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[02:46] <GitHub169> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6P29
[02:46] <GitHub169> scummvm/master dc91d30 Paul Gilbert: TITANIC: Implementing game classes
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[03:53] <GitHub107> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6PwV
[03:53] <GitHub107> scummvm/master cd8415c Paul Gilbert: TITANIC: Implementing game classes
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[07:55] <GitHub128> [scummvm] sev- pushed 3 new commits to master: https://git.io/v6PQY
[07:55] <GitHub128> scummvm/master 2074fad Eugene Sandulenko: DIRECTOR: Lingo: Improved stack content trace
[07:55] <GitHub128> scummvm/master 0ab903a Eugene Sandulenko: COMMON: Added checkers for debug channels....
[07:55] <GitHub128> scummvm/master 1abbe6b Eugene Sandulenko: DIRECTOR: Lingo: Hide script hexdump under debug level
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[08:06] <blorente> morning :)
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[08:14] <m_kiewitz> nooo
[08:25] <wanwan> no more succubus classes for titanic?
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[08:42] <Strangerke|work> hi guys
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[12:28] <Strangerke|work> m_kiewitz: Need to ask him something?
[12:28] <m_kiewitz> yes :P
[12:28] <Strangerke|work> I can forward your question if you want
[12:28] <m_kiewitz> need to speak with him on IRC
[12:28] <m_kiewitz> otherwise I could also just send him an email
[12:29] <Strangerke|work> Well, I'm chatting with him on Slack for the moment, that's why I'm proposing it
[12:29] <m_kiewitz> ah lol
[12:29] <m_kiewitz> Slack?
[12:29] <Strangerke|work> yes
[12:29] <m_kiewitz> what's that?
[12:30] <m_kiewitz> well in case he's not asleep atm, you could ask him if he could join IRC. That would be very helpful
[12:30] <Strangerke|work> Windows 10 Tablet PC
[12:30] <Strangerke|work> oups
[12:30] <Strangerke|work> https://en.wikipedia.org/wiki/Slack_(software)
[12:30] <Strangerke|work> he's at work, but I'll ask
[12:30] <t0by> Ah, right, IRC but proprietary and utterly borked.
[12:31] <m_kiewitz> so it's some private proprietary IRC?
[12:31] <m_kiewitz> ah, in case he's at work, don't bother
[12:31] <m_kiewitz> it's not that urgent
[12:33] <t0by> But very, very borked, even by web 2.0 standards.
[12:33] <Strangerke|work> yeah, the success of Slack is a bit a mystery for me
[12:33] <Strangerke|work> It's basically a wall
[12:34] <fuzzie> it's an IRC usable for non-nerds
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[12:34] <fuzzie> with searchable backscroll
[12:34] <m_kiewitz> fuzzie: but then why do Strangerke and dreammaster use it? :P
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[12:34] <Strangerke|work> fuzzie: aka, a wall
[12:35] <m_kiewitz> dreammaster: didn't want you to disturb you at work :P
[12:35] Action: dreammaster answers the summons
[12:35] <fuzzie> Strangerke|work: but a wall like IRC!
[12:35] <dreammaster> Well, it's still my warming up "morning drink, breakfast, and websurfing time", so it's not too bad a time :)
[12:36] <Strangerke|work> m_kiewitz: dreammaster uses it at work, I use it because my student uses it
[12:41] <m_kiewitz> Strangerke|work: your student is not a nerd? :P
[12:42] <Strangerke|work> Who knows :)
[12:44] <t0by> fuzzie, keep an eye on Gnome Polari if you want a client usable by non-nerds. It's coming along pretty nicely.
[12:44] <fuzzie> t0by: that's the wrong solution
[12:45] <t0by> fuzzie, are you saying that the right one would be mandating by law that everybody uses emacs+erc? :P
[12:45] <fuzzie> like, backscroll? searching? mobile? hosting? :p
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[12:46] <t0by> Well, it's a desktop client, doesn't have a phone version. Everything else is there afaik.
[12:47] <fuzzie> no, I mean
[12:47] <fuzzie> turn off your PC
[12:47] <fuzzie> come back a few days later
[12:47] <fuzzie> where's all the backscroll?
[12:47] <t0by> ah.
