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GemRB 0.8.3 released! (Party hard edition)


lynx

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The GemRB team is proud to announce a new sweet release.

The text subsystem rewrite that was merged right after the previous release took a lot of effort to stabilize (some kinks remain), but is now mostly complete. As with most under-the-hood work, only dedicated users will spot a difference. More obvious is the support for parties larger than 6 in combination with the 10pp mod (to fix the data). The rest of our mods were also fully converted to WeiDU for simpler installation. On top of that, the usual hundreds of fixes and polishing that should make this one of our best releases yet!

While Sourceforge deals with a hardware failure, here are some direct links: source, windows build TBA, android build
They should all be availble from the usual place next week.

Full changelog digest:

GemRB v0.8.3 (2015-07-23):
  New features:
    - text system rewrite for better fidelity, performance and maintainability
    - 10 player party support (see the 10pp mod for the script part)
    - basic test suite for the text system
    - more tobex triggers and actions
    - smart cast-on-rest logic

  Improved features:
    - android build system script is now complete and rerunable
    - combat and spell immunities/bounces, contingencies/sequencers
    - iwd2 scripting and effects
    - bugfixes

Release notes:

Known regressions: biography editing does not work

There is a new config option related to the 10pp mod:
       MaxPartySize=INT
              EXPERIMENTAL: Set this to 1-10 if you want more party members or enforce fewer. 6  by
              default.   NOTE:  You need to choose a big enough resolution, so there will be enough
              room for all the party portraits! Does nothing for PST and IWD2.
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Hi, I have just tested a party of 7, and... it doesn't work !

First I had to fix the perl script to handle directories containing spaces since the default windows install is in "bgii - soa", just add quotes around the filenames then!

Then the 1st test I forgot to update gemrb.cfg, which makes the game to freeze when a 7th tries to join (it's like when the dialog to drop a character is going to display except it never appears).

Then I remembered about gemrb.cfg, changed it, then the 7th joins, but then it's the end :

- clicking his portrait has no effect, but he can be selected directly in the world.

- and clicking othe disk icon on the left to save produces a python error, and at this point the game is dead :

[GUIScript/ERROR]: Runtime Error:
[Python/ERROR]: Traceback (most recent call last):
[Python/ERROR]: File "/usr/share/games/gemrb/GUIScripts/GUIOPT.py", line 122, in OpenOptionsWindow
[Python/ERROR]: GUICommonWindows.SetupMenuWindowControls (OptionsWindow, 0, OpenOptionsWindow)
[Python/ERROR]: File "/usr/share/games/gemrb/GUIScripts/GUICommonWindows.py", line 270, in SetupMenuWindowControls
[Python/ERROR]: UpdatePortraitWindow ()
[Python/ERROR]: File "/usr/share/games/gemrb/GUIScripts/GUICommonWindows.py", line 1553, in UpdatePortraitWindow
[Python/ERROR]: FlagLabel = Window.GetControl(200 + portid)
[Python/ERROR]: File "/usr/share/games/gemrb/GUIScripts/GUIClasses.py", line 80, in GetControl
[Python/ERROR]: return _GemRB.Window_GetControl(self.ID, control)
[Python/ERROR]: RuntimeError: Control (ID: 206) was not found!

Too bad ! it was an interesting idea, though... !

it was with the widescreen mod on a 960x600 resolution.

While I am at it, I also tried to use the ttf plugin, and here also, no luck, the ttf displayed is totally unreadable, like scrambled. It's not the encoding normally, I have the default one here (france), I tried different fonts with the same result all the time.

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There was an extra fix or two after the release, so it should be fine now. Try a later windows snapshot.

 

Do you have a French dialog.tlk or English? It's likely using a different encoding and either needs to be converted to utf (tools/tlk_convert - usually used for Chinese) or a mapping written for the extra characters (a simple 2da like we have for Czech and Polish).

 

What did you change in the perl script?

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I didn't expect such a fast reply !

Well I am on linux, gentoo actually. I saw there is a 0.8.3.1, but the changes inside are only about data files related to iwd if I remember correctly so I didn't bother with it.

For the perl script : wrapper.pl line 48 :

system("perl cdiff.pl -u \"$run_dir/$temp_result2\" \"$run_dir/$temp_result\" > \"$run_dir/diffs/$basename.diff\"") or die;

Just added quotes around the filenames as I said, I was not going to make a pull request just for that !

 

For the encoding, these were the happy days of latin1 encoding for all western countries way less bugs than what there is now with utf8... Now using a french bg2 mod not converted to utf8 in bg2ee just freezes the game, which should not be allowed to happen ! anyway if it was an encoding problem then only the characters with accents would be badly displayed, right ? Here that's everything which is unreadable.

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ah, thanks, that explains it - perl itself doesn't care. It's now fixed (single quotes instead of all the escaping).

 

with post release I meant commits after .1.

 

the french version surely came with french fonts (bitmaps), so you shouldn't need ttf. The ttf plugin works at least minimally, since our tiny engine demo uses it normally.

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latin1 encoding worked fine last i tried it (admittedly a while ago); you should check your config for what encoding options you have set. never had a problem with any accented characters with TTF. It even should work with Chinese and other such encodings (no conversion needed either)

 

I dont know why lynx said it only works "minimally"; there shouldn't be any cases where it wont work assuming you have a proper configuration and a TTF font that actually has all the required glyphs. If there are then that is a bug we should fix.

 

Try building from git and with iconv enabled. if it still doesnt work post a screenshot and your encoding settings. If there is a problem I can probably fix it, but i would need your dialog.tlk

 

Edit:

About TLK conversion; shouldn't be needed unless you don't have iconv (come to think of it doesnt the converter require iconv itself?). even then it shouldn't be needed for latin1 since that should be the default for these old games.

 

I did think of once case where the TTF plugin wont work: if you are on a Big Endian system; an unfortunate bout of apathy on my part left the font stuff LE compatible only. It also looks like if you do have iconv then the TTF plugin indiscriminately converts to "UTF-16LE" encoding so you probably need a font that is compatible there. So maybe try turning off iconv in the build?

 

For the curious, the 16bit encoding is a side effect of how the IE engine used BAMs for the original fonts where you have an 8bit "cycle" and 8bit frame index. It was simply easier to cohere the TTF fonts to play along instead of engineering 2 different systems.

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