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[01:53] <GitHub149> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vypbx
[01:53] <GitHub149> scummvm/master 6d78d4c Paul Gilbert: TITANIC: Added CStarControlSub12 fn3
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[02:07] <GitHub12> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vypNH
[02:07] <GitHub12> scummvm/master c0030ab Paul Gilbert: TITANIC: Finished CStarControlSub21 class
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[02:10] <knosseir> Hi everyone! I've been looking at the GSoC 2017 idea/todo list, and I'd like to submit a proposal for improving the Android port. Does anyone know if this would also involve implementing the game packaging idea that is also on the list?
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[02:11] <GitHub168> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vypNj
[02:11] <GitHub168> scummvm/master 4591dd9 Paul Gilbert: TITANIC: Finished CStarControlSub22 class
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[02:20] <snover> knosseir: each thing in the list is a separate idea. if you want and think it is realistic that you could do both, then write your proposal to say how you are going to do that.
[02:20] <snover> if you cant decide one over the other, then you can write two proposals
[02:22] <knosseir> thank you for your response. Do you think this project is feasible for me if I have strong C++, Java, and Android development experience, but not too much with OpenGL?
[02:22] <knosseir> to clarify: by "this project", I am referring to the Android port
[02:32] <snover> you should talk to the technical contacts about that
[02:33] <knosseir> awesome, I'll send the technical contact for this project an email. thank you for your help!
[02:33] <snover> np
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[03:02] <GitHub114> [scummvm] bluegr opened pull request #925: Fullpipe Common::String (master...fullpipe_common_str) https://git.io/vyph8
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[05:35] <Joefish> morning
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[07:51] <waltervn> morning
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[08:22] <GitHub78> [scummvm] sev- pushed 1 new commit to master: https://git.io/vyhn4
[08:22] <GitHub78> scummvm/master a025300 Eugene Sandulenko: DIRECTOR: Added sanity check for broken score files
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[10:05] <GitHub3> [scummvm] yinsimei closed pull request #923: CMD: Detect and add game(s) with commandline, Feature request 703 (master...master) https://git.io/vydRE
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[10:08] <GitHub17> [scummvm] yinsimei opened pull request #926: CMD: Detect and add game(s) with commandline, Feature request #703 (master...cmd) https://git.io/vyhu1
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[10:38] <logix> not exactly scummvm related, only via the general topic of reimplementations of game engines: https://davidgow.net/keen/omnispeak.html (commander keen reimplementation)
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[11:29] <octolith> Still trying to debug Full Pipe here and I have a question
[11:30] <octolith> After a while, I get this in Visual Studio (now I compiled with release config and release SDL2.dll)
[11:30] <octolith> Exception thrown at 0x013B0852 in scummvm.exe: 0xC0000005: Access violation writing location 0x00000000.
[11:30] <octolith> Unhandled exception at 0x013B0852 in scummvm.exe: 0xC0000005: Access violation writing location 0x00000000.
[11:31] <octolith> This happens during loading
[11:33] <octolith> Right here https://usercontent.irccloud-cdn.com/file/Gb4Tv6V6/
[11:39] <octolith> Where do I find which one of the _SCRT_STARTUP... things is defined? I used search in the whole solution, but I cannot find the definition of any of them.
[11:40] <Dark-Star> you can right-click it and "go to definition" I guess?
[11:40] <octolith> no definition for any of them
[11:40] <octolith> I just did that
[11:40] <Dark-Star> then none is defined
[11:40] <Dark-Star> it's MSVC runtime internal stuff anyways
[11:40] <Dark-Star> nothing that you should have to fiddle with
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[11:43] <octolith> okay but to me it seems like this invoke_main() is not defined anywhere, but called anyways.
[11:43] <octolith> But I won't mess with it then.
[11:45] <Dark-Star> invoke_main() is from SDL
[11:46] <Dark-Star> it's their way of having code that runs before main(), to do some initialization
[11:47] <Dark-Star> that's what the SDL_main.lib file was used for I think
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[12:05] <octolith> Oh I just realised there's a save file attached
[12:05] <octolith> to the ticket
[12:12] <octolith> What is the default save file location if I run my compiled version of ScummVM on Windows?
