It brings in many improvements for Planescape: Torment, configurable AI speed, improved performance and others. Notably GemRB now also supports PVR(Z) based formats, making content creation easier, most new opcodes/actions/triggers and together with some infrastructural changes, BG2EE games can now be loaded (still not playable though!).
Sources and packages are available. You can get them from here.
Full changelog digest:
GemRB v0.9.2 (2023-07-08):
New features:
- PVR(Z), BAM2, MOS2 and TIS2 support
- support for higher AI speeds ("FPS") and VSync
- support for EE-style saves, TLK locations and many more tables
- PST's floating text and personalized pc comments
- optional smooth fog of war on SDL >= 2.0.18
- 3e-style sneak attack and crippling strike from HoW/iwdee
- Anbernic device support
Improved features:
- PST effect durations
- performance, pathfinding, formations
- combat, opcodes, EE compat, hp handling, demo
- bugfixes
Thanks to everyone that contributed their time, including: Brad Allred, Bubb, burner1024, desecaw13, dikau, fizzet, FrElvire, Jaka Kranjc, kloptops, Konrad Klimaszewski, majcosta, MarcelHB, Mingun, Rod Batten, Rodrigo Santellan, Tomsod, Zoltan Gyokeres.
Notes to packagers:
CapFPS
, GameLanguagePath
and GameMoviesPath
keys have been added to the sample configsIf you want to be notified of GemRB releases via email, subscribe to the gemrb-release mailing list.
]]>Do note that you currently have to have SDL2 and SDL2_mixer installed (eg. from brew). Without the first GemRB will crash on start, without the second there will be no audio. We bundle both, but something is going wrong and they don’t get used when running. Testers and developers who can improve the package creation are invited to contribute to solving this mistery and improving the CMake-backed package generation.
]]>The porting process was quick and required only minimal changes to get GemRB running smoothly on the operating systems that use PortMaster. This was made possible due to the high compatibility and robust architecture of GemRB, which integrate seamlessly with the hardware and software of the handheld devices.
The PortMaster port was contributed by Kloptops, with support from Cebion of AmberELEC and Christian Haitian of ArkOS.
]]>It features loads of improvements in core game systems, making Icewind Dale II almost completable, but also in the rest of the engine. Among other things this means further improved speed, better unicode support and deprecation of Python 2 support. As usual the release also comes with many smaller features, bug fixes, polishing and code cleanups.
Sources and packages are available. You can get them from here.
Full changelog digest:
GemRB v0.9.1 (2022-08-29):
New features:
- iwd2 can be progressed to well into chapter 5
- faster loading and saving, faster OpenGL rendering
- Use magic device skill, precise shot, iwd1 bard song choice
- SDLAudio plugin now supports ambients
- console history is now preserved, more text colors externalized
- logging is now done via fmt (bundled headers)
Improved features:
- python3 support (now the only option)
- unicode support (iconv not optional any more!)
- spellcaster ai, effects, scripting, projectiles, weapon style customization
- audio, drawing, appimage, ini spawns
- bugfixes
Thanks to everyone that contributed their time, including: Adrien2002, Arc0re, Argent77, Brad Allred, Bubb, burner1024, chilvence, Clemens Tiedt, Cowcat5150, dagdha2002, Dan Church, Dariusz Okoń, Darpaek, DudeMcDude, Emwues, fizzet, FrElvire, Gabriel Sztorc, goduck777, Isso4820, jabaldwin, Jaka Kranjc, jheronimus, Laulajatar, m7600, MarcelHB, Michael Schellenberger Costa, Mingun, Northfear, reallyhairydave, Rhastor, Rodrigo Santellan, romadu, Sébastien Noel, shinra-electric, skellytz, Steamcrusher, Stephen E. Baker, Stephen Kitt, STyx2909, syzygos-mideias, Timothy Hyers, Tomsod, TotalCaesar659, Zimmermann Gyula.
If you want to be notified of GemRB releases via email, subscribe to the gemrb-release mailing list.
