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[00:04] <GitHub184> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6RKF
[00:04] <GitHub184> scummvm/master b680af7 Paul Gilbert: TITANIC: Fleshing out QSound simulation methods
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[00:07] <ScummBot> Port build status changed with b680af7f: Failure: master-wii, master-gamecube, master-debian-x86_64, master-debian-x86-clang, master-webos, master-dingux, master-gp2xwiz, master-osx_intel, master-android_x86, master-android_arm, master-android_mips, master-gp2x, master-amigaos4, master-mingw-w32, master-openpandora, master-mingw-w64, master-debian-x86
[00:08] <dreammaster> my bad
[00:08] <snover> can we like, modify buildbot so when it fails it sends https://www.youtube.com/watch?v=DtRNg5uSKQ0 to the channel?
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[00:10] <dreammaster> Hmmm.. I'm not sure exactly what the problem is.. the various builders say Audio::Mixer::SoundType isn't a class or namespace in qmixer.h, but I am including audio/mixer.h at the top of the file
[00:12] <snover> its just Audio::Mixer::kPlainSoundType
[00:12] <Trixar_za> Oh right that reminds me. What's the difference between the normal android build of ScummVM and the SDL version?
[00:12] <dreammaster> Oh, I getcha. One sec
[00:12] <snover> class enums are too cool for C++98 :)
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[00:15] <GitHub88> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6RiW
[00:15] <GitHub88> scummvm/master 5247af8 Paul Gilbert: TITANIC: Compilation fix for SoundType enum
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[00:17] <snover> you know, i changed my mind about that youtube link. it should really be https://www.youtube.com/watch?v=8ZCysBT5Kec
[00:19] <dreammaster> :)
[00:27] <ScummBot> Port build status changed with 5247af8a: Success: master-wii, master-gamecube, master-debian-x86_64, master-debian-x86-clang, master-webos, master-dingux, master-gp2xwiz, master-osx_intel, master-android_x86, master-android_arm, master-android_mips, master-gp2x, master-amigaos4, master-mingw-w32, master-openpandora, master-mingw-w64, master-debian-x86
[00:32] <snover> wjp: do you feel ok with me landing that patch to the kListEachElementDo function?
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[01:18] <GitHub168> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6RDU
[01:18] <GitHub168> scummvm/master 74e94ac Paul Gilbert: TITANIC: Hook up wave pump for callbacks
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[01:50] <GitHub187> [scummvm] csnover pushed 6 new commits to master: https://git.io/v6RSc
[01:50] <GitHub187> scummvm/master c28a573 Colin Snover: SCI32: Fix GfxFrameout::_isHiRes flag to be accurate for all games
[01:50] <GitHub187> scummvm/master 13297c1 Colin Snover: SCI32: Implement kShowMovie
[01:50] <GitHub187> scummvm/master 4ff0924 Colin Snover: SCI32: Additional Video32 documentation
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[01:53] <GitHub124> [scummvm] csnover closed pull request #799: SCI32: kShowMovie (master...sci32-kShowMovie) https://git.io/vKjOU
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[02:01] <snover> looks like i have some warnings to clear up&
[02:03] <snover> oh, errors too. hm.
[02:05] <ScummBot> Port build status changed with c8affb54: Failure: master-wii, master-psp, master-gamecube, master-ios7, master-ps2, master-ios, master-ouya, master-android_x86, master-android_arm, master-android_mips, master-dc-serial, master-ds, master-dc
[02:05] <snover> yeah yeah.
[02:05] <snover> https://www.youtube.com/watch?v=8ZCysBT5Kec
[02:06] <dreammaster> :)
[02:06] <snover> well this is one of the more unique dilemmas& apparently the scaler code is just not existing for ARM???
[02:08] <snover> i dont get it.
[02:10] <snover> i guess USE_SCALERS is not defined for these builds
[02:10] <snover> which makes me wonder how any scummvm engine is doing portable scaling
[02:12] <snover> i think ill need to talk to _sev or someone about this
[02:13] <snover> guess i should back it out and redo it again later
[02:13] <snover> thats frustrating.
[02:19] <snover> feels like scalebit is simple and generic enough to not fall under the umbrella of use_scalers
[02:21] <snover> oh. wait. its not what i thought it was.
[02:30] <dreammaster> ?
[02:33] <snover> dreammaster: i had been looking for a simple nearest neighbour scaler that operates on arbitrary bit depths and it seemed that scalebit was it
[02:34] <dreammaster> Ah, and I take it from you earlier statements that not all ports have it
[02:34] <snover> it is only available if USE_SCALERS is on, and also is in fact not a NN scaler at all but apparently this thing, http://www.scale2x.it/
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[02:44] <GitHub133> [scummvm] csnover pushed 1 new commit to master: https://git.io/v6RQv
[02:44] <GitHub133> scummvm/master 31f3440 Colin Snover: SCI32: Temporarily revert kShowMovie due to buildbot failures...
