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[00:21] <snover> m_kiewitz, hopefully you read the log: using compressed KQ6 resource.aud crashes in 1.9.0 in kPortrait too
[00:21] <snover> so, not a new problem, but an old one.
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[00:57] <GitHub3> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v9PDX
[00:57] <GitHub3> scummvm/master 53b0b82 Paul Gilbert: SHERLOCK: SS: Fix Italian fan detection entry language
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[03:16] <tsoliman> snover: I found a minor bug in PR#937
[03:17] <snover> tsoliman: ok, whats happening?
[03:17] <tsoliman> macOS
[03:17] <tsoliman> 1. Start the scummvm launcher in windowed mode with 3x scaling. This creates a 960x720 launcher window.
[03:17] <tsoliman> 2. Start gk1-cd. This ignores scaling and uses 640x480 (normal)
[03:17] <tsoliman> 3. Fullscreen the game
[03:17] <tsoliman> 4. RTL. This switches back to windowed mode (normal) but at 640x480. In addition: the launcher looks like the 960x720 launcher scaled down to fit inside the 640x480 window.
[03:19] <snover> im not reproducing that here. what sdl version are you using, and what mac os version?
[03:19] <snover> (i tested both opengl and 2x)
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[03:20] <tsoliman> 3x
[03:21] <snover> hm. things get& interesting& when the game is running in opengl and the launcher is not
[03:22] <tsoliman> libsdl2 @2.0.5_1+x11
[03:22] <tsoliman> so 2.0.5 I guess
[03:22] <snover> i wonder if macOS has its own problem with https://bugzilla.libsdl.org/show_bug.cgi?id=3637
[03:22] <tsoliman> macOS 10.12.4 using the intel card
[03:22] <snover> s/with/like
[03:22] <snover> where did you install that from? +x11 sounds ominous
[03:23] <tsoliman> macports
[03:23] <tsoliman> because I hate myself
[03:26] <tsoliman> Retina 15" MBP Mid-2015 FWIW - happened in both the intel and the discrete AMD card
[03:28] <tsoliman> hmm .. I should mention that this is with master with your PR branch merged in rather than your actual commit (which is "old")
[03:32] <tsoliman> I don't understand how keyboard key events have to do with this?
[03:32] <tsoliman> AH
[03:32] <tsoliman> "like" :) sorry .. long day
[03:33] <tsoliman> interestingly .. this doesn't happen if you swap steps 2 and 3
[03:33] <snover> here, when i set launcher to 2x, game to opengl, start game, fullscreen, rtl, the window goes crazy resizing itself over and over again until it finally settles into an incorrect size
[03:34] <tsoliman> oh .. I didn't realize you could opengl the game with a surface launcher
[03:34] <snover> it is an override of the graphics mode on the graphics tab for the games options
[03:35] <tsoliman> if you set the launcher to 3x (instead of 2x) and no overrides in the game, you cannot repro?
[03:37] <snover> sorry, give me a minute,
[04:15] <snover> ill have to look tomorrow, sorry
[04:20] <tsoliman> no worries :)
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[15:15] <Simei> Hello, everyone, I have a problem concerning git. I think I've messed up the things a little in my fork. So I want to ask here. :/
[15:16] <Simei> I have 2 branches : master and cmd
[15:16] <Simei> In my master there are 3 commits:
[15:16] <Simei> - commit 1 : add a new commande line in base/commandline.cpp
[15:16] <Simei> - commit 2 : a merge commit to upstream
[15:16] <Simei> - commit 3 : a commit to add files to detect a new type of game file
[15:16] <Simei> In my cmd there are 2 commits:
[15:16] <Simei> - commit 1 : add a new commande line in base/commandline.cpp
[15:16] <Simei> - commit 4 : fix errors in base/commandline.cpp
[15:16] <Simei> I created a PR from the cmd branch and it was closed and commits were merged by squashing the 2 commits into one.
[15:17] <Simei> Now I only want to keep the commit 3 in my own fork, abandon the rest and synchronise everything to upstream.
[15:17] <Simei> What I want to do is :
[15:17] <Simei> 1. delete cmd branch
[15:17] <Simei> 2. remove commit1 and commit2 in master
[15:17] <Simei> 3. rebase commit3 to the top and merge upstream
[15:17] <Simei> Is this the right way to do so?
