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[01:06] <GitHub17> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxPfS
[01:06] <GitHub17> scummvm/master c8b9b7c Paul Gilbert: XEEN: Fix script for Miles the Cartographer
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[01:37] <GitHub195> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxPUi
[01:37] <GitHub195> scummvm/master 92b1cbb Paul Gilbert: XEEN: Fix game state after restarting game
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[02:43] <GitHub163> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxPIY
[02:43] <GitHub163> scummvm/master a467e66 Paul Gilbert: XEEN: Fix subtraction of Megacredits paying for castle improvements
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[02:45] <GitHub3> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxPI8
[02:45] <GitHub3> scummvm/master 847163a Paul Gilbert: XEEN: Fix crash entering Newcastle
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[06:22] <madmoose> morning all
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[07:46] <taruccio> ,1.,3 H ,1.,3 E ,1.,3 L ,1.,3 L ,1.,3 O ,1.,0 #scummvm ,1.,4 H ,1.,4 E ,1.,4 L ,1.,4 L ,1.,4 O ,1.
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[08:13] <taruccio1> ,1.,3 H ,1.,3 E ,1.,3 L ,1.,3 L ,1.,3 O ,1.,0 #scummvm ,1.,4 H ,1.,4 E ,1.,4 L ,1.,4 L ,1.,4 O ,1.
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[10:47] <waltervn> hi
[11:02] <madmoose> hi waltervn
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[14:36] <digitall> For those who haven't seen and might be interested in Clara Bow 2 writeup... https://boingboing.net/2018/04/03/a-brief-oral-history-of-classi.html
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[15:57] <Lolocop> hi there
[15:58] <Lolocop> I'd like to know about Curse of Enchantia. All the information I find in the internet about playing that game in ScummVM is pretty old. So, nowadays, is it possible to run Curse of Enchantia in ScummVM?
[15:58] <Lolocop> thanks in advance
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[20:04] <_sev> peterkohaut: bootparams appeared to be much simpler than I thought
[20:04] <_sev> so, no more artificial animals dialogs :D
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[20:07] <GitHub60> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxXHr
[20:07] <GitHub60> scummvm/master d364823 Eugene Sandulenko: BLADERUNNER: Implement scene jumping via bootparams....
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[20:09] <madmoose> _sev: No self-respecting human would own one of those things.
[20:13] <_sev> hehe
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[21:09] <peterkohaut> eeeh... i was using custom code in rc01 and BLADERUNNER_DEBUG constant so i dont know that dialog by hearth... as madmoose do:)
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[21:13] <peterkohaut> but yes, your solution is much nicer:)
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[22:38] <Lightkey> https://www.gog.com/news/release_simon_the_sorcerer_1_2_25th_anniversary_edition the users have spoken.. ouch
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[23:20] <Lightkey> https://xkcd.com/1975/ it never ends..
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[23:32] <GitHub133> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx1tA
[23:32] <GitHub133> scummvm/master 326533a Paul Gilbert: XEEN: Cleanup of class hates switch
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[23:40] <Dark-Star> dreammaster: that "case 6" looks ... fishy? is that really what the original code did? where's the difference between this and the "case 5:" above, other than that it calls random() a second time? https://github.com/scummvm/scummvm/blob/326533ab9b3d725afd7fec10d852fa0c2261f8a9/engines/xeen/combat.cpp#L874
[23:43] <dreammaster> Lets have a look
[23:45] <Dark-Star> I mean first there's a 1 in 6 chance that we target the last character (#5), in all other cases (5 in 6 chance) we target a random character from the first [0..4]... to me that sounds like it would be the same as just targeting a random character in range [0..5] in the first place
[23:46] <Dark-Star> except for the second call to getRandomNumber, which micht have side effects?
[23:46] <Dark-Star> s/micht/might
[23:49] <dreammaster> I concur. This is how the original did it, but I agree that there's little point to it. As far as I can see. I mean, mathamatically, there's probably a bit difference in probabilities. Kind of reminds me of this: https://www.youtube.com/watch?v=P9WFKmLK0dc
[23:52] <Dark-Star> no, actually there's no difference: the chance of hitting the last character is 1/6 (obviously). the chance of hitting the 1st character is 5/6 (for the first roll) times 1/5 (for the second roll) = 1/6... at least if the GetRandomNumber does not save state and each call is independent of the ones before (at least as close as you can get with a PRNG)
[23:54] <dreammaster> I concur. I might as well simplify it.
[23:55] <dreammaster> Won't be the first time I've ditched some of their ugly code :)
[23:55] <dreammaster> Actually, the whole switch can be removed. Since even with a party of 1, a random range of 0 to party size - 1 would be 0 to 0
[23:56] <Dark-Star> it would be different if the second random roll had another chance at hitting the last character... but yeah, in that form, the whole switch can be removed actually :)
[23:57] <Dark-Star> I was thinking compiler-(de)optimization or some macro stuff they did that didn't get compiled away properly... or they intended for the last character to indeed have a different chance of getting hit, but decided against it at the last minute (probably by changing a #define somewhere else)
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[23:58] <GitHub77> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx1mg
[23:58] <GitHub77> scummvm/master 0f82830 Paul Gilbert: XEEN: Simplify original's code for monsters picking targets
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[23:58] <dreammaster> Yeh, that was kind of my original thought too, considering how many RPGs have the concept of a back row that has a lesser chance to be hit
[00:00] --- Wed Apr 4 2018