GemRB: The Infinity Engine Clone   FREE!

GemRB is a portable open-source implementation of Bioware's Infinity Engine which was written to support pseudo-3D role playing games based on the Dungeons & Dragons ruleset. That includes game classics like the Baldur's Gate series, Planescape: Torment and the Icewind Dale series. It is in beta stage.

Would you like to create a game like Baldur's Gate?
Author: The GemRB Developers Team
Company:
Version: 0.7.0
Category: rpg
License: free
Cost (1):
Submitter: admin
Metacritic Rank: wait... 

Note (1): the price may be not correct due to changes in the distributor's trade policies
Source:
Sound:
XWindow/Wayland:
Console:
Accell3d:
Multiplayer:
Play Online:
Last Update: 2011-12-31 12:10:22




Comments for 'GemRB: The Infinity Engine Clone' game.
Comment: 54522
Tor
2012-01-02 13:53:09
Honestly I`ve been afraid that this project will die log before it will be playable, and now... I`m happy. Thank you guys for your awesome work!
Comment: 52018
mym
2009-06-26 23:23:55
I'm glad to see the development is still in progress, with a lot of new features for each new version.
Keep up the good work.
Comment: 51885
lynx_lupo
2009-05-29 13:50:32
*** reply to 51880

You don't have them yet!? They're usually perfectly playable through wine. While gemrb has come a long way, it still has a long way to go. Luckily now most of the features are there and the future will be spent mainly on polishing and filling in the blanks.
Comment: 51880
nath
2009-05-27 15:05:08
*** reply to 50406

Well, how far is it? Time to buy the games?
Comment: 51317
Rogue Jedi X
2009-02-17 16:36:59
*** reply to 50406

Ditto.
Comment: 51316
mym
2009-02-17 02:07:51
*** reply to 50406

Same here =)
Comment: 50406
David_The_Great
2008-09-26 18:16:39
I will love the day once the BG2 (and all it mods like BGT, BG1NPCP, SoBH, DSotSC, NTotSC, TDD, RoT, TS and so on :D) will be fully playable under GemRB... Keep up the good work!
Comment: 47069
anonymous
2007-12-12 12:09:59
*** reply to 44788

By popular demand, there is now a wiki. So far it contains only the guiscript docs, but anyone can register and improve it. Recent improvement is the delayed loading and caching of ambient sounds, this speeds up area loading (and fixes sound resource exhaustion on windows). We also got another developer. (Avenger)
Comment: 44788
anonymous
2007-07-27 22:47:12
*** reply to 44755

I didn't miss it, it is usually the first place I look, but the last update there is from 14th May 2007 - 01:25 AM. That's 2,5 months ago.
Comment: 44755
Lightkey
2007-07-26 14:04:40
*** reply to 44748

I got the changelog from the notes for the 0.2.9 tarball on the SourceForge download page. Also you must have missed the sticky implemented features thread in the forum where Avenger posts current developments when I nag him.. err, I mean when he feels like it.
Comment: 44748
anonymous
2007-07-26 08:44:39
wow, impressive changelog! Good job!
I was looking at gemrb's progress just yesterday, but the forums don't have much info (too bad). Perhaps it would be easiest to replace the previous website with something wiki based, so the community can help with maintaining it and keeping it updated. I doubt many are willing to read cvs logs to get current news.
Comment: 41492
anonymous
2006-12-25 08:22:43
*** reply to 39263

It is improving, but not done yet. Definitely it is not in an end user playable state (hence it is called alpha). But lots of things have been implemented and with some efforts one can compile it and 'play' with it. There is a very recent tarball on sourceforge (as of now). -Avenger-
Comment: 40261
anonymous
2006-10-29 00:38:10
*** reply to 39263

The game is still around alpha stage. You'll need CVS and a compiler and a lot of work if you want to play (try) the most recent version. There are a few loki installers for linux (if you are living on windows this part is much easier) to install one of the original games. Then you have to compile the sources and configure it manually. The sample config file gives tips how to fill it out.
Comment: 39263
keisangi
2006-10-01 05:49:49
so, it's been two years now. well almost .. how's the project going ? is it finaly "playable"? (baldur series) if yes, how come i couldn't find any documentation on the official forum and website like: "how to install gemrb and baldur's gate" ? or "what do you need to do to play bg, iwd, pst..." after all, the goal is to be able to play theses games , no? (and create new content too..) so can we have some feed back and maybe few tutorials for brainless dummies so i will be able to use this project :) thanks!
Comment: 39231
anonymous
2006-09-30 08:31:57
*** reply to 16557

