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[07:49] <Endy> I've completely replaced the box hosting LeChuck, so there should be no more missing logs.
[07:50] <Endy> Sorry again for the disruption the last few days :P
[07:54] <Endy> Old LeChuck was given a true pirate sendoff, and walked the plank (off the end of the data centre loading dock into a skip bin :P)
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[08:04] <Deledrius> lol
[08:05] <lb_ii> Endy, lol
[08:26] <Strangerke|work> hi Endy :) And Hi LeChuck 2, the return of the LeChuck's son (with a vengeance)
[08:27] <Endy> Hey Strangerke|work :)
[08:50] <rootfather|work> hey Strangerke|work
[08:51] <Endy> Yo rootfather|work.
[08:51] Nick change: Endy -> Endy|work
[08:51] <Endy|work> there, that's better :P
[08:55] <Endy|work> (and hi Deledrius, lb_ii and anyone else active. It's a greetz train!)
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[08:59] <Deledrius> Hooray!
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[09:12] <mataniko> good morning folks
[09:17] <Strangerke|work> hi mataniko
[09:19] Nick change: Endy|work -> Endy
[09:19] <Endy> woohoo, 5:20PM. Seeya all later :)
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[09:43] <mataniko> you mean AM? :)
[09:46] <Strangerke|work> he's in Australia, not in USA East Coast...
[10:01] <mataniko> you mean not everyone in the world uses east coast time?
[10:07] <Strangerke|work> :P
[10:08] <mataniko> what a time to be alive
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[10:18] <lb_ii> t0by: hi!
[10:18] <t0by> morning!
[10:19] <lb_ii> need to run soon, so will try to sum up things quickly
[10:19] <lb_ii> 1. still waiting for review from somaen: https://github.com/scummvm/scummvm/pull/1284
[10:20] <lb_ii> 2. implemented actor.StopWalking() for FoxTail, seems working fine, made a test game for this
[10:23] <lb_ii> 3. reimplemented actor speed changing for FoxTail - need to test if it works correctly with poisoning scene, when Leah's speed is fixed.
[10:25] <lb_ii> 4. implemented GetPixelAt for subsursuces - dinamic light in FoxTail now KIND OF works - it looks right on the first sight, but there is a bug in ScummVM WME, that transparent background of sprite with altered coloring is not fully transparent
[10:25] <t0by> lb_ii, fantastic!
[10:25] <lb_ii> I made a test game that demonstrate this issue without FoxTail stuff - on plain WME
[10:26] <t0by> lb_ii, can you please push the test game in the usual repo?
[10:26] <t0by> Thanks
[10:26] <t0by> 4. is interesting
[10:26] <lb_ii> https://github.com/tobiatesan/wme_testsuite/pull/2 - there is a pull request
[10:26] <t0by> ah, sweet, thanks
[10:27] <lb_ii> 5. there was a bug in WME that wrining to ConfMan was not accompanied with flushing. Not sure where exactly is the right place to flush ConfMan, but when I added flush to EVERY write, FoxTail issue with lost game settings was gone
[10:28] <t0by> 5. is also interesting.
[10:28] <t0by> lb_ii, you're fixing stuff that was never even discovered previously, thank you.
[10:29] <t0by> (As in, I've finished WME games in ScummVM and did not run into it)
[10:30] <t0by> lb_ii, consider opening a ticket in the bug tracker for the stuff you find, unless you are so generous as to fix it right away.
[10:30] <lb_ii> 5. comes when you save game, close scummvm, start scummvm with load game
[10:30] <t0by> lb_ii, just FoxTail or other games too?
[10:30] <t0by> I mean, "real" games
[10:30] <lb_ii> foxtail have a lot of register write/read on LoadGame
[10:31] <lb_ii> maybe they messed up a little, not sure if other games are affected, will check before opening an issue
[10:32] <lb_ii> 6. There is another render bug in ScummVM WME - FoxTail features a live clock in grandmother's house, and clock's hands are made of rotating 1-pixel width sprites
[10:32] <lb_ii> ScummVM's WME creates a giant rectangle instead of rotated 1-pixel width line
[10:32] <lb_ii> sceated a test game demonstating this bug
[10:32] <lb_ii> *created
[10:32] <t0by> lb_ii: it _is_ an issue, mind you, we have to support bugfeatures introduced by gamne developers too
[10:32] <t0by> and there are a bunch of those already around
[10:33] <t0by> Whoah, 6. is interesting.
[10:33] <t0by> You can definitely blame yours truly for that.
[10:35] <lb_ii> 7. FoxTail seems to also have some more code rewritten. They have attached scripts to menu buttons in dialogues, but script's path is never mentioned in game files. Had to hardcode it like this =(((
[10:35] <lb_ii> #ifdef ENABLE_FOXTAIL if (BaseEngine::instance().getGameId() == "foxtail") { btn->addScript("interface/scripts/dialogue_button.script");
[10:37] <lb_ii> It also looks that menu of dialogues is differently rewritten in different versions of FoxTail - I'm currently testing 2, in 1.2.230.1291 all menus are shown as one option with prev/next buttons, in 1.2.362.2047 all lines are shown as a list
[10:38] <lb_ii> I actually don't want to dig into this, because game spreading model is Steam/GOG, which forces latest versions downloads
[10:39] <lb_ii> Is it OK to implement just the latest behaviour?
[10:42] <lb_ii> 8. FoxTail seems to have some tweaks in Save/Load display code as well. They are showing horisontal progress bar BELOW transparent image, not ABOVE like in normal WME and ScummVM. Created a test game for it.
[10:43] <t0by> a sec
[10:45] <t0by> lb_ii, yes, I guess it makes sense to focus on the latest version.
[10:45] <t0by> lb_ii, please clearly mark the FoxTail-specific stuff, though.
[10:45] <lb_ii> I tried to play with BaseRenderer::displayIndicator() a bit, but just changing lines order does not help, it seems that _saveLoadImage->displayTrans and drawLine work with different buffers or something
[10:46] <lb_ii> you mean at https://github.com/tobiatesan/wme_testsuite/pull/2 ?
[10:46] <t0by> No, no
[10:46] <t0by> I mean when you write code to support FoxTail-specific features, e.g. the dialogues thing
[10:46] <t0by> Let me see
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[10:47] <lb_ii> oh, all my changes for FoxTail-only are inside #ifdef ENABLE_FOXTAIL
[10:48] <lb_ii> things like 5. (ConfMan) are without #ifdef, since it believed to be a fix for all the games
[10:49] <lb_ii> anyway, need to run right now
[10:50] <lb_ii> if you or somaen have any comments on 1-8, I'll read logs later
[10:50] <lb_ii> bye
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[10:58] <t0by> indicatorFlip() does seem to be handled differently
[10:59] <t0by> Mmhh
[10:59] <t0by> Lunch, see you in a little while
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[16:44] <somaen> indicatorFlip is a fast path, because otherwise load-time would get capped by the screen refresh, making save/load very very slow. IIRC it only draws the indicator and avoids clearing etc.
[16:44] <somaen> I won't have time to review antyhing untill next week at the earliest.
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[20:12] <scummvm_github> [scummvm] raziel- opened pull request #1310: README: Fix link (master...patch-1) https://git.io/fAkbn
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[00:00] --- Thu Aug 23 2018