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[00:06] <Strangerke> hi guys
[00:06] <dreammaster> Dude. Wazzzup
[00:06] <Strangerke> hey :) Not much, just came back from the restaurant. What about you?
[00:07] <dreammaster> Not much. Going to break for dinner in a few minutes.
[00:08] <dreammaster> I've also gotten to methods in the Hexrays disassembly of Titanic where the decompiler completely broke down, and simply inlines all the assembly. So I have laborious reconstruction of lots of floating point expressions to look forward to :P
[00:08] <Strangerke> ooooooow :(
[00:09] <Deledrius> ouch
[00:09] <Lightkey> "my faaace"
[00:10] <dreammaster> Exactly. I take solace in the fact that the Hexrays disassembly at least helped me with some of the other classes' methods
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[03:40] <GitHub43> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vydJi
[03:40] <GitHub43> scummvm/master 2a76819 Paul Gilbert: TITANIC: Implementing CStarControlSub12 class
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[06:18] <waltervn> morning
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[06:40] <Begasus> morning waltervn
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[10:50] <FleetAdmiral[m]> Hey! When making a mockup for the website, should i keep the stock colors of the scummvm website, or the green that Tkachov had used in his?
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[11:19] <criezy> It's up to you. But keep in mind the drawbacks of changing the color scheme (consistency with forum/wiki/application, brand recognition) which means there need to be a compelling reason to make the change.
[11:19] <criezy> I would say there is more risk attached to changing the color scheme (unless the mockup with our current colors really looks bad).
[11:20] <FleetAdmiral[m]> Yea, i too wanted to stick to the source, if its the brand color, but Tkachov seemed to have mentioned that he spoke to _sev and decided to go ahead with the green. I'll stick to the source colors as of now, then :)
[11:21] <FleetAdmiral[m]> Also, during the application period, would it be possible for me to get feedback on my GSoC application before i submit it? Just in case there's something the members want me to include and i've missed out?
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[11:27] <criezy> Regarding GSoC application we do encourage them to be shared with us early so that we can provide feedback.
[11:27] <criezy> Usually a good application is the result of an interative process between the student making changes and the team providing feedback.
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[11:38] <Tkachov> FleetAdmiral[m]: what I meant is that _sev said green is too bright and so I've made it darker, not that it's officially going to be new brand colors (yet =)
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[12:04] <FleetAdmiral[m]> Tkachov: Alright! criezy: Is there perhaps a blog or the sort where i could see past years applications
[12:04] <FleetAdmiral[m]> *?
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[12:43] <criezy> FleetAdmiral[m]: I don't think there is.
[12:43] <criezy> We of course have http://wiki.scummvm.org/index.php/GSoC_Application that gives an idea of what we are expecting in an application, but I suppose you have already seen this page.
[12:44] <Joefish> there's also http://planet.scummvm.org/ where some have written up their progress during the project
[12:48] <criezy> s/some/all/
[12:48] <criezy> This is a requirement as part of our rules: http://wiki.scummvm.org/index.php/Summer_of_Code/Project_Rules
[12:50] <FleetAdmiral[m]> criezy: Yep, i've seen that, and read the requirements, they don't seem to be an issue. I was looking for the sort of personal blogs that people maintain when doing GSoC. Thanks :). Joefish: I was looking for resources that would help me shape my application, but that does look interesting. Are the top few ideas suggested by members of the community?
[12:50] <FleetAdmiral[m]> criezy: Since the requirements itself mentioned '...we ask you to keep a weblog (BLOG) with posts on a weekly or more frequent basis detailing your progress and experiences with your project/GSoC.', i thought i'd find some
[12:51] <Joefish> criezy: then not all of them are shown on the right side as only four blogs are explicitly marked as GSoC related. I know that writing up your progress is mandatory but I thought it has to be found somewhere on the net, not centralized on planet.scummvm.org
[12:52] <Joefish> ah wait nvm
[12:52] <Joefish> thought the blogs are all hosted on it but also link to private blogs
[12:53] <FleetAdmiral[m]> ^yep, a few of them did link to private blogs
[12:55] <FleetAdmiral[m]> criezy Joefish Thanks for the help :)
[12:58] <Joefish> FleetAdmiral[m]: to answer your original question, I have also looked for previous proposals to get some idea what is expected but the application template criezy posted before was the best I could find. The student guide gives another example of how it can be done http://write.flossmanuals.net/gsocstudentguide/proposal-example-1/ . My guess is it'd be best to start your proposal and ask specific questions
[12:58] <Joefish> here and hope a mentor/admin can answer it and help with your proposal
[12:59] <Joefish> Also here is a summary of tips from previous GSoCers http://wiki.scummvm.org/index.php/Tips_From_Past_GSoC%27ers
[13:01] <FleetAdmiral[m]> Joefish: Awesome! Both of those were pretty much what i was looking for! Thank you!