so, it's been two years now. well almost .. how's the project going ? is it finaly "playable"? (baldur series) if yes, how come i couldn't find any documentation on the official forum and website like: "how to install gemrb and baldur's gate" ? or "what do you need to do to play bg, iwd, pst..." after all, the goal is to be able to play theses games , no? (and create new content too..) so can we have some feed back and maybe few tutorials for brainless dummies so i will be able to use this project :) thanks!
Comment: 39173
Daedalus
2006-09-29 05:49:53
One of the best project I'm following now :)
Comment: 39145
frostwork
2006-09-28 10:11:54
Thanks a lot for your hard work!
Comment: 35938
anonymous
2006-06-03 14:16:45
*** reply to 26404

odwiedź studenckie radio internetowe
Comment: 35848
David_The_Great
2006-05-31 16:31:08
*** reply to 35846

Hard to say since actually there is only one really active developer... My guess would be "at least one year"...
But you can consider it from "another view", see FAQ:

Can I actually play with GemRB?
Yes, most definitely you can play with it. Though this isn't considered real 'gameplay'. You can generate a character, walk around in areas and talk. You can try to improve the GUI scripts (effectively write the game). You can report bugs. You can start implementing a new game. For some people this is entertaining. If you are a pure gamer and only wish to play the original games on Linux, you'll have to wait.
;) Regards, David
Comment: 35846
Gabriel
2006-05-31 15:37:57
*** reply to 35830

It's excellent :) One of the most important project for me right now. Any hint about estimated time of arrival (of completely playable version?)
Comment: 35831
David_The_Great
2006-05-31 01:44:34
Version 0.2.6 was released in early December of 2005, if somebody is interested please check cvs repository,it is much ahead comparing to last regular release, e.g.: - vvc rendering (effects like entangle, web, globe of invulnerability, etc) - damage rendering (blood spatters, burning, etc)
Comment: 35830
David_The_Great
2006-05-31 01:38:59
*** reply to 35829

Yes, it's one of the main aimes of the project.
Comment: 35829
Gabriel
2006-05-31 01:03:58
Will this engine run infinity based games like Baldurs Gate, Icewind Dale, Torment etc?
Comment: 35828
lynx_lupo
2006-05-30 23:52:34
Keep it up! :D
Comment: 26405
David_The_Great
2005-04-24 07:08:40
I hope It won't get too old till it will be playable, but looks promising.
Comment: 26404
David_The_Great
2005-04-24 07:05:14
Looks good, I think I will like it.
Comment: 25604
anonymous
2005-03-13 05:06:53
*** reply to 25152

We can't encourage something that is not yet possible. Creating new content for IE doesn't need to be encouraged anyway, see the still thriving modding sites: g3, forgottenwars and pocket plane. (There are many more, i just refer to those i visit). GemRB unique stuff is documented as it is being rolled out. We got a complete documentation for our GUIScript commands. And some other docs for the GemRB specific data files. All else should be found on IESDP. Once GemRB is mature enough, we'll create a mini stand-alone dataset which won't require ownership of any original IE game. Anyway, people are encouraged to download and compile the source and explore the possibilities of creating their own game. However at this moment we accept only bugreports regarding compatibility with original games. Avenger
Comment: 25152
charlieg
2005-02-23 05:10:00
*** reply to 25146

I do think that GemRB has the potential to be a great platform for people creating their own games rather than just an emulator. It would be nice to see it encouraged on the GemRB website, somehow.
Comment: 25147
anonymous
2005-02-23 00:24:34
*** reply to 25127

It DOES work .... to a degree. You can walk the areas, open doors, load save games, manage your inventory, talk with NPCs and other things. It's just not playable - there's not combat yet, magical effects are not applied, you can't save - again etc. We are nowhere near 'complete'.

We need other developers and participants. Any volunteers?

Edheldil

Comment: 25146
anonymous
2005-02-23 00:17:58
*** reply to 25137

You can use documentation available for creating mods for Baldur's Gate, there's a ton of it on the Net. Principal source could be IESDP, as that contains most of what we know of the file formats. And there are editors like DLTCEP and NearInfinity.

