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[00:01] <GitHub63> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7olk
[00:01] <GitHub63> scummvm/master 9a98b32 Paul Gilbert: TITANIC: Minor renamings in CStarView
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[00:29] <GitHub141> [scummvm] dafioram opened pull request #982: TITANIC: Starview manual speed and backward improvements (master...titanic_starview_faster) https://git.io/v7o8q
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[00:38] <GitHub25> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7o8C
[00:38] <GitHub25> scummvm/master e830ddb Paul Gilbert: TITANIC: Bring movement rates in the starfield closer to the original...
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[01:09] <GitHub113> [scummvm] dafioram opened pull request #983: TITANIC: Change Starview slowdown to reverse (master...titanic_starview_addReverse) https://git.io/v7o4M
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[01:23] <GitHub70> [scummvm] dreammaster closed pull request #983: TITANIC: Change Starview slowdown to reverse (master...titanic_starview_addReverse) https://git.io/v7o4M
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[01:23] <GitHub136> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7oB4
[01:23] <GitHub136> scummvm/master c4751fc David Fioramonti: TITANIC: Change Starview slowdown to reverse...
[01:23] <GitHub136> scummvm/master b818656 Paul Gilbert: Merge pull request #983 from dafioram/titanic_starview_addReverse...
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[01:49] <GitHub103> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oR4
[01:49] <GitHub103> scummvm/master 9c4316b Paul Gilbert: TITANIC: Fix SuccUBus not always redirecting 'nowhere' glyphs to Bilge
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[01:49] <GitHub89> [scummvm] dreammaster closed pull request #982: TITANIC: Starview manual speed and backward improvements (master...titanic_starview_faster) https://git.io/v7o8q
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[02:09] <GitHub56> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7o0q
[02:09] <GitHub56> scummvm/master bad821d Paul Gilbert: TITANIC: Removed unused CWaveFile constructor
[02:09] <GitHub56> scummvm/master 28442d4 Paul Gilbert: CRUISE: Add explicit fall through comments to switch
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[02:14] <GitHub82> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7o0W
[02:14] <GitHub82> scummvm/master b592873 Paul Gilbert: HOPKINS: Add missing break to switch statement
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[02:20] <GitHub53> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7o0a
[02:20] <GitHub53> scummvm/master 898b79f Paul Gilbert: LURE: Adjust switch fall through comments
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[02:33] <GitHub190> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7oEv
[02:33] <GitHub190> scummvm/master 0338733 Paul Gilbert: TSAGE: BF: Add missing break to switch statement
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[02:46] <dreammaster> snover: If you're about, could you add an 'Engine: Voyeur' to the bug tracker? Probably better that all the Voyeur not be listed as using the Gob engine :)
[02:46] <snover> yeah, one sec.
[02:47] <snover> dreammaster: its there now.
[02:47] <dreammaster> Thanks
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[03:02] <GitHub185> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7oEN
[03:02] <GitHub185> scummvm/master ed04ef4 Paul Gilbert: VOYEUR: Fix playback of audio events on VCR, thanks to Bakhtosh
[03:02] <GitHub185> scummvm/master 27e141e Paul Gilbert: VOYEUR: Fix exiting game from the VCR screen
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[03:04] <GitHub100> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7oEh
[03:04] <GitHub100> scummvm/master e7b103c Thierry Crozat: I18N: Regenerate translations data file
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[04:52] <eriktorbjorn> Hmm... maxtrax.cpp has quite a few places where it looks to me like it should be using | instead of ||. Unfortunately, I don't know anything about the format and I don't have any game that uses it as far as I know.
[04:55] <eriktorbjorn> I suppose https://github.com/dv1/ion_player/tree/master/extern/uade-2.13/amigasrc/players/max_trax might give some hints
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[06:19] <waltervn> morning
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[06:37] <GitHub16> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7oow
[06:37] <GitHub16> scummvm/master 3cae040 George Kormendi: I18N: Update translation (Hungarian)...
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[07:31] <Strangerke|work> hi guys
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[08:34] <GitHub85> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7oD3
[08:34] <GitHub85> scummvm/master 5249e5a Paolo Bossi: I18N: Update translation (Italian)...
