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Freedoom with GZDoom for Android
License: GNU General Public License v2.0
This project forked from nvllsvm/gzdoom-android
Freedoom with GZDoom for Android
License: GNU General Public License v2.0
Hello ๐, I'm a YouTuber, and I've been using your application for several days. After some hours recording my gameplay, I noticed that the audio couldn't be captured using screen recorders. Could you fix it?
Here are the screen recorders that I used:
Version from Play store
Phone: moto z play, android 8.0.0 (close to stock)
Steps to reproduce:
Actual result:
Doom still too dark to play in bright room, look of the game hasn't changed
Expected result:
Adjusting gamma, brightness or contrast change look of the game
as written, running preety much any pk3 with zscript will cause the game to close, and the fact that you cannot see gzdoom's loading text makes it harder to pinpoint what's causing it.
It's very likely that this app uses a very outdated version of gzdoom, please update it, it's very anoying and I don't want to pay 2.50โฌ for delta-touch.
On January 24, 2020 3:10:21 AM EST, vanta wrote:
Hello, I'm author of this issue: #40
I'm trying to compile the project right now, what version of build tools have you used? android-ndk, etc. Also, since there are no build instructions, are there some undocumented build steps that I should be aware of? (or it's simply ./build.sh and ./gradlew assembleRelease)
Hi Vanta,
Thanks for your interest in this project
It's been a while since I have been able to "compile" a working version of this app due to Byzantine problems with the NDK during compilation
I think your best bet would be to look at my commit history, look at the time that I committed a "build" of the app, and then using whatever version of the NDK was latest during the time I built it.
So, you're right on the money for how to build it. Build.sh patches and compiles the C/C++ GZDOOM portions and other libraries, and gradle assemble builds the apk with the binaries you've built in build.sh
If you're on Linux/Mac or whatever, you'll need to remove the .bat from one of the last lines of build.sh. I had to add that since I was compiling on Windows.
I was dorking around recently and was able to find how to add armv8a as a build target, but I've since forgotten. I have the changes on one of my local environments, and could give them to you if you need (I was unable to get the app to compile though [using NDK 16b], hence why I've kind of rage quit this project for a minute. You probably won't have issues if you use the correct NDK version though)
This would be necessary before any new versions could be published on the play store
Adding this "download wad from URL" fragment like so would greatly enhance the functionality of this app for most users.
@rdkgit has been working on something like this that, after some auditing and testing, could be integrated with great effect into the Freedoom for Android app.
This Freedoom for Android app provides to users a bundle of an old version of the GZDoom engine capable of running most game "IWADS" for the idtech1 engine including doom, heretic, hexen, strife, etc. and the community-created Freedoom and Freedoom2 "IWADS".
To provide a complete software package that is usable, the community-created Doom replacement IWADS Freedoom.wad and Freedoom2.wad are bundled with the engine in this app in place of Doom.wad and Doom2.wad so users can start playing immediately without having to own or purchase non-free assets.
While this provides users a great amount of functionality with the base wholly free game, much of users' utility of the doom engine (and derivatives) is derived from its mapping community which have created thousands upon thousands of levels, mods, and an assorted few full-game replacement "IWADS" such as Chex Quest, etc.
These can range from complex mods or levels bundled as .pk3 files for use with the GZDoom engine, or (more commonly), "PWADS" which are individual level replacements for the doom & doom2 "IWADS" and are compatible with just about every modern Doom sourceport or limit-removing sourceport.
Freedoom and Freedoom2.wad are compatible with most community created content "PWADS" in place of Doom and Doom2.wad.
Steps 2, 3, and 4 here are very difficult for most users, even with appropriate instruction.
Just as the tittle implies, the game does not run on android 11, i have a moto g8 power and recently got thet andorid 11 stable update, since that update was done in my phone, the game just crash and freeze and stay in a white screen, it was working just fine on android 10 on my phone, is there a way to fix this?
Please help out with this project if you can! It's a great low stakes way to get started working with open source software.
In addition, I'll shamelessly plaster your github username on the patch notes. It has almost 600,000 downloads so far.
Currently, the biggest blocking problem is Armv8 support. Without it, I don't think I can publish updates right now.
Hello, is it possible to remove fmod.jar? As the original gzdoom port by nvllsvm, inclusion of this project to F-Droid is blocked by usage of a proprietary library fmod.jar.
Hello,
Some propeller-heads at @google @GoogleDevs @GooglePlayDev have rejected an update to the description of this app, giving no justification even after further communications and appeals.
This update to the description is important because it is intended to inform consumers of this app and other free software of information pertinent to their use of the app and critical to the ongoing success and sustainability of the free software ecosystem upon which (ironically) platforms such as @google and @Nintendo 's switch urgently depend upon.
This falls under the fair use clause of the DMCA as protected speech, and can in no way be regarded as copyright infringement or brand spam.
The update should be accepted to prepend the current description with the following:
***IMPORTANT NOTICE***
Like this app?
It wouldn't be possible without the support of the Open Source Software community and the cooperation of many software companies, hardware vendors, and independent software developers.
Nintendo has recently completed legal action (including arrests) against a tool distributor named Uber Chips which could set a dangerous precedent and threaten open source software and the freedom of tech marketplaces.
***END IMPORTANT NOTICE***
Due to changes with the Google Play store, I have been unable to distribute my last update for this app on the store. The update contained a newer version of the Freedoom wad(s) and some language fixes, and is available on GitHub.
Due to the deprecation of the build tools for this app, I have stopped active development. Please check out the GitHub and let me know if you are interested in taking over this project.
While this app will remain free and highly functional for most users, please also check out Beloko's 'DeltaTouch' as an alternative.
Need to compile towards Armv8 before Google Play will accept any updates
I've tried to do this initially (got the initial hooks in to trigger compilation), but I found the newer versions of Google's NDK don't support the GNU c compiler (gcc)
To solve this, I downgraded my NDK version to 16b found here and re-ran build.sh to start building the c/c++ portions, but I started encountering weird build errors that I didn't have the first time around, and ones that seemingly had nothing to do with the Armv8 compilation.
I might try downgrading the NDK again, while trying to guess which particular version I used earlier to build this app.
idk if this is the right place for this but i just wanna say something about this
I have played D-Touch before, and with it I could play multiplayer with my friends using the -host and -join commands.
Now, I found this gem and played it with little problems. I wanted to try multiplayer, so me and my friends attempt the -host and -join commands again. But now, after tapping launch game, the app goes into a black screen and doesn't respond.
Any way around this? Or is multiplayer with this app simply not supported?
The first time the app is launched on any device, an intentional crash is triggered because the main list view doesn't update properly after wads are copied over while the app is running.
This is very bad from a UI standpoint. The initial hack that was in place to fix this was broken by changes in Google's toolbar API, and none of the other alternative hacks I tried worked at the time.
0.12 was released just recently, perhaps the bundled IWADs should be updated.
Sigil version is 1.0/1.1 instead of newest 1.2
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