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[01:18] <snover> is there any infrastructure in place that would allow a custom build to be generated by buildbot so i dont need to send player debugging commits to master?
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[01:47] <GitHub107> [scummvm] csnover pushed 1 new commit to master: https://git.io/v98xg
[01:47] <GitHub107> scummvm/master c02f267 Colin Snover: SCI32: Add debugging calls to GfxCursor32...
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[01:52] <snover> HAHA FML
[01:53] <snover> literally two minutes after that push, i get an email from the reporter, saying that they made an error when copying their game files and forgot to include the MOVIES directory, and thats why it was broken
[01:53] <Lightkey> I've mentioned you in a tweet but it looks like you aren't using Twitter anymore :-)
[01:54] <snover> Lightkey: i got a notification. i still read stuff there but i dont write anything, because im shy and verbose
[01:54] <Lightkey> :suspiciouslook:
[01:55] <snover> and, it is not your fault that you missed the news. i will probably win an award for years crappiest/understated new title :~)
[01:55] <snover> news*
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[02:17] <GitHub10> [scummvm] csnover pushed 1 new commit to master: https://git.io/v98hm
[02:17] <GitHub10> scummvm/master bb40889 Colin Snover: Revert "SCI32: Add debugging calls to GfxCursor32"...
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[02:37] <snover> is there a task/TODO somewhere about something like automating game installation or verifying game file integrity? this sucked: https://bugs.scummvm.org/ticket/9740#comment:10
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[04:00] Nick change: tsoliman_ -> tsoliman
[04:10] <bgK> snover, ResidualVM checks md5 sums of the full datafiles the first time a game is started. Not sure how pratical that would be for SCI where there are hundreds of game versions. https://github.com/residualvm/residualvm/blob/master/engines/grim/md5check.cpp
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[04:58] <snover> bgK: thats a good feature. but, yes, it would certainly be a pretty big hurdle for SCI, probably not worth the time it would take to do it. though maybe we could at least come up with some more generic warnings like this game is supposed to have VMDs but there arent any :)
[04:59] <snover> (also id love to know where that shivers interactive demo came from!)
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[05:05] <GitHub197> [scummvm] tsoliman opened pull request #945: SCI32: Set a savegame description if none was entered (master...sci32-savegame-timestamps) https://git.io/v94TB
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[05:10] <bgK> snover, it's from a cover CD of the French magazine "PC Collector"
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[07:21] <Strangerke|work> hi guys
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[07:39] <TMM> hi Strangerke|work
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[16:01] <GitHub105> [scummvm] csnover pushed 1 new commit to master: https://git.io/v9Bqv
[16:01] <GitHub105> scummvm/master 68218d1 Colin Snover: SCI32: Fix incorrect arguments to readPixel in kCelInfo...
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[16:24] <Deledrius> Hmm, KQ7 from the Roberta Williams Anthology seems to play only the upper-left quadrant of the intro video, centered and surrounded by black.
[16:28] <WooShell> meow =^.^=
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[16:40] <snover> Deledrius: bah. i messed up the implementation of kShowMovie a bit, since i cant disassemble sierras win16 executables
[16:41] <snover> and, of course, there were at least two versions of that kcall
[16:42] <Deledrius> I figured it might be something weird with this version of the game. I didn't have any other copies handy to compare to.
[16:42] <snover> i dunno if you want to make a ticket or not, me or someone needs to go through and redo some of it. i think the primary problem is that there was a 4-argument version that did different scaling, which at the time i apparently was not clearheaded enough to figure it out
[16:43] <snover> s/me/I
[16:46] <Deledrius> I can make a ticket for it if that'll help. Just wanted to mention it here first in case it was a known issue (I didn't see an existing ticket for it).
[16:46] <Deledrius> Do you need any specific information?
[16:47] <snover> game version from the VERSION file would be helpful. hopefully i have one that matches. they sure made a lot of different versions of KQ7.
[16:47] <Deledrius> Yeah, they did.
[16:48] <Deledrius> Version is 2.00b. I'll submit the ticket when I free up a moment.
[16:49] <Deledrius> Aside: I wonder if anyone at Activision/Blizzard/Whoever has access to the original animation files. It wouldn't make the animation less hideous, but it would be nice to have these not be dithered and compressed to hell and back.
[16:53] <snover> the videos are a mess. in the 1.x versions they used MS Video 1 (8bpp), in the 2.x versions they used Cinepak (24bpp) but re-encoded from some 8bpp version
[16:53] <Raziel^> is it normal that the intro of kqvii plays in a tiny frame?
