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[01:05] <GitHub186> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQdxB
[01:05] <GitHub186> scummvm/master 2032ca8 Paul Gilbert: TITANIC: Fix range for timed volume transitions
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[01:17] <tsoliman> a bunch of SCI games are tagged "(from FRG)" .. I tracked it down to this commit https://github.com/scummvm/scummvm/commit/1befd93475a8a92b55555a17752ccf68b7cd224c
[01:18] <dreammaster> Maybe a forum user, rather than IRC?
[01:18] <tsoliman> good call
[01:18] <dreammaster> No results in forum search, though
[01:18] <tsoliman> yeah :(
[01:19] <tsoliman> was there a time when it was "full md5" and now it is "first 5000 md5"?
[01:19] <dreammaster> LOL: Doing a Google, I see a question from you on 15/10/16.. "<tsoliman> is FRG a person or a product? " :)
[01:19] <tsoliman> HAHAHA
[01:19] <tsoliman> I have no memory of asking this :D
[01:19] <dreammaster> Didn't look like there was an answer
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[01:37] <GitHub172> [scummvm] csnover pushed 2 new commits to master: https://git.io/vQdp6
[01:37] <GitHub172> scummvm/master 051366a Colin Snover: SCI: Fix up Object::_baseMethod implementation...
[01:37] <GitHub172> scummvm/master 3bc00e6 Colin Snover: SCI: Stop double-initialization of SCI0/1 objects...
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[01:37] <GitHub53> [scummvm] criezy pushed 1 new commit to master: https://git.io/vQdpi
[01:37] <GitHub53> scummvm/master b5d2c76 Thierry Crozat: I18N: Update translations templates
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[01:40] <tsoliman> ok FRG is definitely a person .. there's 2010 logs with them joining the channel .. I guess LeChuck's amnesia strikes again (it doesn't remember fingolfin either)
[01:40] <snover> perhaps FRG is Greg FRieger?
[01:40] <tsoliman> yep .. credits :)
[01:41] <tsoliman> by "credits" I mean http://scummvm.org/credits
[01:41] <tsoliman> where I didn't think to look
[01:41] <dreammaster> Ah. Fair enough. The before time.. long, long ago
[01:43] <snover> phew. ok. rabbit hole over, back to fixing french torin&
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[02:40] <GitHub2> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQdj6
[02:40] <GitHub2> scummvm/master 222ef33 Paul Gilbert: TITANIC: Fix inventory scrolling when an item is selected
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[02:40] <dreammaster> Gradually wittling down the bug list :)
[02:44] <snover> yeah!
[02:48] <dreammaster> It's getting kinda late for me, so goodnight. The others can wait until tomorrow
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[02:53] <snover> but can they really wait?&
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[03:56] <GitHub174> [scummvm] csnover pushed 1 new commit to master: https://git.io/vQFvd
[03:56] <GitHub174> scummvm/master 8e0ccc5 Colin Snover: SCI32: Add patch for mismatched PointSoft Torin heap 20700...
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[06:39] <GitHub37> [scummvm] csnover pushed 1 new commit to master: https://git.io/vQFkg
[06:39] <GitHub37> scummvm/master b4c0be8 Colin Snover: SCI: Fix control character keyboard events...
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[06:41] <snover> ok. now only two critical bugs remain&
[07:03] <Harekiet> and then perfection?
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[08:09] <t0by> Good mornaaaargh
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[11:03] <wjp> m_kiewitz: please say which game/OS/SDL version you are using when mentioning keys that do/don't work
[11:12] <wjp> I'm a bit puzzled how this could break things for you in qfg1vga, since that seems to be perfectly fine with getting control chars (0x01-0x1A) here
[11:13] <wjp> the breakage I'm seeing in qfg1ega and qfg2 has a fair chance of being caused by broken (or at least inconsistent now) modifier handling in the menu code
[11:13] <wjp> but I don't understand the qfg1vga situation if it's broken for you
[11:24] <m_kiewitz> i said qfg1
[11:24] <m_kiewitz> i didnt say qfg1vga
[11:24] <m_kiewitz> and yes, removing code that was responsible to make these games work will break those games.
