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#31 Nupfi

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Posted 07 October 2010 - 08:18 AM

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Hooray!

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

#32 Dak'kon

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Posted 07 October 2010 - 10:46 AM

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?

#33 JurnD

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Posted 07 October 2010 - 10:03 PM

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:
# 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.

#34 JurnD

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Posted 07 October 2010 - 10:08 PM

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 ?

#35 Dak'kon

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Posted 07 October 2010 - 11:35 PM

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! :-)

#36 JurnD

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Posted 08 October 2010 - 07:08 AM

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

Edited by JurnD, 08 October 2010 - 07:26 AM.


#37 Bosbeetle

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Posted 08 October 2010 - 08:33 AM

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 :)

#38 Dak'kon

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Posted 08 October 2010 - 08:01 PM

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.

Edited by Dak'kon, 08 October 2010 - 08:04 PM.


#39 JurnD

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Posted 08 October 2010 - 08:28 PM

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

#40 Dak'kon

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Posted 08 October 2010 - 09:08 PM

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!!!

#41 Nupfi

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Posted 08 October 2010 - 09:23 PM

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.


Same thing happening here!
Only difference is that I'm using the DVD version... hm strange. :)
Thanks for all your efforts though! :)
Will try and see if I can get it to run... very strange because the dvd version isnt seperated into different cd folders, so all the files should be in the root folder... hm.

#42 Dak'kon

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Posted 08 October 2010 - 09:55 PM

Same thing happening here!
Only difference is that I'm using the DVD version... hm strange. :)
Thanks for all your efforts though! :)
Will try and see if I can get it to run... very strange because the dvd version isnt seperated into different cd folders, so all the files should be in the root folder... hm.


Hi Nupfi,

just have a look at your PST folder. I needed to copy all .bif files directly to the root directory. If I'm not mistaken these are the area files all infinity engine games need. I think GemRB is looking for the relevant .bif file but not able to locate it and thus quits.

#43 Dak'kon

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Posted 10 October 2010 - 12:28 AM

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


Hi JurnD,

PST is working great. So far I have not encountered any problems. Fighting, talking, inventory management...everything works nicely. :)

Concerning my problems with IWD: I was having a quick look at the .cfg files within your PND to check the folder structure needed for IWD.
Just wanted you to know that according to idw.cfg GemRB is saving IWD's savegames in the folder of Baldur's Gate(./bg1). Since I have not yet figured out how to get IWD running I was not able to check if this will cause any problems with BG's savegames.

My problems might indeed be related to the version I own. I have the complete saga of IWD which includes the expansion disk "heart of winter". If I understand correctly GemRB has a specific option for this game which is not yet implemented in your PND?

ps. Already looking forward to your implementation of DJWillis touchscreen sync solution!

**update**

As Nupfi already mentioned there is a widescreen mod for many games running with the infinite engine.
This mod allows these games to be played at previously unsupported resolutions, such as Pandora's 800 x 480. And indeed it works!
So there are no black borders on the left and right of the screen, the whole screen is used and it looks absolutely gorgeous!!! :)

This is what I did (I am a Linux newbie, please be gentle with me, maybe JurnD will pick up this idea and will incorporate it in his PND). The following is just a quick & dirty guide of what I did:
1) On my windows PC I downloaded the mod (Link) and installed it to my PST folder.
2) After executing the mod it wants to know the desired resolution which I set to 800 x 480. The second option refers to the kind of executive one likes to change, either the windows executive or GemRB. Obviously I chose the second one.
3) The mod will now change the resolution of the maps and areas.
4) I copied all files to my SD.
5) I extracted all files JurnD's gemrb061.pnd to /pandora/appdata/gemrb061/ (using this post) and opened the file pst.cfg
6) I simply changed the "Screen width" from 640 to 800.
( 7) As a last step one should repack the gemrb061.pnd. However, I do not know how :rolleyes: . That's why I relied on running the "start.sh" script (same folder) to start Planescape)

Unfortunately the widescreen mod does not work with BG1 and IWD1 without their respective expansion packs.
But maybe JurnD has a few ideas of how to get both games running with their expansions? ;)

Edited by Dak'kon, 10 October 2010 - 07:37 PM.


#44 Dak'kon

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Posted 11 October 2010 - 01:08 AM

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


Sorry for creating another post, but finally I got IWD up and running. Since someone else might have the same experiences I had with IWD, my problem was that the Cache folder of IWD contained a subfolder named Data. I just got rid of that subfolder and voila.

Small question: Is it possible to log GemRB`s outputs during start-up? Many problems (just like the one mentioned above or issues related to missing data files) might be easily tracked down by looking at the details GemRB is providing.

#45 WizardStan

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Posted 11 October 2010 - 01:59 AM

if it's writing it's log data to stdout, that can be seen in /tmp/pndrungemrbsomething. Not sure what the exact filename would be, but it'll be something like that.