[16:54] <Raziel^> i would guess that it should be much bigger
[16:54] <Raziel^> those mega black bars around it looks so wrong :-)
[16:55] <Deledrius> The INT08X11.AVI I have is using the MS Video codec, according to VLC.
[16:55] <snover> Raziel^: there is something wrong with the games video benchmarking so it ends up default to small videos. once you start the game you can change the setting, but of course thats not very useful since the intro video isnt even played inside the game&
[16:56] <snover> Deledrius: and it says its 2.00b? what a mess&
[16:56] <fydo> iirc, it's a widescreen video letterboxed to fit 4:3 screens, but if you're playing on a widescreen monitor then it'll also be pillarboxed
[16:56] <Raziel^> ah, ok, but is the setting used when i leave the game and then try to play the intro?
[16:56] <snover> yes
[16:56] <Deledrius> I'm going to pull out my CDs and double-check I copied these all correctly, just to be sure.
[16:56] <Raziel^> i've got 1.4 from the KQ Collection (7 games pack)
[16:57] <snover> my copy of KQ7 is from the 1997 KQ Collection
[16:59] <Raziel^> snover: thanks for the hint, intro plays "fullscreen" now :-)
[17:01] <Raziel^> it says 1984-1994 on the back of the box, so i guess it's an even earlier version
[17:05] <Raziel^> what games aren't covered from the recent SCI changes?
[17:05] <Raziel^> I guess there are still some that won't run (yet)?
[17:06] <Raziel^> nevermind, it's in the wiki
[17:06] <snover> QfG4, Hoyle 5, MGDX, PQ:SWAT, LSL7, Lighthouse, RAMA, and Phantasmagoria 2
[17:07] <Raziel^> thanks :-)
[17:07] <Raziel^> i thought PQ:SWAT and QfG4 weren't SCI?
[17:07] <m_kiewitz> o_O
[17:08] <m_kiewitz> QfG5 isn't SCI
[17:08] <m_kiewitz> those 2 are
[17:08] <Raziel^> oh...there was a fifth part?
[17:08] <m_kiewitz> hmmm
[17:08] <Raziel^> need to get my facts straight
[17:08] <Raziel^> :-D
[17:08] <m_kiewitz> no, there wasn't a 5th part
[17:08] <m_kiewitz> just like there are only 3 Star Wars movies
[17:09] <Raziel^> m_kiewitz: careful, if you ask the right "fans" there WERE only three parts
[17:09] <Raziel^> ;-)
[17:09] <Deledrius> hehe
[17:11] <m_kiewitz> Disney will release the original versions, I'm sure of it
[17:11] <m_kiewitz> they love money
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[17:12] <Raziel^> m_kiewitz: are they Disney enough to "re-shoot" them? ;-)
[17:13] <m_kiewitz> i dont believe that the original negatives were destroyed
[17:13] <m_kiewitz> that's when I will buy them (again)
[17:14] <m_kiewitz> haven't bought them since the already slightly modified VHS cassetes
[17:14] <Raziel^> m_kiewitz: yes, me too, waiting for a pack with re-release and all of them in one
[17:15] <m_kiewitz> "all in one"? :P
[17:15] <Raziel^> Deledrius: maybe there is a way to run those videos through some kind of "pep them up" software to make them better?
[17:15] <Raziel^> m_kiewitz: yeah, when will Disney finish the series? probably never
[17:16] <m_kiewitz> some fans have already made a pretty good cut out of the materials that they had access to
[17:16] <m_kiewitz> yes, as i said money-hungry. That's why they will release the unmodified ones, they know tons of fans will buy them (again)
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[17:18] <Raziel^> m_kiewitz: oh i'd rather go for the modified...i love the new stuff...that's why i get beaten...often ;-)
[17:18] <m_kiewitz> what?
[17:18] <m_kiewitz> i expect disney to even simply create seamless branching Blu-rays
[17:19] <m_kiewitz> you like the "noooooo" in Episode 6? O_o
[17:19] <Deledrius> Disney will definitely put out a version of the originals eventually
[17:19] <Raziel^> hehehehe :-D
[17:19] <antlarr> hi, I'm trying to run the scummvm raspberry pi binaries on a rpi2 with osmc (raspbian based) and when I run ./scummvm.sh (so the bundled SDL2 library is used) I get "WARNING: SDL_SetVideoMode says we can't switch to that mode (Could not initialize OpenGL / GLES library)!"