[12:47] <fuzzie> and a single client is kind of irrelevant
[12:47] <t0by> well, on logs.scummvm.org :P
[12:47] <fuzzie> because you need a solution which works for everyone
[12:47] <fuzzie> and this is why Slack is popular ;p
[12:48] <fuzzie> you can also pay for irccloud, or build something crazy and custom with quassel
[12:48] <t0by> ^
[12:48] <t0by> See?
[12:48] <fuzzie> .. if you're a nerd
[12:49] <t0by> I don't think the demand is even there for "user friendly" bouncers/bots
[12:49] <t0by> it would be pretty easy to cook up a simple web interface to manage those, though
[12:49] <fuzzie> heh
[12:49] <fuzzie> sure it is
[12:49] <fuzzie> have you /seen/ how many customers Slack have? :)
[12:50] <t0by> I don't even *want* to know how many people are actually paying for that piece of bloatware.
[12:50] <fuzzie> it works fine
[12:50] <fuzzie> and you can just connect an IRC client to it
[12:50] <fuzzie> but arguing there's no demand is .. insane :p
[12:51] <t0by> I said no demand for non-nerdy IRC services. Of course there is demand for instant messaging in general.
[12:51] <blorente> I've been using Slack for the entire GSoC, the attatchment functionality is pretty cool
[12:52] <blorente> as is the integration with github and trello
[12:52] <fuzzie> well, my point is that Slack is basically [hosted] non-nerdy IRC services
[12:52] <blorente> for free, if you are small
[12:52] <t0by> fuzzie, you can connect via irc to that thing?
[12:52] <fuzzie> sure
[12:53] <t0by> https://get.slack.help/hc/en-us/articles/201727913-Connecting-to-Slack-over-IRC-and-XMPP
[12:53] <fuzzie> (I think it's disabled by default, tho)
[12:53] <fuzzie> right
[12:53] <t0by> I would say "nice" if I didn't know it's just the first step in EEE.
[12:53] <fuzzie> your argument seems contradictory here ;-)
[12:54] <t0by> Nah. First you have gateways and support actual protocols
[12:54] <t0by> Then as popularity grows you ditch those.
[12:54] <t0by> Like Google and Facebook already did.
[12:54] <fuzzie> but why would they?
[12:54] <fuzzie> their customers are paying for this
[12:54] <t0by> Fair point.
[12:55] <t0by> I suspect at some point demand will no longer be there, though, and they'll just stop maintaining those.
[12:55] <fuzzie> idk, they're kind of nerds
[12:56] <t0by> Anyway my default attitude is "proprietary is bad, commercial is suspicious and anything new is automatically evil". It has served me fine so far :P
[12:56] <fuzzie> yeah, it's just that Slack is doing so well exactly due to this "but IRC is just fine" response
[12:56] <t0by> Now if you don't mind I'll go change the paper tapes to my punch card machine
[12:57] <t0by> Kids these days, with their facespace and their slap bracelets.
[12:57] <m_kiewitz> slap bracelets?
[12:57] <t0by> https://en.wikipedia.org/wiki/Slap_bracelet
[12:58] <t0by> popular fad among children, pre-teens, and teenagers in the late 1980s
[12:58] <t0by> (I quote)
[12:58] <m_kiewitz> o_O
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[13:39] <wjp> blorente: for a second there I thought you were having an overflow with the 'double' datatype :-)
[13:40] <wjp> (re. the "Fix double overflow when blitting" commit)
[13:44] <blorente> Haha, no, the problem was when the picture is too large to fit on both sides of the window
[13:45] <blorente> Particularly, a sword
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[13:53] <t0by> We have failed WindlePoons.
[13:53] Action: t0by feels personally guilty
[14:24] <m_kiewitz> nooo
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[16:15] <waltervn> I remember slap bracelets.... I feel so old now
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[16:39] <rootfather> hi folks
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[17:07] <wjp> bunch of SCI games on sale on GOG if anyone is getting interested after all the recent activity on the SCI engine :-)
[17:08] <snover> its like they know something&
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[17:15] <snover> id sure like to land 804 today
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[17:24] <GitHub83> [scummvm] sev- pushed 6 new commits to master: https://git.io/v61vY
[17:24] <GitHub83> scummvm/master 21d4d0a Eugene Sandulenko: DIRECTOR: Lingo: Added generated script decompilation
[17:24] <GitHub83> scummvm/master 31b8ea4 Eugene Sandulenko: DIRECTOR: Lingo: Fixed c_eval decompilation
[17:24] <GitHub83> scummvm/master 0a3d891 Eugene Sandulenko: DIRECTOR: Lingo: Fix when..then code generation
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[17:25] Nick change: Strangerke_ -> Strangerke
[17:27] <snover> m_kiewitz: do you know of any sci16 games with multiple resource files? i want to check to make sure i am not breaking anything with some changes to the resource manager
[17:28] <m_kiewitz> snover: basically almost every sci16 game comes with multiple ones. sci1.1 may be one resource.000 most of the time, but sci0/01 games had always multiple ones

[17:28] <m_kiewitz> ?