[11:26] <wjp> it really confused me that you added a reminder that qfg1vga is sci11middle when talking about qfg1ega in the rest of your post then
[11:26] <wjp> in any case, the problem is the menu code
[11:27] <wjp> we neglect to adjust the menu entry keypress for the ctrl modifier
[11:27] <wjp> s/sci11middle/sci11/
[11:28] <m_kiewitz> no, i said qfg1vga is sci1.1
[11:29] <wjp> that's what I said
[11:29] <m_kiewitz> because why would one remove <sci1middle code, when it's primarily about a sci1.1 game
[11:29] <wjp> (after the s///, anyway)
[11:29] <wjp> in any case, _please_ be specific about these things. It's confusing enough as it is
[11:29] <m_kiewitz> that was my point. And I said qfg1vga for that, but then said qfg1, which should have made it obvious that I'm not talking about qfg1vga
[11:30] <wjp> not obvious at all, clearly
[11:30] <m_kiewitz> the code is already confusing and I was already working on it
[11:31] <m_kiewitz> excuse me, qfg1 is the official game id for qfg1ega
[11:31] <m_kiewitz> qfg1vga is the official game id for qfg1vga
[11:31] <m_kiewitz> if you think that's confusing, then maybe we should change the game id for qfg1
[11:37] <wjp> The issue is that in conversations it's not at all clear when someone is using a gameid versus just an acronym
[11:37] <wjp> But anyway, getting sidetracked
[11:39] <wjp> I'm by now relatively convinced that in these older games the problem is the menu handling, not the event handling.
[11:40] <wjp> Did menus disappear roughly around this sci1middle threshold that was removed by snover now?
[11:41] <wjp> (I'd expect sci1early?)
[11:46] <waltervn> hi
[11:50] <wjp> hi Walter
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[12:40] <GitHub53> [scummvm] yinsimei pushed 5 new commits to master: https://git.io/vQFcp
[12:40] <GitHub53> scummvm/master 1a86e7e Simei Yin: SLUDGE: Correct fallback detection with custom description
[12:40] <GitHub53> scummvm/master b21a3ba Simei Yin: SLUDGE: Load game icon/logo
[12:40] <GitHub53> scummvm/master ebd36a8 Simei Yin: SLUDGE: Complete burnSpriteToBackdrop
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[12:56] <Henke37> on the topic of sludge, anyone have a copy of the old freeware game "out of order" that was one of the few games made with that engine?
[12:59] <_sev> Henke37: I do
[13:18] <Simei> _sev, t0by: That's blog for this week: https://yinsimei.wordpress.com/2017/07/16/gsoc-week-8/
[13:19] <Simei> Anything to add?
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[14:21] <m_kiewitz> wjp: i would have expected that menu stuff got removed right after qfg2
[14:21] <m_kiewitz> would have to check to make sure, but that's afaik the last game that uses those old school menus
[14:22] <m_kiewitz> i wonder how the ctrl-keys were handled inbetween, because sci1 middle needs it the way it was - at least i'm pretty sure about that
[14:26] <wjp> it's proving very difficult to figure out in our commit history what was changed why. There are various commits moving things around, and then also commits inverting the meaning of the utility function controlify()
[14:29] <wjp> and as far as I can tell, menu entry hotkey matching wasn't touched, so that could've made certain tests unreliable
[14:30] <wjp> (I mean, keys working for menu entry hotkeys is relatively independent of keys working when handled directly by scripts)
[14:37] <m_kiewitz> wait, when script code directly checks for certain keys, then those keys weren't processed by menu code, right?
[14:37] <m_kiewitz> and menu code was afaik removed right after qfg1ega
[14:37] <m_kiewitz> i could be wrong with that, but at least the regular menu stuff was not used anymore
[14:40] <wjp> hrm, I'm not entirely sure in which order the scripts call menu event checking and direct event checking
[14:40] <wjp> (the menu goes via kMenuSelect which is called from MenuBar::handleEvent)
[14:41] <t0by> Simei: great!
[14:41] <t0by> Simei: that you know of, what games use parallax?
[14:42] <Simei> :)
[14:42] <Simei> Out Of Order must have used it.
