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

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-25, 10:30   Subject: VCMI for Android
It's weird, both logfiles look correct... no idea why the game doesn't start. Mayybe there's some problem/crash that's not caught by launcher (it should save crashes to the logfile; I'll try to check if it actually does).

Quote:
There's some reference to xyz's VCMI in the launcher log burunduchok provided.
This is okay. We changed app package (id) to is.xyz.vcmi so that we can update existing google play app at some point (it needs both the same package and signing certificate).
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-24, 07:40   Subject: VCMI for Android
Not sure exactly what could cause it, but config in the apk should be the most recent (the last config change that I can see is BLACK_MARKET_MONTHLY_ARTIFACTS_CHANGE in defaultMods and it is correctly included in apk).
(btw, it's possible to easily check what configs/mods are inside apk: unzip apk file -> open "assets" -> unpack internalData.zip -> profit)

The one thing that could be a problem here is the data migration from xyz's version. I haven't tested it a lot so maybe config gets migrated and skips update from internal zip file.

@Damodred If that's the case, unistalling->reinstalling the app should help (or system settings -> about vcmi -> "clear data").
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-22, 19:55   Subject: VCMI for Android
Quote:
(directory: int.storage/android/data/is.xyz.vcmi/files)
That's the old app (the one on google play) and not the updated one ( https://builds.vcmi.download/branch/develop/Android/ ). The current version of app writes data to <external storage*>/vcmi-data/

* (where "external storage" is whatever system returns as "external storage directory", so either actual sdcard, or internal memory if sdcard isn't available)
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-11, 17:18   Subject: VCMI for Android
Yeah, that mod's mod.json is not valid (extra comma near the end; removing the mod or the comma should help). I guess vcmi itself uses some less strict json parser and ignores these errors.
On the other hand, I probably shouldn't abort everything when single mod wasn't parsed correctly. :P
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-10, 20:42   Subject: VCMI for Android
Something is definitely wrong, because it should display vcmi essential files as an entry in mods list (even if you don't have any actual mods added). So, as I said, launcher logs would be appreciated, because I can't really say anything specific what goes wrong without details.
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-09, 09:05   Subject: VCMI for Android
Well, in that case I need more info, because it definitely should work. Launcher checks for <storage>/vcmi-data/Mods/<mod-folder>/mod.json existence to determine if that's a valid mod. If you confirm that mods are placed correctly on your device, then I'd love to see the launcher logs (<storage>/vcmi-data/cache/VCMI_launcher.log) after opening mods screen.
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-07-08, 21:59   Subject: VCMI for Android
Sorry, I don't really have time for development recently. I try to read this topic periodically though.

Quote:
Slow fight - https://youtu.be/O867LD377Qs
Wow, that really looks strange. That definitely didn't happen for me. At the moment I'm not sure how it's possible, but I'll check when I'm able to.

Quote:
Large keyboard vs keyboard use in JuiceSSH - https://youtu.be/Tc0ET_YVZMk
Hmm, okay. I might need to check what I can actually do with SDLs keyboard handling.
I think that the ability to show/hide keyboard is a feature of your keyboard app (that shows up when suggestions are displayed(?)). I don't have anything like this in the default google keyboard.

Quote:
Sorry, I tried to merge some of the CMake projects locally, but failed. Still unsure why it's fail to build now because I added CAndroidVMHelper into the main CMakeLists.txt of our lib.
After a quick check -- I don't get why it has problems during linking, but after adding VCMI_ANDROID define in both lib.cmake and SDL_android_main.cpp, the project complied on my side. (probably some problems with the order of file including?)

Quote:
Hi there ! How can i play expansion WOG on VCMI for android ? I can't find WOG mod folder anywhere to put it on android.
Yeah, vcmi on android generally tries to follow the same folder structure as the desktop one -- mods can be copied from desktop version to <public storage directory>/vcmi-data/Mods/ and then enabled via mods menu in launcher.
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-27, 17:03   Subject: VCMI for Android
Quote:
Doesn't load next scenario of campaign after showing introduction video of it.
Do you mean "next scenario" as in moving to the next mission after winning the previous one? I guess I can check that, but it doesn't look like android-specific problem.
Quote:
Auto fight crashes VCMI right before showing results (creatures lost by attacker & defeater, ...). Does in release version, doesn't in latest develop.
Yeah, this was the vcmi problem at the time I built the app last time. Use automatic builds if possible, they're the most up-to-date.
Quote:
Fight is something like "tap-action-tap-action-tap-..." or LONG wait for actions with pointer mode set to "Native with map swipe". In dev.
I'm not sure what you mean... pointer modes shouldn't affect the performance (and even if they did, it's relative mode that would be slower, as it needs some extra calculations). And if you mean the performance in general, then there isn't much that I can do from android side.
Quote:
Android keyboard could be made more usefull (hide,show,arrows...) when saving scenarios? something like in JuiceSSH during session.
Currently keyboard handling uses default SDL android implementation and I never really analyzed the logic. But honestly I'm not sure what to do there. Waiting for ideas. ;)
One thing I can think of (not strictly about the keyboard) is to add the button to open the chat/console, because I don't think there is a way to do it in the gui.

