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Messages - pelya

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User modifications / Re: UFO:AI Android port
« on: April 08, 2014, 08:26:01 pm »
It is transferred, now Android UfoAI release is a property of Mattn (and trouble. And, heck, opportunity for advertisements, although I hope there won't be any).

Mattn, please use script contrib/installer/android/ to sign the app before release, the certificate should be the same as in the already released version.

User modifications / Re: UFO:AI Android port
« on: April 07, 2014, 10:13:44 am »
I did not update that port for almost two years, how are you people doing?
I saw new GUI and some support for SDL2.
It's now possible to transfer ownership of apps between developers on Google Play, so if someone more active than me got a dev account there, I can do that (however it got 3 star rating, so you may wish to publish it as a new app).

User modifications / Re: UFO:AI Android port
« on: November 21, 2012, 02:59:41 pm »
I would be grateful if someone would go through all in-game dialogs, and write down all buttons/UI controls that need to be made bigger, to use with touchscreen (or just make few screenshots, here's how).
I've modified only Market, Transfer, Research and Production dialogs, and soldiers/pilots lists in the Aircraft dialog. I probably won't touch Options dialogs - it's too big, and I don't expect anyone to modify video settings anyway. I'll try to fix other dialogs, most-used ones first.

User modifications / Re: UFO:AI Android port
« on: November 16, 2012, 10:11:50 pm »
I've published an update on Google Play, version Your old savegames will not work, also it now requires 1Gb RAM (it never really worked on devices with 512Mb RAM anyway), and it will download 1Gb data from the net (it will remove old data files, and you cannot disable downloading, sorry. If you want to put your own data files - let it download once, then replace files on SD card).
There are bunch of improvements, I'm most proud of the fix for properly restoring it from the background.
The mouse is now in the tablet mode by default, you can enable relative movement/laptop mode from SDL menu.

Google Play page
Android package file

Edit: and the very first review is that it won't run on the Galaxy Tab 2, with 687 Mb RAM - the user got scared with warning dialog (SDL reads /proc/meminfo to get that number, and it may vary on different devices and even different ROMs, because some part of RAM is used for kernel and GL textures), however I'm pretty much sure it will run, the mem usage on my device was under 400 Mb even on large maps. So I've updated it to version, the only change is that it will show warning, when there's less than 640 Mb total RAM. Also, you may now disable downloads by killing process, launching it again, going to SDL menu and unchecking all checkboxes inside downloads dialog.

User modifications / Re: UFO:AI Android port
« on: September 27, 2012, 01:24:57 pm »
In the startup screen press the "Change device config" button, click "Downloads" -> "Additional downloads", and unselect all checkboxes.

User modifications / Re: Custom UI
« on: May 28, 2012, 01:39:13 pm »
Looks awesome, especially for a touchscreen.

User modifications / Re: UFO:AI Android port
« on: May 28, 2012, 01:31:39 pm »
Yeah, enabling sounds crashes the game, it's a bug, and this does not depend on the amount of RAM.
I'm gonna fix that someday, but right now I'm laaaaaaazy.

User modifications / Re: UFO:AI Android port
« on: December 13, 2011, 11:47:11 am »
I don't know what eats that much RAM - when I'm loading the training_a map the UfoAI process eats 270 Mb RAM, when I put it to background all OpenGL textures are destroyed and it takes up 200 Mb RAM. So textures occupy only 70 Mb, everything else should be internal game structures, I wonder why it's that many.
I can try one lame-ass optimization - when loading map restart UfoAI process so it won't load any menu and earthscape data, only the battlescape, but I don't think it will change things dramatically.
There are some huge structures allocated for map BSP tree and for pathfinding, as far as I understood by reading sources halfyear ago.
Android 2.3 official device requirements document requires device to have at least 128 Mb userspace RAM (that is, not used by device drivers), Android 4.0 document requires 340 Mb userspace RAM - that's enough for most maps in UfoAI I guess.

