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iOS port of GemRB (iPad/iPhone)


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Yeah, I think it might be, because I installed the latest build and it won't run either. Ah well, I'll check back again sometime. Thanks for your help though. I'm looking forward to seeing the release of of BG enhanced in the summer, so not long to wait. :)

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Sorry to ask, but how do I do that?

 

Edit: OK, after reading the troubleshooting section of the install guide, I looked in the GemRB Documents folder for a GemRB.log file but there isn't one there. Is that the one you meant?

 

Forget that, just read that the gemrb.log file is created when in debug mode, so I suppose I can't create one if the app won't run?

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Ah I see, here it is:

 

 

Mar 25 08:27:52 Andys-iPad SpringBoard[1261] <Warning>: Unable to obtain a task name port right for pid 2675: (os/kern) failure

Mar 25 08:27:52 Andys-iPad com.apple.launchd[1] (UIKitApplication:net.sourceforge.GemRB[0xf1a1][2675]) <Notice>: (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) Exited: Killed: 9

Mar 25 08:27:52 Andys-iPad com.apple.launchd[1] (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) <Warning>: (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) Throttling respawn: Will start in 2147483647 seconds

Mar 25 08:27:52 Andys-iPad SpringBoard[1261] <Warning>: Application 'GemRB' exited abnormally with signal 9: Killed: 9

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: AMFI: hook..execve() killing pid 2675: no code signature

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: launchd[2675] Builtin profile: container (sandbox)

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: launchd[2675] Container: /private/var/mobile/Applications/5DF0ABC3-0734-4C09-B1CB-0F970D5DA001 [69] (sandbox)

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Hi guys,

 

I tried uninstall of GEMRB and reinstall and I had the same issue as before with Planescape Torment (on latest build - 574)

I uninstalled again and installed version 414 and Planescape Torment loaded and I could get to character gen (but had the problem of XY coords not working).

 

Also, Baldur's Gate 2 resizing works great, however the touch coordinates seem broken again.

I can tap all over the screen and nothing happens (again, tested on version 574 on iPhone 4S with 5.0.1)

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Ah I see, here it is:

 

 

Mar 25 08:27:52 Andys-iPad SpringBoard[1261] <Warning>: Unable to obtain a task name port right for pid 2675: (os/kern) failure

Mar 25 08:27:52 Andys-iPad com.apple.launchd[1] (UIKitApplication:net.sourceforge.GemRB[0xf1a1][2675]) <Notice>: (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) Exited: Killed: 9

Mar 25 08:27:52 Andys-iPad com.apple.launchd[1] (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) <Warning>: (UIKitApplication:net.sourceforge.GemRB[0xf1a1]) Throttling respawn: Will start in 2147483647 seconds

Mar 25 08:27:52 Andys-iPad SpringBoard[1261] <Warning>: Application 'GemRB' exited abnormally with signal 9: Killed: 9

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: AMFI: hook..execve() killing pid 2675: no code signature

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: launchd[2675] Builtin profile: container (sandbox)

Mar 25 08:27:52 Andys-iPad kernel[0] <Debug>: launchd[2675] Container: /private/var/mobile/Applications/5DF0ABC3-0734-4C09-B1CB-0F970D5DA001 [69] (sandbox)

 

your problem has nothing to do with gemrb specifically. your iPad system is denying GemRB access to run. Signal 9 is a kill signal not a crash.

 

Hi guys,

 

I tried uninstall of GEMRB and reinstall and I had the same issue as before with Planescape Torment (on latest build - 574)

I uninstalled again and installed version 414 and Planescape Torment loaded and I could get to character gen (but had the problem of XY coords not working).

 

Also, Baldur's Gate 2 resizing works great, however the touch coordinates seem broken again.

I can tap all over the screen and nothing happens (again, tested on version 574 on iPhone 4S with 5.0.1)

 

 

everything works fine in the simulator for both iphone and ipad. make sure you have these values in your config:

Fullscreen=1
GameType = pst
Width = 640
Height = 480

 

these values are for non widescreen moded data.

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if it helps any build 569 was the last one that had working touch input. it was actually full screen and touch coordinates are accurate from what i can tell. i'm sure i'm not alone in saying that your efforts in porting this are greatly appreciated!

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