[12:14] <octolith> Ok found it: C:\Users\username\AppData\Roaming\ScummVM\Saved Games
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[12:25] <octolith> Question: although I unticked everything here, Visual Studio still breaks at the Access Violation I mentioned earlier. Why is that and how can I stop it from doing so? Google didn't provide much help here.
[12:25] <octolith> https://usercontent.irccloud-cdn.com/file/2PiRPk7s/
[12:26] <octolith> I found this on Stack Overflow: "If there's nothing 'catching' that exception (which makes sense, why on earth would you catch and ignore access violations?), then it will trigger the debugger regardless of what options you may have set."
[12:27] <octolith> So this basically means that I can't test it because this gets triggered every time I try to load the provided save file.
[12:33] <octolith> Would I be better off compiling and working on Linux?
[12:45] <octolith> Anyways, I'm looking at the code now.
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[12:55] <peterkohaut> sdl_main is not used in scummvm
[13:05] <wjp> octolith: I'm not sure what you want. If scummvm crashes when loading, you'll have to fix the crash
[13:05] <wjp> if VS doesn't break at the access violation, scummvm will just abort because of it
[13:09] <wjp> I'm not sure why you're on invoke_main, though, since that would usually be pretty deep down in the call stack
[13:09] <wjp> are you sure you didn't change stack frames after it broke to the debugger?
[13:14] <octolith> wjp: I didn't change anything, VS drops me here. I'm going to try launching ScummVM not from within Visual Studio then to see whether ScummVM aborts.
[13:14] <octolith> Not now though, University time.
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[15:27] <Dark-Star> stack frames in MSVC are not reliable in release builds. if you're debugging a (genuine) crash then you should do it in a debug build
[15:28] <Dark-Star> either that or disable optimizations in your release build
[15:28] <Dark-Star> and again, double-check that there's no debug DLL being loaded in your release build (or worse, a debug lib being linked in), as this often leads to such strange crashes
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[15:42] <sos_> hi
[15:44] <sos_> i was interested in wintermute 3d or sludge project
[15:45] <sos_> but i went and saw the scummvm source code, but i cant find a place to start. any help would be appreciated
[15:45] <Deledrius> Awesome, logix! thanks for sharing that keen link.
[15:46] <snover> m_kiewitz, wjp: I (finally) addressed all the feedback in https://github.com/scummvm/scummvm/pull/882, am I good to land it?
[15:49] <wjp> Did those basevar issues from earlier have any impact on this?
[15:55] <snover> ugh, brain failure trying to put thoughts into words :)
[15:56] <snover> theoretically there could be another script somewhere where the _baseVars for an instance points off the edge of the script, but those would be legitimate script bugs being caught by the span code. kq4 script 99 isnt broken by this PR, since the _baseVars span is pointed to valid script memory and then doesnt ever get used
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[16:25] <wjp> I haven't looked at your changes from the past week or so, but I'm ok with landing this PR
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[18:36] <GitHub12> [scummvm] sev- pushed 1 new commit to master: https://git.io/vSeJY
[18:36] <GitHub12> scummvm/master d845351 Eugene Sandulenko: DIRECTOR: Fix data sizes when reading from archives
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[18:45] <m_kiewitz> csnover: need to look through it first.
[18:48] <m_kiewitz> csnover: which LSL2 did you play? SCI0EARLY or SCI0LATE?
[18:51] <m_kiewitz> hmm it seems github is broken for me
[18:51] <m_kiewitz> i can't view changes of for example view.cpp

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[19:00] <snover> m_kiewitz: late, 1.002.000
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[19:05] <snover> m_kiewitz: the github interface seems like it may be discarding old commits more aggressively than it used to. lesson learned for me, to not do fixups on commits in a PR until it is time to land.
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[19:15] <logix> m-kiewitz: you mean https://github.com/scummvm/scummvm/commits/master/engines/sci/graphics/view.cpp ? I see the history there
[19:15] <m-kiewitz> logix: no, i wanted to look at the changes of snover's PR
[19:16] <snover> m-kiewitz: you shouldnt have a problem from the changed files view, https://github.com/scummvm/scummvm/pull/882/files#diff-46411388e8b6555b0df94aead121e25d
[19:16] <snover> its just the review comment links that dont work
[19:17] <logix> m-kiewitz: ah, yeah, "view changes" there doesn't work for me either
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[20:12] <Joefish> criezy: ping
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[20:25] <criezy> Good evening
[20:25] <criezy> Joefish: pong
[20:26] <Joefish> evening :)
[20:26] <Joefish> I have some questions to your comments on my PR. in ~5mins? gotta debug something before
[20:27] <criezy> OK. That gives me the time to setle down (I only just came back from work).
