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GemRB 0.8.1 released! (Fork Me edition)

gemrb release new version sdl2 opengl

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#1 lynx

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Posted 03 May 2014 - 07:27 AM

GemRB 0.8.1 released!

The GemRB team is proud to announce a new release. Phew, it's been almost a year!

This release brings several improvements to iwd2 and pst compatibility (thanks chiv!) and the usual assortment of fixes and small features all around the place.

More notably, two experimental OpenGL renderers are now included thanks to Beholder. While they are not ready for prime time yet, they are already usable. Some extra changes need to happen first for them to offer a comparably lower resource footprint, but that work is already underway. Until then, the plugin will remain disabled by default on all platforms. Building GemRB from source is required for any brave souls that would like to try it.

Currently only the sources are available. You can get them from here. The release notes are available there as well.

Full changelog digest:
GemRB v0.8.1 (2014-05-03):
  New features:
	- experimental OpenGL and OpenGL ES renderers
	- spontaneous casting (iwd2) and "cast healing spells on rest"
	- iwd2 spawns, saving throws
	- utf-8 converter for dialog.tlk to be able to use any (cjk) font

  Improved features:
	- spawngroups, autopause, bg2 demo compatibility
	- inventory, pst guiscripts, pst usability
	- animations, scripting, dialog, touch input, mac gui
	- bugfixes

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#2 lynx

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Posted 03 May 2014 - 01:23 PM

Basic OpenSuse and Fedora packages from right after the release are available here (click on the platform name, arch and then get the RPM):
https://build.opensu...xlynxlynx/GemRB (or use zypper)
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#3 SyntaxError

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Posted 05 May 2014 - 04:39 PM

Lynx, would you be so kind as to upload this iOS build for 0.8.1

It should be noted also that this build is not codesigned, which means that not only does it require a jailbreak, but it also requires users to allow unsigned code to run. I will try later this week to figure out how to get codesigning working again as well as get a complete Mac build.

Also note that I didn't test this in the slightest (not even in the simulator), if it doesnt run please let me know.

I will have time this weekend to get back into developing GemRB.

#4 lynx

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Posted 05 May 2014 - 10:40 PM

Thanks, it's up. Also a windows build.

The season is now open for disruptive changes. :)
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#5 Nugrud

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Posted 06 May 2014 - 01:17 PM

Hm, I have installed libsdl2-dev package in my linux mint but cmake does not see it. Witch 'cmake -DUSE_OPENGL=1 ..' i get

Detected version: 0.8.1-git
-- Looking for Python libraries and headers: found
-- Looking for SDL1: found
CMake Warning at CMakeLists.txt:190 (MESSAGE):
Looking for SDL2: not found!


CMake Error at CMakeLists.txt:198 (MESSAGE):
SDL2 is required for the OpenGL driver!

libsdl2-dev files:
/.
/usr
/usr/bin
/usr/bin/sdl2-config
/usr/include
/usr/include/SDL2
/usr/include/SDL2/SDL.h
...
/usr/share/man/man1/sdl2-config.1.gz

Edited by lynx, 07 May 2014 - 06:00 AM.
shortened file list


#6 lynx

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Posted 07 May 2014 - 05:59 AM

you have to specify it with -DUSE_SDL2=1 or we'd use sdl1.
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#7 SyntaxError

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Posted 07 May 2014 - 01:21 PM

The season is now open for disruptive changes. :)


awesome, I have plenty of that queued up!

you have to specify it with -DUSE_SDL2=1 or we'd use sdl1.


shouldn't DUSE_OPENGL imply SDL 2?


Also, here is the 0.8.1 Mac build (also untested) for upload.

#8 lynx

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Posted 07 May 2014 - 01:36 PM

It could, but then you could easily have cmake caching issues if you switched around a lot (like me).
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#9 Nugrud

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Posted 08 May 2014 - 12:41 PM

Thanks, but I see I would have to have sdl 2.0.1 for SDL_UpdateYUVTexture function.

/home/david/bin/gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp: In member function ‘virtual void GemRB::SDL20VideoDriver::showYUVFrame(unsigned char**, unsigned int*, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, GemRB::ieDword)’:
/home/david/bin/gemrb/gemrb/plugins/SDLVideo/SDL20Video.cpp:323:102: error: ‘SDL_UpdateYUVTexture’ was not declared in this scope
SDL_UpdateYUVTexture(screenTexture, NULL, buf[0], strides[0], buf[2], strides[2], buf[1], strides[1]);


#10 lynx

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Posted 08 May 2014 - 01:57 PM

and you don't? 2.0.0 doesn't cut it, sorry.

You could remove the call and uncomment the old code, perhaps also moving or removing the renderer clearing, but it's probably easier for you to just get the latest sdl.
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#11 Nugrud

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Posted 09 May 2014 - 01:56 AM

Indeed, I installed the latest from source and finally got gemrb compiling, thank you! Is there a way to have a functioning widescreened install for both exe and gemrb? I installed widescreen mod for my desired resolution, but when I specify the same resolution in gemrb config file the gui gets broken.

#12 lynx

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Posted 09 May 2014 - 03:55 AM

That shouldn't really happen if you're using the same data. Can you be more specific?
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#13 Nugrud

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Posted 10 May 2014 - 01:21 AM

My fault, I had installed " 1] for the original Infinity Engine (CHOOSE THIS!)" component.

#14 lynx

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Posted 10 May 2014 - 06:28 AM

That shouldn't matter, did it really make a difference?
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#15 Nugrud

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Posted 10 May 2014 - 09:53 AM

Yes, I used resolution 1920x980 with exe but this is how it looked in gemrb http://oi60.tinypic.com/xde2x.jpg (I specified the same resolution in cfg file).



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