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11
Cross-Platform Development / Android Build
« Last post by ShivanSpS on August 28, 2025, 03:36:00 pm »
In last few days ive been working on getting a android build working on my phone.

Ive been documenting the effort here:
https://github.com/scp-fs2open/fs2open.github.com/pull/6992

The whole thing involves adding a compatibility layer to run on OpenGL ES 3.2 and using external shaders, because the ones included cant work with GLES.

Today for the first time, i was able to get a build working on my phone.


This was on a Phone with a Mali G57 MC1 GPU (Valhall V1).
It needs a few extensions and GLES 3.2. cant work on anything lower.

There are still shader errors and ships render as black. That i dont know how to fix.

The audio of all things i was unable to get it working. OpenAL Soft gets init and FSO sees a "OpenSL" device but no audio.

Here is a link to a first partially working version of the FS2 demo in apk format.
https://drive.google.com/file/d/1iyz7iRGD_DE9Vg-VYsTvanH7hu8G7KMa/view?usp=sharing

UPDATE: audio fixed by compiling OpenAL with the oboe backend, and the ship textures are fixed by disabling deferred lighting in settings, apk link updated
12
Nightly Builds / Nightly: 28 August 2025 - Revision 1d561a1f1
« Last post by SirKnightly on August 28, 2025, 01:48:21 am »
Here is the nightly for 28 August 2025 - Revision 1d561a1f1



Group: Linux-arm64
nightly_20250828_1d561a1f1-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250828_1d561a1f1-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250828_1d561a1f1-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250828_1d561a1f1-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250828_1d561a1f1-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250828_1d561a1f1-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 1310c3864
Author: The Force
Commit: GitHub

    QTFRED Ship editor Modernisation 2 Part 1 (#6989)
 code/mission/missionparse.cpp                      |   92 +-
 code/mission/missionparse.h                        |    7 +
 fred2/shipflagsdlg.cpp                             |    2 +-
 qtfred/source_groups.cmake                         |    2 +
 .../dialogs/ShipEditor/ShipEditorDialogModel.cpp   |   21 +-
 .../dialogs/ShipEditor/ShipEditorDialogModel.h     |    5 +
 .../dialogs/ShipEditor/ShipFlagsDialogModel.cpp    | 1401 +++-----------------
 .../dialogs/ShipEditor/ShipFlagsDialogModel.h      |  201 +--
 .../ShipEditor/ShipInitialStatusDialogModel.cpp    |   16 +-
 .../ShipEditor/ShipInitialStatusDialogModel.h      |    6 +-
 qtfred/src/mission/management.h                    |    6 +
 qtfred/src/mission/missionsave.cpp                 |   11 +
 qtfred/src/ui/dialogs/MissionSpecDialog.cpp        |    2 +-
 .../src/ui/dialogs/ShipEditor/ShipEditorDialog.cpp |  687 +++++-----
 .../src/ui/dialogs/ShipEditor/ShipEditorDialog.h   |  102 +-
 .../src/ui/dialogs/ShipEditor/ShipFlagsDialog.cpp  |  466 +------
 qtfred/src/ui/dialogs/ShipEditor/ShipFlagsDialog.h |   63 +-
 .../dialogs/ShipEditor/ShipInitialStatusDialog.cpp |    5 +
 .../dialogs/ShipEditor/ShipInitialStatusDialog.h   |    4 +-
 qtfred/src/ui/widgets/FlagList.cpp                 |   18 +-
 qtfred/src/ui/widgets/FlagList.h                   |   12 +-
 qtfred/src/ui/widgets/PersonaColorComboBox.cpp     |   41 +
 qtfred/src/ui/widgets/PersonaColorComboBox.h       |   15 +
 qtfred/ui/ShipEditorDialog.ui                      |  247 ++--
 qtfred/ui/ShipFlagsDialog.ui                       |  751 ++---------
 qtfred/ui/ShipInitialStatus.ui                     |   78 +-
 26 files changed, 1112 insertions(+), 3149 deletions(-)

------------------------------------------------------------------------
commit e9311ec82
Author: Mike Nelson
Commit: Mike Nelson

    use correct array throughout
 qtfred/src/mission/Editor.cpp | 10 +++-------
 1 file changed, 3 insertions(+), 7 deletions(-)

------------------------------------------------------------------------
commit 7918797ee
Author: Kestrellius
Commit: Kestrellius

    more bugfixing
 code/object/object.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

------------------------------------------------------------------------
commit d279e477b
Author: Kestrellius
Commit: Kestrellius

    bugfixing
 code/graphics/opengl/gropengldeferred.cpp | 26 +++++++++++---------------
 code/graphics/opengl/gropengldeferred.h   |  5 ++++-
 2 files changed, 15 insertions(+), 16 deletions(-)

