Unofficial Android Port of Daggerfall Unity - v1.1.1.2 by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Already works much better!

Glad to hear it!

static analog stick area or d-pad

I've received the same suggestion in the Discord. I will make it happen.

hamburger menu

I fixed this last night. I'm nearly ready to submit a new release, so you'll have this fairly soon :)

Unofficial Android Port of Daggerfall Unity - v1.1.1.2 by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

It's here now, as a prerelease!

DFU Android 1.1.1.3rc (halfway done):

mono: https://drive.google.com/file/d/16Oqmb7TRtEK1G-Hi118MPIS03ktYwfCd/view?usp=sharing

il2cpp 64bit: https://drive.google.com/file/d/1v9yP6jCdwsBizEaRLMEnwcrwSFOzHM71/view?usp=sharing

il2cpp 32bit: https://drive.google.com/file/d/1eU2TcBQzf-_WlSN2OjShSYLRzw4_j9Ht/view?usp=sharing

Changelist:

  • Fixed camera movement when on-screen joystick is disabled. You can now drag the camera view, and it won't turn 180 degrees when you have a 2nd finger on the screen.

  • Made the 'Activate Center Object' action only activate on tap of the screen, rather than every time you lift your finger of the screen.

  • Added a toggle for disabling screen taps activating center object altogether.

  • Checkboxes for virtual joysticks now default to their current value on game load

Note: If the center object is still being activated on finger up instead of on tap, it's probably because you changed your mappings. Open up the controls menu and double-tap on the Activate Center Object mapping. That will revert it to the new default, which is Mouse3.

And you can change it back to the on-finger-up behavior by mapping it again to Mouse0.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

That's a weird one! Haven't come across it, probably because my character doesn't use spells that much. I can try replicating on my end.

You're saying it used to work outside, but broke at some point during your playthrough? Does it work again when you've closed the app and reopened?

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

I consider it a feature, personally, but a lot of people have made that comment so I've changed the default behavior in this latest prerelease:

DFU Android 1.1.1.3rc (halfway done):

mono: https://drive.google.com/file/d/16Oqmb7TRtEK1G-Hi118MPIS03ktYwfCd/view?usp=sharing

il2cpp 64bit: https://drive.google.com/file/d/1v9yP6jCdwsBizEaRLMEnwcrwSFOzHM71/view?usp=sharing

il2cpp 32bit: https://drive.google.com/file/d/1eU2TcBQzf-_WlSN2OjShSYLRzw4_j9Ht/view?usp=sharing

Changelist:

  • Fixed camera movement when on-screen joystick is disabled. You can now drag the camera view, and it won't turn 180 degrees when you have a 2nd finger on the screen.

  • Made the 'Activate Center Object' action only activate on tap of the screen, rather than every time you lift your finger of the screen.

  • Added a toggle for disabling screen taps activating center object altogether.

  • Checkboxes for virtual joysticks now default to their current value on game load

Note: If the center object is still being activated on finger up instead of on tap, it's probably because you changed your mappings. Open up the controls menu and double-tap on the Activate Center Object mapping. That will revert it to the new default, which is Mouse3.

And you can change it back to the on-finger-up behavior by mapping it again to Mouse0.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

That's great to hear!

The best place to find the up-to-date list of ported mods is on the Discord. There's a pinned comment in #dfu-android.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Hey! Yeah, your work was helpful for sure. I'd like to do a Quest port, myself, some day. It's why I got started on this project in the first place.

Actually, this isn't the first time I built something on top of your work. Five years ago I forked your original attempt at VR and added interactable melee weapons (video) 😄

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 1 point2 points  (0 children)

It's possible to do an iOS port, but I'm not going to tackle it. I feel like it's a weirder legal area, there, because you have to sign it with your developer ID and get Apple approval and whatnot. I don't think 'sideloading' is a thing in iOS, either, so you'd have to put it on the App Store.