[17:28] <snover> yeah
[17:29] <snover> i have a working implementation. it feels gross, but&it works.
[17:29] <snover> https://github.com/csnover/scummvm/commit/3ab8a9983d3002ec6187d87ce043044070152b7b
[17:31] <snover> fortunately it does not require the disc change we were thinking about originally, so warping to random rooms will work without breaking audio
[17:37] <_sev> snover: there is nothing "gross"
[17:37] <_sev> snover: it is an established practice in ScummVM: http://wiki.scummvm.org/index.php/Datafiles#Broken_Sword:_The_Shadow_of_the_Templars
[17:40] <snover> _sev: more gross in the sense of how it requires reading out files from resources in the middle of adding resources, because otherwise the earlier audio map resources get clobbered and then it is impossible to read the correct audio maps
[17:41] <_sev> ah, I see
[17:41] <snover> its not the worst thing ive ever done, but it would have been nice if the original design took into consideration that resources with identical IDs arent the same across discs
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[18:37] <snover> m_kiewitz: any chance that youd be OK with me landing 804 now, and then quickly taking care of any problems that come up later?
[18:38] <m_kiewitz> let me go through it quickly one more time
[18:38] <snover> ok, sure thing!
[18:40] <m_kiewitz> AVIPlayer is really only used by SCI32?
[18:40] <m_kiewitz> i thought KQ6 had AVIs too
[18:41] <snover> it does, those still go through some playVideo function in kvideo
[18:41] <m_kiewitz> so not through video32.cpp?
[18:41] <m_kiewitz> just to make sure
[18:41] <snover> right. only sci32 goes through video32.
[18:42] <m_kiewitz> looks fine to me, at least after that quick runthrough
[18:42] <snover> ok, cool. hopefully it looks fine to buildbot too, in a moment :)
[18:43] <m_kiewitz> just wanted to make sure, because cursor.h is now removed, but when it's sci32 only it's okay of course
[18:43] <m_kiewitz> silly github shows all sorts of comments, so it's quite messy to look through it
[18:43] <m_kiewitz> oh right and that hires bool should get fixed at some point
[18:44] <m_kiewitz> but well that has not really something to do with that commit
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[18:46] <snover> can you remind me which sci16 games did you think that was impacting?
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[18:48] <m_kiewitz> snover: all sorts of sci1.1 games, especially kq6
[18:49] <m_kiewitz> but you had a commit for that already. What I meant right now is the sci32 code about it.
[18:49] <m_kiewitz> maybe it works right now by accident, but the user option is really only meant for games that actually support hi + low-res and we want to force that per default to "hi-res"
[18:50] <m_kiewitz> I assume that certain hi-res only games require hi-res to be on all the time, which works right now already, but the user option shouldn't be read for those games
[18:53] <snover> all of the default GUIO values seem like reasonable defaults for any game to me
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[18:54] <snover> but, you are right, this is not really to do with this changeset
[18:59] <m_kiewitz> well, the default of low-res sci1.1 games should definitely not be hi-res :P
[18:59] <m_kiewitz> same for all the other sci0 games and I think we even change to upscale mode, when it's set. Well, we would do in case I used the GUI option directly
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[19:00] <m_kiewitz> and well for hi-res only sci32 games, those should also be hi-res only, so we should definitely not read the GUI option
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[19:00] <m_kiewitz> I'm not sure what ScummVM is doing, but I guess it will read the GUI option regardless even when it's not available for the specific game, so in case a user added that manually those games would go broke
[19:01] <snover> right now all games work as expected, since sci32 ones get the default hi-resolution value (true), and sci16 ones only use the value if it is available for the game (checks with Common::checkGameGUIOption)
[19:03] <snover> anyway. hold onto your butts.