------------------------------------------------------------------------
commit d2f842494
Author: Kestrellius
Commit: Kestrellius

    setup
 code/graphics/opengl/gropengldeferred.cpp | 9 +++++++++
 code/lighting/lighting_profiles.cpp       | 7 +++++++
 code/lighting/lighting_profiles.h         | 1 +
 3 files changed, 17 insertions(+)
13
Mission & Campaign Releases / Re: RELEASE: Big Bad Shivans
« Last post by qweqwe321 on August 27, 2025, 09:09:38 pm »
Awesome, mate. I'll give it a go!
14
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by ShivanSlayer on August 27, 2025, 01:16:02 pm »
Its missile capacity could be better in its first 2 banks, but having 6 guns balances it out to be an effective multi role fighter.  With the Kayser, I can one shot weaker fighters and quickly wear bombers down before they can fire on Allied vessels.  With 3 banks of tempests, it becomes an effective convoy and cruiser killer, something I have done often to the NTF and Shivans alike. Also, being able to carry the Helios makes it into a fast bomber.  It is easy to rush in danger close, launch, then pull away at the last second before impact. I crippled many Ravanas that way
15
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by Shivan Hunter on August 27, 2025, 11:27:25 am »
I like it :) Primary bank placement isn't an issue for me, since they're so close together that it counterbalances any problems from the off-centeredness. Also dogfighting without a bank of 4 firing points feels slow af.

(The 4-2 configuration also feels nicely balanced, since the Myrm's 4-bank alone has the exact same DPS as both banks linked with the same weapon, so you're not penalized at all for sticking an offhand weapon like an Akheton in the 2-bank. In an Ares you can do the same with a Maxim, but ofc the Ares is the best fighter in FS)
16
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by Thisisaverylongusername on August 27, 2025, 07:20:19 am »
Honestly its arguably the best Terran interceptor in FS2 - the Perseus isn't much faster than it, and its primary firepower lets it kill bomber wings much faster. Thanks to the 2-4 configuration, you can carry the Morning Star to more easily shoot down incoming warheads without sacrificing any DPS. Also it can carry 1 more Trebuchet. It's an interesting role reversal, where the Perseus "interceptor" is better at space superiority, and the Myrmidon "space superiority" is better at intercept.
17
FreeSpace Discussion / Re: How do you feel about the Myrmidon?
« Last post by Damage on August 27, 2025, 06:50:25 am »
Primary firing points are slightly too high, unusual secondary weapons compatibility.  Large target profile, modest maneuverability.  I think RNI originally started building this ship as a light bomber, then re-tooled it halfway through the design, aiming for an anti-shipping and anti-cruiser attack fighter.  Someone in the GTA thought it would be a decent all-purpose fighter, but they already had the Herc and Herc 2.  So it got labeled as a "superiority fighter" to get it thru OMB.

It honestly doesn't excel at anything it does...but it doesn't excessively fail at anything either.
18
FreeSpace Discussion / How do you feel about the Myrmidon?
« Last post by CT27 on August 27, 2025, 02:10:27 am »
I've read comments on this over the years and the Myrmidon seems to be relatively divisive (I like its primary firepower).

How do you feel about it...do you like to fly it or hate it?
19
Nightly Builds / Nightly: 27 August 2025 - Revision 5f899634c
« Last post by SirKnightly on August 27, 2025, 01:47:29 am »
Here is the nightly for 27 August 2025 - Revision 5f899634c



Group: Linux-arm64
nightly_20250827_5f899634c-builds-Linux-arm64.tar.gz (Mirror)


Group: Linux-x86_64
nightly_20250827_5f899634c-builds-Linux-x86_64.tar.gz (Mirror)


Group: MacOSX-arm64
nightly_20250827_5f899634c-builds-Mac-arm64.tar.gz (Mirror)


Group: MacOSX-x86_64
nightly_20250827_5f899634c-builds-Mac-x86_64.tar.gz (Mirror)


Group: Win32-SSE2
nightly_20250827_5f899634c-builds-Win32-SSE2.zip (Mirror)


Group: Win64-SSE2
nightly_20250827_5f899634c-builds-x64-SSE2.zip (Mirror)

Code: [Select]
------------------------------------------------------------------------
commit 5f899634c
Author: wookieejedi
Commit: GitHub

    Fix new deferred check (#7001)
 code/object/object.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)
20
Scripting Releases / Re: Movements-SEXPs, capship useful (v3.0)
« Last post by wookieejedi on August 26, 2025, 02:00:17 pm »
Update script to version 3.1 which includes the following:

move-to-location
Moves a ship to a given location over a specified time duration. This sexp can be used to make a ship move to a location without needing to face that location.

early-stop-move-to-location
Immediately terminates the custom `move-to-location` sexp for a ship. Only use this sexp to prematurely stop this location movement for a ship.
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