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Frequent problems and solutions (follow me)
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Cause: MSVC 6 handles templates in a substandard way: it requires all template arguments to a function to be reflected in the argument list. We wrap them in the type of a dummy argument. This increases the required heap size at compilation significantly.
Solution: edit the project properties of SDLVideo (C/C++/General settings), /Zm150 works.
Cause: Your openal still uses oss and the new ubuntu pulled oss support
Solution: First try to reconfigure openal to use pulse audio (alsoft-conf) If that doesn't help, or you get an error like “Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion `map→l_init_called' failed!” Then pull the newest openal source from the git repository and recompile.
Cause: SDL 1.2.13 on Windows has a bug, which was fixed in Revision #3533. If this happens to you, download the SDL source, and fix SDL_dibvideo.
Solution: Look for the line:
video->flags |= SDL_HWPALETTE;
Either remove it, or alter it like this:
if ( screen_pal) {
video->flags |= SDL_HWPALETTE;
}
You can also try other versions of SDL.
Possible cause: You clicked on another window, pushing the initializing game into background. This causes OpenAL to fail opening the sound device, which causes GemRB to fail startup.
Solution: Try running again, without clicking too wildly.
Possible cause: You have stale .pyc files. Or even .py files that no longer needed.
Solution: Delete all .pyc files before running GemRB. Make sure you don't have excess files.
Possible cause: You have got a wrong version of OpenAL.
Solution: Install OpenAL Soft 15.1. The best is if you copy soft_oal.dll as OpenAL32.dll somewhere on your game's dll path.