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[10:18] <GitHub181> [scummvm] sev- pushed 4 new commits to master: https://git.io/v7oF5
[10:18] <GitHub181> scummvm/master 6e690db Eugene Sandulenko: GRAPHICS: MACGUI: Do not draw selection in the initial state
[10:18] <GitHub181> scummvm/master abf6abd Eugene Sandulenko: GRAPHICS: MACGUI: Correctly display last selection line
[10:18] <GitHub181> scummvm/master d51a87a Eugene Sandulenko: GRAPHICS: MACGUI: Correctly expand selection beyond last line
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[10:21] <scalers> hi|
[10:25] <scalers> is there any reason why scummvm is not updating its scalers? There are so many implementations out there (https://en.wikipedia.org/wiki/Pixel_art_scaling_algorithms) and the app would obviously benefit so much that I am wondering if this is some kind of legal issue. IMO this should be the biggest prority, as it makes the whole compatibility chart m
[10:25] <scalers> ore accessiblle to new generations
[10:26] <scalers> some of the last ones are really amazing on Full HD
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[10:36] <GitHub34> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7oNx
[10:36] <GitHub34> scummvm/master 65265d8 Eugene Sandulenko: GRAPHICS: MACGUI: Fix selection visual feedback
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[10:45] <Thihi> scalers, I've been wondering the same thing. I have a 4k monitor and the current scalers in ScummVM don't really work well with it.
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[10:51] <Thihi> scalers, someone has apparently made an xBRZ version of scummvm and made it available here. It's a couple years and versions old, but still: https://sourceforge.net/projects/xbrz/files/ScummVM/
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[11:00] <logix> DOTT with xBRZ: http://imgur.com/jJMQibP
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[11:06] <GitHub78> [scummvm] sev- pushed 2 new commits to master: https://git.io/v7opx
[11:06] <GitHub78> scummvm/master c5b28a1 Eugene Sandulenko: GRAPHICS: MACGUI: Do not resize MacTextWindow when not necessary
[11:06] <GitHub78> scummvm/master 742a7fb Eugene Sandulenko: WAGE: Resize console window for new scene (restore lost functionality)
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[11:46] <scalers> wow
[11:46] <scalers> it looks almost like the remake xd

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[14:53] <madmoose> logix: Eww... I can't say I like that. Give me nearest pixel scaling any day :)
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[15:01] <m_kiewitz> PSA: new Plinkett video (soon) https://www.youtube.com/watch?v=DaEoVnVxvGs
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[16:17] <snover> apparently the polish release of LSL7 sticks all of its localisation data into an InstallShield cabinet and you have to run the installer for those data to be available. im glad there is an InstallShield Archive subclass already so the installer can hopefully be bypassed, though i have no idea yet how i will find a copy of this game to actually test this.
[16:19] <snover> m_kiewitz: oops. thanks. i forget that clearing that field actually clears the owner instead of leaving it at its previous state.
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[19:23] <m_kiewitz> snover: i just noticed that there are a few messages in PQ4 floppy that get shown right before a room change
[19:24] <m_kiewitz> and right now they appear for like 0.2 seconds
[19:24] <m_kiewitz> similar to issues I had in AGI
[19:24] <m_kiewitz> quite weird, because I don't remember any of those for earlier SCI games
[19:24] <m_kiewitz> for AGI i wrote an algo that detects those situations and waits for a bit automatically
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[19:52] <m_kiewitz> god police quest 4 is so booooooring
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[20:25] <m_kiewitz> Police Quest 4 floppy successfully completed
[20:25] <m_kiewitz> imo the worst Sierra game I have ever played
[20:26] <Thihi> Lots of sierra games are kinda bad.
