[Android] Builds for ARM, x86 and MIPS

Martin_Devil
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Re: Android Builds (ARM, x86, MIPS)

by Martin_Devil » Mon Jun 23, 2014 09:41

I dont understood this: There's gonna be a lot to improve so why not controls Google.
And questions:
Why 0.4.1.0, not 0.4.9.3?
How to collect your code on github? I don't found a build script, or faq
 

sapier
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Re: Android Builds (ARM, x86, MIPS)

by sapier » Mon Jun 23, 2014 13:19

About version numbering:
Full android version X.Y.Z.A means minetest X.Y.Z plus android Version code A. In future each official android build will increase the android code while minetest version will keep in sync to codebase.

My code is now about to be merged to master have a look at minetest github repository.

Edit1: i was talking about 0.4.10.A, the upcoming next stable version of minetest. Full version of android build will most likely be 0.4.10.4
 

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Re: Android Builds (ARM, x86, MIPS)

by hunterdelyx1 » Mon Jun 23, 2014 16:46

Next bug. "Sound Volume" menu doesn't work on my tab 3. It is opened but doesn't react on touch. By the way, game doesn't seem to be crashed.

There is nothing interesting in debug.txt but i added it just in case:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-------------
Separator
-------------

Irrlicht log: Irrlicht Engine version 1.9.0
Irrlicht log: EGL version: 1.400000
Irrlicht log: Using renderer: OpenGL ES-CM 1.1
Irrlicht log: Vivante Corporation
Irrlicht log: GL_EXT_debug_marker GL_OES_blend_equation_separate GL_OES_blend_func_separate GL_OES_blend_subtract GL_OES_byte_coordinates GL_OES_compressed_ETC1_RGB8_texture GL_OES_compressed_paletted_texture GL_OES_draw_texture GL_OES_extended_matrix_palette GL_OES_fixed_point GL_OES_framebuffer_object GL_OES_matrix_get GL_OES_matrix_palette GL_OES_point_size_array GL_OES_point_sprite GL_OES_query_matrix GL_OES_read_format GL_OES_single_precision GL_OES_stencil_wrap GL_OES_texture_cube_map GL_OES_texture_mirrored_repeat GL_OES_EGL_image GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer GL_OES_rgb8_rgba8 GL_OES_stencil1 GL_OES_stencil4 GL_OES_stencil8 GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_IMG_read_format GL_IMG_user_clip_plane GL_APPLE_texture_2D_limited_npot GL_EXT_texture_lod_bias GL_EXT_blend_minmax GL_EXT_read_format_bgra GL_EXT_multi_draw_arrays GL_OES_EGL_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_ARM_rgba8 GL_OES_EGL_image_external GL_VIV_direct_texture GL_ARB_vertex_buffer_object GL_ARB_multitexture GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc
Irrlicht log: Your driver claims to support GL_BGRA but fails on trying to upload a texture, converting to GL_RGBA and trying again
20:41:49: ACTION[main]: .__ __ __
20:41:49: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
20:41:49: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
20:41:49: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
20:41:49: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
20:41:49: ACTION[main]: \/ \/ \/ \/ \/
20:41:49: ACTION[main]: World at [/storage/sdcard0/Minetest/worlds/singleplayerworld]
20:41:49: ACTION[main]: Server for gameid="minetest_next" listening on 0.0.0.0:63120.
Irrlicht log: PNG warning: Interlace handling should be turned on when using png_read_image
Irrlicht log: PNG warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
Irrlicht log: PNG warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
Irrlicht log: PNG warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
Irrlicht log: PNG warning: iCCP: profile 'ICC profile': 'RGB ': RGB color space not permitted on grayscale PNG
20:42:03: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game.
20:42:03: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
Irrlicht log: Could not open file of texture:
Irrlicht log: Could not open file of texture:
Irrlicht log: Could not open file of texture:
Irrlicht log: Could not open file of texture:
Font size: 11 23
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Mon Jun 23, 2014 17:44

hunterdelyx1 that's a known bug, sound menu isn't redone in formspec by now, most likely that fix will have to be done after 0.4.10.
I added a note to main post, hope ppl read it.
 

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Re: Android Builds (ARM, x86, MIPS)

by hunterdelyx1 » Mon Jun 23, 2014 18:56

Ok, sapier. I guessed that you know about this bug but better to say than not to say.
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Mon Jun 23, 2014 23:00

Of course, if you find a bug report it no matter how small it seems to be. I did know about that one but that doesn't mean I already found all bugs. There most likely are plenty of bugs left.
 

