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GemRB on IT feasible at all?
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ArnimS
2008-02-20 , 22:37
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
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Thanks. I rebuilt gemrb and openal and tried the default device settings in ~/.openalrc but i am still not getting sound (gemrb happily claims to be playing music).
Could you post your openal library .deb somewhere please?
Regarding GemRB python: gemrb fails to find python on the build system. I notice that the automake only searches for 2.3 I ended up using system python 2.5 and i encountered a showstopper bug (on sourceforge) when creating a sorceror character.
How did you handle python? which version and is it linked-in? Or are you using standard maemo python build?
Regarding ToDOs: Perhaps different priorities are in order
1) The biggest ui annoyance is that stylus taps get interpreted as screen-drags. 90% of the time when i command a character or my party to go somewhere, the tap gets interpreted as a drag because it's not precise enough. We need a threshold of a few pixels motion before a drag is activated.
2) I don't think 800x480 is that simple (from discussions with the gemrb developers). There is one person who has been working on that for olpc i think and has some modified resources. These would not be redistributable though, so a programmatic solution that pastes together a hybrid of 800x600 and 640x480 graphics might be one solution. Another would be to leave the playscreen border/menu as-is and incorporate command lists for the thumbs to the left and right of the 640x480 window - to implement onscreen keyboard shortcuts. Then a fullscreen 800x480 mode could be activated just for cases where the border menus are toggled off.
Last edited by ArnimS; 2008-02-20 at
22:45
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