[15:18] <Simei> Sorry for a question so long. :p Thanks a lot if anyone has time to read it. :)
[15:22] <snover> here is one way to do that (assuming upstream remote is named `upstream`): `git checkout master; git branch -D cmd; git fetch upstream; git rebase -i upstream/master` and delete the lines corresponding to commits you no longer want
[15:26] <Simei> Thank you for your quick answer! Should I delete the commits I don't want before rebase them or it doesn't matter ?
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[15:27] <Simei_> Thank you for your answer so quick! :D
[15:27] <Simei_> Should I delete the commits before rebase them ?
[15:28] <Simei_> Because some of them have conflicts with current files in upstream
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[15:55] <GitHub166> [scummvm] csnover pushed 2 new commits to master: https://git.io/v91lM
[15:55] <GitHub166> scummvm/master dd13c3b Colin Snover: SCI: Fix support for ScummVM compressed audio volumes...
[15:55] <GitHub166> scummvm/master 67b72cc Colin Snover: SCI: Remove unused Robot code from SCI16 audio code
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[15:55] <snover> m_kiewitz: all fixed! :-)
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[16:08] <Simei> I've solved my problem! Thanks for the help. :)
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[16:09] <WooShell> meow =^.^=
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[16:16] <snover> m_kiewitz: https://bugs.scummvm.org/ticket/9776#comment:5 have you seen this on other international releases (name of patches directory being something other than PATCHES)?
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[16:35] <m_kiewitz> snover: my localized Torin's Passage has no patches at all
[16:37] <snover> im wondering if it is safe to add the "patch" directory, in the similar manner as the "patches" directory is added now
[16:38] <snover> or if we need to start reading patchDir from resource.cfg
[16:39] <m_kiewitz> the latter isn't good, because that would require the user to install the game using the original installer
[16:39] <m_kiewitz> just add it
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[16:54] <snover> ok, i will do that.
[16:54] <snover> i thought the resource.cfg files could be read from the CD media since they exist there, but looking at them, it does seem they dont quite have all the expected information.
[16:55] <m_kiewitz> not on mine
[16:56] <m_kiewitz> oh wait, it's in a subdirectory lol
[16:57] <m_kiewitz> for my English Torin's Passage it's inside the same subdirectory
[16:57] <m_kiewitz> BUT the English one has a patches folder and it's not mentioned inside resource.cfg
[16:57] <Deledrius> >_<
[16:57] <m_kiewitz> lol
[16:58] <snover> yeah. the installer does do some &stuff
[16:59] <m_kiewitz> i guess at some point we should change it to a blacklist
[16:59] <m_kiewitz> i think that's going to be easier
[17:00] <snover> depending on the installer, the patchDir information is in INSTALL.INS or INSTALL.SCR

[17:01] <m_kiewitz> lol
[17:01] <m_kiewitz> yeah let us create our own ScummVM installer heh
[17:01] <m_kiewitz> echo patchDir= %1:%4;%2:\patches >>resource.cfg
[17:01] <m_kiewitz> sigh
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[17:08] <GitHub111> [scummvm] csnover pushed 2 new commits to master: https://git.io/v91XH
[17:08] <GitHub111> scummvm/master 200adb9 Colin Snover: SCI: Add example of KQ6 game with incorrect patches directory
[17:08] <GitHub111> scummvm/master 9e83977 Colin Snover: SCI: Add "patch" directory to search paths...
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[17:08] <snover> sigh indeed!
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[17:08] <GitHub14> [scummvm] criezy pushed 1 new commit to master: https://git.io/v91Xd
[17:08] <GitHub14> scummvm/master 80e7eaa Thierry Crozat: I18N: Update translations templates
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[17:50] <t0by> arf
[17:50] <t0by> Terrible timing on my part.
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[19:02] <wjp> snover: very nice catch on that compression tool; seems it was right :-)
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[19:14] <GitHub95> [scummvm-sites] criezy pushed 2 new commits to web-planet: https://git.io/v9MeN
[19:14] <GitHub95> scummvm-sites/web-planet 1429671 Thierry Crozat: PLANET: Add 2017 GSoC blog for Simei
[19:14] <GitHub95> scummvm-sites/web-planet 7d581df Thierry Crozat: PLANET: Add avatar for criezy
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[19:47] <m_kiewitz> snover: so the compression code didn't destroy the rave data at all?