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Re: Android Builds (ARM, x86, MIPS)

by Nathan » Tue Jun 24, 2014 01:04

Is this open source? If so what licence, and where can I get the source code?
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Tue Jun 24, 2014 06:07

Ob course, github.com/sapier/minetest various branches ..... Or wait a couple ob days and get minetest 0.4.10 it will be included there
 

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Re: Android Builds (ARM, x86, MIPS)

by Martin_Devil » Tue Jun 24, 2014 07:50

sapier wrote:Ob course, github.com/sapier/minetest various branches ..... Or wait a couple ob days and get minetest 0.4.10 it will be included there

Please, write faq to build or create build script (for MIPS!)
And please, enlarge icon collection! And jump and down. Very small on 480*800, 4". Thank.
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Tue Jun 24, 2014 10:37

Mips as well as x86 will be experimental focus is on arm and common resolutions right now.
Can you do a screenshot to explain what icons you talk about? Thanks
 

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Re: Android Builds (ARM, x86, MIPS)

by hunterdelyx1 » Thu Jun 26, 2014 05:49

Can i host a server on my device? It can be usefull for playing with frends in local network.
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Thu Jun 26, 2014 14:27

Menu doesn't support starting a server on android devices. Of course you could start a server there but for most devices that wouldn't be fun .
 

Nathan
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Re: Android Builds (ARM, x86, MIPS)

by Nathan » Fri Jun 27, 2014 18:49

hunterdelyx1 wrote:Can i host a server on my device? It can be usefull for playing with frends in local network.

Sorry, but android will usually crash if try to host on it. Not only that but smartphones usually are not very powerfull, so hosting would also not work well on any mobile.
 

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Re: Android Builds (ARM, x86, MIPS)

by stormchaser3000 » Fri Jun 27, 2014 23:30

Nathan wrote:
hunterdelyx1 wrote:Can i host a server on my device? It can be usefull for playing with frends in local network.

Sorry, but android will usually crash if try to host on it. Not only that but smartphones usually are not very powerfull, so hosting would also not work well on any mobile.


i actualy started a server with buildcraft and then put the server on the server list so starting a server is not imposible. but just as you stated servers do run slow on mobile devices
 

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Re: Android Builds (ARM, x86, MIPS)

by Hiradur » Sun Jun 29, 2014 07:31

What about organizing UI icons as seen in this video?
https://www.youtube.com/watch?v=HPqXlVUleQk&t=22s
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Sun Jun 29, 2014 11:22

stormchaser3000 true it's not impossible, but for most devices it's not gonna work very well. That's why it's not encouraged to do. There are ways to do it but those will not be officially supported.

hiradur interesting idea ideed. gues we'll have a look at this was of doing for next release. For 0.4.10 implementing it that way is way to much work to be finished in time.
 

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Re: Android Builds (ARM, x86, MIPS)

by MirceaKitsune » Mon Jul 07, 2014 22:01

Very nice, I shall try it out on my smartphone and tablet sometime! But any chance of seeing it on Google Play anytime? That would make installing and updating easier, and also make Minetest more popular!
 

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Re: Android Builds (ARM, x86, MIPS)

by Sokomine » Tue Jul 08, 2014 14:07

Excellent! It's great that it is released now. The development versions did work quite well already - especially when joining a server (singleplayer is of limited fun on any device).

Would it be possible to make the .apk available for download? I.e. through forum attachment? Mediafire does not count as it does not work (broken by design). I'm not sure how difficult compiling for Android is.

The Google playstore might also eventually be of intrest. For now, I think the game ought to be listed in the F-Droid appstore. That one's specialized on open source. People using it are most likely those that'll also be really intrested in developing Minetest any further through mods or code - and not just kids causing chaos on servers :-)
A list of my mods can be found here.
 

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Re: Android Builds (ARM, x86, MIPS)

by hoodedice » Wed Jul 09, 2014 17:20

Tested, works well on an HTC One vx.

Need to test latest with Nexus 7, and a Samsung Galaxy s4
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Re: Android Builds (ARM, x86, MIPS)

by MirceaKitsune » Wed Jul 09, 2014 20:08

I tested on both my smartphone (Samsung Galaxy S3) and tablet (Vodafone Smart Tab 4), both running Android 4.x. In the case of the phone, it froze my device for over 5 minutes, at the stage where Minetest was scanning the files... whereas on the tablet there were no problems there. Regardless, both worked well afterward, and I was able to move around the world and dig and use the menus and everything else.

Only one obvious problem to mention: Shaders don't work. If I try to enable them, everything becomes red... the classic indication in Minetest that shader compilation failed. Maybe RBA can look into it sometime, although this is of course not urgent. Sound also worked well on both devices.
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Thu Jul 10, 2014 18:36

Broken shaders are a known issue, forgot to add it to lead post. Fixing it.
Thanks for reporting your devices, I added them to lead post too.
 