Edheldil

Comment: 25137
aendeuryu
2005-02-22 13:05:12
I know you guys are spending most of your time reverse engineering the published titles, and are hoping for that level of compatibility, but do you happen to have any docs on how to create new content for the engine?
Comment: 25127
anonymous
2005-02-22 12:11:01
how can something that does not (yet) work be rated with 5 stars?
Comment: 17047
anonymous
2004-02-15 10:51:12
*** reply to 15902

Modding GemRB is (intended to be) easier than modding any existing commercial IE engine. There is already a large modding community for IE, some of their work is of commercial grade. I don't worry about the lack of GemRB artists. (Avenger)
Comment: 16557
anonymous
2004-01-26 09:52:59
*** reply to 16515

BG1 and IWD1 are the least supported atm. You can 'start a game' in BG2 or PST by going through the character generation process. IWD2 is supported up to half of the character generation. In any of these games you can 'enter the game' by typing GemRB.EnterGame() in the Console (which could be popped up by hitting ESC). I'll try to finish the Load Game functionality by the next release, so you can load any saved games. Considering the current pace of improvement, we release a milestone near 22nd of each month. With 1-2 more coders the whole project could reach a mature state in a year, otherwise it will take 2 years, at my guess. Avenger
Comment: 16516
Balrog994
2004-01-23 02:18:09
*** reply to 16515

Hi,
we're still really far from the final objective. GemRB is still not playable, actually we've not implemented any ruleset, the internal In-Game GUI is still under development. We need much more work, it is not an easy task :)

We're still searching for a Mac Porter, meyba one time we'll find it :)

I guess the next version will have Inventory support and many other features, so please be patient and in the meantime... test GemRB and send us some feedback, this will be very useful :)

Byez
Comment: 16515
anonymous
2004-01-23 01:12:17
How close are you to supporting any of the commerical games? BG1, IWD1? If you're a bit off, how long do you think it will take before you can support at least one about 99%? Thanks. I look foward to playing BG2 in Linux "natively".
Comment: 16166
anonymous
2004-01-02 09:53:37
*** reply to 15902

If I may, I think if aspiring artists were really serious, they could just pluck one of the existing howtos from the trees. There is MORE than enough information on the internet, surely, and aspiring Linux artists could also surely read a document that isn't written in the familer Howto format.
Comment: 15902
anonymous
2003-12-22 08:50:50
*** reply to 15595

Yes. What would really help is if the artists there ARE actually STOPPED doing art for a while, and worked on a good Art How-To. You know... basic art techniques: composition, color theory, shading, etc. It sounds crazy, I know.. but art isn't some fluffy thing you're born with -- it's mostly about understanding techniques, and then practicing them. Put it in a how-to form, that most linux coders are familiar with, and it would make a big difference, imho.
Comment: 15860
anonymous
2003-12-20 00:02:42
*** reply to 15578

I would use the Changelog option :)
Comment: 15859
jammet
2003-12-19 23:37:18
*** reply to 15858

(Whops, I rated twice, dunno if that is ignored or what, nor does it seem like I can modify my old posting). Anyway, I'll be on the forum of that project (registered a few days ago). There is something that resembles it, called IanOut, which is a fallout engine - but that one doesn't allow you to play the games, rather than make your own campaign based on it, using it's resources. I wonder what Gemrb will have in the future, like, one or two years from now. It's nice to know that those games will at some point be playable, finishable, and that you can even create your own and distribute them on your own if you wish to do that. It will be a huge chunk of work, and I'll probably be looking for a project where I can create some graphics for a game based on gemrb, as I enjoy doing graphics a lot.
Comment: 15858
jammet
2003-12-19 23:32:57
*** reply to 15706

Thanks =). Sounds like this is a great start. I'll keep watching this, and help out if I can.
Comment: 15706
MehdiYM
2003-12-12 02:24:42
*** reply to 15705

>Now, what can I actually play with the engine as of this moment?
You can move around, open doors.
>Any of Baldurs gate or Icewind Dale?
I have just tried BGII.
>Can I play any of them using this and finish the game?
Not at present.
Comment: 15705
jammet
2003-12-12 02:11:28
*** reply to 15504

Now, what can I actually play with the engine as of this moment? Any of Baldurs gate or Icewind Dale? Please someone be specific. Can I play any of them using this? Can I play any of them using this and finish the game?
Comment: 15688
MehdiYM
2003-12-11 03:31:44
*** reply to 15686

you're right.
Here is the way I download, compile, and run GemRB (from lastest cvs) :

cvs -d:pserver:[email protected]:/cvsroot/gemrb login
cvs -z3 -d:pserver:[email protected]:/cvsroot/gemrb co gemrb
cd gemrb
autoconf
sh linux_compile.sh
cd gemrb
mkdir Cache
"edit GemRB.cfg"
./gemrb
:)
Comment: 15686
anonymous
2003-12-11 02:03:58
*** reply to 15577

Yes, plus in GUIScript.cpp and GUIScript.h are hardcoded references to /usr/local/include/python2.3/Python.h, which of course should point to /usr/include/python2.3/Python.h if you haven't installed python 2.3 by hand.
Comment: 15595
anonymous
2003-12-07 02:33:15
*** reply to 15557

Yeah, the only problem is that hackers can hack but a yummy new game using the engine would require quite a lot of art input. And linux gaming is kinda good-artist-starved. :(
Comment: 15585
Mucknert
2003-12-06 06:41:28
*** reply to 15583

Haha, rating your own project is cheating. ;)
Comment: 15583
Balrog994
2003-12-06 03:23:02
*** reply to 15578

ok, thanks for your answer ;)

I followed your suggestions, I already sent an update as a Registered user. On our website there are some updates for the upcoming version.