[19:47] <snover> wjp: i would have flailed for probably quite a while longer if it hadnt been for the single comment with the error in KQ6
[19:48] <snover> m_kiewitz: as far as i can tell, the compression tool loses the rave data
[19:48] <m_kiewitz> I'm actually surprised, but right I think the sync data is actually in resource.aud and rave data is just appended after it without being inside the sync data
[19:48] <m_kiewitz> oh? it does?
[19:48] <m_kiewitz> will try to fix that then
[19:48] <m_kiewitz> as i said - we had no idea what sierra did back then
[19:48] <snover> there arent offsets in the relocation table for the rave resources (or they are wrong)
[19:48] <m_kiewitz> i think i wrote the compression code in 2010 or so
[19:49] <m_kiewitz> ah no, the rave data has no explicit offsets
[19:49] <m_kiewitz> it was hacked in by Sierra or whoever did the hires portraits stuff
[19:49] <m_kiewitz> I think rave data is just added to sync data (without sync size being increased)
[19:50] <m_kiewitz> so it's in a black hole so to speak
[19:50] <m_kiewitz> it took quite a bit until we even figured out where that lip sync data was
[19:50] <m_kiewitz> and then it took us possibly 2 or 3 years to full reverse the algo to use it
[19:51] <snover> hm. well, the rave resources are added to the resource manager using offset `offset + syncSize`, in resource_audio.cpp:447
[19:51] <m_kiewitz> (effectively we used regular sync data for hires lip sync until we finally figured out how to use the rave data)
[19:51] <m_kiewitz> yes
[19:51] <m_kiewitz> offset of sync + syncsize
[19:52] <m_kiewitz> so the rave data is behind the sync data
[19:52] <m_kiewitz> in a place, where there shouldn't be any data
[19:52] <m_kiewitz> (well where the next audio sample would normally start)
[19:53] <m_kiewitz> and i think size is calculated by looking up the sample offset behind that and then subtracting the calculated rave offset from it - in case I remember correctly
[19:53] <m_kiewitz> as i said - it's basically hidden data
[19:56] <m_kiewitz> or maybe the rave size was inside another field, idk for sure anymore
[19:56] <m_kiewitz> im pretty sure that sierra definitely didn't enlarge the resource audio header
[19:57] <TMM> Who needs self describing data formats
[19:58] <snover> ok, in that case, let me see if i can just do some adjusting after the resource offset is remapped and get the rave data out
[19:58] <m_kiewitz> i'm not sure if my compression code didn't throw the rave data out of the file
[19:58] <m_kiewitz> anyway, what we could do however at some point - i think some dialog in kq6 doesn't have rave data
[19:59] <m_kiewitz> and some dialog doesn't have sync data
[19:59] <m_kiewitz> or maybe it was just that sync data is missing, not sure
[19:59] <m_kiewitz> anyway, we could actually recreate the sync data by using the rave data
[19:59] <snover> wizardry!
[19:59] <m_kiewitz> that was my idea for quite some time, but it is actually possible
[19:59] <m_kiewitz> rave data contains quite a few more animations
[19:59] <m_kiewitz> and is more accurate
[20:00] <m_kiewitz> i know that at least one dialog inside the book store has no lip sync
[20:00] <m_kiewitz> and afaik the scripts then do a blabber mouth
[20:00] <m_kiewitz> random mouth movements
[20:00] <m_kiewitz> looks hilarious
[20:01] <Lightkey> twitch.tv/gogcom everybody LoL now
[20:01] <snover> in sci32 they added stuff to the audio code so they could get away using random mouth movements cued to the audio volume of the sample being played back
[20:01] <TMM> blabbermouth? Is that random movement?
