MasterSwordContinued for android

Zombie_Source

New Adventurer
Joined
Jan 23, 2011
Messages
31
Reaction score
0
Location
Ukraine
Xash3D team have made android version of Xash (Alternative for GS engine) and already ported some mods for android. They can easily port MSC for android but they need source code to do this.

Github
https://github.com/SDLash3D
Video how this works
https://www.youtube.com/watch?v=l28U1SwyuE4

There is no need for you to give them source code. They can send you instructions how to port MSC for android Xash so you can port it with your hands.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
They already have our source code, and have yet to manage to port MSC to Xash. :/
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,251
Reaction score
72
I saw this yesterday and tried it with my Nexus 7. Surprisingly it works very well (I do have a problem with the control icons not appearing though). I also got it to work with They Hunger.

According to the list of tested mods the older mastersword will work, I will test it later today.

Master Sword v1.3-c1.4 (because of specific HUD settings it's better to play it with 1024x768 window resolution)

Overall, it's very nice but I will stick to using the laptop for now.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Dun seem to have that version archived... Maybe it works cuz it's still old enough to support DirectX.

Give me a heads up if it works...

Wonder if the script compiler is backwards compatible that far... Bah, would need the source code for it too... Grr...
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,251
Reaction score
72
Thothie said:
Dun seem to have that version archived... Maybe it works cuz it's still old enough to support DirectX.

Give me a heads up if it works...

Wonder if the script compiler is backwards compatible that far... Bah, would need the source code for it too... Grr...

I'm thinking whoever made that list only launched each mod and made sure it didn't crash. I can explore the maps, sure, but no npcs. Will take a more thorough look at the installation later.
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,251
Reaction score
72
For the most part it runs as well as it does on PC. Occasionally there will be a slight hiccup or time where it drops to <10fps but it will jump back up after a few seconds. I played They Hunger on it mostly.
 

ceriux

Adventurer
Joined
Feb 17, 2005
Messages
2,297
Reaction score
5
Age
35
Location
At my computer :)
well, I'm going to throw this out here again. Quake is also 100% open source and has multiple android ports. + easy to learn scripting language based on C.
 

Everquest

New Adventurer
Joined
Nov 3, 2016
Messages
50
Reaction score
0
Has this been tested amymore? Is it stable enough? Is it worth using?
 

MS:C community

Old Skool Apostle
Alpha Tester
Joined
Jul 7, 2011
Messages
504
Reaction score
109
Everquest said:
Has this been tested amymore?
Judging by the lack of posts in the past year (this is yet another dead thread, incase you didn't notice) I'd say: No, it hasn't.

Everquest said:
Is it stable enough?
Some MS:C maps aren't even stable with six players on the RKS servers, which are supposedly really good computers. So no, of course MS:C on Android isn't going to be stable enough.

Everquest said:
Is it worth using?
Most likely not. Good luck assigning the dozens of keys MS:C uses (that includes 24 quickslots) to some touchscreen interface.

VOEuFo5.gif
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
MS:C community said:
Some MS:C maps aren't even stable with six players on the RKS servers, which are supposedly really good computers. So no, of course MS:C on Android isn't going to be stable enough.
Well, the Chicago servers are running on Intel Xeons E3-1270 Ivy Bridge @3.9GHz with 32GB RAM. Not sure what the European and west coast ones are running (just have log and remote access, no RDP). They seem to run comparably though (well, nearly - the west coast servers do seem a bit weak. )

I've fiddled with several versions of Xash and Sing, never could get any of them to work with MSC. Lack of Steam is a problem, but I did my best to code it out while using LAN and local characters, and still got nadda.
 

Everquest

New Adventurer
Joined
Nov 3, 2016
Messages
50
Reaction score
0
MS:C community said:
Everquest said:
Has this been tested amymore?
Judging by the lack of posts in the past year (this is yet another dead thread, incase you didn't notice) I'd say: No, it hasn't.

Using that logic this forum or even the mod could be considered dead. Because nothing is posted frequently does not mean someone is not working on or has done something before this thread was left alone.

Everquest said:
Is it stable enough?
MS:C community said:
Some MS:C maps aren't even stable with six players on the RKS servers, which are supposedly really good computers. So no, of course MS:C on Android isn't going to be stable enough.

There are other MMORPGs bigger and fancier then this and they work just fine on Android.

Everquest said:
Is it worth using?
MS:C community said:
Most likely not. Good luck assigning the dozens of keys MS:C uses (that includes 24 quickslots) to some touchscreen interface.

