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[00:05] <snover> reminders to me to not be dumb are respected and appreciated. :)
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[01:18] <GitHub152> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v6pTt
[01:18] <GitHub152> scummvm/master 0fbc3b7 Paul Gilbert: DEVTOOLS: Added data for CParrotLobbyLinkUpdator to create_titanic
[01:18] <GitHub152> scummvm/master 02f6791 Paul Gilbert: TITANIC: Implemented parrot lobby classes
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[02:16] <GitHub56> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6pIt
[02:16] <GitHub56> scummvm/master 9968111 Paul Gilbert: TITANIC: Implemented other parrot related game classes
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[02:17] <snover> pistachios. squawk!
[02:20] <dreammaster> https://www.youtube.com/watch?v=YaEFUwt5eT8
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[04:07] <Lightkey> Pajama Sam series, Rex Nebular and the Cosmic Gender Bender and other fine gems at reduced price next three days on GOG.com
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[06:34] <WooShell> good meowning =^.^=
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[07:31] <t0by> morning
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[08:21] <waltervn> morning
[08:29] <m_kiewitz> morning waltervn
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[09:40] <wjp> that "Forward of a moderated message" on the ML is a bit strange
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[09:41] <wjp> hm, but I guess that's a way to forward things from SF to lists.scummvm.org?
[09:43] <t0by> what that message actually *means* is not super clear to me either
[09:43] <t0by> does it mean the instructions on the wiki are broken for vs 2013?
[09:46] <t0by> (I apologize on behalf of my country for the weird conlang most italians on the internet seem to speak :P )
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[10:24] <m_kiewitz> has anyone seen "Lost River"?
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[10:33] <GitHub112> [scummvm] sev- pushed 2 new commits to master: https://git.io/v6p4m
[10:33] <GitHub112> scummvm/master ea70760 Eugene Sandulenko: DIRECTOR: Implemented Transparent Ink
[10:33] <GitHub112> scummvm/master 7acd288 Eugene Sandulenko: DIRECTOR: Optimized Matte Ink drawing
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[10:46] <_sev> wjp: that was my attempt to forward message from a user who sent a mail to sf.net at the tranition time
[10:46] <_sev> *transition
[10:47] <_sev> wjp: unfortunately it did not work well, as you see
[10:47] <_sev> t0by: yes, it looks like he means that MSVC2013 is still in use, but we removed the instructions
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[10:51] <m_kiewitz> _sev: I'm even using MSVC2008 :P
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[11:50] <GitHub65> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6p07
[11:50] <GitHub65> scummvm/master 795cdb6 Paul Gilbert: TITANIC: Implemented PET game classes
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[12:15] <m_kiewitz> wjp: someone made it to day 6 in Gabriel Knight 1
[12:15] <m_kiewitz> but he encountered an issue, while solving the drum code
[12:16] <m_kiewitz> it happens, when you put the mouse over the words of the book on the left
[12:16] <m_kiewitz> a signature mismatch error is triggered
[12:16] <m_kiewitz> http://i.imgur.com/lP3dU56.jpg
[12:16] <m_kiewitz> kDisposeTextBitmap
[12:17] <m_kiewitz> v
[12:17] <m_kiewitz> parameter 0: 002b:001d (reference, invalid), should be reference
[12:17] <m_kiewitz> signature mismatch in method DText::draw (room 410, script 64915, localCall -1
[12:18] <m_kiewitz> may be a script bug
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[12:19] <m_kiewitz> did SCI32 behave the same as SCI16 - access to freed content kept on working for a bit?
[12:20] <m_kiewitz> snover: hopefully you read this in the logs
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[12:34] <wanwan> i guess paragraph 2.1 in the readme file is outdated now?
[12:41] <_sev> right
[12:42] Action: wjp greps for sourceforge
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[14:29] <snover> m_kiewitz: at first glance it looks like a double-free script bug. do you know what the inventory number is for the rada drum book?
