is some significant lag after skipping it, like solid 4-8 seconds. Didn't happen at all with xyz's version but hey, that one instantly crashes when trying to load a game from the menu so what do I know.
I think that in xyz's version, actual loading is done before the intro starts (splashscreen + some black screen afterwards). Ideally I just need a change that doesn't freeze the main thread after skipping intro. Optionally displaying a progress bar in that case. It would look "correct" then. This shouldn't be too hard, but again, I'm slightly hesitant to change vcmi code too much because it makes merging the changes harder.

Quote:
The way controls are implemented seem awful to me, I much more preferred xyz's way of doing things, he made so your finger upon touching the screen would act as a mouse and controlled the cursor in that way which was really accurate and felt pretty good. If you're still wondering the way he made right click work was that if you had one finger on the screen dragging the mouse around and put a second one anywhere it would instantly stop and hold right click. It's really intuitive and is easy to figure out even if you don't know it beforehand.
This input handling is done in SDL port. Feels quite good and I thiiink I could port it. (few weeks ago I added a bandaid method to send right-clicks through extra button in gui, but this would probably work better).

Quote:
Resolutions higher than 1280x768 might as well not exist for phones since stuff gets ridiculously small and hard to see, but I am guessing you can't fix this without redrawing everything.
Well, tablets have bigger screens so I assume it could be used there.

Quote:
Whole menu, loading, displaying maps and that stuff in general is significantly laggier and slower than xyz's version.
Probably nothing I can do. Either SDL2.0 is more CPU-heavy than SDL1.x, or VCMI 0.99 needs more resources than 0.97 (or both).

@Kiiro
Quote:
Oh~! Sneaky 3DO, pretending it's just an intro
I meant desktop vcmi version, not OH3. No idea how resources are loaded in the original. ;)

@HarryPhoon
Yeah, basically "random" stuff from memory is displayed outside of the 4:3 game screen area. This is definitely a problem in SDL, because the app itself doesn't even know if the bars are present. It might be fixable.

Edit next day ~ okay, so I added right-click support + changed intro so it looks better. I might build/upload apks later today.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2017-01-12, 11:34   Subject: VCMI for Android
Sooo I'm still alive and do plan to continue working on this, but not sure when (probably not very soon).

Quote:
The intro is still laggy when trying to skip but meh with it, it's just intro.
This is the same behaviour as desktop version, but it's less noticeable because it loads much quicker. Basically app tries to load all data during intro on a separate thread, but when you skip intro, the main thread waits for the loading so it gets blocked until everything is loaded. This should be changed but it's more on vcmi-side than android fix.

Quote:
The walking on the map is choppy as hell but it works at least so I'm not complaining.
I didn't check this, but I can confirm that movement animations don't really work for me neither. From what I remember, heroes movement looks very complex and I don't really want to mess with it. ;)

Quote:
The one thing I want to ask is how to do "right-click" here? I want to check sometimes stuff like "what does that magical spoon do?" and I can't find any way for it.
Do you know if this was somehow solved in xyz's version? Probably the most "intuitive" solution would be to use long-press as right click. This would require to add "proper" touch controls support. It would probably require a lot of changes in vcmi, because application assumes mouse input everywhere.
The only easy way to implement it that I can see atm is to add an ui element outside of the game that would cause next press to be treated as right-click. It definitely would be very inconvenient to use.

Quote:
- Clicking certain point is sometimes tricky
Pinch-to-zoom adventure map would be cool, but again, needs proper touch controls support. And possibly also changes to map drawing (as far as I remember, scaled drawing was much slower in SDL).

Quote:
But when using bad resolution (screen ratio) there are artifacts between the game screen itself and the edges of the screen
Didn't notice it on my side... I'm not sure if I can do anything there, because the whole surface is managed by SDL. Might be worth to check it.

Quote:
Is there any way to use the mods for vcmi?
After the app initializes the first time, you can put the mods in <app-root-folder>/Mods (the same folder where you put game data), the start the launcher and you should be able to turn them on/off in the mods section.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2016-12-02, 17:19   Subject: VCMI for Android
I didn't really have time recently, so only a quick update this time...