[19:03] <m_kiewitz> well yes, but I guess for hi-res only games the option should not be read
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[19:03] <GitHub67> [scummvm] csnover pushed 13 new commits to master: https://git.io/v61GL
[19:03] <GitHub67> scummvm/master 9bfeb3c Colin Snover: SCI32: Remove GfxScreen from GfxFrameout...
[19:03] <GitHub67> scummvm/master 80d9182 Colin Snover: SCI32: Implement SCI32 cursor support
[19:03] <GitHub67> scummvm/master 0317772 Colin Snover: SCI32: Allow pixel doubling of some cursors to improve usability
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[19:04] <m_kiewitz> and i mean the hi-res user option is not really meant to be "hi-res", but rather "force hi-res", which implies that the game should also support low-res as well
[19:04] <snover> m_kiewitz: i suppose so. its just a happy coincidence that it works as well as it does. i suppose the checkGameGUIOption thing should be used in frameout too.
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[19:05] <GitHub109> [scummvm] csnover closed pull request #804: SCI32: Remove GfxScreen from SCI32 (master...sci32-kSetCursor) https://git.io/v60pa
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[19:05] <m_kiewitz> well it should rather use SciEngine::forceHiresGraphics
[19:06] <m_kiewitz> and i guess we would possible have to add another table that specifies which game is low-res or have a table that specifies which games are hi-res
[19:07] <snover> well for sci16 its lo-res everything except optionally KQ6, and SCI32 its hi-res everything except optionally GK1 and PQ4, isnt it?
[19:07] <m_kiewitz> well in case those hi-res games need the kPlatform call return hi-res active
[19:07] <m_kiewitz> Isn't QfG4 low-res?
[19:07] <snover> oh right. and that one.
[19:07] <snover> which is unconditionally lo-res.
[19:08] <m_kiewitz> well maybe we could even say SCI2 games are low-res (+ optionally hi-res)
[19:08] <m_kiewitz> the others seem to be hi-res only
[19:08] <m_kiewitz> so maybe a version check would work fine
[19:08] <snover> PQ4 and QFG4CD are 2.1early
[19:08] <m_kiewitz> ah right
[19:08] <m_kiewitz> dang
[19:09] <m_kiewitz> but well we could then use sci2.1 mid+ for hires only
[19:09] <m_kiewitz> and for other 2 versions I guess we would need some table or simply hardcoded stuff that specifies the few gameids, that are low-res only
[19:09] <m_kiewitz> *the
[19:10] <snover> KQ7 1.4/1.51 and LSL6hires are 2.1early and hi-res only :)
[19:11] <m_kiewitz> Gabriel Knight 2 is 2.1 early too
[19:12] <m_kiewitz> as i said - we need a table or simply hardcode the few game-ids
[19:12] <m_kiewitz> i think gk2 is hi-res only as well, although I'm not 100% sure
[19:12] <m_kiewitz> ah it's the demo only
[19:12] <snover> GK2 is 2.1mid :) the demo is not, apparently
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[19:14] <GitHub52> [scummvm] csnover pushed 1 new commit to master: https://git.io/v61ZF
[19:14] <GitHub52> scummvm/master 0f2748b Colin Snover: SCI32: Implement kRobot
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[19:14] <GitHub41> [scummvm] csnover closed pull request #805: SCI32: Implement kRobot (master...sci32-kRobot) https://git.io/v60pj
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[19:15] <m_kiewitz> ah GK2 demo says unable to initialize sound driver
[19:16] <m_kiewitz> hmm now i switched it to no music, but I get an error that MT32.drv could not be read?! o_O
[19:16] <snover> GK2 full version seems to have some graphics bugs, but it does run pretty well the little bit I tried it
[19:17] <snover> I have several patches that were based on top of those two things that just landed that fix problems in at least GK2, I will be sending them up as soon as buildbot doesnt explode
[19:17] <m_kiewitz> wow, Return to Oz on blu-ray is OOP and is $50 on amazon, wow
[19:18] <m_kiewitz> and it was released in US only, great
[19:18] Action: m_kiewitz crosses fingers
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[19:24] <snover> i guess i should explicitly initialise Common::Serializable, for reasons.
[19:31] <snover> that warning class Common::Serializable should be explicitly initialized in the copy constructor is so annoying. why are some builds complaining about this
[19:31] <snover> ?