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[15:01] <m_kiewitz> snover: sadly not
[15:01] <snover> it doesnt seem to come with when transporting to day 6
[15:04] <m_kiewitz> it seems Grace normally gives it to you right at start of day 6
[15:05] <m_kiewitz> http://www.the-spoiler.com/ADVENTURE/Sierra/gabriel.knight.7.html
[15:05] <snover> yeah& i dont know which room that happens in, since it doesnt seem to be 210
[15:05] <snover> 210 is normally the bookstore
[15:06] <m_kiewitz> you could try to start a game, then switch immediately the global to day 6
[15:06] <snover> I found a startOfDay6 script in 214 but when i try to warp to it it crashes
[15:06] <m_kiewitz> that should probably trigger it
[15:06] <m_kiewitz> oh
[15:10] <snover> ah, room 370 is the key
[15:11] <snover> now ive got it.
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[15:15] <GitHub135> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6p5v
[15:15] <GitHub135> scummvm/master 40ec26b Paul Gilbert: TITANIC: Implemented phonograph classes
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[15:32] <snover> m_kiewitz: do you know offhand how to tell if a reg_t is valid from inside a kernel call that allows invalid references?
[15:33] <m_kiewitz> if you want to just skip over that, then you could simply add a workaround, which doesn't call the kernel call anymore
[15:33] <snover> i suppose, though its in a grey area, the kernel call in ssci actually checks to see if the passed memory handle is valid, and just doesnt do anything if it isnt
[15:34] <snover> i could make that work by making lookupBitmap return nullptr instead of calling error&but&
[15:34] <m_kiewitz> i think we check those too for SCI16, if we ignore those then it could happen that we don't see certain script issues etc.
[15:35] <m_kiewitz> for "free" calls that could be handled differently of course
[15:35] <m_kiewitz> maybe something that was even made to another free call
[15:36] <m_kiewitz> ah right, Strings(Free) accepts invalid references too
[15:36] <m_kiewitz> s/Strings/String
[15:37] <snover> sure, but that function does not even do anything
[15:38] <m_kiewitz> it seems you could do:
[15:38] <m_kiewitz> int type = findRegType(*argv);
[15:39] <m_kiewitz> and then check for SIG_IS_INVALID bit
[15:39] <m_kiewitz> ah here
[15:39] <m_kiewitz> if (!mobj->isValidOffset(reg.getOffset()))
[15:39] <snover> mobj is not accessible publicly
[15:39] <snover> i suppose i could just add a new segman function that does that
[15:41] <m_kiewitz> it seems you need to get the segment first, that also doesn't work?
[15:41] <m_kiewitz> SegmentObj *mobj = _segMan->getSegmentObj(reg.getSegment());
[15:41] <m_kiewitz> it works from within Kernel class
[15:41] <snover> gross.
[15:42] <snover> maybe.
[15:42] <m_kiewitz> gross?
[15:42] <snover> i think it is gross that these internal structures are exposed publicly
[15:43] <m_kiewitz> i think we don't use them normally, except for things like that
[15:46] <snover> do you think it would be nicer to have some bool SegManager::isValidAddr(const reg_t addr) ?
[15:48] <m_kiewitz> several methods need getSegmentObj()
[15:49] <m_kiewitz> so i don't see what the advantage of that would be
[15:49] <m_kiewitz> brb
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[16:08] <snover> you dont see any advantage in abstracting the reg_t validity check to a separate function?
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[16:11] <GitHub53> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6pFL
[16:11] <GitHub53> scummvm/master c1b6fc3 Paul Gilbert: TITANIC: Implemented game pickup classes
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[16:11] <snover> i mean the options are (1) create a new SegManager::isValidAddr and call it before free, (2) change freeBitmap calls to ignore invalid reg_ts, (3) change lookupBitmap calls to return nullptr for invalid reg_ts and then call that to decide if a reg_t is valid, (4) put calls to SegManager::getSegmentObj in the kernel function and do the validity checking inside the kernel function
[16:12] <m_kiewitz> sure, if you need it multiple times, then it's probably simpler to call and it's only one method and not the same code over and over
[16:13] <snover> kArray/kString need to be overhauled and & you know, let me just look at what SSCI does with those too
[16:13] <m_kiewitz> although of course in case the method needs the segment object, then we would do a check first, which gets the segment object and then get the segment object again
[16:13] <m_kiewitz> im pretty sure they ignore basically any error
[16:13] <m_kiewitz> at least sci16 is like that
[16:14] <m_kiewitz> which is of course a pain and we shouldn't reproduce that too. For "free" calls it's a different case, but for the others we should keep on checking
[16:14] <m_kiewitz> the point isn't to be as broken as ssci was for error checks, but improve on it and figure out script errors etc. that way and then fix them
[16:15] <m_kiewitz> a let's player is currently playing through larry 6 hires and i watch that all the time and it hasn't happened that the game hasn't crashed at least once per let's play video
[16:15] <m_kiewitz> it did even crash right after he watched the intro
[16:16] <snover> in DOSBox?
