Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
build / build (push) Successful in 2m13s
build / build (push) Successful in 2m13s
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging (which drops any file not literally named "*.so") and the dynamic linker's NEEDED-entry resolution (by embedded SONAME, not filename) finally agree - fixes the "library \"libGL.so.1\" not found" crash seen on real Quest hardware. - QuestShockActivity now checks that res/data and res/sound exist before starting the native engine, showing an explanatory dialog instead of crashing on init_popups' unchecked NULL resource load when a fresh install has no game data copied in yet. - dist/questshock-<version>-android-arm64.apk is now versioned from the same git-tag-or-dev-placeholder scheme as the desktop tarball (build-image/version.sh, shared by both via the Makefile and build-apk.sh). - build-image/prepare-android-project.sh (prep logic extracted out of build-apk.sh) can now stage android/ for a native build directly in Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/ fluidsynth-lite/gl4es libraries and writing host-resolvable paths, instead of only ever building inside the Docker image. - Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described merging res/pc/hd and res/pc/cdrom trees out of the raw installer's sshock.kpf - an already-installed copy's res/data res/sound can just be copied directly, with extract_assets.sh only needed from the raw installer.
This commit is contained in:
@@ -1,17 +1,14 @@
|
||||
This app does not include System Shock's game data - it's copyrighted,
|
||||
proprietary content that can't be redistributed. To play, you need a
|
||||
copy of System Shock: Enhanced Edition (e.g. from gog.com).
|
||||
|
||||
From your Enhanced Edition install, you need its classic-game data and
|
||||
sound files - the res/pc/hd/data and res/pc/cdrom/data trees merged
|
||||
together (res/pc/hd's copies win the couple of filenames present in
|
||||
both: intro.res, objprop.dat), and the res/pc/hd/sound tree, packed
|
||||
inside the install's sshock.kpf (a zip file).
|
||||
proprietary content that can't be redistributed. To play, you need to
|
||||
own a copy of System Shock: Enhanced Edition (e.g. from gog.com),
|
||||
installed (on Windows, or via Wine/Proton on Linux).
|
||||
|
||||
Using SideQuest (or any MTP file browser) with your Quest connected,
|
||||
copy that merged data into:
|
||||
copy its res/data/ and res/sound/ folders directly into:
|
||||
/sdcard/questshock/res/data/
|
||||
/sdcard/questshock/res/sound/
|
||||
They already contain everything needed, in the right layout - no
|
||||
merging or extraction required.
|
||||
|
||||
(shaders/ and this app's default soundfont are already here, extracted
|
||||
automatically on first launch - only res/data/ and res/sound/ are
|
||||
|
||||
Reference in New Issue
Block a user