Release Gemrb


Bosbeetle said:
Maybe I'm stupid or something but I am playing BG1 and I want to go to the friendly arm inn and when I get to the north path (the forrest with crossroard) and I go to the edge en then to the map but when I click on the friendly arm it goes back to the forrest. Can somebody help me?

Ok, so i think this is my fault, trying to fix the data locations. I will let you know when the PND has been updated.

Jurn
 
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Awesome news; will try PST asap then and report back! :)
Btw: you should give it a try; the game is brilliant. ;)
 
Any news/progress yet? :)
It seems that the dreaded "don't touch the black borders or else your touchscreen will be decalibrated" - bug has been fixed for scummvm! Been wondering if the same fix could be applied to gemrb?
 
I'm 100% sure it's the same issue, and I know DJWillis wanted to release the few lines of code that's needed soon :)
This should also fix Exult, DosBox and other stuff as well :D
 
Will update PND within 24 hours, just wanted to let you know.

-data location fixed
-Planescape Torment (sort of) playable

Those lines of code to fix the touchscreen issue would be very welcome ;)
 
JurnD said:
Will update PND within 24 hours, just wanted to let you know.

-data location fixed
-Planescape Torment (sort of) playable

Those lines of code to fix the touchscreen issue would be very welcome ;)

http://blogs.distant-earth.com/wp/?p=293

If it's not all clear let me know.
 
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JurnD said:
Will update PND within 24 hours, just wanted to let you know.

-data location fixed
-Planescape Torment (sort of) playable

Those lines of code to fix the touchscreen issue would be very welcome ;)


whoop whoop :D

Time to look up the ol' planscape discs :)
 
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thumb_party_smiley_020.gif


Hooray!

Just been wondering, if the "single dvd" version of PST will work, or if I have to dig out the 4 CD version... :)
 
Hooray! +1

Thanks a lot for your work on GemRB. I'm already looking forward to visit Sigil again.

Short extra question:
I recently installed both BG and IWD on my Windows PC and copied all files to my SD (into separate folders of course).
BG is running fine, however IWD refuses to work. I've been wondering whether this is due to my DVD version of IWD or the fact that IWD isn't supported yet?
 
Ok, so the PND has been updated. Planescape works but you have to find out how well it works, according to the creators of GemRB is is not finishable right now.
Data locations have been fixed, at least they work for me ;)
Touchscreen out of sync has not been fixed yet, will try this weekend. Thanks DJWillis!!!
I'm trying to change the colors of the fonts in BG1, but no luck yet.

If you are having problems with sound (haven't heard anyone about this) please try the following alsoft.conf in /etc/openal/ (just create the directory)
Results are very good, but i have to find a way to implement them in the PND.

alsoft.conf:
Code:
# OpenAL config file. Options that are not under a block or are under the