[16:16] <m_kiewitz> yes
[16:16] <m_kiewitz> of course part of those crashes could also be caused by DOSbox, but it's really completely broken
[16:16] <m_kiewitz> and other sierra games have serious issues like for example using uninitialized variables
[16:16] <snover> heh. LSL6hires is pretty buggy, though I suspect KQ7 is the buggiest of the SCI32 games
[16:17] <m_kiewitz> qfg4 floppy, that gets the buggiest sci game trophy
[16:17] <m_kiewitz> at least afaik
[16:17] <snover> oh, youre probably right, i forgot about that one :)
[16:18] <snover> though at least i dont think they included game scripts for the wrong engine in that one& :)
[16:19] <wjp> (they did _what_?)
[16:21] <snover> KQ7 2.00b uses some 2.1mid engine, but comes with a Styler script for 2.1early engine
[16:22] <snover> KQ7 1.4/1.51 was SCI2.1early, so i assume they just forgot to update&
[16:23] <m_kiewitz> and the engine did not care?
[16:24] <snover> apparently not
[16:24] <snover> they also put a hack *in* the engine for KQ7 for PalMorphFrameOut
[16:24] <snover> and then forgot to remove it for a couple of other games&
[16:25] <snover> (validZeroStyle)
[16:30] <snover> m_kiewitz: OK, so, it appears like bitmap frees are the only ones that check to see if the handle is valid. so i guess ill just inline that check&
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[16:45] <GitHub185> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6pbX
[16:45] <GitHub185> scummvm/master 5ea32ef Paul Gilbert: TITANIC: Implemented more game classes
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[17:04] <GitHub131> [scummvm] csnover pushed 1 new commit to master: https://git.io/v6pNR
[17:04] <GitHub131> scummvm/master c333565 Colin Snover: SCI32: Allow invalid bitmap references to be passed to kBitmapDestroy...
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[17:04] <snover> m_kiewitz: well, now they can get past the drum puzzle &
[17:04] <m_kiewitz> great
[17:04] <m_kiewitz> i wonder if it's completable now
[17:14] <snover> sheesh. i have 27 git stashes right now& i need to learn how to commit! :)
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[17:34] <t0by> just 27?
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[17:44] <fuzzie> fuzzie@lente:~/src/scummvm$ git stash list | tail -n 1 | cut -d: -f1
[17:44] <fuzzie> stash@{388}
[17:45] Action: fuzzie whistles
[17:45] <snover> time to take out some of the garbage
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[17:46] <snover> or just nuke it all
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[18:56] <m_kiewitz> snover: it seems there is some really weird save bug in GK1
[18:56] <m_kiewitz> https://www.gog.com/forum/gabriel_knight_series/gk1_game_menu
[18:57] <m_kiewitz> although I don't remember that happen to me when I played it in actual DOS. And I beat it back then without walkthroughs, so I guess it should have happened to me too at some point
[18:57] <m_kiewitz> just so that you know, maybe it's also just dos-box
[18:57] <m_kiewitz> "another thing that happens frequently is the game freezing during dialogues"
[18:58] <m_kiewitz> and that's surely dos-box. I never had that happen in actual DOS
[18:58] <m_kiewitz> or maybe GOG even added some fan patches. Anyone bought it on GOG and can check?
[18:58] <m_kiewitz> wjp?