@ Broken api21 package: okaaay, it's broken and this was a problem on my side (actually, that's due to some broken/undocumented feature of the build system). Hopefully this package is better.

@ Hang during map start/load: I managed to track this one down. It was occurring due to some weird interaction between jni->java communication and SDL events (I think that SDL hook to java was getting broken when client called jni method to start the server; after that, SDL_PollEvents froze the main SDL loop).

(additionally some better logging in launcher)

https://github.com/Fayth/vcmi-android/releases/download/3/vcmi-api16-20161202-debug.apk
https://github.com/Fayth/vcmi-android/releases/download/3/vcmi-api21-20161202-debug.apk

I haven't checked other problems yet... I probably won't be able to do anything for the next few+ days.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2016-11-27, 13:10   Subject: VCMI for Android
Added updated version.
https://github.com/Fayth/vcmi-android/releases/download/2/vcmi-api16-20161127-debug.apk
https://github.com/Fayth/vcmi-android/releases/download/2/vcmi-api21-20161127-debug.apk

* black screen on game start should be fixed,
* slightly better error handling in launcher (saving launcher logs + crashes in /cache/VCMI_launcher.log; also hopefully less crashes),
* added ability to enable/disable the mods and submods

Quote:
Here logcats for resolution selection crash and black screen
I'm not entirely sure why this crash happened (looks like a problem in android support libs), but I think I might've fixed it in today's version.

@Kiiro
S2 log -- I'm not sure how exactly resource loading works in vcmi, but it looks like it couldn't find some files during init (multiple entries with "File <unknown> is not a valid JSON file! At line 1, position 0 error: File is empty").
P9 log -- hard to say what happens, because there are no errors in the logs... the last line in the client log is "Entering virtual void VCAI::loadGame" so I suspect there was some deserialization crash in AI. Was this save created in android version or copied from pc?

Quote:
The screenshot may be a bit blurry because of 800x600 or something...I guess?
Probably. If you have full hd phone then everything is upscaled almost 2x.

Quote:
The game loaded, I just can't do a thing
Actually, I managed to do this few times (during normal game start, not loading). I have no idea why this happens, but I'd say this is SDL problem. The game gets "stuck" on loading screen -- it looks like the whole game initialization succeeded, but the screen doesn't refresh anymore (nothing in logs). Minimizing the game "helps", because it forces SDL to recreate the screen, but it still doesn't refresh.
  Topic: VCMI for Android
Fay

Replies: 230
Views: 169696

PostForum: Development   Posted: 2016-11-26, 14:38   Subject: VCMI for Android
Quote:
Unfortunatelly the game crashes in two moments:
1) Loading saved game.
2) After battle results.
Both of these work correctly for me, so it may help if you can get the logs.

Quote:
we don't risk that polish-exclusive-letters will do some OMGWTFBBQ situation
Special characters should work correctly in the current version. ;)

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BTW is it somehow possible to force VCMI to read from External microSD card instead of Internal Memory? Just asking~ :3
I don't hardcode the path to anything, but ask system to give me an "external storage directory". I think I could force it to use a secondary external storage, but this would probably complicate things... honestly, if I was about to do something more complicated, I would just allow user choose the folder that he wants to use... but that might be something for later.

I managed to reproduce the problem with black screen on game start (on 5.0 emulator). There was a deadlock in CLogger and the game basically froze on the second log line.
I'll try to build and upload updated packages... possibly later today. With fixed blackscreen, possible launcher crash and saving logs to file in the launcher (so I can actually know what goes wrong in the launcher ;)).

Edit~
Quote:
If I understand correctly - in android version there's possibility to enable/disable mods in launcher?
Not yet (you can see the detected mods, but this doesn't really work anyway, because currently it only shows mods from config/settings.json, so it's displayed correctly only after you already run the game).
 
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