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  Click here to go to the first Dev post in this thread.   Thread: Establish some hardware requirements.

  1. #21
    Senior Member setec's Avatar
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    Yep. Got the .APK, downloaded it to an unbranded android tablet, 7", 256MB RAM, 2GB storage, running only OS 1.6, Kernel: 2.6.29-00236-g4f8dbbb-ditry, Build 1.8.2.

    As expected, it won't install.

    Message: Application not installed. Legends could not be installed on this device.

    I wish I knew if it failed for just the OS version or not. Either way, going to look for a better android tablet I guess.


    Another note:

    Quote Originally Posted by Futumsh View Post
    Android 2.0 or later, OpenGL ES 1.1, and internet connectivity are all that's required to attempt to run it currently.
    The Devs would know of course, but this website says 2.1 is minimum. Not sure if they got it from a STS press release or not.

    I know there were some 2.0 versions even though 2.0 & 2.1 is Eclair. So, I should just look for a 2.1 or better to be safe?

    Found a $150/$160 one here. Maybe this one sucks also.
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  2.   Click here to go to the next Dev post in this thread.   #22
    Spacetime Studios Dev Futumsh's Avatar
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    It was 2.1 at the time the website was updated, we lowered the requirement to 2.0 in the version we opened the beta with.

  3.   This is the last Dev post in this thread.   #23
    Spacetime Studios Dev Futumsh's Avatar
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    1.6 will definately not run it, some of the input and graphic apis from 2.0 are used.

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    Quote Originally Posted by shadywack View Post
    I noticed some negative comments by users in the android market. One way to avoid people having negative impressions is by limiting what devices this is available to. I watched a friend try this out on an LG Ally and it was epic fail. Those things just don't have the guts to run this game at all.

    Imho this should be available to the Droid series, galaxy s, and snapdragon or better. Exclude the Droid Eris. I wouldn't really make a big deal about it in the market description either, just change the listing so people with the right build.prop can see it.
    I was just wondering how you got it to install at all on the LG Ally. My wife saw me playing it on my phone and wanted to try it out on hers (LG Ally). I couldn't find it in the market so I downloaded the apk and tried installing it with Astro File Manager and it always says:

    "Out of space"
    "Legends could not be viewed. Free up some space on your phone and try again."

    So I uninstalled the few apps that she had on her phone and tried it again. Same error message.

    I understand the experience will most likely suck if I install it, but right now I'm just curious as to why it will not install if someone else running the same phone was able to try it out.

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    @shadywack

    I'm an android developer myself and only know of limiting by minimal SDK version, screen size, and features. If there is a way to limit by hardware I'd like to know myself... If it's only possible by using the NDK then I'm not as interested.

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    Quote Originally Posted by jaturner View Post
    I was just wondering how you got it to install at all on the LG Ally. My wife saw me playing it on my phone and wanted to try it out on hers (LG Ally). I couldn't find it in the market so I downloaded the apk and tried installing it with Astro File Manager and it always says:

    "Out of space"
    "Legends could not be viewed. Free up some space on your phone and try again."

    So I uninstalled the few apps that she had on her phone and tried it again. Same error message.

    I understand the experience will most likely suck if I install it, but right now I'm just curious as to why it will not install if someone else running the same phone was able to try it out.
    I never installed it. I just saw comments in the market from people who apparently did and got FC's and all kinds of misery. Here's what's funny to me though about Android vs iOS. A whole bunch of iOS devices are armv6 based, like ipod touch 2nd gen, and they run PL "ok". Android devices that are based on armv6 are terrible at pretty much everything they try to do, which explains why Android didn't take off until we got armv7 devices.

    I dunno, Futumsh is limited in the NDK and I totally agree with his reasoning. By carving out support for some armv7 devices they'd be alienating tons of users on phones that can run it perfectly fine. Requiring 2.2 also carves out tons of phones that could run it perfectly fine but have no upgrade path and are stuck on 2.1 because of the device manufacturer.

    It's kind of a difficult place to be in for this kind of app. The best they can do is see how it performs and then throw a disclaimer out there. I know that Adobe and Google have some device specific attributes they are using in their androidmanifest file, but I can't tell what that is and it isn't documented.

  7. #27
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    Question

    Quote Originally Posted by Futumsh View Post
    Android 2.0 or later, OpenGL ES 1.1, and internet connectivity are all that's required to attempt to run it currently.
    Is there any chance, that devs will ease the requirements to OpenGL 1.0? I think that's the main problem why it doesn't run on first generation of Android phones (eg. my HTC Magic). As far as I know most of the features of 1.1 are available through extensions for 1.0, which most phones support anyway (with different limits).