[17:21] <m_kiewitz> Raziel^: the last changes to the Blu-ray releases are that silly, that i wouldn't even surprised that Lucas did that on purpose and Disney wanted it too, so that fans would get really pissed and would then be really happy when the unmodified ones are released.
[17:21] <antlarr> any idea of what might be wrong?
[17:21] <Raziel^> m_kiewitz: yeah, as you said, they will get their money
[17:21] <Raziel^> antlarr: have you tried with out using the sdl2 lib?
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[17:24] <antlarr> I tried building it myself and installing it on /opt/sdl2
[17:24] <antlarr> but same result
[17:24] <antlarr> is there any example app in sdl2 sources I can use to test it?
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[17:25] <t0by> m_kiewitz: the original negatives for what?
[17:25] <m_kiewitz> star wars
[17:26] <t0by> antlarr: I don't know the first thing about rPI, but... are you experiencing problems?
[17:26] <t0by> Besides the warning message, that is?
[17:26] <t0by> m_kiewitz: oh, no, I don't think those were destroyed :)
[17:26] <m_kiewitz> Lucas claimed so
[17:26] <t0by> They rescanned them in 4k in 200something anyway.
[17:26] <t0by> m_kiewitz: the original *camera* negatives or the final cuts, you mean?
[17:27] <m_kiewitz> camera negatives obviously
[17:27] <antlarr> t0by: hehe, yes, only that warning is shown and scummvm terminates
[17:27] <t0by> That doesn't sound like a great idea. Or likely, to be honest.
[17:27] <t0by> Then again they scanned them in 4k in 200x for the DVDs, so it's not *that* bad, I guess.
[17:27] <antlarr> the sdl2 test directories has a testdraw2 app that also fails, so it seems to be sdl related
[17:28] <antlarr> thanks!
[17:29] <t0by> I don't know what I'm talking about, but out of curiosity does glxgears work?
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[17:32] <antlarr> t0by: glxgears is for X (afaik), I don't have X in here
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[17:56] <t0by> antlarr: I'm really sorry I can't help you with that. You'll have to wait for the SDL crowd to come in :)
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[18:10] <criezy> Good evening
[18:10] <criezy> antlarr: did you try with SDL1?
[18:17] <criezy> Nevermind, it should work with SDL2 according to https://github.com/scummvm/scummvm/tree/master/backends/platform/sdl/raspberrypi
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[19:03] <GitHub146> [scummvm] Joefish opened pull request #946: GUI: remove addDirtyRect() that kept clearing objects above a list (master...BUG6394) https://git.io/v9BiC
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[20:01] <GitHub95> [scummvm] sev- pushed 15 new commits to master: https://git.io/v9BQa
[20:01] <GitHub95> scummvm/master 1de51c1 Tobia Tesan: DIRECTOR: Add Stxt.h
[20:01] <GitHub95> scummvm/master 61e4181 Tobia Tesan: DIRECTOR: Add _loadedStxts member to Score
[20:01] <GitHub95> scummvm/master 2bb427d Tobia Tesan: DIRECTOR: Preload Stxts in Score
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[20:01] <GitHub6> [scummvm] sev- closed pull request #944: DIRECTOR: Cache Mactexts (master...cached_mactext) https://git.io/v9lsM
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[20:07] <GitHub68> [scummvm] sev- pushed 3 new commits to master: https://git.io/v9B7E
[20:07] <GitHub68> scummvm/master c750d17 Eugene Sandulenko: DIRECTOR: Fix #include paths
[20:07] <GitHub68> scummvm/master 98f0006 Eugene Sandulenko: DIRECTOR: Reduce header dependency
[20:07] <GitHub68> scummvm/master bfd2b48 Eugene Sandulenko: DIRECTOR: Fix code formatting
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[20:07] <GitHub11> [scummvm] sev- closed pull request #943: DIRECTOR: Preload Stxts data in textCast (master...prefill_stxt) https://git.io/v9WSL
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[20:07] <GitHub113> [scummvm] sev- closed pull request #942: DIRECTOR: Preload Stxts in Score (master...preload_stxt) https://git.io/v9W3o
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[20:10] <criezy> Joefish: do not take what I am goint to tell you now as the absolute truth.
[20:10] <criezy> I only had a quick look at the bug when looking at bugs for GSoC candidates.
