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[00:30] <GitHub155> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKXQ
[00:30] <GitHub155> scummvm/master b442db8 Paul Gilbert: XEEN: Fix initial generation of blacksmith wares...
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[00:41] <GitHub4> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxK1J
[00:41] <GitHub4> scummvm/master 8f597c1 Paul Gilbert: XEEN: Fix loading character HPs that are negative
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[01:50] <GitHub30> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKMh
[01:50] <GitHub30> scummvm/master deb98b5 Paul Gilbert: XEEN: Fix cropping of g, y characters when entering mirror destination
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[02:18] <GitHub24> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKDr
[02:18] <GitHub24> scummvm/master 27bbc7e Paul Gilbert: XEEN: Fix crash using ranged spells during combat
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[02:30] <GitHub119> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKD5
[02:30] <GitHub119> scummvm/master 68365f3 Paul Gilbert: XEEN: Fix crash escaping Cast Spell dialog during combat
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[02:37] <GitHub79> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKyf
[02:37] <GitHub79> scummvm/master 32dceae Paul Gilbert: XEEN: Stop playing music when exiting from game to main menu
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[02:44] <GitHub51> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKyG
[02:44] <GitHub51> scummvm/master f2b8942 Paul Gilbert: XEEN: Prevent 'Nothing here' dialogs disappearing too quickly
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[02:45] <dreammaster> And that's the last of the known bugs fixed. Now I'm ready for finding all new ones tomorrow ;)
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[03:19] <GitHub112> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxKyj
[03:19] <GitHub112> scummvm/master 05adb74 Paul Gilbert: XEEN: Fix Sheltem laugh during dream cutscene
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[11:14] Nick change: _sev_ -> _sev
[11:17] <_sev> madmoose: here?
[11:17] <_sev> peterkohaut: here?
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[11:24] <peterkohaut> yes?
[11:45] <_sev> how to switch to some scene which is not of the 1st cd?
[11:46] <_sev> have the CDFRAMES code written here, and wanted to test
[11:46] <peterkohaut> debugger command "chapter"
[11:46] <_sev> that does not switch the scene :D
[11:46] <peterkohaut> no:)
[11:47] <peterkohaut> for example enter "chapter 2"
[11:47] <_sev> Do we have list of all chapter/set/scene combinations generated somewhere?
[11:47] <peterkohaut> and after that "set x y)
[11:47] <peterkohaut> and after that "set x y"
[11:47] <peterkohaut> sorry, only one "set" command
[11:47] <peterkohaut> i dont think we have
[11:47] <_sev> set? or scene?
[11:47] <peterkohaut> but i have somewhere list of files contained in mix files
[11:48] <peterkohaut> sorry, "scene" it is
[11:48] <_sev> that I figured out, just O do not know which scenes are in chapter 2 :D
[11:48] <_sev> that is my original question
[11:49] <_sev> maybe we need to generate those and put on the Wiki
[11:52] <peterkohaut> gimme a sec
[11:57] <peterkohaut> please, do you have a example of a wiki page how it should look like
[12:04] <_sev> http://wiki.scummvm.org/index.php/Boot_Params
[12:07] <_sev> that list you sent does not contain the info I am looking for ?
[12:07] <_sev> :/
[12:08] <peterkohaut> vqa1 - first chapter, vqa2 - second chapter, vqa3 - the rest :P
[12:08] <peterkohaut> its a bit confusing
[12:08] <peterkohaut> but ill prepare better list
[12:08] <peterkohaut> sorry, 2nd and 3rd chapter are using vqa2
[12:11] <_sev> yes, I understand that
[12:13] <peterkohaut> but there are several ocasions where scene is the same but set is different, so its not 1:1 relation
[12:13] <_sev> this is the table: https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/chapters.h#L42
[12:13] <_sev> yes, that also I know
[12:13] <_sev> I just need couple of examples
[12:13] <_sev> so I could test my CDFRAMES switching code
[12:14] <_sev> especially since it is not pretty straightforward to understand the Set number for a give scene
[12:14] <madmoose> _sev: Did you figure out a naming convention for the cdframes files?