    Here's my OpenGL info (generated by glInfo app) for reference:
    Code:
    Android Device
       HTC / sapphire / HTC Magic
       2.2 / armeabi
    OpenGL Version
       OpenGL ES 1.0-CM
    OpenGL Vendor
       QUALCOMM, Inc.
    OpenGL Renderer
       Q3Dimension MSM7500 01.02.08 0 4.0.0
    OpenGL Extensions
       ARB_texture_env_combine
       ARB_texture_env_crossbar
       ARB_texture_env_dot3
       ARB_texture_mirrored_repeat
       ARB_vertex_buffer_object
       ATI_extended_texture_coordinate_data_formats
       ATI_imageon_misc
       ATI_texture_compression_atitc
       EXT_blend_equation_separate
       EXT_blend_func_separate
       EXT_blend_minmax
       EXT_blend_subtract
       EXT_stencil_wrap
       OES_byte_coordinates
       OES_compressed_paletted_texture
       OES_draw_texture
       OES_fixed_point
       OES_matrix_palette
       OES_point_size_array
       OES_point_sprite
       OES_read_format
       OES_single_precision
       OES_vertex_buffer_object
       QUALCOMM_direct_texture
       QUALCOMM_vertex_buffer_object
    Limits OpenGL 1.0
       ALIASED_LINE_WIDTH_RANGE = 1,1
       ALIASED_POINT_SIZE_RANGE = 1,32
       MAX_ELEMENTS_INDICES = 65536
       MAX_ELEMENTS_VERTICES = 65536
       MAX_LIGHTS = 8
       MAX_MODELVIEW_STACK_DEPTH = 16
       MAX_PROJECTION_STACK_DEPTH = 2
       MAX_TEXTURE_SIZE = 1024
       MAX_TEXTURE_STACK_DEPTH = 2
       MAX_TEXTURE_UNITS = 2
       MAX_VIEWPORT_DIMS = 320,455
       SMOOTH_LINE_WIDTH_RANGE = 1,1
       SMOOTH_POINT_SIZE_RANGE = 1,32
       SUBPIXEL_BITS = 2
    Limits OpenGL 1.1
       MAX_CLIP_PLANES = 0
    Limits OpenGL 1.1 Ext
       MAX_COLOR_ATTACHMENTS_OES = 0
       MAX_CUBE_MAP_TEXTURE_SIZE = 0
       MAX_PALETTE_MATRICES_OES = 48
       MAX_RENDERBUFFER_SIZE_OES = 0
       MAX_VERTEX_UNITS_OES = 4
    Display Resolution
       Pixels = 320 x 480
       DPIs = 180.62222 x 181.97015
    Display Configurations
       Standard
          00: R5G6B5
          04: R5G5B5A1
          01: R5G6B5 S4
          05: R5G5B5A1 S4
          02: R5G6B5 D16
          06: R5G5B5A1 D16
          03: R5G6B5 D16 S4
          07: R5G5B5A1 D16 S4
       Non Conformant
          08: R4G4B4A4
          09: R4G4B4A4 S4
          10: R4G4B4A4 D16
          11: R4G4B4A4 D16 S4
          12: R8G8B8A8
          13: R8G8B8A8 S4
          14: R8G8B8A8 D16
          15: R8G8B8A8 D16 S4
       Slow
          16: R5G6B5 Native
          17: R5G6B5 D16 Native
          18: R8G8B8 Native
          19: R8G8B8 D16 Native
          20: R8G8B8A8 Native
          21: R8G8B8A8 D16 Native
          22: A8 Native
          23: A8 D16 Native
    Compressed Texture Formats
       Reported
          8b90: PALETTE4_RGB8_OES
          8b91: PALETTE4_RGBA8_OES
          8b92: PALETTE4_R5_G6_B5_OES
          8b93: PALETTE4_RGBA4_OES
          8b94: PALETTE4_RGB5_A1_OES
          8b95: PALETTE8_RGB8_OES
          8b96: PALETTE8_RGBA8_OES
          8b97: PALETTE8_R5_G6_B5_OES
          8b98: PALETTE8_RGBA4_OES
          8b99: PALETTE8_RGB5_A1_OES
    EGL Vendor & Version
       Android
       1.4 Android META-EGL
    EGL Extensions
       ANDROID_get_render_buffer
       ANDROID_image_native_buffer
       ANDROID_swap_rectangle
       KHR_image
       KHR_image_base
       KHR_image_pixmap
    thx
    - Kronos

  8. #28
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    i vote for the opengl 1.0 argument as well plz

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