[14:42] <Simei> Others, I don't think so
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[15:07] <GitHub116> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFBK
[15:07] <GitHub116> scummvm/master 9cda101 Paul Gilbert: TINSEL: Fix some DW2 text/voice not playing all the way through
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[15:22] <wjp> dreammaster: did I provide enough info on #9880? (Just asking before I forget the details)
[15:24] <dreammaster> I think so. Though I hadn't looked into it in detail yet. I've been more focused on graphical glitches that could (and were) the cause of multiple reported bugs
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[15:25] <GitHub32> [scummvm] dreammaster pushed 1 new commit to branch-1-9: https://git.io/vQFRw
[15:25] <GitHub32> scummvm/branch-1-9 483d123 Paul Gilbert: TINSEL: Fix some DW2 text/voice not playing all the way through...
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[15:37] <snover> m_kiewitz: sorry about that. i was working on https://bugs.scummvm.org/ticket/9837 which was unowned, then after fixing it checked to see if it also fixed qfg1vga, which it did, and then also checked some other sci0 games with text boxes to make sure those were still working correctly with ctrl+c, and they were, but i missed the menu code. the menu code works again by shifting the keyPress value back into latin range.
[15:37] <m_kiewitz> i still wonder about SCI1EARLY + 1MIDDLE games though
[15:38] <m_kiewitz> I also don't really understand why Ctrl-I works and the others don't.
[15:39] <wjp> maybe because of Tab. Dunno.
[15:41] <snover> that condition _seemed_ to be related to the ctrl+alt issue in the history, trying to fix ctrl+alt+x for the age check in LSL games
[15:41] <wjp> m_kiewitz: ah yes, kMenuSelect explicitly handles Tab (and therefore Ctrl-I) as a special case
[15:41] <wjp> (in ScummVM, I mean)
[15:41] <m_kiewitz> ah that explains it
[15:42] <m_kiewitz> thx. still weird that Ctrl-I didnt work at first. Maybe the game gets confused in case you press those other keys atm
[15:42] <m_kiewitz> yes, LSL1VGA uses Ctrl-alt-X to skip copy protection and that one didn't work for ages
[15:42] <wjp> I _think_ I saw it once or twice that it didn't pick up a key when randomly pressing lots of keys
[15:42] <m_kiewitz> another Larry game uses Alt-X afaik
[15:43] <snover> LSL1VGA and LSL3 have the age skip, they both seem to use Ctrl+Alt+X for it
[15:43] <wjp> testing lsl1vga with SDL1.2 and current master: ctrl-alt-x works, ctrl-i works, ctrl-c works
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[15:45] <snover> sigh. so, i know what is the deal with that version check.
[15:45] <m_kiewitz> hmm, i need to check lsl3, but I'm sure that one of the early ones should react on Alt-X or so
[15:46] <m_kiewitz> ah or maybe that one was the original Larry 1
[15:46] <m_kiewitz> I think I also fixed some AGI keyboard handling when i rewrote almost all of AGI
[15:46] <m_kiewitz> ah, dos-box is missing on my notebook :/
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[15:47] <wjp> do you want me to try something?
[15:47] <m_kiewitz> just installing it
[15:48] <wjp> alt-x skips it with agi lsl1 in dosbox
[15:49] <wjp> (and that also works in scummvm)
[15:49] <m_kiewitz> yes, i just checked lsl3. it's Ctrl-Alt-X
[15:50] <m_kiewitz> and I'm pretty sure that worked originally. It was only LSL1 which had a problem
[15:50] <m_kiewitz> btw. how do i stop dos-box from grabbing the mouse cursor exclusively, when in windows mode?
[15:50] <wjp> snover: don't leave us in suspense :-) What is the deal with that version check?
[15:50] <m_kiewitz> is it autolock?
[15:51] <snover> md5 fixed the qfg1vga problem in 92bf8a54200e762bc95a155e3cdcffd22ec258d3 by excluding sci1.1 and later from shifting up the key values, so that games shortcuts started working only as long as the backend was sending control characters (which, based on m_kiewitzs comment on ctrl+alt, they would have on windows).