[12:14] <_sev> yes
[12:15] <_sev> 1st one: CDRAMES.DAT or CDFRAMES1.dat
[12:15] <_sev> then it goes CDGRAMES%d.DAT
[12:15] <_sev> in 2-4 range
[12:15] <_sev> pretty straighforward and similar to what we do with BS1&2
[12:15] <_sev> and next step is to create utility for merging those
[12:16] <_sev> let me push the code
[12:16] <_sev> so you could see. It works well with the first chapter ATM
[12:16] <peterkohaut> i have no idea which model is in which frame file
[12:16] <peterkohaut> maybe tyrell guard at start of second chapter?
[12:17] <peterkohaut> chapter 2
[12:17] <peterkohaut> scene 17 82
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[12:18] <GitHub194> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxKp5
[12:18] <GitHub194> scummvm/master b277e79 Eugene Sandulenko: BLADERUNNER: Support for CDFRAMES.DAT...
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[12:20] <_sev> okay, that crashed it :D
[12:24] <madmoose> _sev: http://thomas.fach-pedersen.net/bladerunner/
[12:24] <_sev> madmoose: \o/
[12:27] <madmoose> I still need to validate that it matches the original but it seems to work
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[12:42] <_sev> peterkohaut: thanks! Now the code is tested
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[12:42] <GitHub98> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxKh2
[12:42] <GitHub98> scummvm/master 506ed95 Eugene Sandulenko: BLADERUNNER: Fix chapter switching with CDFRAMES.DAT
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[12:46] <peterkohaut> nice
[12:46] <peterkohaut> great:)
[12:54] <_sev> now will look into HDFRAMES generation
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[13:06] <madmoose> _sev: It's not that difficult if you understand the format :)
[13:07] <_sev> right, I just want still to go with RE and see what the original was doing
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[13:20] <peterkohaut> it's quite simple:P
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[16:03] <GitHub70> [scummvm] yinsimei pushed 1 new commit to master: https://git.io/vx6k1
[16:03] <GitHub70> scummvm/master 2ea4855 Simei Yin: SLUDGE: Move global variable pastePalette to TextManager and refactor a little
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[18:02] <GitHub40> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx6YT
[18:02] <GitHub40> scummvm/master d8a8a57 Paul Gilbert: XEEN: Fixes for full description of misc items
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[18:31] <_sev> peterkohaut: well, I do not quite get it yet
[18:32] <_sev> peterkohaut: at least, dumping all the offsets from HDFRAMES and comparing them to each CDFRAMES does not suggest straighforward aproach
[18:34] <_sev> and totally there are 5344 offsets in all CDFRAMES, and only 2479 is HDFRAMES, and moreover, from 2342 they're all equal to -1
[19:06] <Dark-Star> dreammaster: I think your int vs unit fix for the hit points does not work quite correctly: https://imgur.com/a/Io5ZX ;-)
[19:09] <Dark-Star> also the coloring seems to be off (red hp numbers at 11/12 hp?)
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[19:10] <dreammaster> Hey. Hmmm.. let me double-check the logic
[19:13] <Dark-Star> aw crap... something broken with the loot system too it seems? https://imgur.com/a/jBZur
[19:16] <Dark-Star> backtrace here: https://i.imgur.com/UqZRsve.png seems the ID is zero-based for armor and not 35-based ?
[19:19] <dreammaster> Hmmm... I know I've had some confusion about the basing of Ids for the non-weapon categories. I hope everything ends up being zero based. Because Swords adds in some extra Elder weapons from id 35+, so it'll be a bit of a pain to track down a bunch of '- 35' and replacing with '- 42'
[19:20] <Dark-Star> The 0x01 ID comes from Party::giveTreasureToCharacter()
[19:21] <Dark-Star> XeenItem &treasureItem = _treasure._categories[category][itemIndex];
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[19:23] <GitHub37> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx6sR
[19:23] <GitHub37> scummvm/master d0849b6 Paul Gilbert: XEEN: Fix attribute colouring in Char Info dialog
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[19:24] <Dark-Star> https://imgur.com/j6qfzGF (I hope those screenshots help ;-)
[19:27] <dreammaster> It certainly helps give the context
[19:31] <dreammaster> Phew. Yes, it looks like I'm needlessly doing a subtraction where I didn't need to. Though the id < 82 check is still looking a bit dodgy. I'm not sure I should even be checking against the question items in that method
[19:32] <dreammaster> The whole thing of negative offsets from where tables actually start is making it all confusing to read. I need to go AFK for a few minutes, and I'll do a few more tests in DosBox when I get back.