# [general] block are for general, non-backend-specific options. Blocks may

# appear multiple times, and duplicated options will take the last value

# specified.

# The system-wide settings can be put in /etc/openal/alsoft.conf and user-

# specific override settings in ~/.alsoftrc.

# For Windows, these settings should go into %AppData%\alsoft.ini

# The environment variable ALSOFT_CONF can be used to specify another config

# override



# Option and block names are case-insenstive. The supplied values are only

# hints and may not be honored (though generally it'll try to get as close as

# possible). Note: options that are left unset may default to app- or system-

# specified values. These are the current available settings:



## format:

#  Sets the output format. Can be one of:

#  AL_FORMAT_MONO8    (8-bit mono)

#  AL_FORMAT_STEREO8  (8-bit stereo)

#  AL_FORMAT_QUAD8    (8-bit 4-channel)

#  AL_FORMAT_51CHN8   (8-bit 5.1 output)

#  AL_FORMAT_61CHN8   (8-bit 6.1 output)

#  AL_FORMAT_71CHN8   (8-bit 7.1 output)

#  AL_FORMAT_MONO16   (16-bit mono)

#  AL_FORMAT_STEREO16 (16-bit stereo)

#  AL_FORMAT_QUAD16   (16-bit 4-channel)

#  AL_FORMAT_51CHN16  (16-bit 5.1 output)

#  AL_FORMAT_61CHN16  (16-bit 6.1 output)

#  AL_FORMAT_71CHN16  (16-bit 7.1 output)

#  AL_FORMAT_MONO32   (32-bit float mono)

#  AL_FORMAT_STEREO32 (32-bit float stereo)

#  AL_FORMAT_QUAD32   (32-bit float 4-channel)

#  AL_FORMAT_51CHN32  (32-bit float 5.1 output)

#  AL_FORMAT_61CHN32  (32-bit float 6.1 output)

#  AL_FORMAT_71CHN32  (32-bit float 7.1 output)

format = AL_FORMAT_STEREO8



## cf_level:

#  Sets the crossfeed level for stereo output. Valid values are:

#  0 - No crossfeed

#  1 - Low crossfeed

#  2 - Middle crossfeed

#  3 - High crossfeed (virtual speakers are closer to itself)

#  4 - Low easy crossfeed

#  5 - Middle easy crossfeed

#  6 - High easy crossfeed

#  Users of headphones may want to try various settings. Has no effect on non-

#  stereo modes.

#cf_level = 0



## frequency:

#  Sets the output frequency.

frequency = 22050



## period_size:

#  Sets the update period size, in frames. This is the number of frames needed

#  for each mixing update. If the deprecated 'refresh' option is specified and

#  this isn't, the value will be calculated as size = refresh/periods.

period_size = 4096



## periods:

#  Sets the number of update periods. Higher values create a larger mix ahead,

#  which helps protect against skips when the CPU is under load, but increases

#  the delay between a sound getting mixed and being heard.

#periods = 4



## sources:

#  Sets the maximum number of allocatable sources. Lower values may help for

#  systems with apps that try to play more sounds than the CPU can handle.

#sources = 128



## stereodup:

#  Sets whether to duplicate stereo sounds on the rear and side speakers for 4+

#  channel output. This can make stereo sources substantially louder than mono

#  or even 4+ channel sources, but provides a "fuller" playback quality. True,

#  yes, on, and non-0 values will duplicate stereo sources. 0 and anything else

#  will cause stereo sounds to only play out the front speakers.

#stereodup = false



## drivers:

#  Sets the backend driver list order, comma-seperated. Unknown backends and

#  duplicated names are ignored, and unlisted backends won't be considered for

#  use. An empty list means the default.

drivers = alsa,oss,solaris,dsound,winmm,port,wave



## excludefx:

#  Sets which effects to exclude, preventing apps from using them. This can

#  help for apps that try to use effects which are too CPU intensive for the

#  system to handle. Available effects are: eaxreverb,reverb,echo

#excludefx =



## slots:

#  Sets the maximum number of Auxiliary Effect Slots an app can create. A slot

#  can use a non-negligible amount of CPU time if an effect is set on it even

#  if no sources are feeding it, so this may help when apps use more than the

#  system can handle.

#slots = 4



## sends:

#  Sets the maximum number of auxiliary sends per source. The total number of

#  sends possible is defined at compile time and thus can not be increased

#  beyond the default (2).

#sends = 2



## layout_STEREO:

#  Sets the speaker layout when using stereo output. Values are specified in

#  degrees, where 0 is straight in front, negative goes left, and positive goes

#  right. The values must define a circular pattern, starting with the back-

#  left at the most negative, around the front to back-center. Unspecified

#  speakers will remain at their default position. Available speakers are

#  front-left(fl) and front-right(fr).

#layout_STEREO = fl=-90, fr=90



## laytout_QUAD:

#  Sets the speaker layout when using quadriphonic output. Available speakers

#  are back-left(bl), front-left(fl), front-right(fr), and back-right(br).

#layout_QUAD = bl=-135, fl=-45, fr=45, br=135



## layout_51CHN:

#  Sets the speaker layout when using 5.1 output. Available speakers are back-

#  left(bl), front-left(fl), front-center(fc), front-right(fr), and back-

#  right(br).

#layout_51CHN = bl=-110, fl=-30, fc=0, fr=30, br=110



## layout_61CHN:

#  Sets the speaker layout when using 6.1 output. Available speakers are side-

#  left(sl), front-left(fl), front-center(fc), front-right(fr), side-right(sr),

#  and back-center(bc).

#layout_61CHN = sl=-90, fl=-30, fc=0, fr=30, sr=90, bc=180



## layout_71CHN:

#  Sets the speaker layout when using 7.1 output. Available speakers are back-

#  left(bl), side-left(sl), front-left(fl), front-center(fc), front-right(fr),

#  side-right(sr), and back-right(br).

#layout_71CHN = bl=-150, sl=-90, fl=-30, fc=0, fr=30, sr=90, br=150



##

## ALSA backend stuff

##

[alsa]



## device:

#  Sets the device name for the default playback device.

device = alsa



## capture:

#  Sets the device name for the default capture device.

#capture = default



## mmap:

#  Sets whether to try using mmap mode (helps reduce latencies and CPU

#  consumption). If mmap isn't available, it will automatically fall back to

#  non-mmap mode. True, yes, on, and non-0 values will attempt to use mmap. 0

#  and anything else will force mmap off.

#mmap = true



##

## OSS backend stuff

##

[oss]



