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[Question] Hosted file import #1621
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Absolutely! IP is the only backward. It could also open the doors for custom contents and mods. |
Yes, I like this idea. I had started looking at how to make the import work with the latest MoM app update. Since I’m not familiar unity file structures, I’ve been going off https://github.com/Perfare/AssetStudio which can read the asset files of the latest MoM app but integration may be a bit of work. I think a downloadable blob of importable assets would be a more robust solution. I’m not sure what IP issues may arise but I would hate to see the community decline due to lack of technical skill and attention to keep Valkyrie functioning with MoM. |
I am happy for someone to host the extracted version, or unextracted that Valkyrie can find, but I don't want to include those files on this repository. Lets keep it at arms length. |
I am happy with that direction, so really what we need in Valkyrie is an external source import function (select a ZIP file type deal). Then we can work on a content packaging system, do we want an "export" button to produce a ZIP file of content to import into other machines? |
I'd suggest the package is just an installer that installs the export in the right place for you. Should be doable for any platform. |
I know that the consensus looks like going with "the installer containing the exported assets" but since I'd already started trying to make the import work with MoM 1.9.3 I wanted to see how doable it was. I've managed to get it working using the AssetStudio code (Unity_Studio is still there but it isn't doing much) It seems to be importing all the textures for tiles, tokens, cards, etc fine (as well as audio clips and text). I've only tested on Mac and MoM so far. Obviously these are pretty extensive changes in the importing code. There is still a glitch with text/localisation but I expect that to be a minor fix. |
I would agree that getting a fixed package backup is much welcome, so we can always play the game. I remember the difficulty of integrating new MoM version was mostly finding the right id and place for the sprites as Unity was using a specific map tile, which was cut at precise locations to provide all the pictures. |
I've fixed the localisation problem with my importing from 1.9.3 branch. |
Great, @seinsinnes . Is there a way to get it? I would like to try it on android and windows. And by the way, how did you make to run it on a mac? |
I've attached the generated binaries to the pull request #1622 |
@vidimus Sorry, I'm not sure what the 'it' you're referring to running on the mac is. Haven't tried building for all the platforms directly on the mac. For generating the full set of binaries I used a windows vm and the build.bat with some modifications. Primarily the change being pointing the build process to the newer msbuild packaged with visual studio. The msbuild in framework v4.0.30319 doesn't support all the language features used by the AssetStudio code. |
Hi @seinsinnes I gather that you are working on fixing the import function so that it it works with the lasted official app? I assume you've not suggested any additional functionality for offline imports? |
Hi @scrubbless, The binaries built from that branch are here: I haven't tested the android binary so I am curious whether that is working. |
In Windows, after the installation of Valkyrie 2.5.9, do not shows unable to locate, but after a big lapse of time shows the initial message "reimport content"; like it can read the folder but does not complete the reading of files. |
Oh, did Valkyrie 2.5.8 work previously on that phone? |
Thanks, its true, it worked for me in windows |
I have tried to the Android build on my S9+ and it just goes to a black screen after 'unity' appears. I checked and it has storage permissions. |
Right, thanks, I might have to setup android emulation to debug what is going wrong here. |
Ok, I couldn't get it installed on real android devices until I rebuilt it against platform sdk version 29. The previous apk I made was built against platform sdk version 34. So there might've been a problem with my build environment. This is the new apk: |
That said, when I test it on the two devices I have (one android 11 and one android 13) I get an exception: And a blank screen. |
I get the same behaviour with Valkyrie 2.5.8. It seems like only way of getting around being blocked by the operating system may in fact be hosting it separately rather than extracting it from the official app. |
The latest official MoM app also moved around the data install locations. I've fixed finding them: |
How can I move the data myself? Do you have steps? |
@victorts1991 manually moving the data was more hypothetical but I've made a version which allows that: If you use that apk and can copy the folder Android/data/com.fantasyflightgames.mom to Valkyrie/com.fantasyflightgames.mom then the import will run successfully. This works on my Android 13 device. To do the copy just requires a file browser with enough access to the storage. |
I downloaded your app and this opened and started the intro but when I go to start the scenario the app crashes Sorry my english kkkk |
He crash after intro text scenario finish |
@victorts1991 I'm sorry to hear. |
Be sure you have all the needed expansions marked on your collection. That kind of behaviour is typical when the Valkyrie wants to load an asset from one expansion and the expansion is not selected on the collection. |
I connected the phone to Android Studio when I clicked and the app crashed, and looking at the logs looking for the word Valkyrie, these errors appeared below:
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This bit looks most problematic to me: 2023-08-17 13:05:04.775 563-563 lowmemorykiller pid-563 I Kill 'com.bruce.valkyrie' (12314), uid 10625, oom_score_adj 900 to free 360936kB rss, 133284kB swap; reason: cw Looks like valkyrie was killed because the system ran out of memory. |
There are a lot of issues with the content and it seems that while the official app is updated (and breaks Valkyrie) from time to time, that no substantial content is added. The fixes are getting quite complicated and we don't seem to have the deployment resources to continue to fix the app to the official application releases.
Since the game is officially out of print, I am wondering if it is time to create some additional functionality to import 3rd party source content, community members could host the content which would remain static but Valkyrie could have an optional feature to import from that source. Something like a content package function, where Valkyrie could export its current (working) contents to a ZIP file that could be shared between community members and uploaded. This will ensure the continued running of the application without having to rely on the official application or the expertise of Valkyrie developers.
I know there are IP issues and the like, but I feel like we need to push Valkyrie into a "legacy release" so that it can stand the test of time as willing developers begin to shift focus to other projects.
What are your thoughts?
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