[20:01] <P2E> ls
[20:02] <P2E> derp
[20:02] <TMM> nvm, already explained
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[20:02] <m_kiewitz> TMN: yes, basically random mouth movements, and looks absolutely distracting
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[20:02] <m_kiewitz> especially when most dialog has proper lip sync
[20:02] <m_kiewitz> snover: wow
[20:03] <m_kiewitz> sierra was the expert on lip sync back then
[20:03] <Lightkey> hm.. smells like netsplit in here
[20:03] <snover> :)
[20:03] <m_kiewitz> and some games even nowadays don't get it right
[20:03] <m_kiewitz> they had proprietary software to make lip syncing quite easy
[20:04] <m_kiewitz> but it was still time consuming
[20:04] <m_kiewitz> i think that software tried to do it automatically, but humans still needed to jump in and fix bad stuff
[20:04] <TMM> thimbleweedpark used a program called 'rhubarb lipsync'
[20:04] <m_kiewitz> still amazing
[20:04] <TMM> it's kind of interesting
[20:04] <snover> wasnt the new mass effect full of lipsync problems?
[20:05] <m_kiewitz> *full of problems
[20:05] <snover> heh :)
[20:05] <snover> wjp: oops, i am supposed to accept complements. thanks for the complement :)
[20:06] <m_kiewitz> https://www.youtube.com/watch?v=QDjci1ODoBs
[20:06] <Lightkey> in DOSBox.. meh
[20:07] <logix> snover: one's or two's complement?
[20:07] <snover> booooo.
[20:07] <logix> :)
[20:10] <P2E> so hey
[20:10] <P2E> I've been building a media pc for my friend
[20:11] <P2E> getting things set up has been...I dunno, fairly straightforward
[20:11] <P2E> I dumped a bunch of her scumm/etc games she had onto the machine for scummvm and it picked them up fine
[20:12] <P2E> but she's got a lot of stuff; does scummvm just have a scan/autoadd feature and I missed it?
[20:12] <P2E> hitting add like 20+times can get tedious
[20:12] <snover> --massadd
[20:12] <P2E> nice, thank you
[20:13] <m_kiewitz> ^^ the --massadd effect :P
[20:15] <snover> m_kiewitz: so, it looks like the rave data is probably alright in the compressed volume after all.
[20:15] <m_kiewitz> it is?
[20:16] <m_kiewitz> well you should easily see it with a hex editor
[20:16] <m_kiewitz> it's ASCII chars
[20:16] <m_kiewitz> i didn't compress by kq6, so i can't check easily
[20:16] <snover> seems that way. after bypassing the offset validation for the non-existing offsets, portraits have lipsync
[20:17] <m_kiewitz> ahh nice
[20:17] <snover> or at least, the portaits in the first town do. i cant speak for the rest of the game. :)
[20:17] <m_kiewitz> i'm surprised that this data survived
[20:18] <m_kiewitz> well when some survived, then I guess all survived
[20:18] <m_kiewitz> i guess i went from offset to offset and kept sync data (without using size) then
[20:19] <snover> the compression tool does emit Warning: possibly raw lipsync data found at offset <whatever>
[20:25] <m_kiewitz> ah
[20:25] <m_kiewitz> ah, so we knew about it already
[20:25] <m_kiewitz> well we at least knew that there was some extra data
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[20:36] <GitHub49> [scummvm] csnover pushed 1 new commit to master: https://git.io/v9MYz
[20:36] <GitHub49> scummvm/master ea6eebc Colin Snover: SCI: Fix reading of Rave data from compressed KQ6 audio volumes...
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[20:36] <m_kiewitz> \o/
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[20:40] <snover> i wonder how nobody encountered this before (at least i can find no bugs in the bug tracker about it) since it raised an error in 1.9.0 too
[20:41] <m_kiewitz> probably no one compressed the kq6 audio
[20:47] <snover> yeah, i wasnt even sure this tool still existed at first. it isnt explicitly described anywhere except the forum and a couple tickets in the bug tracker
[20:47] <snover> there is a Tools page on the wiki, but compress_sci is conspicuously absent
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[20:55] <snover> hm. this patch that was added for supporting kq5 audio is kind of broken, all the filenames given to the tool have to be lowercase matching "resource.*", so audio001.002 has to be renamed to something like resource.aud
[20:58] <snover> wjp: can this ADeadTrousers person really not upload files on trac or do they just keep missing the attach button?
