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iOS port of GemRB (iPad/iPhone)


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heh. ill fix that path business.

 

BTW you arent posting crash logs at all... in the run logs you are posing i dont see a problem. you need to post crash logs and run logs both for crashes and probably out to start a new thread for those as they arent iOS specific in all likelihood.

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Sorry, where do the crash logs sit? The only file I can see in my documents directory is the cfg and the log file that I posted.

 

I'm still not sure it's not an iOS specific issue, because I can play through that fight using build 158 with no problems, but it crashes exactly at the same place using any build later than that one.

 

Did you use a different version of gemrb for the later builds?

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Sorry, where do the crash logs sit? The only file I can see in my documents directory is the cfg and the log file that I posted.

 

I'm still not sure it's not an iOS specific issue, because I can play through that fight using build 158 with no problems, but it crashes exactly at the same place using any build later than that one.

 

Did you use a different version of gemrb for the later builds?

 

 

I think we are on the same boat.

crash after crash =)

 

 

http://forums.gibberlings3.net/index.php?showtopic=23929

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Sorry, where do the crash logs sit? The only file I can see in my documents directory is the cfg and the log file that I posted.

 

I'm still not sure it's not an iOS specific issue, because I can play through that fight using build 158 with no problems, but it crashes exactly at the same place using any build later than that one.

 

Did you use a different version of gemrb for the later builds?

 

Lots of things change (from many people) between build if you look at the git log not just iOS stuff. I dont build anything either. builds are automatically compiled and uploaded anytime anybody makes a change to the source. thee aren't stable builds and the only reason you are using them is because the means to provide iOS users with a stable 0.7.0 build didnt exist when that version was released; next release will have stable binaries for iOS and mac in addition to the usual platforms.

 

so no we dont use a "different version" of GemRB for iOS its all the same codebase :D

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Well, we fix one crash, there comes another. All this while piling in stuff for IWD2.

The buildbot binaries are totally bleeding edge.

If something crashes, go forward a version... or go back two.

Watch the commit logs, or just wait for the stable release.

Hopefully, we won't leave any big bugs in that one.

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meh... now nothing works :(

every game I start it's complaining about invalid paths

 

The config now looks like

 

GameType = bg2

GamePath = ../Library/bg2/cache/

CachePath = ../Library/Caches/bg2/

SavePath = ../Library/saves/bg2/

CustomFontPath = ../Documents/

Width = 1024

Height = 768

 

 

 

and the log

 

2012-01-29 17:17:26.185 GemRB[9037:707] Beginning GemRB 10432 debug log.

2012-01-29 17:17:30.114 GemRB[9037:707] Using config file:/var/mobile/Applications/52F75E84-52C9-44CD-B1F7-08C9099E91CD/Documents/Baldurs Gate II.bg2.cfg

GemRB Core Version v0.7.0-git Loading...

[Core]: Initializing the Event Manager...[Core]: Initializing Lists Dictionary...[Core]: Initializing Variables Dictionary...[OK]

[Config]: Trying to open /var/mobile/Applications/52F75E84-52C9-44CD-B1F7-08C9099E91CD/Documents/Baldurs Gate II.bg2.cfg [OK]

[Core]: Starting Plugin Manager...

[PluginMgr]: Loading Plugins from /private/var/mobile/Applications/52F75E84-52C9-44CD-B1F7-08C9099E91CD/GemRB.app/plugins/

[Core]: Plugin Loading Complete...[OK]

[Core]: GemRB Core Initialization...[OK]

[Core]: Initializing Video Driver...[OK]

[Core]: Initializing Search Path...[ResourceManager]: Invalid path given: ../Library/bg2/cache/override (Override)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/sounds (Sounds)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/scripts (Scripts)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/portraits (Portraits)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/data (Data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD1/data (CD1/data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD2/data (CD2/data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD3/data (CD3/data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD4/data (CD4/data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD5/data (CD5/data)

[ResourceManager]: Invalid path given: ../Library/bg2/cache/CD6/data (CD6/data)

[OK]

[Core]: Initializing KEY Importer...[KEYImporter]: Opening ../Library/bg2/cache/chitin.key...[ERROR]

[KEYImporter]: Cannot open Chitin.key

This means you set the GamePath config variable incorrectly.

It must point to the directory that holds a readable Chitin.key

[ResourceManager]: Invalid path given: ../Library/bg2/cache/chitin.key (chitin.key)

[ERROR]

Press enter to continue...

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Seems like everything is dumped in /bg2/TMP/cache etc

 

also had to change

 

GamePath = ../Library/bg2/cache/

 

in to

 

GamePath = ../Library/bg2/

 

 

but blue screen is still there, so need to add the CD back in

 

Tried PST and same thing, and also blue screen

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Missing paths are not a problem as long as the rest of the paths cover the dataset.

Obviously, pointing the gamepath to the cache won't work.

 

Edit your config manually.

When you get a blue screen, check the log for missing bifs.

Make notice of the bif name, locate it in your dataset.

Then add its path as a cd<N> path.

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I had the latest one 197 I think it was over the weekend, which still has it.

I'm at work now, but when I looked in the log, it couldn't find a lot of paths for the maps / sounds / graphics etc.

even though it was set in the .cfg file.

Is it looking at something else now as well?

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