[13:02] <Joefish> np. Good luck :)
[13:04] <FleetAdmiral[m]> Thanks! Same to you :D
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[13:44] <WooShell> good meowning =^.^=
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[14:47] <m_kiewitz> wow, i never knew Colonel's Bequest on Amiga had tons of audio samples
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[15:20] <GitHub90> [scummvm] yinsimei opened pull request #923: CMD: Detect and add game(s) with commandline, Feature request 703 (master...master) https://git.io/vydRE
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[16:14] <GitHub177> [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vydzi
[16:14] <GitHub177> scummvm/master c315065 Martin Kiewitz: SCI: Add Colonel's Bequest patch and extend patcher functionality...
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[16:17] <peterkohaut> please, where can i find how to create same build as the buildbot is doing? i mean versions of toolchains and packages and theirs config/build parameters?
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[16:31] <logix> peterkohaut: not sure if *all* the info is there but at least some of that can be found in https://github.com/scummvm/scummvm-sites/blob/buildbot/config/master.cfg
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[16:34] <peterkohaut> logix: thank you but i know about this configuration, but sadly i cant find anywhere how can i build a toolchain which is used by that config
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[17:11] <logix> peterkohaut: there might be some more info on http://buildbot.scummvm.org/ but I'm not sure
[17:13] <snover> wjp, m_kiewitz, I am experiencing a confusion and wonder if one of you would help me get unconfused. KQ4 script 99 contains the object rm99; the objects header says that there are 21 variables, and _baseVars seems to also use that number of variables as the number of baseVars (in e.g. Object::locateVarSelector).
[17:13] <snover> But, for this object, _baseVars is starting at byte 258 of the script, which leaves only 19 uint16s away from the end of the script, not 21. So Im not sure if this script is buggy, or the idea that _baseVars size == variables size is wrong.
[17:14] <snover> (this is kq4 1.006.004 from the kq collection)
[17:16] <m_kiewitz> waltervn: ^^^
[17:16] <m_kiewitz> maybe we should go through all sci16 games and check for how many games this is true or not
[17:16] <m_kiewitz> kq4 was the first sci game, so maybe they had some bug in the compiler
[17:20] <m_kiewitz> snover: how did you figure out that script 99 doesn't match?
[17:20] <m_kiewitz> im just wondering lol
[17:22] <snover> i changed _baseVars from being a pointer to being a container to support sci3, and so now read the entire section into the container when the object is initialised. scispan then did its job and emitted an access violation as it tried to read off the end of the script
[17:22] <m_kiewitz> what do we do btw. in this case? the remaining variables are set to 0?
[17:23] <m_kiewitz> or did we read from outside of that container? or did we not initialize it at all?
[17:26] <snover> the variables section is just before the baseVars section in the script
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[17:27] <snover> so the variable values are fine
[17:28] <snover> and i guess locateVarSelector works OK because it gets baseVars from the base class, not from the object
[17:29] <snover> which& i wonder if that means that baseVars is not even supposed to be read on non-class objects
[17:32] <snover> looking at what is at byte 258 in the script, it sure appears like that area includes non-object data
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[17:36] <Brasif> Hey everyone :)
[17:39] <somaen> Hi Brasif
[17:42] <Brasif> Soo, first time here, and I just wanted to say hello. I'm interested by ScummVM for the GSoC, so I'll lurk here for a bit, don't mind me ^^
[18:09] <_sev> peterkohaut: which port are you talking about?