[20:27] <m_kiewitz> this one takes the cake
[20:27] <m_kiewitz> and the end there is so much moon logic
[20:27] <m_kiewitz> and then you literally torch the killer
[20:30] <Strangerke> worse than codename iceman? 0_o
[20:32] <m_kiewitz> i actually liked some parts of iceman
[20:32] <m_kiewitz> and iceman had hand drawn nice graphics going for it
[20:32] <Strangerke> I clearly remember the best part was when I quit the game
[20:32] <m_kiewitz> police quest 4 is just bleh
[20:32] <m_kiewitz> lol
[20:33] <m_kiewitz> iceman is really flawed of course
[20:33] <m_kiewitz> but at least it tried something new
[20:33] <m_kiewitz> pq1, 2 and 3 were quite nice games
[20:33] <m_kiewitz> pq4 is just wth happened
[20:34] <Strangerke> the only PQ game I played is BF, so, well...
[20:34] <m_kiewitz> digitalized photos as backgrounds and views
[20:34] <m_kiewitz> everything looks just awful
[20:34] <m_kiewitz> evelator music ripped from larry 6
[20:34] <m_kiewitz> *elevator
[20:34] <Strangerke> :)
[20:34] <m_kiewitz> i was always thinking to myself "I could play larry 6 instead right now, way better game"
[20:34] <waltervn> m_kiewitz: maybe it's because Jim Walls didn't do PQ4
[20:35] <m_kiewitz> yes, i know
[20:35] <m_kiewitz> that was surely the main reason, but i mean the graphics style alone is awful
[20:35] <m_kiewitz> pq3 had digitzed actors too, I think
[20:35] <m_kiewitz> but weren't there hand drawn backgrounds still?
[20:35] <m_kiewitz> and pq3 had jan hammer music going for it
[20:36] <m_kiewitz> and in pq4 you literally go to the shooting range EVERY DAY
[20:36] <m_kiewitz> and shoot at targets
[20:36] <m_kiewitz> the same way, every day
[20:36] <m_kiewitz> and in the end
[20:37] <m_kiewitz> nope, you don't shoot the killer. your torch him
[20:37] <m_kiewitz> spoilers
[20:40] <Strangerke> did you try to torch the targets everyday?
[20:41] <Strangerke> You know... just in case :)
[20:41] <Strangerke> https://www.youtube.com/watch?v=XchwE9zVdnw
[20:46] <m_kiewitz> we should hack fire fire fire into the game
[20:46] <m_kiewitz> that would make that last scene great
[20:46] <m_kiewitz> actually, I could really do that lol and upload it to youtube
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[20:52] <GitHub52> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/v76tG
[20:52] <GitHub52> scummvm/master 4ab18d2 Martin Kiewitz: SCI32: Add script patch for last action sequence in PQ4...
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[20:53] <m_kiewitz> Although I guess Sierra could have made it even worse - they could have invented QTEs back then. They were so close.
[21:01] <Strangerke> Please, give me the link when it's done :D
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[22:45] <snover> argh. i have the worst timing.
[22:45] <snover> oh well, ill just put this here and hopefully he reads the log
[22:45] <snover> m_kiewitz: the first thing that comes to mind about seeing short messages like that would be that kFrameOut throttling makes them visible, whereas in the original engine they probably managed to overwrite the video buffer before that happened. there are a few graphical glitches in a couple of games that i think are caused by this.
[22:46] <snover> well, and some aural glitches too, like in kq7 and lighthouse, where sound effects are cued to restart every Nth frame of an animation
[22:47] <snover> in the original interpreter this would usually result in a buzz as the audio would be constantly restarted faster than 1/60th of a second
[22:47] <snover> with the frameout delay you get to hear 1/60th of the sample repeating until the view responsible for the audio cue finally animates to the next frame
[22:49] <snover> at some point ill see if ignoring attempts to play audio that was already requested to play 1 tick ago fixes those problems without adding some more glitchiness elsewhere
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[23:09] <GitHub191> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7682
[23:09] <GitHub191> scummvm/master 9a0f1ad Paul Gilbert: COMMON: Add a setVersion method to Common::Serializer
[23:09] <GitHub191> scummvm/master da4d4d8 Paul Gilbert: SHERLOCK: Remove redundant derived Serializer class
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[23:12] <snover> dreammaster: syncVersion not good enough?
[23:14] <dreammaster> The trouble with that is that it syncs the version using a syncAsUint32LE.
[23:15] <dreammaster> Most of my engines store the version in a header block read/written using separate methods, so it wasn't really suitable.
