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License: GNU General Public License v2.0
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License: GNU General Public License v2.0
Release this on F-Droid.
First of all, thank you so much for continuing Beloko's legacy, and making it yours!
But I seem to be having a bit of a problem booting doom properly. I've put the IWAD in the proper folder and everything, but when I start the game it shows a black screen for a second and then boots back to the gzdoom menu.
Is there anything I can do about it?
It needs a preset system to save several launch commands. It would be much easier for using different wad and pk3 files setups.
The title screen images uses on the IWAD selection screen should be extracted from the IWAD. Preferably using the native GZDoom code.
Below is a screenshot of where the asset should then be used.
Note that at one point, these assets were included in the release of GZDoom for Android. To avoid potential copyright bullshit, they have been removed.
Implement a method of control that uses the phone's gyroscope to aim.
The "Hide Touch Controls" option doesn't work! This is irritating!
The changelog says to put the soundfont file in CONF_DIR/soundfont/ , but I can't locate this directory on my phone.
Thanks and sorry for bothering you.
cp: target '/tmp/gzdoom_android_source' is not a directory
./build.sh: line 28: $patch_file: ambiguous redirect
sha256sum: /tmp/gzdoom_android_source: No such file or directory
sha256sum: doom/src/main/jni/Doom/gzdoom_2/src/tables.h: No such file or directory
mv: target 'android_gzdoom/patches/src/d_iwad.cpp' is not a directory
./build.sh: line 41: ndk-build: command not found
FAILURE: Build failed with an exception.
* What went wrong:
A problem occurred configuring project ':doom'.
> SDK location not found. Define location with sdk.dir in the local.properties file or with an ANDROID_HOME environment variable.
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
hello.
last week i installed GZDoom for Android 0.2.1 on a pair of RCA Viking Pro 2-in-1 tablets. both of which are running Android 6.0. i was wanting to know if it was possible to setup a WiFi direct (adhoc) or bluetooth multiplayer session. i do not have a WiFi router and the tablets can not use celluar data
I believe Guncaster is for GZDOOM 3.0+, so it doesn't really matter if you can't fix it.
You steal sources from beloko games
Layouts for the main wad selection menu & settings seem really uninspired and raw. The activities should be a little redeisgned to enhance usability & look and feel of the application.
I can help the developer in doing so, if he needs.
GZDoom-Android is currently on a modified development release of GZDoom 2.1. It should be upgraded to the latest stable GZDoom release. Any modifications required should be applied during the build process as patches.
As of now, GZDoom is at 3.0.1.
I got an old S3,
would be nice to try it at least.
Release this on the Play Store.
Blockers:
For those wondering, it will be free. โบ
The DOOM engine games can be fairly dark and from personal experience, are hard to play at lower brightnesses.
There should be an option to set the brightness to max while in game. The default should be off.
Code to be added to Game.java
WindowManager.LayoutParams attributes = getWindow().getAttributes();
attributes.screenBrightness = 1F;
getWindow().setAttributes(attributes);
Hello!
When running build.sh, I see this:
cp: can't run stat for 'android_gzdoom/new/src/gl/data/gl_sections.cpp': No such file or directory
cp: can't run stat for 'android_gzdoom/new/src/gl/data/gl_sections.h': No such file or directory
Can it be fixed or this is just a warning and it won't crash build?
P.S: running on Xubuntu 17 x64
When suspending the app (eg. Switching to another app), the game is paused, but music continues to play.
I'm trying to play but I can't make it work, I placed Doom.wad file into wads folder, it shows up when I hit wads button then i click to select it, and click on the "full" button, and it says i must choose an iwad file.
On the pc version all I have to do is copy to the main folder and it works.
AFAIK - gamepads are not able to control most Android keyboards. A virtual keyboard with gamepad support should be implemented in GZDoom Android.
The virtual keyboard should also work with touch.
#Tested on Nougat API 25
Description:
It appears that the app attempts to create a GZdoom directory and config sub-directory before properly acquiring storage permissions from the user. Even after giving it permissions, the folder will not be created properly until the app is re-launched.
Steps to reproduce:
On first launch after the user taps "Allow" on the permissions request and navigates to the options fragment and taps the "RESET" button for the GZDoom folder a message appears saying "/storage/emulated/0/GZDoom is not a directory
Ideas to fix:
Have the app attempt to create the GZdoom directory directly after acquiring permissions (if it does not already exist)
Have the app attempt to create the GZdoom directory upon navigating to options fragment (if it does not already exist)
Have the app attempt to create the GZdoom directory upon navigating to any fragment (if it does not already exist)
GzDoom usually works with .pk3 but this port just crashes when launching a .pk3 file.
What about new updates? , why is gzdoom-android not using the more stable version of gzdoom?
I'd love to see bluetooth mouselook for the android version of Freedoom (praise be to Freedoom and the devs whom work on it). I have a bluetooth keyboard which works fine on the android version - just want mouselook too! Thanks muchly nvllsvm, mkrupczak3 and anyone else working on this project - people like you inspire people like me! Really great work! Doom on the smartphone is tooo cool.
This may be a bit nit-picky, but it might help clarity-wise to mention in the README that the android Native Development Kit and other assorted SDK tools may need to be installed (to compile C++ code) before the build script can be run. Some of these tools are not installed by default with android studio and may be unfamiliar to some readers.
Quite a long title, but I'm trying to make a version of my game that works on Android. I know the other versions of GZDoom/ZDoom, if they detect an error at startup, would show it to you and stop startup.
(error made on purpose here)
And on an older GZDoom version from 2016 supposedly that looks really outdated compared to ZDoom:
(error not on purpose here)
On Android, although I have no proof my mod has errors, I'm sure at least one thing wasn't implemented in GZDoom-Android/D-Touch yet; If an error occurs here, the app just closes with nothing letting me know if an error occurred.
Maybe a dialog could appear saying what the error was then return to the main menu?
I'm sorry if this isn't the right place, but is there mtiplayer support? And if so, where do I access it? If not, will it be added at somw point?
Was the project abandoned?
By default, the menu option "Scale Text In High Res" is disabled. This makes in-game messages appear essentially unreadable on a phone. The option should default to being enabled when config files are initially generated.
Version: 0.1
Device: OnePlus 3T 64GB
ROM: LineageOS 14.1 20170225 unofficial by koenkk
There should be default mappings for a gamepad.
because when I put argument -host 2, the console does not appear and the screen goes black, the game only returns to normal when the second player enters the match.
After disconnecting from a Bluetooth audio device, all sounds are slightly delayed. This can be temporarily resolved with the menu option Options->Sound->Restart Sound.
Version: 0.1
Device: OnePlus 3T 64GB
ROM: LineageOS 14.1 20170225 unofficial by koenkk
While a gamepad is connected you can only use the numbers on the touch keyboard.
There needs to be proper resolution options that scale to the screen.
What version of GZDoom this APP is using?
And what happened to the compiled apk in release tab?
Sorry for bad english.
Music doesn't work even after downloading fluidsync
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