[18:59] <m_kiewitz> i wouldn't be surprised in case GOG added some broken fan patches once more
[18:59] <snover> m_kiewitz: i dont really concern myself with game bugs until they affect scummvm sci
[19:00] <m_kiewitz> yes sure. I just wanted to mention it, so that you know. Because otherwise in the worst case you try around, get the same issue and think that it's the ScummVM implementation
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[19:00] <m_kiewitz> and it would be interesting in case we knew if GOG added fan patches once more. Because those should get blocked of course
[19:01] <m_kiewitz> the earlier the better
[19:01] <m_kiewitz> i don't want to get into a qfg3 situation again
[19:02] <snover> im still working on trying to figure out why these vmd yields are stalling the game engine
[19:03] <snover> im concerned that its the sound thread.
[19:04] <snover> when i disable DoubleBufferSDLMixerManager::mixerProducerThread from doing anything, frames dont stutter :\
[19:04] <m_kiewitz> but would the sound thread be able to do something like that? Oh right, in case it locked and the main thread waited for that lock, then that would make sense
[19:04] <m_kiewitz> good idea
[19:05] <snover> so i guess lets see what happens if i bail out the audio mixer during VMD playback&
[19:05] <m_kiewitz> but that would mean that the lock would be active for quite some time and that would need to happen every few milliseconds too
[19:05] <m_kiewitz> maybe you could also add some warnings in there and figure out the total of time the sound thread is active
[19:06] <m_kiewitz> damn, i should have thought about that back then when i was trying to figure out what's going on
[19:13] <snover> the sci audio mixer isnt even active during these sequences.
[19:13] <m_kiewitz> ah, so it may even be a ScummVM system problem
[19:18] <snover> I dont know about this part of ScummVM so it will take a little bit before I know anything more&
[19:27] <m_kiewitz> LordHoto knew such things inside out :(
[19:30] <snover> im looking at the vmd player audio stream now since playback is affected by calls to Channel::mix
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[19:53] <snover> something to do with Channel::_mixerTimeStamp now
[19:54] <snover> feels like something is trying to keep video in sync with audio and is getting confused
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[19:56] <snover> if _mixerTimeStamp is always kept at 0 then there is a little clickiness in the audio but video playback speed is accurate
[19:56] <snover> this is all very curious since there is this comment:
[19:56] <snover> // In theory it would seem like a good idea to limit the approximation
[19:56] <snover> // so that it never exceeds the theoretical upper bound set by
[19:56] <snover> // _samplesDecoded. Meanwhile, back in the real world, doing so makes
[19:56] <snover> // the Broken Sword cutscenes noticeably jerkier. I guess the mixer
[19:56] <snover> // isn't invoked at the regular intervals that I first imagined.
[19:59] <snover> so it seems like some real ugliness right in the fundamentals of the video system in scummvm :\
[20:00] <snover> turning off VideoPlayer::useAudioSync fixes the problem
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[20:05] <snover> i suppose it could just be a VMDDecoder problem too&
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[20:15] <GitHub90> [scummvm] athrxx pushed 1 new commit to master: https://git.io/v6hfS
[20:15] <GitHub90> scummvm/master 1694680 athrxx: KYRA: (LOL) - fix #7183 (LOL-CD: game crashes and exits when looking/picking item)
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[20:29] <m_kiewitz> snover: well, SCI32 itself runs way too slow, even when you remove all speed throttlers. it doesn't start using 100% cpu load, although it probably should
[20:33] <snover> m_kiewitz: you commented out the body of delayMillis?
[20:34] <m_kiewitz> yes, everything
[20:34] <m_kiewitz> and i still can't reproduce the sq6 timer bugs and i see that the framerate is still really low
[20:35] <snover> ill see what happens here in a moment
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[20:44] <snover> fffuuuu. i forgot to remove the comment on the _mixerTimeStamp, so actually it seems that i was wrong about the useAudioSync thing
[20:44] <snover> ok, next thing, disabling sleeps
[20:45] <snover> i mean, m_kiewitz, you can disable all sleeps and if the main thread is blocking on a mutex then it will be slower than 100%
[20:45] <m_kiewitz> still shouldn't i get more than the regular fps that way?
