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[14:24] dos1 (~dos1@neo900/coreteam/dos) left irc: Read error: Connection reset by peer [14:25] Nick change: dos11 -> dos1 [14:25] linux_dr (uid130126@gateway/web/irccloud.com/x-adaxrkymiwwykeua) left irc: Ping timeout: 260 seconds [14:27] linux_dr (uid130126@gateway/web/irccloud.com/x-nlohvzkpjtivvsqo) joined #scummvm. [14:35] digitall (~digitall@unaffiliated/digitall) joined #scummvm. [14:35] #scummvm: mode change '+o digitall' by ChanServ!ChanServ@services. [14:36] 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 [14:36] digitall (digitall@unaffiliated/digitall) left #scummvm. [14:47] dos1 (~dos1@neo900/coreteam/dos) left irc: Read error: Connection reset by peer [14:47] dos1 (~dos1@neo900/coreteam/dos) joined #scummvm. [14:48] linux_dr (uid130126@gateway/web/irccloud.com/x-nlohvzkpjtivvsqo) left irc: Ping timeout: 276 seconds [14:50] linux_dr (uid130126@gateway/web/irccloud.com/x-kgkluntzkjdamocg) joined #scummvm. [15:31] f2k (~f2k@d54c7200b.static.telenet.be) left irc: Quit: Leaving [15:36] TMM (~Hein-Piet@fsf/member/pdpc.professional.tmm) left irc: Quit: Ex-Chat [15:54] phraxoid (~phraxoid@unaffiliated/phraxoid) joined #scummvm. [15:57] Lolocop (4f92ace3@gateway/web/freenode/ip.79.146.172.227) joined #scummvm. [15:57] hi there [15:58] 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] thanks in advance [16:10] Lolocop (4f92ace3@gateway/web/freenode/ip.79.146.172.227) left irc: Quit: Page closed [16:10] kote2ster (uid287172@gateway/web/irccloud.com/x-nmyixsyqejyzouan) joined #scummvm. 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[20:02] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [20:04] Nick change: _sev_ -> _sev [20:04] <_sev> peterkohaut: bootparams appeared to be much simpler than I thought [20:04] <_sev> so, no more artificial animals dialogs :D [20:07] GitHub60 (GitHub60@gateway/service/github.com/x-ghwflaaqqeuocyjl) joined #scummvm. [20:07] [scummvm] sev- pushed 1 new commit to master: https://git.io/vxXHr [20:07] scummvm/master d364823 Eugene Sandulenko: BLADERUNNER: Implement scene jumping via bootparams.... [20:07] GitHub60 (GitHub60@gateway/service/github.com/x-ghwflaaqqeuocyjl) left #scummvm. [20:09] _sev: No self-respecting human would own one of those things. [20:13] <_sev> hehe [20:29] girafe (~girafe@LFbn-LYO-1-449-251.w2-7.abo.wanadoo.fr) joined #scummvm. [20:49] ny00123 (~ny00123@188.120.129.161) left irc: Quit: Leaving [21:05] LubomirR (~LubomirR_@bband-dyn239.178-40-29.t-com.sk) left irc: Quit: Leaving [21:09] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 260 seconds [21:09] eeeh... i was using custom code in rc01 and BLADERUNNER_DEBUG constant so i dont know that dialog by hearth... as madmoose do:) [21:09] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [21:09] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [21:10] Nick change: DominusExult -> Dominus [21:13] but yes, your solution is much nicer:) [21:13] kote2ster (uid287172@gateway/web/irccloud.com/x-nmyixsyqejyzouan) left irc: Quit: Connection closed for inactivity [21:25] mwillcock (~mwillcock@88.144.28.245) left irc: [21:26] girafe (~girafe@LFbn-LYO-1-449-251.w2-7.abo.wanadoo.fr) left irc: Quit: Leaving [21:38] noobineer (~noobineer@c-68-55-184-193.hsd1.mi.comcast.net) joined #scummvm. [22:01] nasios (~Praetoria@ppp-94-67-175-131.home.otenet.gr) joined #scummvm. [22:04] stroggoff (~Praetoria@ppp-94-67-175-131.home.otenet.gr) left irc: Ping timeout: 260 seconds [22:38] https://www.gog.com/news/release_simon_the_sorcerer_1_2_25th_anniversary_edition the users have spoken.. ouch [22:42] linux_dr (uid130126@gateway/web/irccloud.com/x-kgkluntzkjdamocg) left irc: Quit: Connection closed for inactivity [22:57] criezy (~criezy@host86-133-88-154.range86-133.btcentralplus.com) left irc: Quit: criezy [23:00] linux_dr (uid130126@gateway/web/irccloud.com/x-elekjcpwbjuvbedt) joined #scummvm. [23:03] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) joined #scummvm. [23:03] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [23:17] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Remote host closed the connection [23:20] https://xkcd.com/1975/ it never ends.. [23:32] GitHub133 (GitHub133@gateway/service/github.com/x-qjfgwypzcfaleowx) joined #scummvm. [23:32] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx1tA [23:32] scummvm/master 326533a Paul Gilbert: XEEN: Cleanup of class hates switch [23:32] GitHub133 (GitHub133@gateway/service/github.com/x-qjfgwypzcfaleowx) left #scummvm. [23:40] 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] Lets have a look [23:45] 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] except for the second call to getRandomNumber, which micht have side effects? [23:46] s/micht/might [23:49] 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] 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] I concur. I might as well simplify it. [23:55] Won't be the first time I've ditched some of their ugly code :) [23:55] 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] 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] 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) [23:58] GitHub77 (GitHub77@gateway/service/github.com/x-wfhvpapmfoblplfi) joined #scummvm. [23:58] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vx1mg [23:58] scummvm/master 0f82830 Paul Gilbert: XEEN: Simplify original's code for monsters picking targets [23:58] GitHub77 (GitHub77@gateway/service/github.com/x-wfhvpapmfoblplfi) left #scummvm. [23:58] 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