[15:51] <wjp> m_kiewitz: should be autolock, yes
[15:52] <m_kiewitz> urgh
[15:52] <m_kiewitz> yeah that explains it
[15:52] <wjp> snover: but that's only after he _removed_ that check a few years before in 0f90b8eaad0335715d5f6aea6ede32ebbb746e25
[15:52] <wjp> the first occurrence is, I think, 5cfd241af9f4cad018cb3f8d9555e5a5e468c3bd
[15:55] <wjp> I think the initial commit changing things around was e56dedec3ff64ce21a2868b545d8e99ea5d21ee4
[15:56] <wjp> (together with ba8b15908ca2616f933694deb85888bfcb57431f)
[15:56] <wjp> together they went from control chars to ascii chars, I _think_. But it's hard to miss things
[15:56] <snover> yeah. i think that this is probably because there were some in-between changes to the modifier handling code
[15:57] <wjp> mhm
[15:58] <wjp> the one constant factor is the menu handling I think
[15:58] <snover> when that version check was originally in the code, the ctrl+alt fixing code didnt exist, then the version check was removed to allow alt+key to work in sci1.1+
[15:58] <snover> as you have seen, this history is a bit of a hot mess
[15:58] <m_kiewitz> it was really complicated in various ways back then, because SDL1 is totally broken in that regard
[15:58] <wjp> I think we should mostly treat it as a source for useful test-cases by now, rather than trying to interpret the intentions
[16:00] <m_kiewitz> I'm also pretty sure that on Linux I was getting the characters and on Windows I was getting control characters, when one of those modifiers was pressed at the same time under SDL1
[16:00] <m_kiewitz> I either wrote a comment about this or at least mentioned it in a commit
[16:01] <snover> m_kiewitz: yeah, you wrote SCI: fix for platform difference between linux and windows, makes Ctrl-Alt-keys work under linux as well (e.g. lsl1, age questions cheat)
[16:01] <wjp> m_kiewitz: I saw something like that around the ctrl-alt code
[16:01] <m_kiewitz> ah exactly
[16:01] <snover> so that fix is still there and is working fine. :)
[16:01] <m_kiewitz> and we should now use the ascii code and not the keycode anymore
[16:01] <m_kiewitz> that should be fixed now in our SDL1 code
[16:02] <wjp> I've tested these things now in both SDL1.2 and SDL2 in linux with current master
[16:02] <m_kiewitz> originally this also didn't work, because SDL1 returned without applying keyboard layout
[16:02] <wjp> I'll try again just to make sure I didn't miss anything
[16:02] <m_kiewitz> wjp: you use a special keyboard layout on top?
[16:02] <m_kiewitz> because if not, then someone else should do that too
[16:02] <m_kiewitz> and we should also test it on various platforms
[16:03] <wjp> standard US here, but I can change it I suppose
[16:04] <m_kiewitz> that would be a good idea
[16:04] <m_kiewitz> and as i said - the code should be changed anyway to use keycode now
[16:04] <m_kiewitz> so that the French keyboard layout will finally work too
[16:04] <m_kiewitz> and I should do that as well in AGI
[16:06] <wjp> can we make an explicit list of keys to try? qfg1ega/qfg2/qfg1vga: ctrl-i, ctrl-s, lsl1vga: ctrl-alt-x, ctrl-c, ctrl-i, torin: ?, ...?
[16:07] <snover> wjp: i listed the ones i knew about in the commit message of b4c0be8b42d63cbf3c808be1a94839483f674ce9
[16:08] <wjp> ah, text input box clearing is a good one too
[16:11] <m_kiewitz> yes, that would be a good idea
[16:11] <m_kiewitz> also Ctrl-Y/Z for certain kayboard layouts
[16:11] <m_kiewitz> which game used that one, hmmm
[16:12] <m_kiewitz> wjp: you could also grep through the bugs
[16:12] <m_kiewitz> I'm sure someone complained about a special key combination not working 1 or 2 or 3 years ago.
[16:13] <snover> that was me, alt-keys not working on macOS
[16:13] <wjp> qfg2 ctrl-a with a French layout maybe
[16:13] <snover> on macOS with both SDL1 and SDL2, the key combination follows the keyboard layout, as one would expect.