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[20:28] <Joefish> oh no it isn't that urgent. We can talk later when you're rested no problem
[20:28] <Joefish> just ping me
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[20:34] <criezy> _sev, Strangerke: Considering combobreaker.com is now a blank page (and has been for a few days), whould we remove the button from our website?
[20:34] <criezy> Has one of you tried to contact them to see if there are closing shop for good or if this is just temporary while they are rebuilding their website?
[20:34] <criezy> If not I can try to contact Dan and see if his email address still works and he replies.
[20:35] <_sev> oh
[20:35] <_sev> let me e-mail him
[20:35] <criezy> OK.
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[20:37] <GitHub39> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vSeRk
[20:37] <GitHub39> scummvm/master 26199eb Strangerke: GNAP: Split font description array in two
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[20:40] <octolith> Regarding the issue I had previously
[20:41] <_sev> criezy: host 216.70.64.12 [216.70.64.12]: 550 Unrouteable address
[20:42] <octolith> ScummVM indeed crashes when I laucnh it without the debugger and try to load the savegame from the ticket
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[20:46] <GitHub199> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vSe0r
[20:46] <GitHub199> scummvm/master c084e98 Strangerke: GNAP: Fix a warning in the PSP port
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[21:01] <criezy> Joefish: ping
[21:01] <criezy> We can discuss your PR now if you want.
[21:01] <Joefish> criezy: alright
[21:03] <Joefish> basic thing first. I guess instead of removing the commits from my PR I should add new ones that fix it, so that all the comments that reference them still make sense?
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[21:10] <Lightkey> twitch.tv/gogcom Indiana Jones 4 continuing
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[22:20] <m-kiewitz> snover: do you own king's quest 5 floppy?
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[22:20] <m-kiewitz> that one has a broken music resource for credits, it would be nice to try this out w/ the PR
[22:21] <snover> checking&
[22:23] <snover> looks like i dont. for some reason there are two KQ5s in the kq collection, the only difference being that one of them has extra 119.TEX, AUDDISNY.DRV, and AUDIO001.002 files
[22:25] <m-kiewitz> hmm, you got kq5 french?
[22:25] <m-kiewitz> i would have to check if that one has the broken credits song too
[22:25] <m-kiewitz> kq5 french was on one of the kq collections
[22:29] <Joefish> are (non game breaking) bugs supposed to be fixed if possible or kept for authenticity sake?
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[22:37] <m-kiewitz> Joefish: depends on the bug
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[22:38] <m-kiewitz> we fixed for example incorrect description for one monster in Quest for Glory 1 (description was taken from a different monster)
[22:38] <m-kiewitz> and we also fixed another flaw in Colonel's Bequest, where the easter egg in the PC version didn't use the correct sprite (other versions had that fixed)
[22:41] <Joefish> m-kiewitz: I see. I found an old bug on the bug tracker and thought about looking into it but once I found in the comments that the bug (wrong rendering on animated sprites) that it also happens in the original I wasn't sure
[22:41] <m-kiewitz> which game / engine was that?
[22:41] <Joefish> drascula
[22:42] <m-kiewitz> bug number?
[22:42] <Joefish> bug was issued like 9 years ago
[22:42] <m-kiewitz> lol
[22:42] <Joefish> https://bugs.scummvm.org/ticket/3871
[22:42] <Joefish> :)
[22:43] <m-kiewitz> i would say that this should be fine to fix
[22:44] <m-kiewitz> i never played that game
[22:44] <m-kiewitz> it's always difficult to decide, because there may always fans out there, who will scream murder when you fix the wrong one.
[22:44] <m-kiewitz> *be
[22:48] <Joefish> m-kiewitz: that's why it's good to know it is decided on a case by case basis. I mean bugs can be an enjoyable part of the game (even if it's just for the lols) so I understand the outcry by some fans :)
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[22:50] <snover> m-kiewitz: seems that i only have the english cd version.