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[02:44] <GitHub97> [scummvm] csnover reopened pull request #799: SCI32: kShowMovie (master...sci32-kShowMovie) https://git.io/vKjOU
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[02:57] <snover> alright. i am just going to assume buildbot will stop being broken, it is taking too long to run for me to stick around, my eyes refuse to stay open :\
[02:57] <snover> if it is still a problem then i will wear the jerk-that-did-not-watch-the-build hat
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[03:35] <ScummBot> Port build status changed with 31f34407: Success: master-wii, master-psp, master-gamecube, master-ios7, master-ps2, master-ios, master-ouya, master-android_x86, master-android_arm, master-android_mips, master-dc-serial, master-ds, master-dc
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[05:25] <Strangerke> Huuuuum :) Wintergrascph fix the last palette issue... the result is totally awesome :)
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[05:43] <blorente> Good morning :)
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[05:48] <WooShell> good meowning =^.^=
[05:48] <Strangerke> hi guys
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[07:09] <Strangerke|work> hi guys
[07:09] <wanwan> @H
[07:09] <wanwan> hi
[07:13] <Strangerke|work> wanwan: A (almost) French guy typing with a cyrillic keyboard... Nice :)
[07:17] <wanwan> any luck with gotos? :)
[07:26] <Strangerke|work> no sorry, I wasn't at home yesterday evening and I'm still giving a hand to Wintergrascph to clean up DM
[07:26] <Strangerke|work> I don't manage to get more free time
[07:27] <Strangerke|work> I hope I'll be more productive this weekend :)
[07:34] <wanwan> okay :)
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[07:46] <omer_mor> I added some information and screenshots about the Japanese version of Quest for Glory 1 to the wiki: http://wiki.scummvm.org/index.php/Quest_for_Glory
[07:46] <omer_mor> Let me know what you think.
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[07:52] <waltervn> morning
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[09:41] <m_kiewitz> lol, Larry 6 hires (SCI2) is quite buggy
[09:41] <m_kiewitz> http://www.youtube.com/watch?v=ynE3PdI_asU&t=38m0s
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[09:52] <m_kiewitz> anyone got a saved game at Uhura after using the dispel potion in qfg3?
[09:52] <m_kiewitz> it seems there is a dialog tree bug in the game, which even results in SCI error()ing out
[09:52] <m_kiewitz> wjp?
[09:52] <m_kiewitz> https://www.gog.com/forum/quest_for_glory_series/qfg3_issue_with_uhura_dialog/page1
[09:54] <m_kiewitz> maybe it's variable corruption like in longbow too
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[09:56] <wjp> "Woo" again?
[09:57] <wjp> I thought we fixed that ages ago?
[09:57] <m_kiewitz> we have?
[09:57] <wjp> should be a script patch for that
[09:58] <m_kiewitz> ah maybe GOG patched that one too and ruined our patch
[09:58] <wjp> but I thought we re-fixed that too?
[09:58] <wjp> (but more recently)
[09:58] <m_kiewitz> ah yes i see it
[09:58] <wjp> qfg3PatchWooDialog, qfg3PatchWooDialogAlt
[09:59] <m_kiewitz> did those make it into 1.8.0?
[10:00] <wjp> yes
[10:01] <wjp> bug #6806, commit fdc09c2cb7ff3041dbd11c146d3d669cc7aa4777
[10:03] <m_kiewitz> original patch was added end of 2012
[10:03] <m_kiewitz> nice
[10:04] <m_kiewitz> if only GOG wouldn't have fan-patched the game :/
[10:04] <wjp> the combat timing really needed patching though
[10:04] <wjp> but, yeah...
[10:06] <m_kiewitz> didn't i add a patch for the combat?
[10:06] <m_kiewitz> that took some time, because originally i planned on improving the speed throttler
[10:06] <m_kiewitz> and i mean they added so many patches and all sorts of things get broken because of those
[10:07] <m_kiewitz> i think the waffle encounter got fully broken
[10:07] <m_kiewitz> whoever recompiled the scripts...
[10:07] <m_kiewitz> without that our patches would have still worked
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[11:45] Action: Strangerke|work hugs dreammaster
[11:45] <dreammaster> Hey. Only popping in to commit in my changes I couldn't last night :)
[11:46] <Strangerke|work> :)
[11:46] <dreammaster> Then I have to get going to work
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[11:46] <GitHub109> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v60z3
[11:46] <GitHub109> scummvm/master bf4562b Paul Gilbert: TITANIC: Further fleshing out sound manager, fixing sound looping
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[11:46] <Strangerke|work> have a nice day!