[20:10] <criezy> From what I remember the widget draw first ask the theme to redraw the background, and then it draws the widget.
[20:10] <criezy> There is thus an issue if the background being redrwn by the ThemeEngine overlap another widget as that other widget is not redrawn.
[20:11] <criezy> One way to avoid it was to reduce the rect used to redraw the background, and this seemed to be sufficient to fix the issue.
[20:11] <criezy> But if two widgets overlap (when including the shadow area), the issue is still going to be there.
[20:12] <criezy> That is why I was not sure that just changing the way the extended rect is computed was sufficient to properly fix the bug.
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[20:32] <t0by> _sev_: thanks for reviewing; what's with #includes? I thought I was aping the other #includes correctly.
[20:32] <_sev_> see my commits
[20:33] <t0by> Aaaaah.
[20:33] <t0by> https://github.com/scummvm/scummvm/commit/c750d17b0cf284e82e14f6245ab378c7d98ab3c0
[20:33] <t0by> Sorry
[20:33] <t0by> I misinterpreted when you said *use absolute paths*
[20:33] <t0by> Sorry about that
[20:33] <_sev_> no problem. that was easy to fix
[20:34] <t0by> so we use absolute paths up until the second level?
[20:34] <t0by> or we use absolute paths except that we omit /engines/?
[20:34] <_sev_> except engines
[20:34] <t0by> Thanks
[20:34] <_sev_> because those are kind of independent entities
[20:35] <t0by> I am beginning to fear I've been doing it wrong... for *quite a while* now, then
[20:35] <t0by> and might have planted more of those around
[20:35] <t0by> (cue ominous music)
[20:36] <t0by> Oh, look at that: #include "engines/wintermute/base/scriptables/script.h"
[20:37] <_sev_> hehe
[20:37] <t0by> I can confirm I spent *years* planting those.
[20:37] <t0by> Sorry, I'll fix that.
[20:37] <t0by> (Sometime)
[20:38] <t0by> Anyway, let me know how the changes work for you. I'm not super sure I haven't borked something; anyway, I did gain some familiarity with director.
[20:38] <t0by> I am sufficiently at home now.
[20:39] <t0by> _sev_: anytime you have something else to throw at me, please continue to do so (except this weekend)
[20:40] <_sev_> t0by: want to tackle the event system?
[20:41] <t0by> _sev_: shoot - mind you, though, I won't have much time this week.
[20:42] <_sev_> t0by: take a look at lingo/lingo-events.cpp
[20:42] <t0by> (i.e. if you need it *now* I can't promise...)
[20:42] <t0by> wooo lingo
[20:42] <_sev_> it has process* methods which are not implemented
[20:42] <t0by> _sev_: oh, by the way the book is due soonish
[20:43] <_sev_> instead of calling processEvent(LEvent event, ScriptType st, int entityId)
[20:43] <_sev_> it should call processEvent(LEvent event)
[20:43] <t0by> Hu-hum.
[20:43] <_sev_> the reason is that there are 3 main types of events with different precedence
[20:44] <_sev_> and event, say, kEventKeyUp, is passed up to 5 scripts (if they exist), unless some of them have 'dontPassEvent' keyword
[20:46] <_sev_> currently we're just calling everything right away, e.g. see events.cpp:77
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[20:46] <_sev_> or lines 93-102
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[20:47] <_sev_> instead of 93-102, there should be a single call _lingo->processEvent(kEventMouseUp), and then, depending on the version, different paths called
[20:48] <_sev_> as usual, you can test it with The Apartment 3.0
[20:49] Action: t0by squints
[20:50] <t0by> Oh, I see.
[20:50] <t0by> _sev_: you got it.
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[21:23] <snover> t0by: commits!! :o :)
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[22:36] <t0by> Yes, my good sir
[22:36] <t0by> those are indeed commits
[22:36] <t0by> aaaand good night all
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[23:25] <GitHub198> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9RcB
[23:25] <GitHub198> scummvm/master ee0ac26 Thierry Crozat: BASE: Fix auto-detect command to detect and start game...
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[23:56] <GitHub34> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9RB2
[23:56] <GitHub34> scummvm/master e4ab357 Retro-Junk: PLUMBERS: Add engine for Plumbers Don't Wear Ties
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[23:58] <GitHub109> [scummvm] criezy closed pull request #932: MARIO: New engine (master...mario) https://git.io/vSW2D
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[00:00] --- Wed May 3 2017