Notes to packagers:
Starting with 0.9.1, Python 3 will be the only supported version and iconv will no longer be an optional dependency.
Both are ubiquitous, so we don’t expect much trouble, except perhaps in some exotic platforms (eg. PS Vita has no working Python 3 port yet). Iconv is provided as part of libc on many platforms, but BSD and GNU also have separate libiconv implementations that are widely reusable.
Please reach out if your platform of choice requires special care.
]]>Over six years in the making, growing in scope with time, the subviews branch was a true monster. But the quest to lay it to rest has now been successfully completed, among other things modernizing the GUI, drawing and input handling. For most use cases, there is no need for the Widescreen mod any more (see screenshot or video explainer).
The SDL2 backend is now mature and default, OpenGL support is not experimental any more, most benefiting Mac users. Additionally, in the last minutes between the merge and this release, Python 3 support was added and our demo received an ending.
If you don’t believe that this is a big upgrade, consider just the changes from the branch. It included 3527 commits, 668 changed files, and over 30,000 changed lines of code. That’s about every fifth line!
You can get the new GemRB from here.
Full changelog digest:
GemRB v0.9.0 (2021-06-18):
New features:
- basic resolution independence
- python3 support
- arbitrary window dragging support
- improved debug console
- subtitle support for BIK videos
Improved features:
- window management, drawing and input handling
- performance: SDL2 video playback, general and text rendering
- smoother movement animations, demo
- bugfixes
Thanks to everyone that contributed their time and wit, including:
Bernd Schmidt, Brad Allred (main author), Diego J., fizzet, FrElvire, Jaka Kranjc, Laurie Chilvers, m7600, MarcelHB, Northfear, Rodrigo Santellan.
If you want to be notified of GemRB releases via email, subscribe to the gemrb-release mailing list.
Notes to packagers:
Python 3 support has been added.
SDL2 is now the default backend and anyone still on SDL1 is encouraged to switch.
If you are packaging from git sources, not the archive, either run
make fetch-demo-data
first or manually include the files.
These are (currently two) bigger assets kept in a separate repository.
Configuration notes (details):
The Discord bridge is still in place, but users who prefer IRC should use
irc.libera.chat:6697
to connect to #gemrb
or jump in via the web interface.
This release features improvements in several areas, with no new major subsystems. You might be thinking: “What’s this, weren’t we promised subviews?!” and the answer to that is: yes! Stay tuned for another release in the following days as we integrate the branch back and do some final retesting.
You can get the new GemRB from here.
Full changelog digest:
GemRB v0.8.8 (2021-06-02):
New features:
- gameplay content for the demo
- Heart of Fury support
- SDLAudio caching and volume control
- PlayStation Vita port
- simpler invocation, AppImage packages
Improved features:
- lightning bolts, iwd2 stealth, iwd effects, pst levelup
- scripting, audio backends, logging
- build system, portability and performance improvements
- externalized summoning limit, trap limit, narration text speed
- bugfixes
Thanks to everyone that contributed their time and wit, including:
2play, Alan1616, Alan1616, Balrog994, Bernd Schmidt, Brad Allred, Bubb13, Cowcat5150, Cristi Mitrana, Destroyer5150, FrElvire, Jaka Kranjc, Jan Petykiewicz, Kevin Michael Frick, Khaled Hosny, Laurie Chilvers, MarcelHB, Mariusz Obajtek, Northfear, Poligraf, Rodrigo Santellan, Ryein Goddard, SharkyRawr, Toulonnais72, afxgroup, bittin, burner1024, emorrp1, escalade, fenuks, fizzet, luke243, m7600, nerd-rage, neula, psilyntdev, rfht, samo79, tonyRecordOn.
If you want to be notified of GemRB releases via email, subscribe to the gemrb-release mailing list.
Notes to packagers:
You can also watch other videos from the event in this playlist.
]]>We were invited to speak about GemRB there, so tune in on the 22rd (between 12:00 and 12:20 UTC) for a short talk and Q&A.
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