#gemrb@irc.freenode.net logs for 28 Apr 2015 (GMT)

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[08:08:38] <kephu> yo
[08:09:26] <xrogaan_> lo
[08:09:56] <kephu> so, gemrb still not working right on android, but hey, at least it boots
[08:10:16] <lynxlynxlynx> anything new?
[08:10:29] <lynxlynxlynx> openal is just old, i doubt you can find anything more recent
[08:10:36] <kephu> yeah
[08:10:48] <kephu> audio's still nonexistent, but thats sort of a given at this point
[08:10:50] <kephu> also
[08:10:58] <kephu> i make it past the character creation fine
[08:10:59] <kephu> but
[08:11:28] <kephu> during the game, it seems there's something wrong with dialogues, and in general screens that take over the main game one
[08:11:32] <kephu> like the map and such
[08:11:44] <kephu> the bottom half stays after I close it
[08:11:48] <lynxlynxlynx> widescreen is required for a reason
[08:12:02] <kephu> and pretty much the moment I start a dialogue the main bit becomes unresponsive
[08:13:20] <kephu> curiously, the left half is still on so i can look at the map no problem
[08:13:52] <kephu> at first i thought this was due to me using spen (since there's flicker at the bottom when it's hovering above the screen), but we tried the touch literally just now, same thing
[08:15:14] <lynxlynxlynx> this is all due to the resolution
[08:15:22] <lynxlynxlynx> the games just don't have scalable uis
[09:26:39] <kephu> huh
[09:26:41] <kephu> sooo
[09:26:45] <kephu> what should i set it to
[09:26:55] <kephu> also btw i did run the widescreen mod on the files
[09:31:13] <lynxlynxlynx> to what you set widescreen to
[09:31:45] <lynxlynxlynx> and you probably need to take into account the android button row when calculating the res you need
[09:31:55] <kephu> well i set it to support multiple resolutions with the default being... 1920x1080
[09:31:56] <kephu> damn
[09:32:10] <kephu> seems like the button row doesn't factor into it though
[09:32:30] <kephu> samsungs have this thing where the buttons are off-screen
[09:35:18] <kephu> ok now the dialogue doesnt show up
[09:36:51] <kephu> oh, no, wait, I've got an angry innkeeper
[09:37:38] <kephu> hm
[09:37:40] <kephu> anyhow
[09:37:50] <kephu> what would you say the recommended resolution is then?
[09:38:01] <kephu> also, meanwhile, how can we go about setting this openal thing up
[09:38:17] <kephu> I recall the APK I downloaded off gemrb.org actually HAD working sound
[09:49:09] <lynxlynxlynx> depends on how high it is
[09:49:15] <lynxlynxlynx> that's for you to figure out
[09:49:46] <lynxlynxlynx> perhaps you even have to double that, since it's a double density display
[10:06:25] <kephu> yeah, 1920x1080 looks like utter balls
[10:06:54] <kephu> i now realize i dunno what that comparison says about me, what with the game being tiny and inscrutable
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[11:23:00] <kephu> so um
[12:02:56] <lynxlynxlynx> yes?
[12:43:46] <kephu> that openal thing. Or, at least, that SDL thing
[12:44:15] <kephu> also re: resolution - what i guess you're saying is i should re-run the widescreen mod then?
[12:52:37] <kephu> huh, curious
[12:52:46] <kephu> setting the res to 800x400 just borks it
[13:02:23] <lynxlynxlynx> that's too low
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[13:02:41] <lynxlynxlynx> x480 is the minimum or perhaps even x600 in bg2
[13:03:37] <lynxlynxlynx> the mod will tell you
[13:03:59] <lynxlynxlynx> as for audio, try throwing sdl_mixer2 into the build, so our plugin gets built
[13:04:24] <lynxlynxlynx> should be simple, you can copy what we do for openal in android/ and just rename stuff in the makefiles
[13:09:41] <kephu> your definition of 'simple' is, at the very least, intriguing
[13:31:14] <lynxlynxlynx> look at prep_env
[13:35:21] <kephu> yes?
[13:36:20] <lynxlynxlynx> search for openal and just copy the code
[13:36:29] <lynxlynxlynx> replace the url and paths as needed
[13:36:44] <lynxlynxlynx> it's easier if you download the sources manually first
[13:53:59] <lynxlynxlynx> of course, let me know if you get stuck somewhere
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