[23:15] <dreammaster> I'm about to need it for a change to the Voyeur engine as well, and some of my other engines like TsAGE could probably use it as well
[23:16] <dreammaster> Damn sloppy original writers of Voyeur used a global set of 20 flags for whether specific hotspots were enabled around the mansion, and then decided to give one hotspot an Id of #22. :P
[23:17] <dreammaster> It was only because the enabled test explicitly checks for a word value of 1 that the read/writes to invalid memory more or less worked in the original
[23:17] <snover> oh, are you writing original engine compatible save games?
[23:18] <snover> or just, the save games are this way now and theres no way to use syncVersion without breaking the old ones because of the fixed size?
[23:18] <dreammaster> Well, no, but I have a tendancy to write out headers using manual methods like read/writeSavegameHeader, so it's easier to read the file list in the main engine, without having to create a full serializer.
[23:19] <snover> i see. thanks for the insight! :)
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[23:20] <GitHub42> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v764E
[23:20] <GitHub42> scummvm/master 659fdfa Paul Gilbert: VOYEUR: Workaround original game using invalid hotspot Ids
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[23:20] <snover> speaking of damn sloppy games, it looks like Rama has a hack in its interpreter somewhere (still trying to figure out where exactly) to ignore the text bitmap resolution that the main game script sets.
[23:22] <snover> i verified the values from the game script are being set in the original interpreter, so either the in-memory bitmap header is not being written using those values, or the renderer has been touched to ignore the resolution in the bitmap header.
[23:23] <dreammaster> Damn. Definitely sounds like some weird, hacky things going on.
[23:23] <snover> im going to find exactly what they did in the original interpreter, and then probably just patch out the bad call in the game script anyway&
[23:24] <dreammaster> If that will be able to take care of it sufficiently, all too the good
[23:24] <snover> i may end up needing to actually preserve the interpreter hack, since methods for calculating text box sizes do still seem to be using the bad values.
[23:25] <Farmboy0> dreammaster: thanks for the keyboard navigation that makes the game so much more enjoyable
[23:26] <dreammaster> No problem. :) And thanks to you and others for testing the game so thoroughly. It will be all to the good if all the problems can be sorted out now whilst I'm still fresh and familiar with the engine than to have to keep coming back to work on it later.
[23:28] <Farmboy0> did you see my ticket with the missing animations?
[23:29] <dreammaster> Actually I saw it in passing, but then couldn't find it again. Though given the other bugs I had to work on, I didn't spend much time hunting it down. Did you perhaps not tag it's game and/or Component (Engine) to Starship Titanic?
[23:29] <dreammaster> Saw in my email, I mean
[23:31] <Farmboy0> i tagged it only with the component
[23:31] <dreammaster> Speaking of the bug tracker, dafioram opened an enhancement suggestion for an Autosave. He wanted is at specific points, like before using the Chicken. I'm a bit hesitant, since there should be no real dead ends. Even the chicken can be replaced if the parrot eats it
[23:31] <dreammaster> Do you guys think an AutoSave that say, saves every time the player changes rooms would be a good idea?
[23:31] <dreammaster> Ah, that explains it. My current Titanic list is using the game as a filter
[23:32] <Farmboy0> i havent played the game much yet
[23:32] <snover> dreammaster: it depends on how crashy the engine is ;)
[23:32] <Farmboy0> so i really wouldnt know
[23:32] <dreammaster> Well, given dafioram's tireless efforts, it should be a lot more stable now than it it was previously. There's only about 10 or so remaining bugs and suggestions currently in the list
[23:33] <dreammaster> And that includes a lot of bugs from the original he discovered, and I've since fixed :)
[23:33] <Farmboy0> you should find it now :)
[23:35] <dreammaster> Yes, thanks. And in any case, I think I know the problem already. I did a change a little while ago to create new audio players every time a given sound is played.. this was to fix a problem previously where a sound was in two adjacent rooms, and the second room's start was screwed up by the prior room's fading it out.
[23:36] <dreammaster> The bots, to do animation, query to find out the length of the wave file for the speech being said. I've problem just simply broken that by my sound player change, so it thinks all the voices are 0 seconds in lenght
[23:37] <Farmboy0> ah lol
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