OpenBOR v3.0 Build 4682 (Android/PSP/WII/WINDOWS)

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tested the android build 4750 the engine runs fine when using hardware controls but touchscreen is really bugged with buttons moving and random screenshots taken.
 
Ok so help me to compile and test.
I release here Java source to overwrite and to test. Need you compile and test for me because I can't.
Are u ready?  ;)
Thanks my friends!
 
White Dragon said:
Ok so help me to compile and test.
I release here Java source to overwrite and to test. Need you compile and test for me because I can't.
Are u ready?  ;)
Thanks my friends!

lets do this !
 
got a error when building !

Code:
-compile:
    [javac] Compiling 6 source files to C:\Users\Kabylake Beast\Desktop\New folder\engine\android\bin\classes
    [javac] warning: [options] source value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] target value 1.5 is obsolete and will be removed in a future release
    [javac] warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
    [javac] C:\Users\Kabylake Beast\Desktop\New folder\engine\android\src\org\libsdl\app\SDL.java:13: error: cannot find symbol
    [javac]         SDLActivity.nativeSetupJNI();
    [javac]                    ^
    [javac]   symbol:   method nativeSetupJNI()
    [javac]   location: class SDLActivity
    [javac] C:\Users\Kabylake Beast\Desktop\New folder\engine\android\src\org\libsdl\app\SDL.java:22: error: cannot find symbol
    [javac]         SDLActivity.initialize();
    [javac]                    ^
    [javac]   symbol:   method initialize()
    [javac]   location: class SDLActivity
    [javac] C:\Users\Kabylake Beast\Desktop\New folder\engine\android\src\org\libsdl\app\SDLControllerManager.java:404: error: cannot find symbol
    [javac]                 if (!SDLActivity.mSeparateMouseAndTouch) {
    [javac]                                 ^
    [javac]   symbol:   variable mSeparateMouseAndTouch
    [javac]   location: class SDLActivity
    [javac] C:\Users\Kabylake Beast\Desktop\New folder\engine\android\src\org\libsdl\app\SDLControllerManager.java:412: error: cannot find symbol
    [javac]                         SDLActivity.onNativeMouse(0, action, x, y);
    [javac]                                    ^
    [javac]   symbol:   method onNativeMouse(int,int,float,float)
    [javac]   location: class SDLActivity
    [javac] C:\Users\Kabylake Beast\Desktop\New folder\engine\android\src\org\libsdl\app\SDLControllerManager.java:419: error: cannot find symbol
    [javac]                         SDLActivity.onNativeMouse(0, action, x, y);
    [javac]                                    ^
    [javac]   symbol:   method onNativeMouse(int,int,float,float)
    [javac]   location: class SDLActivity
    [javac] Note: Some input files use or override a deprecated API.
    [javac] Note: Recompile with -Xlint:deprecation for details.
    [javac] 5 errors
    [javac] 3 warnings


BUILD FAILED
C:\android\sdk\tools\ant\build.xml:720: The following error occurred while executing this line:
C:\android\sdk\tools\ant\build.xml:734: Compile failed; see the compiler error output for details.


Total time: 2 seconds
-----------------------------------------------------------------------
Press any key to continue . . .
 
For those who have problems with the input lag on Android, change the video aspect from "preserve aspect ratio" to  "stretch", and the lag is gone.

The Devs are trying to fix this.
 
Download: https://github.com/DCurrent/openbor/releases/tag/v4905

Ok, this is my committed attempt:
- change the button surface var name to avoid possible conflict with a static var with same name.
- added a new black texture with no blend options as base to fill all screen.
- updated activity code to make it compatible with new navigation bar and to hide it
- update android API to 19 (android >= 4.4.2) to conform it with new SDL2 2.0.8 (https://discourse.libsdl.org/t/sdl-2-0-8-released/23957)

... opened a bug thread on SDL forum....

recent library updates:
windows port to SDL2 2.0.8 and SDL2_gfx 1.0.4
 
I've tried this last update.
While the lag had lowered a lot, we can still notice it if you don't use "stretch to screen".

You can make a quick test: start any module, choose Start game. On that screen (with new game and load game) keep pressing constantly upward, multiple times.

When you do this using stretch to screen, all the inputs works. But if you do this with preserve ratio, I think like 1/10 of the inputs will fail.
 
I noticed a lag issue with the android engine.  I had a script spawn a entity (snow) on every 200 tics it runs OK on the windows version but when run on the android version the snow would spawn once every minuet or two like it was missing tics on update scripts.  I think this is a performance issue.  Would it be possible to update to OpenGL ES 3.0 this might help the low performance on non stretched screen.


Edit: Why is the engine running at 250fps wouldn't 60 or 120fps be more stable ?
 
msmalik681 said:
Edit: Why is the engine running at 250fps wouldn't 60 or 120fps be more stable ?

No, it wouldn't. The faster you can get your app logic to run, the better off you are - full stop. The only reason OpenBOR caps itself at 250FPS is for timing consistency.

DC
 
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