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Moved by: Warmonger
2014-02-23, 18:28
VCMI for Android
Author Message
Fay 
User defined rank


Joined: 07 Apr 2014
Posts: 49
Posted: 2017-06-19, 17:10   

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.
  
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 362
Posted: 2017-06-19, 22:38   

Fay wrote:
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 ;) ).
Problem is that we absolutely shouldn't include mods with unclear licensing to our Google Play packages. After all it's should be doable to rework them with free assets instead (extraResolutions at least).
 
     
Fay 
User defined rank


Joined: 07 Apr 2014
Posts: 49
Posted: 2017-06-20, 21:28   

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.
 
     
SkyRE 

Joined: 25 Nov 2016
Posts: 6
Posted: 2017-06-22, 20:15   

Hello Fay,

Issues:
Doesn't load next scenario of campaign after showing introduction video of it. Hang on main picture - in my case third from http://forum.vcmi.eu/viewtopic.php?p=15931#15931.
Auto fight crashes VCMI right before showing results (creatures lost by attacker & defeater, ...). Does in release version, doesn't in latest develop.
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.

Android keyboard could be made more usefull (hide,show,arrows...) when saving scenarios? something like in JuiceSSH during session.
I could upload saves. HMM III Complete, Android 7.0 & Android 6.0

Related to:
VCMI-1.4-api21-20170515-release.apk
VCMI-branch-develop-01e5f99-fb57108.apk
  
 
     
Fay 
User defined rank


Joined: 07 Apr 2014
Posts: 49
Posted: 2017-06-27, 17:03   

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).
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 362
Posted: 2017-06-27, 21:10   

BTW today I played short game on Android and so far only problems I seen is battle machines tend to appear in army (though I guess this could be problem with outdated bundled config files) and also battle end tend to crash game for some reason.
 
     
SXX 
VCMI programmer

Age: 25
Joined: 04 Jul 2014
Posts: 362
Posted: Yesterday 23:19   

Small note. I dropped VCMILIB_ADDITIONAL_SOURCES from CMakeList and instead added "ifdef" for Android-specific code. I hope this won't break something since I really hope to at least share CMake configs.
 
     
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