[16:14] <wjp> I'll try in a bit when I'm less distracted by dinner
[16:14] <m_kiewitz> yes, you had a problem too. But I'm sure that someone complained about a SCI1 game some time ago
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[16:46] <GitHub8> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFzD
[16:46] <GitHub8> scummvm/master 56384fb Paul Gilbert: TITANIC: Fix MaitreD to hate the default music
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[16:46] <wjp> some Titanic commit messages are quite funny :-)
[16:46] <dreammaster> Yes. In this case, the MaitreD was incorrectly liking the music. Now he properly detests it :)
[16:47] <wjp> I think "Fix parrot to only eat hot plain chickens" is one of my favorites so far :-)
[16:47] <dreammaster> Heh. Yeh. He used to eat any kind of chicken, which screwed up the entire puzzle, since you could just feed him the cold chicken.
[16:53] <wjp> note to self: in qfg1ega in dosbox: Tab opens the inventory. Ctrl-Tab, Alt-Tab, Shift-Tab, Ctrl-Alt-Tab, Ctrl-Shift-Tab, Alt-Shift-Tab, Ctrl-Alt-Shift-Tab don't
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[17:01] <snover> ive realised that shift doesnt seem to affect control character generation in dosbox (ctrl+key does the same as ctrl+shift+key), but im not sure if the (small, but non-zero) additional complexity for handling shifted characters is worth it.
[17:02] <snover> (ssci also seems to not have shift in the modifier when this happens)
[17:13] <snover> so https://gist.github.com/csnover/cb287bbe10a69069bc295844f029c930 should (and seems to) fix all of the menus, except for that extra shift-handling
[17:17] <wjp> ctrl-tab acts as tab that way
[17:19] <wjp> s/acts/still acts/, I guess
[17:23] <wjp> but looks good to me
[17:26] <snover> incidentally, the reason that tab works like ctrl+i is because its control character is ^I
[17:27] <wjp> that's why I checked it :-)
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[17:49] <snover> i suppose the tab press detection should get moved to getScummVMEvent too
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[18:50] <snover> hm, no, getScummVMEvent seems to be doing the right thing with Tab. kMenuSelect is (intentionally) doing something different and checks for the modifier, where SSCI didnt. so thats fine the way it is.
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[19:04] <snover> i feel a little surprised there is no common abstraction layer to transform backend key inputs into the DOS/BIOS values. it seems like something that a few engines would want to use.
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[19:05] <GitHub108> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFox
[19:05] <GitHub108> scummvm/master 6c44b57 Paul Gilbert: TITANIC: Cleanup of CAutoAnimate class
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[19:19] <m_kiewitz> snover: agreed, i thought about that already and wanted to implement it into OSystem, but people said that there are engines that are not DOS-based, so wouldn't need it.
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[19:26] <GitHub195> [scummvm] csnover pushed 2 new commits to master: https://git.io/vQF6Z
[19:26] <GitHub195> scummvm/master 6379498 Colin Snover: SCI: Fix kMenuSelect to understand control characters...
[19:26] <GitHub195> scummvm/master d8eccde Colin Snover: SCI: Clarify Tab character & modifier workarounds in GfxMenu
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[19:27] <snover> yeah. i mean, i dont know that it needs to be part of OSystem, but just some optional component that an engine could choose to instantiate and use instead of going directly to the backend
[19:27] <fuzzie> if only you had commit access :)
[19:30] <fuzzie> (although I suspect edge cases and bits hardcoded into the input code might make it not very useful for a lot of engines :/)
[19:31] <snover> yeah, i know right? i have irrational anxiety of breaking stuff whenever i meddle in the common code
[19:32] <snover> i should probably write an email at some point to tell everyone that common/span.h is a thing, too&
[19:55] <m_kiewitz> snover: well at least in theory people could make a subclass of such a class in OSystem to then change the few bits that they need
[19:56] <m_kiewitz> I guess one should go through all DOS-based engines and check what's going on, so to figure out such tiny bits in advance
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[20:18] <GitHub174> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFXr
[20:18] <GitHub174> scummvm/master 850dcdb Paul Gilbert: TITANIC: Add a VolumeMode enum
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[22:03] <GitHub77> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFHl
[22:03] <GitHub77> scummvm/master 91eef8f Paul Gilbert: TITANIC: Fix music transitions for each passenger class in lift travel
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[22:33] <GitHub170> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQFQd
[22:33] <GitHub170> scummvm/master 679c0e7 Paul Gilbert: TITANIC: Fix scaling in scene transition cutscenes
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[00:00] --- Mon Jul 17 2017