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[19:39] <snover> http://buildbot.scummvm.org/builders/master-ps2/builds/1242/steps/compile/logs/warnings%20%2876%29 well this is looking a little broken today
[19:43] <wjp> ../../src-master/src/engines/sci/engine/segment.h:616: warning: base class ` class Common::Serializable' should be explicitly initialized in the copy constructor
[19:43] <snover> yeah&
[19:44] <snover> this is apparently some idiosyncrasy of c++ that i havent taken to heart yet
[19:46] <snover> i can add the constructor initialisation but id like to know why only some compilers are complaining
[19:49] <snover> wjp: can you explain this one?
[19:50] <snover> i mean, i would expect to see this warning in more than one place, unless SciBitmap is the only thing on earth that has a non-default copy constructor
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[19:51] <bgK> maybe newer versions of compilers realize this warning makes no sense when there are no data members in the base class
[19:51] <wjp> well, there's a vtable
[19:51] <wjp> but still trying to understand what's going on
[19:52] <snover> hard to test, neither gcc 4.9.2 nor apple clang 7.3.0 seem to care
[19:55] <wjp> might be a gcc bug that was fixed in 4.3
[19:56] <wjp> https://gcc.gnu.org/bugzilla/show_bug.cgi?id=5645
[19:58] <snover> hm.
[20:01] <snover> so do i explicitly call the base constructor just to get rid of this warning, or& ?
[20:01] <wjp> just ignore it
[20:01] <snover> alright.
[20:02] <snover> some other false positive maybe uninitialised warnings too
[20:03] <snover> one of them has been there for a while
[20:03] <snover> anyway. since nothing is actually erroring i am going to send some more code now
[20:04] <snover> http://buildbot.scummvm.org/builders/master-ds/builds/1242/steps/compile/logs/warnings%20%281%29 this is an interesting one too.
[20:05] <wjp> type is an enum?
[20:05] <snover> yeah.
[20:06] <wjp> right, that's a bit iffy
[20:07] <snover> should i just cast to int in the comparison?
[20:07] <wjp> nah, doesn't matter
[20:07] <snover> alright.
[20:07] <wjp> the check should be in the place where an int gets cast to an enum
[20:09] <wjp> the behaviour of casting an int outside of the range of the enum to the enum is undefined
[20:09] <wjp> (which is 0-15 for this enum since its values fit in 4 bits)
[20:10] <snover> happy to learn a new thing.
[20:11] <wjp> it's ... annoying
[20:11] <wjp> c++11/17 are making it better, but that doesn't help us quite yet...
[20:11] <snover> i assume this would not be a problem in c++11 since the enum coul
[20:11] <snover> yeah.
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[20:12] <GitHub79> [scummvm] sev- pushed 1 new commit to master: https://git.io/v61Bs
[20:12] <GitHub79> scummvm/master 16a3f99 Eugene Sandulenko: FULLPIPE: Fix Bitmap flipping code. Thanks to wanwan
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[20:14] <snover> this is so annoying&
[20:16] <snover> eventually for S2 these kernel calls are going to be direct calls and need the same error handling
[20:16] <snover> oh we..
[20:16] <snover> well*
[20:16] <snover> i suppose well cross that bridge when we come to it.
[20:22] <snover> hold onto your butts, here comes 11 more commits.
[20:22] <wjp> I think I've used generic integer types in some calls instead of enums for this reason
[20:23] <wjp> (pushing down the checks)
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[20:23] <GitHub57> [scummvm] csnover pushed 11 new commits to master: https://git.io/v61RA
[20:23] <GitHub57> scummvm/master eae6891 Colin Snover: SCI32: Fix kGlobalToLocal and kLocalToGlobal...
[20:23] <GitHub57> scummvm/master 4e1a9be Colin Snover: SCI32: Remove CoordAdjuster32, at least for the moment...
[20:23] <GitHub57> scummvm/master 6708b58 Colin Snover: SCI: Remove references to SCI32 features from SCI16 video player
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[20:23] <snover> makes sense
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[20:24] <GitHub187> [scummvm] sev- pushed 1 new commit to master: https://git.io/v610O
[20:24] <GitHub187> scummvm/master 66a94b9 Eugene Sandulenko: FULLPIPE: Fix flipVertical too
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[20:24] <wjp> wheeee
[20:26] <snover> finally, after months, my working branch is up-to-date with master once more.
[20:27] <wjp> great work on all these new features and fixes
[20:27] <snover> thanks!
[20:27] <snover> and thanks for helping out so much with them!