Thanks again,

Balrog994
Comment: 15581
anonymous
2003-12-05 23:03:19
*** reply to 15577

Thanks a lot, the compil runs perfectly !! Sam
Comment: 15578
nilfilter
2003-12-05 12:09:13
*** reply to 15574

Hiya Balrog994,

You could speed the verification process up if you a) either submitted it as a registered user or b) additionally sent us an email (in case you don't want to register) or c) posted an official changelog to your homepage so that we can easily verify the anonymously submitted changes. We need to do it this way since we do receive heaps of bogus submissions.
There are about 22 submissions in the queue right now, and we're working our way down the list walking the path of least resistance ;)

Cheers,
nilfilter

Comment: 15577
MehdiYM
2003-12-05 10:02:15
*** reply to 15551

correction:

cd germb
./configure
cd gemrb/plugins/Core
make
cd ../..
plugins-prepare.sh
make :)
Comment: 15574
anonymous
2003-12-05 05:18:36
Hi, I'm Balrog994, the main Developer of the GemRB project.
I want to inform that we finally rewrote the Audio Driver to use OpenAL, so no more need for FMOD ;-)

We are working on a new release, I'll give you some new info about that:
- Basic Support for Game Scripting
- New: Audio Driver using OpenAL (no more FMOD)
- New: PathFinder (now you can Walk!! :)
- Minor Bug Fixes
and Much More :)

To know more check out our Web Site :)

P.S. I tried to post an update, but... HappyPenguin.org report the old version :-/
Comment: 15557
anonymous
2003-12-04 13:09:32
Oooh, this looks yummy.. I can't wait to see what some hackers make with this..
Comment: 15551
MehdiYM
2003-12-04 10:13:24
*** reply to 15546

it works !
go in gemrb/gemrb/plugins/Core
then do "make"
so the -lcore not found message disappear.
the get back to gembr
do "./configure" then "make" :)
Comment: 15550
MehdiYM
2003-12-04 09:56:02
*** reply to 15547

ok, the zip extracts correctly with -a option but there is no configure script in the gemrb directory :(
Comment: 15547
MehdiYM
2003-12-04 08:37:51
*** reply to 15546

note that I use gemrb.nov28.tgz, not "Linux GemRB v0.2.1.6" because I can't extract files from this zip file.
Comment: 15546
MehdiYM
2003-12-04 08:33:34
*** reply to 15377

:( same problem:
(Gentoo Linux)