[11:47] <dreammaster> Hmm.. Getting a bunch of warnings about Sci::BitmapTable::freeEntry having a different signature
[11:47] <m_kiewitz> different signature?
[11:48] <dreammaster> 'Sci::BitmapTable::freeEntry': virtual function overrides 'Sci::SegmentObjTable<Sci::SciBitmap *>::freeEntry', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers
[11:48] <dreammaster> Don't know if it's an issue or not
[11:48] <m_kiewitz> that's MSVC++?
[11:48] <dreammaster> Yes
[11:49] <m_kiewitz> i think snover said that this warning should get disabled, because it's basically MSVC++ saying "previous versions of MSVC++ didn't behave according to standard" lol
[11:49] <wjp> yeah
[11:50] <wjp> where "previous" is apparently "before VS2008"
[11:50] <dreammaster> Ok then. Given that's the case, I'll look into adding the warning C4373 to the warning ignore list on the weekend
[11:54] <Strangerke|work> It's weird it's the first time we encounter this issue
[11:56] <dreammaster> Well, it does sound pretty specific. You not only have to be overriding a virtual method, but the parameters have to be the same except for the addition or removal of a const or volatile prefix. That sounds pretty specific
[11:59] <dreammaster> Well, nothing seems to have barfed on Buildbot so far, so it looks safe for me to head off. Bye all
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[12:04] <wjp> we never really use const on function arguments
[12:04] <wjp> but snover likes it, so... :-)
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[13:32] <snover> im const such a const rebel.
[13:33] <t0by> as in constipated?
[13:33] <snover> I did write a patch for CREATE_PROJECT to disable C4373 already, but I wanted someone to test it before I landed it since I dont have MSVC set up here
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[13:37] <snover> as in immutably crazy
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[14:24] <snover> is uint32 guaranteed to be exactly 4 bytes by config.h?
[14:26] <wjp> yes
[14:26] <snover> ok. thought so, just wanted to make sure before i did something dumb :)
[14:26] <snover> thanks :
[14:26] <snover> )
[14:28] <snover> lets try landing this again&
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[14:41] <GitHub30> [scummvm] csnover pushed 6 new commits to master: https://git.io/v605d
[14:41] <GitHub30> scummvm/master ef2c44b Colin Snover: SCI32: Implement kShowMovie
[14:41] <GitHub30> scummvm/master f1b7fe1 Colin Snover: SCI32: Additional Video32 documentation
[14:41] <GitHub30> scummvm/master 774056e Colin Snover: SCI32: Fix KQ7 1.51 basic video playback...
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[15:21] <GitHub152> [scummvm] csnover opened pull request #804: SCI32: Remove GfxScreen from SCI32 (master...sci32-kSetCursor) https://git.io/v60pa
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[15:23] <GitHub87> [scummvm] csnover opened pull request #805: SCI32: Implement kRobot (master...sci32-kRobot) https://git.io/v60pj
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[15:26] <GitHub40> [scummvm] csnover pushed 2 new commits to master: https://git.io/v60hw
[15:26] <GitHub40> scummvm/master 811f73f Colin Snover: GIT: Ignore Xcode projects & output
[15:26] <GitHub40> scummvm/master efaf7f2 Colin Snover: SCI32: Fix crash when multiple nodes are deleted during kListEachElementDo...
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[15:26] <snover> so much code
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[15:28] <GitHub72> [scummvm] csnover closed pull request #799: SCI32: kShowMovie (master...sci32-kShowMovie) https://git.io/vKjOU
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[15:45] <GitHub14> [scummvm] sev- pushed 5 new commits to master: https://git.io/v6Evl
[15:45] <GitHub14> scummvm/master 5fc45bd Eugene Sandulenko: DIRECTOR: Lingo: Sort test files before execution
[15:45] <GitHub14> scummvm/master 0dd5aac Eugene Sandulenko: DIRECTOR: Lingo: Added factory execution test
[15:45] <GitHub14> scummvm/master 1507cdc Eugene Sandulenko: DIRECTOR: Lingo: Implemented factory(mNew) method handling
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[17:03] <snover> wjp: so, im not entirely sure what to do about these segment table moves that invalidate pointers. for the bitmap segment i ended up making the segment table a pointer table instead of holding values directly.
[17:04] <snover> does that just need to be done for all of them?