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Re: Android Builds (ARM, x86, MIPS)

by webdesigner97 » Sun Jul 13, 2014 08:20

Some days ago, I installed the Minetest-0.4.10-android-armeabi" build on my Huawei Ascend Y300. It runs quite well, but there's one problem:
Minetest starts and shows "scanning <file>". When it's done, the screen just stays black until I lock and unlock it again, then the main menu finally shows up so that I can play.
 

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Re: Android Builds (ARM, x86, MIPS)

by hunterdelyx1 » Sun Jul 13, 2014 20:53

I tested 0.4.10 on Samsung SM-P600 Galaxy Note 10.1. Everything works fine but there are 2 issue.

1. UI (like scrolls and radio) extremely small on devices with high resolution( by the way they are small on low resolution devices too but not such small ) and doesn't scale with gui_scaling.

2. I can't say exactly if stu's build really work faster because stu didn't fix error with BGRA(tab 3) but it's at least seem to be like that.
 

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Re: Android Builds (ARM, x86, MIPS)

by srifqi » Mon Jul 14, 2014 15:50

A few minutes ago. I tested recent android build on:
Samsung Galaxy Fit
RAM 280MB

After loading files, the screen goes blue (main menu bg) coloured blank (nothing at screen) and if i touch it more than three repeatedly it close itself.

Why?
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Re: Android Builds (ARM, x86, MIPS)

by sapier » Mon Jul 14, 2014 20:24

srifqi first of all you need to have this device updated to Android 2.3. Next thing is lots of devices being quite similar to this one have same issue. Sometimes rebooting the device helps, sometimes you need to reboot several times and sometimes only using cyanogen mod helps.
But prior doing this I have to disappoint you, according to those technical specs I found about that device it's quite unlikely you'll have much fun on playing minetest. I'd not expect it to run at more then a few frames.
 

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Re: Android Builds (ARM, x86, MIPS)

by srifqi » Tue Jul 15, 2014 07:08

sapier wrote:srifqi first of all you need to have this device updated to Android 2.3.

I have it already (2.3.6)

sapier wrote:But prior doing this I have to disappoint you, according to those technical specs I found about that device it's quite unlikely you'll have much fun on playing minetest. I'd not expect it to run at more then a few frames.

Okay, Thanks.
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Re: Android Builds (ARM, x86, MIPS)

by SuperCode » Wed Jul 23, 2014 19:04

Does there happen to be an Eclipse compatible version of the source code?
 

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Re: Android Builds (ARM, x86, MIPS)

by hoodedice » Fri Jul 25, 2014 20:25

After getting the Jolla Sailfish launcher for android (unofficial, ported to 4.2 devices) on my phone (htc one vx), the game is no longer nicely playable, almost unplayable at in-game night times. Night also makes it very very dark in game, and a LOT of torches (a lot more than what I need for the PC) are needed to light up an area.

Sapier, I would love it if you could add debug features to the app. My proposal is as follows:

A. Add a "debug" checkbox to the Settings menu.
B. If debug checkbox = true, add a debug button in game somewhere on screen.
C. Pressing this button would perform the same action as pressing F5 on PC.

Another feature I see many android users wishing for on their lousy buildcraft w/e apps is a third person view. I guess adding a third person view would be a nice way to get them to switch to the official build.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Re: Android Builds (ARM, x86, MIPS)

by sapier » Sat Jul 26, 2014 13:04

SuperCode why do you believe source code isn't eclipse compatible? I use eclipse myself, you only habe to setup your project correct.

Hoodedice I habe no idea why it's more dark there there ain't any special brightness handling for Android. Adding a debug mode sounds like a gold idea I'll add it next version. 3rd person hmm I guess I'll have to update pause menu to get a few more buttons but it's been requested multiple times by now so chances are quite big thats gonna happen
 

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Re: Android Builds (ARM, x86, MIPS)

by GhostGTO » Sun Jul 27, 2014 13:56

Worked nicely on the NVIDIA Shield. Though, some problems:

*Resolution of some UI items is not good (A problem of the device, though)
*Lacking Mouse Support (Mouse emulates Touchscreen. I would like to see real mouse support, even if we need root)
*Lacking Joypad Support (I would love to play Minetest on my TV with a controller, partly workarounded using NVIDIA's Gamepad Mapper, but annoying to use as blocks are randomly placed while using right analog stick)
*The Keyboard doesn't recognize some keys, if i want to use slash for example, it will give me errors.

Some questions about the Android port:
*Are Texture Packs supported?
*Is it possible to use mods?
*Some way to not automatically place blocks when using touch?
 

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