[20:58] <snover> https://bugs.scummvm.org/ticket/9772#comment:5
[21:01] <m_kiewitz> kq5 audio is afaik compressed in a different manner
[21:02] <m_kiewitz> who added that?
[21:02] <snover> https://github.com/scummvm/scummvm-tools/pull/2
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[21:04] <wjp> I was wondering about that too. I don't think I've heard about upload problems before from anyone
[21:05] <snover> m_kiewitz: it *does* create a working compressed audio volume, its just& very confusing to use
[21:06] <m_kiewitz> can't we select to types of files?
[21:07] <m_kiewitz> otherwise maybe there should be 2 types of SCI - SCI (KQ5, Jones) and SCI (everything else)
[21:10] <snover> i dont know; this thing is pretty low on my list of priorities :)
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[21:47] <snover> wjp: could you turn on [wiki]ignore_missing_pages and bump [mimeviewer]max_preview_size to 1MB?
[21:47] <snover> &in trac*
[21:48] <snover> people keep uploading uncompressed bitmaps that i dont want to have to download, and i keep typing class names that get turned into bad wiki links :)
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[22:12] <m_kiewitz> snover: yup, I hate those uncompressed bitmaps too. But I guess we are at fault, because afaik scummVM saves screenshots that way
[22:12] <m_kiewitz> isn't there RLE compression for bitmaps?
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[22:13] <m_kiewitz> which is still bad, but may improve things a bit
[22:14] <snover> We have libpng already as a optional dep don't we.?
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[22:14] <m_kiewitz> ah, we do?
[22:14] <m_kiewitz> but well optional
[22:15] <m_kiewitz> is there still a GIF patent?
[22:15] <m_kiewitz> or has that expired?
[22:15] <m_kiewitz> we could default to gif in that case for 256 color games
[22:16] <snover> Seems weird to do that when there is png for all?
[22:17] <m_kiewitz> well when we have png as optional, then it makes sense to have a short gif compression method
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[22:18] <snover> I'm on my phone so can't look at things now
[22:19] <m_kiewitz> my own command line tool for compressing bitmap files as gif is 1000 lines only
[22:19] <m_kiewitz> gif compression itself seems to be 270 lines
[22:20] <snover> Maybe look first at which build s don't have png support before going down this gif path
[22:21] <m_kiewitz> sure, but still i think a few additional lines of code and gif support for screenshots isn't so bad
[22:22] <m_kiewitz> i think i never managed to get libpng to work on my system
[22:22] <logix> m_kiewitz: all relevant patents expired quite a while ago
[22:22] <m_kiewitz> that's nice
[22:22] <logix> hum, 2004 according to wikipedia
[22:22] <m_kiewitz> MP3 seems to expire soon too (or has expired)
[22:22] <logix> expired a few weeks back I think
[22:22] <m_kiewitz> i don't know the details, i was just happy that this one is gone too
[22:23] <m_kiewitz> software patents shouldn't exist at all
[22:24] <logix> ah, found the tweet I was thinking of, https://twitter.com/icculus/status/853772981344063489
[22:25] <logix> so MP3 expired ~3.5 weeks ago (if that tweet is correct)
[22:25] <m_kiewitz> snover: when you check, please also check daily builds and if png is used for screenshots when it's included
[22:26] <snover> OK I'll let you know when I do
[22:26] <m_kiewitz> maybe we do not use it for screenshots at all, or maybe it's not built into the daily builds?!
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[22:57] <Deledrius> software patents shouldn't ever be valid >_<
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[23:12] <snover> m_kiewitz: nothing uses libpng currently. there is a decoder wrapper for it but no encoder wrapper. screenshots are saved by SDL_SaveBMP in SDL backend, and by some hand-written BMP writer in OpenGL backend. Thumbnails are serialised in a custom format (relying on gzip on the entire save stream for compression) and explicitly only support 16bpp or 32bpp.
[23:13] <m_kiewitz> so gif here we go? :P
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[23:15] <snover> i would not personally jump to that conclusion.
[23:16] <m_kiewitz> well how many platforms are missing libpng?
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[23:34] <snover> ill have to do a little more digging, it is required by sword25 and wintermute engines, so any platform with those engines has it
[23:34] <snover> brb
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[00:00] --- Thu May 11 2017