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[22:54] <m-kiewitz> Joefish: well there was quite a funny one in QfG1 VGA. It was game breaking, that's why I patched it. But the whole game went completely berserk.
[22:55] <m-kiewitz> graphics too. It was quite funny to watch.
[22:56] <Joefish> unfortunate it was removed then :)
[22:56] <criezy> That drascula bug can be a bit funny as well, that's why I left if there when I looked at the drascula bugs last year.
[22:56] <criezy> https://www.dropbox.com/s/osbj207kdbpthk0/drascula_graphical_glitch.png?dl=0
[22:57] <criezy> And you need to have sharp eyes. It's only there for a fraction of a second.
[22:59] <m-kiewitz> criezy: you could put it on the wiki
[22:59] <criezy> It is on the wiki already I think.
[22:59] <m-kiewitz> i wanted to make an animated gif of that qfg1 bug. or maybe even a real video.
[22:59] <m-kiewitz> oh i see
[22:59] <Joefish> criezy: In my tests he didn't get decapitated otherwise I would have thought to not bring it up :D
[22:59] <criezy> Or you mean the image?
[23:02] <criezy> Only the bug description is on the wiki. Not the image.
[23:02] <criezy> Let's see, how do we add images again... I have not donne that in a while.
[23:07] <m-kiewitz> ah yes, i meant upload the image
[23:07] <m-kiewitz> http://wiki.scummvm.org/index.php/Special:Upload
[23:07] <criezy> Yes. It's done.
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[23:30] <GitHub168> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vSeF0
[23:30] <GitHub168> scummvm/master 52476b0 Peter Kohaut: BLADERUNNER: Added more functionality to movement track
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[23:35] <Dark-Star> dreammaster: http://pastebin.com/U8xjQm3j if you want to build ScummVM with FluidSynth on MSVC ;-)
[23:36] <dreammaster> Hey thanks
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[23:37] <Dark-Star> I'm not sure I reproduced all steps correctly (it WAS rather late that night ;-) but it should work
[23:37] <Dark-Star> maybe you want to test it? :)
[23:37] Action: dreammaster eye's glaze over as he skims the instructions
[23:38] <dreammaster> Maybe instead, just provide Sev with a compiled release and debug version of the prodcued lib file for including in the existing Wiki zip. There's less point me trying to slog through it all when you've alreay done so
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[23:39] <dreammaster> I have enough headaches right now working my way through all the floating point code in Titanic.
[23:39] <Dark-Star> but then I have to build all again with the correct runtime (I'm using the static runtime ;-) ... but yes, maybe I'll do that
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[23:39] <dreammaster> Not that I won't be happy to benefit from all your effort, mind you. It'd be nice to be able to finally remove that --disable-fluidsynth from the MSVC batch files
[23:40] <Dark-Star> heh, it was a fun exercise getting this to work, no worries :)
[23:41] <dreammaster> Ah good, then. I'll leave the entirety of that fun to you :)
[23:41] <Dark-Star> I never even missed FluidSynth as I've been using munt so far...
[23:42] <dreammaster> Come to that, I've never used it either
[23:42] <snover> dreammaster is a notorious sound-hater ;)
[23:43] <dreammaster> Yes. As long as I can get Adlib and/or basic sound working for a game, I consider it good enough. :)
[23:44] <snover> pc speaker ought to be enough for anybody
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[23:52] <somaen> PC Speaker is enough for anybody that wants their ears to bleed profusely
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[23:53] <dreammaster> Or experience some wonky speech synthesis in Morteville Manor :)
[23:53] <Strangerke> Tsk.
[23:53] <somaen> Well, last time I heard speech synthesis through a PC Speaker, was for some way too bloated Windows 95-printer driver
[23:53] <somaen> They even had bothered to do the stuff in norwegian.
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[23:55] <somaen> Having the computer explicitly tell me "Your print job has finished" for the cost of what I assume was at least a few percent of my disk space... priceless
[23:57] <Joefish> :D
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[23:57] <GitHub193> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vSeN5
[23:57] <GitHub193> scummvm/master 710b48a Peter Kohaut: BLADERUNNER: Fixed function for changing actors goal
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[00:00] --- Thu Mar 23 2017