make all-recursive
make[1]: Entering directory `/usr/local/src/gemrb'
Making all in gemrb
make[2]: Entering directory `/usr/local/src/gemrb/gemrb'
Making all in plugins
make[3]: Entering directory `/usr/local/src/gemrb/gemrb/plugins'
Making all in AREImporter
make[4]: Entering directory `/usr/local/src/gemrb/gemrb/plugins/AREImporter'
/bin/sh ../../../libtool --mode=compile --tag=CXX c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -c AREImporter.cpp
mkdir .libs
c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -Wp,-MD,.deps/AREImporter.pp -c AREImporter.cpp -fPIC -DPIC -o .libs/AREImporter.o
/bin/sh ../../../libtool --mode=compile --tag=CXX c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -c AREImp.cpp
c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -Wp,-MD,.deps/AREImp.pp -c AREImp.cpp -fPIC -DPIC -o .libs/AREImp.o
/bin/sh ../../../libtool --mode=compile --tag=CXX c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -c AREImpCD.cpp
c++ -DHAVE_CONFIG_H -I. -I. -I../../.. -O2 -fno-exceptions -fno-check-new -Wp,-MD,.deps/AREImpCD.pp -c AREImpCD.cpp -fPIC -DPIC -o .libs/AREImpCD.o
/bin/sh ../../../libtool --mode=link --tag=CXX c++ -O2 -fno-exceptions -fno-check-new -o libAREImporter.la -rpath /usr/local/lib -version-info 0:0:0 -L../Core -lcore -ldl AREImporter.lo AREImp.lo AREImpCD.lo
c++ -shared -nostdlib /usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/../../../crti.o /usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/crtbeginS.o .libs/AREImporter.o .libs/AREImp.o .libs/AREImpCD.o -L/usr/local/src/gemrb/gemrb/plugins/Core -lcore -ldl -L/usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3 -L/usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/../../../../i686-pc-linux-gnu/lib -L/usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/../../.. /usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/libstdc++.so -L/usr/i686-pc-linux-gnu/bin -L/usr/i686-pc-linux-gnu/lib -lm -lc -lgcc_s /usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/crtendS.o /usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/../../../crtn.o -O2 -fno-exceptions -fno-check-new -Wl,-soname -Wl,libAREImporter.so.0 -o .libs/libAREImporter.so.0.0.0
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.2.3/../../../../i686-pc-linux-gnu/bin/ld: cannot find -lcore
collect2: ld returned 1 exit status
make[4]: *** [libAREImporter.la] Erreur 1
make[4]: Leaving directory `/usr/local/src/gemrb/gemrb/plugins/AREImporter'
make[3]: *** [all-recursive] Erreur 1
make[3]: Leaving directory `/usr/local/src/gemrb/gemrb/plugins'
make[2]: *** [all-recursive] Erreur 1
make[2]: Leaving directory `/usr/local/src/gemrb/gemrb'
make[1]: *** [all-recursive] Erreur 1
make[1]: Leaving directory `/usr/local/src/gemrb'
make: *** [all-recursive-am] Erreur 2
Comment: 15528
anonymous
2003-12-02 02:40:47
1. we plan to replace FMOD with OpenAL, thus removing a problem with portability 2. PST support is possible, but BG2 and IWD2 emulation has a priority. 3. An editor source has also been released. 4. we try to make our engine as close to the original ones as possible, also we plan to release an engine which is capable of emulating ALL of the IE variations, this means that the engine will add features to all of the different games. Generally it will be very customisable. You can replace the whole GUI without ever touching the executable.
Comment: 15505
anonymous
2003-11-30 10:26:29
*** reply to 15464

ohh. Wouldn't it be better to use one of the Open Source mod libraries?
Comment: 15504
anonymous
2003-11-30 10:24:40
*** reply to 15345

Wine only works on Linux/x86, not Linux :)
Comment: 15464
anonymous
2003-11-28 05:06:55
*** reply to 15326

Actually No. It uses FMOD that's x86 Linux only (and x86 Windows, PPC Mac).
Comment: 15377
anonymous
2003-11-25 07:43:00
I'd like to test it , but how to compile it ! Sam
Comment: 15359
MehdiYM
2003-11-24 12:23:13
*** reply to 15345

1. It's not easy to install it because the BG installer is not supported by WINE :(
(maybe with WINEX)
2. I think with GemRB, there will be less bugs and less memory usage than with WINE
Comment: 15353
anonymous
2003-11-24 07:08:56
One can even hope they will make a better interface to the games since it's not bioware main force.
Comment: 15351
anonymous
2003-11-24 01:10:42
After that, usually comes the editor... HO HO HO. (Sorry my english is very poor)
Comment: 15345
anonymous
2003-11-23 18:17:28
*** reply to 15307

Uhhhh... play it under vanilla WINE!
Comment: 15326
anonymous
2003-11-23 07:04:17
Best news I've seen in a long time. I'll be able to play Baldur's Gate II on my PPC Linux machine, right?
Comment: 15318
MehdiYM
2003-11-22 23:20:37
*** reply to 15307

lol
yes, playing great games on great OS...
Comment: 15315
anonymous
2003-11-22 19:55:33
I was wondering for a moment if I'd somehow missed Bioware's announcement that they were opening the source of the Infinity Engine, but no, the project's homepage says they are reverse engineering the Infinity Engine, not porting it. (Well, it says they are 'emulating' it. Marpessa's tusks, I HOPE they meant 'reverse engineering!')
Comment: 15310
anonymous
2003-11-22 16:05:53
*** reply to 15308

Yes, as nice as having a straight engine would be, I'd GREATLY appreciate it if they'd concentrate on making Planescape and BG 1/2 work properly first.

-Erwos

Comment: 15308
HRT
2003-11-22 14:56:39
i hope i can play some game with GemRB like Planescape, theres a few RPG in linux.
Comment: 15307
anonymous
2003-11-22 14:49:00
*** reply to 15304

BG is all fine and dandy but the thought of playing Planescape : Torment with linux has me drooling
Comment: 15304
MehdiYM
2003-11-22 14:33:08
I'm very happy to see such a project !
I'm really impatient to play baldur's gate serie...