Edit: training_a map launched from Skirmish menu, with multiplayer equipment takes 330 Mb RAM with sounds, and 280 Mb without them (I've removed sounds from 1base.pk3, add or remove few megabytes due to randomized item generation). lake_ice map did non load with sounds at all, but it loaded without them, and used 330 Mb RAM (but crashed after a while). And bunker map crashes even without sounds (I remember playing it halfyear ago though)

335 Mb is the limit of my HTC Evo, when it kills foreground app, it could be higher if the stock firmware wasn't preloaded with lot of crap, the home screen process is the biggest among them and takes up 70 Mb RAM. And the actual RAM accessible to user space is 425 Mb, as shown by "adb shell cat /proc/meminfo".

User modifications / Re: UFO:AI Android port
« on: December 11, 2011, 01:22:34 am »
Most probably it crashes because it eats up all memory.
How much RAM does your device have?
I could run skirmish mode with "training_a" map on my HTC Evo, which has something near 500 Mb RAM. There were no sounds installed (they are inside additional map pack, and instantly eat smth like 20 Mb RAM on load), and I've used "initial" weapon setting for both teams - that will give only knives to the soldiers, and won't load other weapon models.
My device can run UfoAI with bigger maps, but then it will kill all background processes, and if UfoAI itself is put to background - it will also immediately kill it, just to load back desktop. That's the reason behind "base pack" with only smallest maps.
Also, you can rotate the Earth by touching your device screen with two fingers, and sliding them.
Also it should support pinch-to-zoom and rotate on the battle map, however the speed is too fast for my device with it's 2-3 FPS - I've tried to modify default settings, but there's seems to be some hard limit on camera speed in source code.

User modifications / Re: UFO:AI Android port
« on: December 10, 2011, 09:04:15 pm »
Seems like your 0base.pk3 got corrupted. Your log has line:
I/UFOAI   (17078): Adding game dir: ./base
I/UFOAI   (17078): Could not load './base/0base.pk3'
I/UFOAI   (17078): Added packfile ./base/0music.pk3 (65 files)
I/UFOAI   (17078): Added packfile ./base/1base.pk3 (4101 files)

while it should be

Adding game dir: ./base
Added packfile ./base/0base.pk3 (4078 files)

Could you please delete the directory app-data/net.sourceforge.ufoai on your SD card so it will re-download data files?
Also please deselect "Additional maps" and "Music" packages from the SDL startup config -> Downloads menu, I was testing it only with base files (you can always select them back later). The package size grew because of additional maps, and because I've included some hi-res textures into the "base" package (the earth image mainly, and by "hi-res" I mean 512x256, all other textures are resized to 256x256 or lower).

User modifications / Re: UFO:AI Android port
« on: December 10, 2011, 11:22:57 am »
I've fixed the link. I intend to fix restoring from background, and add touch-anywhere-and-drag smartphone-like scrolling to the textlists, then I'll update the package on the Android Market.

User modifications / Re: UFO:AI Android port
« on: November 25, 2011, 07:56:10 pm »
New build, with all the latest changes merged, and with several GFX glitches (seems like alpha is missing on some textures).
I'll try to fix them next week, and update the build on Android Market.
Edit: I've fixed weird textures here's the new build

User modifications / Re: UFO:AI Android port
« on: July 08, 2011, 11:09:32 am »
It really loads for ages, especially on the slower devices. Please try to set screen timeout to 10-30 minutes in settings, plug USB charger, and leave it loading for a while.
Also, if it crashes in the end, you may try to install aLogcat application and copy here it's output. 256 Mb RAM should be enough to load main menu at least.

User modifications / Re: UFO:AI Android port
« on: June 05, 2011, 07:32:16 pm »
I've kinda increased size of all fonts in game few days ago, some text is already out of the bounding boxes, so I cannot increase it even more, unless someone will redesign all GUI layout.
There are several GUI layouts for the battle screen, and the classic one is the best in my opinion, could you please test all layouts and tell which one is the best? They can be selected in Options->Game->HUD (and you have to restart the map)

User modifications / Re: UFO:AI Android port
« on: May 20, 2011, 01:38:24 pm »
I've finally published UfoAI to the Android market
Any comments about description and screenshots are appreciated

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