[19:35] <Dark-Star> okay
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[19:49] <dreammaster> re
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[19:57] <madmoose> peterkohaut: https://github.com/madmoose/scummvm/blob/obstacles/engines/bladerunner/obstacles.cpp#L124
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[19:58] <GitHub47> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx6GD
[19:58] <GitHub47> scummvm/master cf19b4f Paul Gilbert: XEEN: Fix getting treasure non-weapon item names
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[20:31] <GitHub88> [scummvm] sev- pushed 1 new commit to master: https://git.io/vx6ZA
[20:31] <GitHub88> scummvm/master 6a0f56f Eugene Sandulenko: BLADERUNNER: Remove leftover debug output
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[21:19] <peterkohaut> _sev: have seen that install shield script and that dll? it looked quite straightforward
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[21:19] <GitHub27> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vx6Ce
[21:19] <GitHub27> scummvm/master 05c8c83 Paul Gilbert: XEEN: Fix laugh sound in death cutscene
[21:19] <GitHub27> scummvm/master 396076c Paul Gilbert: XEEN: Fix combat crash when additional monsters join the front row
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[21:19] <_sev> peterkohaut: Yes, I had them from the beginning
[21:19] <_sev> peterkohaut: now I am just about to do my first test run :D
[21:24] <peterkohaut> sorry :)
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[21:46] <_sev> peterkohaut: got the code running and the generated file matching
[21:47] <_sev> peterkohaut: now need to move it to the tools
[21:47] <_sev> peterkohaut, madmoose: where do you think it belongs the best? scummvm-tools? devtools/?
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[21:54] <madmoose> _sev: probably scummvm-tools?
[21:57] <_sev> ok. but in the first iteration I will make it work with the renamed files
[21:58] <_sev> I have no idea whether it would be possible at all to emulate that "insert CD #3" thing
[21:59] <madmoose> _sev: That's what I'd do too :)
[21:59] <peterkohaut> i would pick scumvmm tools too because its mainly for public and not for dev, imho
[22:01] <_sev> well, at this very moment it is pretty useless since we can work with the CDFRAMES anyway
[22:01] <_sev> well, maybe to save space
[22:01] <peterkohaut> maybe, we can make small "installer" tool which will copy (or combine) all files to desired paths from 4 directories (cdroms), no idea how is it done for other games
[22:02] <_sev> oh, right. The pure CDFRAMES take 375MB more than HDFRAMES
[22:02] <_sev> vc 325MB for HDFRAMES
[22:03] <_sev> vs=vs
[22:03] <_sev> CDFRAMES is 700MB
[22:05] <peterkohaut> is there some "prepare"/install script for other games?
[22:09] <peterkohaut> or keep original structure in folders like base, cdX,...
[22:41] <peterkohaut> _sev: like this? http://wiki.scummvm.org/index.php/Blade_Runner
[22:42] <_sev> exactly!
[22:43] <madmoose> peterkohaut: Correction, Blade Runner *is* a point and click adventure :)
[22:45] <peterkohaut> fixed:)
[22:48] <madmoose> RC01 adds 36 obstacle rects, my implementation of the merging code has a bug on the 35th and 36th call... :(
[22:49] <_sev> :/
[22:49] <peterkohaut> thats the big thing in addition to original thing?
[22:49] <peterkohaut> game
[22:52] <madmoose> https://gist.github.com/madmoose/947ba1423a4f77e33190a3946f92e3fa
[22:54] <peterkohaut> maybe we have bug in rc01 script where it's marking obstacles, no?
[22:54] <madmoose> No, they're adding all the same rects as far as I can tell
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[22:57] <madmoose> I'll fix it tomorrow
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[23:16] <_sev> ...and done
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[23:16] <GitHub48> [scummvm-tools] sev- pushed 3 new commits to master: https://git.io/vx6Bv
[23:16] <GitHub48> scummvm-tools/master 7d14b3d Eugene Sandulenko: TOOLS: Fix warning
[23:16] <GitHub48> scummvm-tools/master ec9ec3b Eugene Sandulenko: TOOLS: Added tool for creating HDFRAMES.DAT for Blade Runner
[23:16] <GitHub48> scummvm-tools/master 31c03ca Eugene Sandulenko: TOOLS: More granular progress bar for Blade Runner packer
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[00:00] --- Mon Apr 2 2018