[17:04] <snover> like right now, sometimes games crash in kListEachElementDo because the pointer to list becomes invalidated when a new list is created by game scripts in the loop
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[17:11] <GitHub182> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6Esd
[17:11] <GitHub182> scummvm/master 15c0f4b Paul Gilbert: TITANIC: Implemented CArmchair class
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[19:17] <wjp> snover: hrm, I wonder how much work refactoring SegmentObjTable would be to make it not move stuff around
[19:18] <snover> just reserve 1000 slots for every table. problem solved! 😎
[19:18] <wjp> well :-)
[19:18] <wjp> or maybe make it use a Common::Array<Entry*> internally
[19:21] <m_kiewitz> 10.000 slots
[19:21] <snover> no, wait, 100'000 slots!
[19:21] <snover> changing Entry to Entry* might work out, shall i look into it?
[19:22] <wjp> sure, if you want. (I'm not going to tonight)
[19:23] <wjp> hm, or maybe make Entry contain T* is cleaner
[19:25] <snover> im struggling to remember if there was any retaining of MemHandles in SSCI
[19:25] <snover> i dont *think* there was, they usually only held onto MemIDs
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[20:01] <waltervn> -
[20:01] <waltervn> ---
[20:01] <waltervn> --
[20:04] <m_kiewitz> ----
[20:06] <waltervn> sorry..
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[20:20] <m_kiewitz> snover: do you own space quest 5?
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[20:21] <snover> m_kiewitz: yep!
[20:21] <m_kiewitz> ah
[20:21] <m_kiewitz> can you please try this out:
[20:21] <m_kiewitz> https://sourceforge.net/p/scummvm/bugs/7181/
[20:21] <m_kiewitz> it doesn't happen for me
[20:21] <snover> absolutely, just a moment
[20:22] <m_kiewitz> but maybe it happens for very powerful PCs only
[20:22] <m_kiewitz> we had something similar in Space Quest 4, where sometimes Roger would walk back to the previous screen right at the start of the game, and it also happened in the original interpreter
[20:22] <snover> hmm.
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[20:35] <snover> m_kiewitz: i am unable to reproduce the problem
[20:35] <m_kiewitz> damn :(
[20:35] <snover> its ok, there are two reproducible pathfinding errors in sq6 ;)
[20:36] <m_kiewitz> i wonder if sierra kept the exact same code for pathfinding for sci32
[20:37] <m_kiewitz> I guess we could reverse the original code, atm we use another algo, which avoided any patent violations
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[20:37] <snover> yeah, i talked recently about this, those patents are now expired
[20:38] <snover> m_kiewitz: do you know offhand why gfxScreen is initialised outside of Sci::initGraphics?
[20:39] <wjp> if anybody decides to RE pathfinding: there's significant overlap with the code I RE'ed for MergePoly
[20:40] <wjp> (geometric utility functions and such)
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[20:41] <m_kiewitz> snover: I'm not 100% sure, but probably because of error messages and MT32 stuff, which may also display info on the screen
[20:41] <m_kiewitz> initGraphics() is called way later, after sound init, etc.
[20:42] <snover> ah, isee, ok. i think i accidentally snuck a _gfxScreen = 0 in initGraphics when i was separating it from sci32
[20:47] <waltervn> the SSCI pathfinding code has evolved over time
[20:48] <waltervn> we probably should replace my old algorithm, it's been 10 years. However, realistically we will start out with a lot more bugs, not less. At least that's my expectation.
[20:49] <m_kiewitz> that's for sure
[20:51] <waltervn> AvoidPath is easy to unit test, so that's an advantage
[20:54] <snover> m_kiewitz: btw, just so you know, the version of SQ5 I have is 1.04
[20:54] <m_kiewitz> me too
[20:55] <m_kiewitz> maybe the user has 1.03
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[21:02] <snover> i wonder if anyone has the original master tapes for these super weird extras
[21:02] <waltervn> AFAIK QFG2 was the first game to include AvoidPath
[21:02] <snover> theres a mockumentary on the SQ collection CD
[21:04] <m_kiewitz> yes, it's really funny
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[21:04] <m_kiewitz> sadly the resolution is quite low
[21:04] <snover> hey you cant go in there! i have a gun
[21:05] <m_kiewitz> ah, I even uploaded it to my youtube channel :P
[21:11] <m_kiewitz> the interview with the German translator is the funniest part lol
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[21:20] <snover> probably funnier if you also speak fluent german :)
[21:21] <m_kiewitz> she's cursing a lot lol
[21:21] <m_kiewitz> the subtitles are not that accurate :P
[21:21] <m_kiewitz> just found a somewhat recent Al Lowe interview because of this https://www.youtube.com/watch?v=hSaK7M0ghxs
[21:22] <snover> i was able to divine that with one of the handful of words i know in german :)
[21:22] <snover> and, you know, the anger
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[21:31] <m_kiewitz> Al Lowe goes a bit in depth into AGI
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[23:45] <snover> dreammaster: did you get my memo?
[00:00] --- Sat Aug 13 2016