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[20:29] <GitHub146> [scummvm] sev- closed pull request #809: CREATE_PROJECT: Fix Xcode project (master...master) https://git.io/v66j0
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[20:29] <GitHub45> [scummvm] sev- pushed 2 new commits to master: https://git.io/v61ET
[20:29] <GitHub45> scummvm/master 9cc3abc Vincent Benony: CREATE_PROJECT: Fix Xcode project
[20:29] <GitHub45> scummvm/master 557ad21 Eugene Sandulenko: Merge pull request #809 from bSr43/master...
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[20:30] <snover> therere still some interesting noodle-scratchers left
[20:31] <snover> like this pan-and-scan broken origin in torin
[20:31] <snover> it really screws up the rendering
[20:33] <snover> and the sprites from the old view being drawn when they shouldnt be after a transition in pq4
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[20:36] <GitHub172> [scummvm] sev- pushed 1 new commit to master: https://git.io/v61uE
[20:36] <GitHub172> scummvm/master f5a508f Eugene Sandulenko: FULLPIPE: Let the bitmaps flip twice
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[20:37] <snover> maybe& we should start using the brand new shiny bug tracker. what do you think? :)
[20:38] <snover> it might still be a little too early&
[20:39] <_sev> what do you mean?
[20:39] <_sev> with 'too early'
[20:39] <_sev> too early for SCI or for the tracker?
[20:39] <snover> for SCI32
[20:40] <_sev> I see
[20:40] <_sev> adding robot
[20:40] <_sev> what does it solve now, is anything playable in a major way?
[20:41] <snover> phantasmagoria
[20:41] <_sev> nice
[20:41] <snover> still needs kSetHotRectangles to be completable
[20:41] <snover> and it will probably crash a thousand times :)
[20:41] <snover> and your save games might not work :)
[20:42] <snover> wow, TITANIC engine is absolutely huge.
[20:43] <m_kiewitz> snover: Is there some Common::sort usage inside the SCI32 code?
[20:43] <snover> m_kiewitz: probably
[20:43] <snover> are you having a problem?
[20:44] <m_kiewitz> im just asking because we had a few other weird issues in SCI16, because Common::sort isn't stable
[20:44] <m_kiewitz> and at least SCI16 required it to be stable
[20:44] <snover> hmm
[20:44] <m_kiewitz> and when it was not, then we had a few graphical issues in some special cases
[20:44] <snover> it is used for PlaneList
[20:44] <m_kiewitz> just a thought
[20:44] <m_kiewitz> i added some number on top, to make it work like stable sort
[20:44] <snover> an interesting thought indeed. thank you for sharing!
[20:45] <m_kiewitz> that was a nightmare to figure out back then
[20:46] <snover> i thiiink it should be OK as is, since first we sort on priority and then on plane object ID, which is guaranteed unique per plane
[20:47] <m_kiewitz> does that work just like in original sci32?
[20:47] <m_kiewitz> i mean is the object ID the same as in sci32 also?
[20:48] <m_kiewitz> because if the sort order could be different in some special cases, then that could explain all sorts of weird issues
[20:48] <snover> as close as it can. in SSCI the object IDs were just indexes into the memory manager
[20:48] <m_kiewitz> so straight offsets
[20:48] <m_kiewitz> ?
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[20:49] <m_kiewitz> that could get really bad in case some scripts require the exact same order
[20:49] <snover> indeed.
[20:49] <m_kiewitz> is the sorted list only used by our code? or do the scripts get access to that in any way?
[20:50] <snover> no direct script access to the plane lists
[20:51] <snover> since memory handles are generic, so get used and reused for all kinds of different things, i would be surprised if it was ever stable enough in SSCI for them to rely on a specific order of planes
[20:51] <snover> memory handles in SSCI*
[20:52] <m_kiewitz> hmm ok, then that should be fine. in case of kAnimate scripts even get called.
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[20:55] <GitHub12> [scummvm] sev- closed pull request #806: BUILD: Switch SDL backend to SDL2 by default. SDL1 is still a fallback. (master...sdl2-switch) https://git.io/v6gqj
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[20:55] <GitHub4> [scummvm] sev- pushed 2 new commits to master: https://git.io/v612A
[20:55] <GitHub4> scummvm/master de04a68 Eugene Sandulenko: BUILD: Switch SDL backend to SDL2 by default. SDL1 is still a fallback.