Other games on Android make do with what little they have. I see no reason MSC could not.

Yes please VOEuFo5.gif any thread more than 2 hours old if it would put your mind at ease.
Thothie said:
MS:C community said:
Some MS:C maps aren't even stable with six players on the RKS servers, which are supposedly really good computers. So no, of course MS:C on Android isn't going to be stable enough.
Well, the Chicago servers are running on Intel Xeons E3-1270 Ivy Bridge @3.9GHz with 32GB RAM. Not sure what the European and west coast ones are running (just have log and remote access, no RDP). They seem to run comparably though (well, nearly - the west coast servers do seem a bit weak. )

I've fiddled with several versions of Xash and Sing, never could get any of them to work with MSC. Lack of Steam is a problem, but I did my best to code it out while using LAN and local characters, and still got nadda.

How much trouble would it be to get something that would run official servers like normal MMORPGs? I am not saying something so big and expensive as that, but better then what you currently use "IF" that is the issue or even possible. Is it the power that is the issue with the low player count per server and map changes that take so long or crashes altogether or the coding?
 

PY004

Administrator
Staff member
Administrator
Moderator
Joined
Jun 11, 2010
Messages
375
Reaction score
28
Location
New York City
Thothie said:
MS:C community said:
Some MS:C maps aren't even stable with six players on the RKS servers, which are supposedly really good computers. So no, of course MS:C on Android isn't going to be stable enough.
Well, the Chicago servers are running on Intel Xeons E3-1270 Ivy Bridge @3.9GHz with 32GB RAM. Not sure what the European and west coast ones are running (just have log and remote access, no RDP). They seem to run comparably though (well, nearly - the west coast servers do seem a bit weak. )

I've fiddled with several versions of Xash and Sing, never could get any of them to work with MSC. Lack of Steam is a problem, but I did my best to code it out while using LAN and local characters, and still got nadda.


These are the specs of the servers currently/planned to be in use.
US West
Xeon E3-1270 v3 Haswell (3.5/T3.9 GHz)
32GB RAM
120GB SSD + 1TB HDD
1Gbps Uplink
Windows Server 2012 R2 (to be updated to 2016)

US East (Chicago, Current)
Xeon E3-1270 v2 Ivy Bridge (3.5/T3.9 GHz)
16GB RAM
120GB SSD + 1TB HDD
1Gbps Uplink
Windows Server 2008 R2

US East (Future)
Xeon E3-1240 v3 Haswell (3.4/T3.8 GHz) Watercooled
32GB RAM
2 x 2TB HDD
1Gbps Uplink
Windows Server 2016

US East (Web Server)
2 x Xeon E5-2630v3 Haswell (2.4/T3.2 GHz) Watercooled
128GB RAM
2 x 2TB HDD
2 x 480GB SSD
1Gbps Uplink
Windows Server 2008 R2

EU Server
Xeon E3-1240 v3 Haswell (3.4/T3.8 GHz) Watercooled
32GB RAM
2 x 2TB HDD
1Gbps Uplink
Windows Server 2008R2 (To be updated to 2016)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Everquest said:
How much trouble would it be to get something that would run official servers like normal MMORPGs? I am not saying something so big and expensive as that, but better then what you currently use "IF" that is the issue or even possible. Is it the power that is the issue with the low player count per server and map changes that take so long or crashes altogether or the coding?
Some MMO's (and nearly every FPS) use similar hardware, just, in the former case, more of them.

Part of the problem is the engine is so old that it doesn't use everything available to it. The Svencoop engine maybe newer, but it's still built on that same old engine from 1998, which is tweaked up from a 1996 engine. We're piling far more onto that engine that it was ever designed to handle, and doing it in about the least efficient method imaginable.

It's just old. More modern games dump a lot more work to the individual clients and operate far more efficiently. Not a lot we can do about that. Even if we had access to the engine, it's far beyond our talents to do all the from-scratch work that'd be required to modernize it.

RKS.PY004 said:
These are the specs of the servers currently/planned to be in use.
US West
Xeon E3-1270 v3 Haswell (3.5/T3.9 GHz)
32GB RAM
120GB SSD + 1TB HDD
1Gbps Uplink
Windows Server 2012 R2 (to be updated to 2016)

So the US West and Chicago servers are using basically the same hardware? Hrmm... Either it's the quality of the pipes, or (perhaps predictably) Windows Server 2008 has superior performance to 2012. Still, in every case, the servers have far more firepower than MSC can actually take advantage of.
 
Top