@SXX
I found out that the fix for the "red background" won't behave correctly on all devices and will crash the app if that device doesn't support the surface type that I forced. In this case I'll probably need to add some better egl capabilities detection (a simple solution would be to check if RGB565/Depth0 is supported, otherwise fall-back to the gl-chosen default values -- not sure if it's possible to implement without messing up SDL config).
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-20, 21:28   Subject: VCMI for Android
Yeah, I meant we can solve it like this:
* place these submods somewhere online,
* build android package without them (rebuilding internalData without submods),
* after starting the app for the first time (or basically any time when submods are not detected) ask user if he wants to download them -> download&unpack them to internal data folder.

Well, assuming that this method would be legally possible.
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-19, 17:10   Subject: VCMI for Android
Quote:
Now only visual glitches I have is misplaced into video and some 1-2pixel line at bottom whee some weird white pixels could be flickering at times. I actually even managed to screenshot both line and intro glitch. I sent them through slack, please download one with line so you can see it.

@Intro: Do you mean that there's some unused space on the top/left? It looks the same for me AND these black margins are also present in the desktop version as well.
@bottom line: this will be much harder to debug. Honestly, this looks like some problem in SDL. Might also be connected to this post http://forum.vcmi.eu/viewtopic.php?p=15931#15931 where sdl displays random junk in the letterboxed space on the sides.
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-19, 16:42   Subject: VCMI for Android
Quote:
fixed problem with red color on my device
Yay. :)
(actually, this might need some confirmation if it doesn't break anything: the fix changes pixel mode chosen by gl to hardcoded RGB565 with 0 depth buffer)
Quote:
Also one question there. Is internalData actually override assets from VCMI directory? Like "config" directory.

I understand you wanted to include some mods that are not in repository here, but really we cannot ship "extraResolutions" to Google Play. I not sure, but it's might be made using H3 assets as source.

You can add a call to "python3.5 ./update_internal_assets.py" on travis and assets will be recreated. Basically internalData is zipped content of Mods and config on repo. (the update_internal_assets script also tries to pack ./../data/vcmi_submods folder, where I have templates + extra resolutions -- recreating assets on travis won't include them).
Edit ~ actually, some more explanations about overriding: I tried to organize the files like in the desktop version:
* "internal" data that normally is in executable folder is placed in private, application-scoped folder (unpacked from internalData when starting the application for the first time)
* "public" user data that normally is in "$appdata-like" location (config/settings.json, saves, maps etc) are in public folder that user can modify/delete

Downloading these submods on startup shouldn't be a problem (but we probably should ask the user if he wants to; I'm not sure how common users without data plans are ;) ).
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-17, 13:30   Subject: VCMI for Android
I'm not very knowledgeable about more complex git stuff, so just go ahead if you see a solution. :)

Can we just add git commands to .travis.yml?
* switching to correct branch based on external param
* git pull in the submodules (but this might be not needed because switching to the branch should use latest commit?)
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-16, 22:01   Subject: VCMI for Android
I added possible fix for invalid colors here: https://github.com/Fayth/vcmi/tree/experimental/sdl-colors-fix (the only change is this ifdef block https://github.com/Fayth/vcmi/blob/experimental/sdl-colors-fix/client/CMT.cpp#L410 ). I'm not sure if you can somehow build it on your side or I should make a PR to develop?
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-16, 18:27   Subject: VCMI for Android
Quote:
If some signing it's the only difference in that case then I don't care personally. I was worried "debug" build going to have worse performance since it's might have some options disabled.

Debug does have worse performance and we should switch to release.

In debug mode gradle script automatically signs the package using "internal" android debug keystore.
For release build gradle by default doesn't sign the package and requires dev to specify "release" keystore (like I did with actual release vcmi keys in https://github.com/vcmi/vcmi-android/blob/master/project/vcmi-app/build.gradle#L149 (keeping them out of repo of course)). For release mode build on travis we need to specify some signing keys, but these can be any keys, including android "internal" keystore.

I'll do it later (maaaybe today).
  Topic: VCMI for Android
Fay

Replies: 334
Views: 183397

PostForum: Development   Posted: 2017-06-16, 15:39   Subject: VCMI for Android
Quote:
Oops, I certainly misunderstand reason for commit hash in GeneratedVersion.java.
Might be you can later just add current commit there.
GeneratedVersion was just meant to hold current vcmi version + git sha, but it doesn't update correctly (it's generated in cmake script and cmake sometimes uses cache instead of rerunning it -- I guess I could move it to gradle script since I added git sha checking there anyway).

Quote:
Also you can easily rewrite history on your own
Well, yeah. It always is confusing and usually I break stuff when rebasing. :P

Quote:
Now I also fixed uploading, but we certainly need Release build instead of Debug.
I think I should add some dedicated "release" singing keys to repo (either generate new ones or just reuse default android's debug keys because it doesn't really matter).

Quote:
Sadly it's still show horrible red screen on my device...
Hmm, I guess this is the issue: https://bugzilla.libsdl.org/show_bug.cgi?id=2291 . I can try adding one of the possible solutions to the repo.
 
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