[20:55] <GitHub4> scummvm/master 164dffd Eugene Sandulenko: Merge pull request #806 from sev-/sdl2-switch...
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[20:56] <snover> _sev: 👍 hurrah
[20:57] <_sev> :)
[21:01] <m_kiewitz> uh oh, has anyone tried out all sorts of keyboard keys on all sorts of SDL2 capable platforms?
[21:01] <m_kiewitz> not like it worked properly before though :P
[21:03] <wjp> we should remember to point this out to porters explictly when it's time for the next major release
[21:03] <wjp> I hope this fixes many annoyances on the major platforms
[21:12] <_sev> wjp: perhaps we could add some additional tests to the testbed engine?
[21:13] <_sev> to demonstrate the problem and add checks for it being fixed
[21:14] <salty-horse> clang produces some warnings on the titanic code
[21:16] <wjp> _sev: did you mean m_kiewitz instead of me?
[21:16] <salty-horse> infinite recursion in engines/titanic/carry/phonograph_ear.cpp - CPhonographEar::PETGainedObjectMsg()
[21:16] <_sev> wjp: in fact both :)
[21:17] <_sev> salty-horse: ah, there was similar thing in the past
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[21:18] <GitHub129> [scummvm] sev- pushed 1 new commit to master: https://git.io/v61wA
[21:18] <GitHub129> scummvm/master 5ec6f57 Eugene Sandulenko: TITANIC: Fix infinite recursion
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[21:18] <salty-horse> also got an uninitialized var in chev_code.cpp:222 - variable 'bits' is used uninitialized whenever 'if' condition is false
[21:20] <salty-horse> always-false test in true_talk/tt_sentence.cpp - "if (this == nullptr [...]"
[21:22] <salty-horse> clang wants parens around game/chev_panel.cpp:91 - "_chevCode & ~(1 << msg->_value1)"
[21:23] <salty-horse> game/chev_code.cpp:87 - variable 'val' is used uninitialized whenever switch default is taken
[21:40] <ScummBot> Port build status changed with 164dffd0: Failure: master-gcw0
[21:40] <m_kiewitz> uh oh
[21:41] <m_kiewitz> boom goes the SDL2-namite
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[22:31] <dreammaster> wamwam: I think I've done all the SuccUBus related classes. Hope that doesn't.. <pun alert>suck</pun alert> :)
[22:32] <dreammaster> snover: Titanic has a lot of individual classes because the entire game state is built up dynamically from savegames/newgame files. So it's hard to group related files for scenes together. Wereas engines like TsAGE also have lots of classes, but we we were able to group them together in overall scene group files.
[22:33] <dreammaster> It will certainly be interesting, though, to compare overall sizes between Titanic, Access, TsAGE, and MADS games when done.
[22:37] <snover> dreammaster: how about that thing i memoed you about with create_titanic?
[22:39] <dreammaster> Was it about it not working on the original 3CD release executable?
[22:39] <snover> probably, it is a 3CD release
[22:39] <snover> and i probably bought it right when it came out
[22:40] <dreammaster> It's a priority for me to look into it once I finish my current spurt trying to cram my way through implementing all the game classes. I'm now up to the E's :)
[22:41] <snover> phew. alright! i might look into it if i feel bored with sci one evening :)
[22:41] <snover> ill let you know if i do that, though.
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[22:43] <dreammaster> Almost certainly it just needs to introduce some kind of MD5 check to identify the different versions, and a set of offsets for each version for the data that needs to be read in. Probably easier for me to do it, unless you have the GOG release handy as well, since I can see what data is being located in the GOG executable version, and simply need to search to find the correct offsets in the
[22:43] <dreammaster> original EXE
[22:43] <snover> ok. i do not have the GOG release.
[22:44] <dreammaster> No worries then :)
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[23:34] <snover> is there documentation somewhere about the differences between SCR and CSC scripts?
[23:52] <m_kiewitz> those should "work" already, the main issue is the 64k limit
[23:54] <m_kiewitz> and as i said before - in theory my new saved game code could be the solution to the problem
[23:55] <m_kiewitz> and it surely would be the easier one. otherwise we would have to change the offset portion of reg_t to uint32 which would get really crazy and break tons of things
[23:56] <m_kiewitz> that change like in my saved game code would still be quite a bit of work, but at least we could keep offset to uint16
[00:00] --- Sat Aug 20 2016