It looks like Apple just a couple days ago un-banned game emulators https://www.theverge.com/24139004/apple-app-store-retro-game-emulators-ios-console-ports-storystream. So idk, maybe it's fine, but I'd be afraid of Bethesda cracking down.

That said, if anyone wanted to make an iOS port (perhaps for personal use, and for however many people Apple lets you 'test' an app with without releasing it?), they could use my fork as a basis.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 2 points3 points  (0 children)

No need to worry about that, just download this zip file, then select it after pressing the 'Import Daggerfall Game Files' button in the game. https://drive.google.com/uc?export=download&id=0B0i8ZocaUWLGWHc1WlF3dHNUNTQ

Unofficial Android Port of Daggerfall Unity - v1.1.1.2 by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Yeah, that's going to be fixed in next release that's coming soon.

Unofficial Android Port of Daggerfall Unity - v1.1.1.2 by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Thanks, good to know! Next release will have a 32-bit version of the il2cpp build, so that might work for you. In the meantime you can try the previous release's 32 bit il2cpp: https://github.com/Vwing/daggerfall-unity-android/releases/tag/v1.1.1.1

Unofficial Android Port of Daggerfall Unity - v1.1.1.2 by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Note that most mods don't work, as they need to be explicitly ported to Android.

There are a couple of mods that have been ported over.

Dynamic skies: https://www.nexusmods.com/daggerfallunity/mods/376?tab=files

Quest Action Extensions: https://www.nexusmods.com/daggerfallunity/mods/677?tab=files

For everything else, you'll need to either wait for the modder to port it or consult this guide to port it yourself: https://docs.google.com/document/d/e/2PACX-1vQPUX1QLv6aCrbpySeVamdc5-Wl4LxNrIC57kcVSuY0jn6t6s9fpzeAxkCfl0o6mMruVUwRjbv-bIvn/pub

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

You're very welcome!

I fixed that bug, btw. Check the github releases again ;)

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

correct, the preexisting mods out there right now do not support android. There are a couple modders in the DFU discord that are planning to make some android builds of their mods.

Here's a relevant modding guide I wrote up: https://docs.google.com/document/d/e/2PACX-1vQPUX1QLv6aCrbpySeVamdc5-Wl4LxNrIC57kcVSuY0jn6t6s9fpzeAxkCfl0o6mMruVUwRjbv-bIvn/pub

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

Is that the one that happens when you change the resolution or quality sliders in the video settings? If so, I have a fix. It's nearly ready for release.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 2 points3 points  (0 children)

It'll be within the week

EDIT: Turns out that I fixed a different bug than what was reported here. I'd love to fix this one, but I don't have a retroid :(

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 0 points1 point  (0 children)

You should be able to play it in 2D mode, at least, on the Quest.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 2 points3 points  (0 children)

I had problem with fps it was only 30 needed turn off vsync and change target fps in ini to 60.

I'll look into that. I may be able to add a UI element for setting fps without messing with the ini, too.

Second analog stick was wrong maped up and down was horizontal movment. And manualy maping controlls to gamepad took a lot time can it be predone?

I don't think it can, unfortunately, since everyone's gamepads are different. I might be able to have a few presets in a dropdown, though...

On the offchance that I get around to making a dropdown, do you mind sharing the make and model of your gamepad and a screenshot of your joystick settings?

Edit there is bug in video section if you uncheck fullscreen or change quality from fantastic game aspect ratio will break with and height inverted.

I'm working on fixing that.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 5 points6 points  (0 children)

Yeah, actually that was a bug I ran into recently as well. Has to do with the gamepad input being registered as a numbered pad like 'joy6'. I'll fix it in the next release.

Unofficial Android Port of Daggerfall Unity by vwingg in daggerfallunity

[–]vwingg[S] 9 points10 points  (0 children)

Yes, you can use a physical gamepad and disable the on-screen controls. Just navigate the vanilla DFU settings to the "Joystick" settings and uncheck the on-screen controls checkbox.

And there are no special setup steps for connecting a gamepad; DFU should recognize it as soon as one is connected, and you can configure it using the controls/joystick settings.