[18:09] <_sev> Brasif: you're welcome
[18:10] <exmensa> The FAQ implies that if you launch the Windows build via command line, you can still see the console output if it crashes. When I try that, both the GUI and the console close, and there's no other output in cmd. Has that changed, or am I missing something? (Using the daily build. I got what I needed from the log anyway, I'm just curious.)
[18:12] <peterkohaut> _sev: for the windows, i'm just curious, because i'm not able to get same build on my pc
[18:12] <_sev> peterkohaut: talk to TMM, he has all the scripts
[18:13] <peterkohaut> _sev: thank you
[18:14] <_sev> peterkohaut: there you go: https://github.com/hpvb/scummvm-win32-build
[18:15] <_sev> exmensa: do you refer to this entry? http://www.scummvm.org/faq/#5_6
[18:16] <exmensa> _sev: Right.
[18:16] <peterkohaut> _sev: thank you very much, is there some list of these repos/scripts for building toolchain?
[18:16] <_sev> exmensa: see the last paragraph. The messages are also copied to the log file
[18:17] <_sev> peterkohaut: you mean for other platforms? Usually those are on our Wiki, when they're up to date :)
[18:18] <exmensa> _sev: I saw that, but the wording 'to make it visible', and the use of 'You can also' in the last paragraph, makes it seem like they're two different approaches. The command line itself doesn't show any output at all, so assuming you don't need to use cmd to create the log, that first paragraph seems unnecessary?
[18:19] <_sev> exmensa: there are some builds which have the console open, e.g. 2 windows on ScummVM start
[18:20] <exmensa> _sev: Ahh but some just output console info to the command line? If that's the case, it makes sense. I get the 2 windows, but they both close immediately when it crashes.
[18:21] <_sev> exmensa: try to run ScummVM with --console command line flag
[18:21] <peterkohaut> _sev: yes for other platforms. Maybe I just missed something on the wiki, becaue I found only compiling instructions but no versions or switches.
[18:21] <_sev> exmensa: exactly, and that FAQ entry explains what to see the console output
[18:21] <TMM> peterkohaut, https://github.com/hpvb/scummvm-win32-build
[18:21] <_sev> TMM: too late
[18:21] <_sev> :P
[18:22] <TMM> goddamnit
[18:22] TMM mozies off
[18:27] <exmensa> _sev: The console is enabled by default here, and whether it's enabled or disabled via command line parameter I get the same results. I don't see any way to leave the console output on-screen by using command prompt, the log seems like the only option.
[18:28] <_sev> yes, that could be the case
[18:50] <Bazs> DJWillis: Hi, I read through the gsoc ideas, and I found a few that would interest me, especially Mission Supernova games. I have learned German for 4 years in high school, but that has been two years ago, so I'd say I have a basic understanding of the language that can be beefed up if required. Is that enough?
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[19:19] <criezy> Hi Bazs. That looks like a question for _sev rather than DJWillis.
[19:19] <criezy> My experience working on code in a foreign language is that basic understanding of the language is usually sufficient, although that make playing/testing the game more difficult.
[19:20] <criezy> And it the task includes translating the game, that might be an issue I suppose.
[19:26] <Bazs> criezy: Thanks
[19:27] <Bazs> _sev: Hi, I read through the gsoc ideas, and I found a few that would interest me, especially Mission Supernova games. I have learned German for 4 years in high school, but that has been two years ago, so I'd say I have a basic understanding of the language that can be beefed up if required. Is that enough?
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[19:35] <m_kiewitz> Bazs: _sev (as well as DJWillis) are often not at the computer, so in case they do not reply, just try tomorrow. You could also write an e-mail at name + @scummvm.org (where sev's e-mail uses just the name sev, no underscore)
[19:41] <Bazs> m_kiewitz: Thanks for the advice, I'll do just that
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[19:50] <_sev> Bazs: yes, that is enough. The thing is that even the original engine is written in German, e.g. all variable names etc, but we need preferably English in our codebase
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[20:42] <Flexman> hi
[20:42] <dreammaster> G'day
[20:42] <Flexman> just noted that there still is an old scummvm version on f-droid. who maintaines this one?