## device:

#  Sets the device name for OSS output.

#device = /dev/dsp



## capture:

#  Sets the device name for OSS capture.

#capture = /dev/dsp



##

## Solaris backend stuff

##

[solaris]



## device:

#  Sets the device name for Solaris output.

#device = /dev/audio



##

## DirectSound backend stuff

##

[dsound]



##

## Windows Multimedia backend stuff

##

[winmm]



##

## PortAudio backend stuff

##

[port]



## device:

#  Sets the device index for output. Negative values will use the default as

#  given by PortAudio itself.

#device = -1



##

## PulseAudio backend stuff

##

[pulse]



##

## Wave File Writer stuff

##

[wave]



## file:

#  Sets the filename of the wave file to write to. An empty name prevents the

#  backend from opening, even when explicitly requested.

#  THIS WILL OVERWRITE EXISTING FILES WITHOUT QUESTION!

#file =

PS I used the 4 cd version for pst, but i imagine it makes no difference.
 
Dak said:
Hooray! +1

Thanks a lot for your work on GemRB. I'm already looking forward to visit Sigil again.

Short extra question:
I recently installed both BG and IWD on my Windows PC and copied all files to my SD (into separate folders of course).
BG is running fine, however IWD refuses to work. I've been wondering whether this is due to my DVD version of IWD or the fact that IWD isn't supported yet?

Iwd is supported, i used th cd version so there might be a problem there. Did you put it in /gemrb061/iwd ?
 
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JurnD said:
Iwd is supported, i used th cd version so there might be a problem there. Did you put it in /gemrb061/iwd ?

Yep, I've copied my install of Iwd to that folder. Luckily I've the CD version lying around as well. I will check out this version tomorrow and see how that works.

And thanks for your updated PND, already looking forward to play PST! :)
 
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Holy Mackerel, the pnd did not update. It said uploading was succesfull yesterday. Trying to sort it out now...

Edit: Dont know why it's not being updated, for now you can download the new pnd here: http://drop.io/epqnufo
 
JurnD said:
Holy Mackerel, the pnd did not update. It said uploading was succesfull yesterday. Trying to sort it out now...

Edit: Dont know why it's not being updated, for now you can download the new pnd here: http://drop.io/epqnufo


I was wondering about this because I still had the problem of going to a certain map, I hope it was because of this, will download this version now :) Thanks alot :)
 
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Hi JurnD,

just wanted to report back on your updated PND.
I copied my freshly installed PST (including all cd1 - cd4 folders) to the SD into a pst folder and started GemRB. Pst opened (although without the credits), the menu screen appeared, I chose to play a new game, created a new character and hit the start button. Unfortunately, this is where the game stops. The upper part of the screen goes blue (in the lower part the little character icon is displayed) and shortly afterwards I'm thrown back to the XFCE desktop.

The installed version on my PC runs flawlessly so I think I can rule out any data corruption. Any suggestion?

Nevertheless, thanks again for the work you put in GemRB. I'll play around with the new version and see if I can get PST to work.
 
Dak said:
Hi JurnD,

just wanted to report back on your updated PND.
I copied my freshly installed PST (including all cd1 - cd4 folders) to the SD into a pst folder and started GemRB. Pst opened (although without the credits), the menu screen appeared, I chose to play a new game, created a new character and hit the start button. Unfortunately, this is where the game stops. The upper part of the screen goes blue (in the lower part the little character icon is displayed) and shortly afterwards I'm thrown back to the XFCE desktop.

The installed version on my PC runs flawlessly so I think I can rule out any data corruption. Any suggestion?

Nevertheless, thanks again for the work you put in GemRB. I'll play around with the new version and see if I can get PST to work.

Hi Dak'kon,

That's strange, it works quite well for me. I also used the 4 cd version. I installed it with cd one. Then i copied the data from cd 2 3 and 4 into the root of the install directory. So the data from these cd's should not be in seperate directories. I don't know if this will solve your problem but could you try it?

Thanks and let me know.

Jurn
 
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JurnD said:
Hi Dak'kon,

That's strange, it works quite well for me. I also used the 4 cd version. I installed it with cd one. Then i copied the data from cd 2 3 and 4 into the root of the install directory. So the data from these cd's should not be in seperate directories. I don't know if this will solve your problem but could you try it?

Thanks and let me know.

Jurn

:D

Indeed, that did the trick. I just put all *.bif files of cd2, cd 3, and cd4 directly into the root directory and now it works nicely (now the intro is shown as well).

Thanks so much for your help!!!
 
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