[20:44] <dreammaster> Doesn't ring a bell for me, I'm afraid. There not have ever been an official release for it.
[20:45] <dreammaster> You might want to search the forums; see if there was ever an unofficial build released, if you're interested
[20:52] <Flexman> ah ok
[20:54] <Flexman> maybe releasing an official build there isn't a bad idea. shouldn't be too much extra work.
[20:54] <Flexman> i'll try this with my own app an can report if i figured out how it works
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[21:03] <Lightkey> twitch.tv/gogcom Toonstruck again!
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[21:05] <_sev> Flexman: sounds great
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[21:28] <Bazs> _sev: Thanks for the reply, I could deal with that.
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[21:39] <wjp> snover: we may have run into something like that 6 years ago
[21:42] <wjp> let me push some code from back then
[21:42] <wjp> https://github.com/wjp/scummvm/commit/96bca11773e7e5032789425dc83a6146a9dcc8dd
[21:43] <wjp> snover: is that related to what you described above?
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[22:10] <snover> wjp: seems similar
[22:17] <snover> what is the story of this sci_varnum branch? never landed? didnt need to be?
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[22:19] <snover> there isnt anything in the code to check overreads of individual objects inside the script, only the bounds of the script itself, so i dont know if other scripts have this problem. certainly that branch would seem to indicate that they do.
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[22:21] <wjp> the only one I actively know of (or at least remember) is the witch' cage one ( https://github.com/wjp/scummvm/commit/318ef37a440249a95f34c09dab447c7389bb7640 )
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[22:23] <GitHub35> [scummvm] lubomyr opened pull request #924: ANDROIDSDL: android x86_64 platform fix (master...master) https://git.io/vydQz
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[22:23] <snover> hm.
[22:24] <wjp> I think the reason I didn't pursue this further was that there was already a warning in place for it ("Object varnum doesn't match baseObj's"), and it was never triggered in situations that needed work
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[22:26] <snover> so, notwithstanding that the kq5 bug was obviously happening with a class object, is it definitely the case that SCI0/1 read baseVars for all objects, including instantiations? since as far as i can tell, scummvm never uses instance basevars.
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[22:29] <GitHub54> [scummvm] sev- pushed 1 new commit to master: https://git.io/vydQF
[22:29] <GitHub54> scummvm/master 9528d54 Eugene Sandulenko: DIRECTOR: Initial code for parsing D2 win executables
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[22:35] <snover> (when i say never i mean for sci0/1)
[22:37] <wjp> I don't know
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[22:52] <GitHub189> [scummvm] sev- closed pull request #924: ANDROIDSDL: android x86_64 platform fix (master...master) https://git.io/vydQz
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[22:52] <GitHub197> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyd7S
[22:52] <GitHub197> scummvm/master 6b6f2cd lubomyr: ANDROIDSDL: android x86_64 platform fix
[22:52] <GitHub197> scummvm/master c8aee75 Eugene Sandulenko: Merge pull request #924 from lubomyr/master...
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[23:19] <GitHub199> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vyddI
[23:19] <GitHub199> scummvm/master 89d5eea Paul Gilbert: TITANIC: Fix DMatrix constructors
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[23:31] <GitHub150> [scummvm] peterkohaut pushed 2 new commits to master: https://git.io/vyddo
[23:31] <GitHub150> scummvm/master 25e5143 Peter Kohaut: BLADERUNNER: added full office leroy ai script...
[23:31] <GitHub150> scummvm/master 02185fb Peter Kohaut: Merge branch 'master' of https://github.com/scummvm/scummvm
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[23:31] <peterkohaut> och sorry, wrong command :/
[23:35] <peterkohaut> i didn't want to push that merge
[23:36] <wjp> just not the merge, or neither commit?
[23:36] <Joefish> guess now is not a good time for a pull :P
[23:37] <peterkohaut> commit is good
[23:38] <wjp> oh well, there are worse things than merge commits
[23:38] <wjp> but do please pay attention :-)
[23:39] <peterkohaut> i have to stop using visual studio for this kind of stuff
[23:39] <peterkohaut> i'm sorry
[00:00] --- Mon Mar 20 2017