[20:46] <m_kiewitz> maybe 40 or so? or do the scripts even take care of that?
[20:46] <m_kiewitz> the timer bugs definitely didn't happen, but they should
[20:50] <m_kiewitz> and they even did originally with the old guess-work code
[20:50] <m_kiewitz> that's what i don't understand. I have to assume that something is delaying somewhere
[20:50] <m_kiewitz> otherwise i wouldn't have been able to patch out the gabriel knight 1 timer bugs
[20:53] <snover> m_kiewitz: how are you checking this?
[20:53] <snover> i want to make sure i am doing what you are doing
[20:53] <m_kiewitz> well the crash in for example sq6 doesn't happen
[20:53] <m_kiewitz> that widely known timer bug
[20:54] <m_kiewitz> Using datacard in ComPost
[20:54] <snover> I see CPU utilisation of 100% when commenting out SDL_Delay in OSystem_SDL::delayMillis
[20:54] <m_kiewitz> ah, so maybe something actually does call it somewhere else
[20:54] <m_kiewitz> can you check if that datacard timer bug happens now for you?
[20:54] <snover> how do i do that?
[20:55] <m_kiewitz> http://wiw.org/~jess/sq6.html
[20:55] <m_kiewitz> "On faster systems, Space Quest 6 tends to crash (Error 47) when Roger inserts the datacard into the ComPost in Sickbay."
[20:55] <m_kiewitz> it happens right when you arrive at the deepship
[20:56] <m_kiewitz> you imprint on the datacard and then use it in the compost and then it will normally crash, do something weird, error out
[20:56] <m_kiewitz> i wonder what code delays then. I removed all the speed throttlers within SCI
[20:57] <m_kiewitz> maybe updatescreen calls?
[20:59] <snover> can you please give me a reproduction instruction? all i get is "That must not work at this time"
[21:00] <m_kiewitz> you normally get a small cutscene
[21:00] <m_kiewitz> so something has to be missing
[21:00] <m_kiewitz> do you have a regular saved game at the deepship when you went through the game?
[21:00] <snover> no, i never went through the game
[21:01] <m_kiewitz> oh i see
[21:01] <snover> navigating directly to sickbay from the warp menu doesnt seem to set things up appropriately
[21:01] <m_kiewitz> i got a saved game, moment will upload it somewhere
[21:01] <snover> ok, thanks
[21:01] <m_kiewitz> yes, you need hairs and the other thing
[21:02] <m_kiewitz> i warped to another room, and did a few things to get those items and then warped onto the ship
[21:03] <m_kiewitz> snover: http://s000.tinyupload.com/index.php?file_id=80166420842178942104
[21:03] <m_kiewitz> please tell me when you got it. will delete it afterwards
[21:04] <m_kiewitz> im not sure if i imprinted the datacard already or not
[21:04] <m_kiewitz> just try, at least you should have all the required items that way
[21:05] <m_kiewitz> i guess i should maybe play through it regulary, so that we have proper saved games for the whole game
[21:05] <m_kiewitz> i did so with the AGI apple IIgs games too and uploaded them to our FTP server
[21:06] <snover> i got it
[21:07] <snover> well, it was really just a matter of knowing what to do
[21:08] <snover> i finally used the debug inventory menu to give myself the Pga Hair
[21:08] <snover> and then used that on the thing and did the thing and got the card
[21:08] <snover> im just an incompetent walkthrough reader :P
[21:08] <m_kiewitz> lol
[21:08] <m_kiewitz> there is a debug inventory menu?
[21:08] <snover> originally i just gave myself the data card and apparently thats not ok
[21:08] <m_kiewitz> how do you trigger that?
[21:09] <m_kiewitz> i guess it sets some flag somewhere when you imprint it
[21:09] <snover> alt+i, alt+u, its in the wiki :) http://wiki.scummvm.org/index.php/SCI/Debug_Modes#Game_specific:_Space_Quest_6
[21:09] <snover> ugh. i alo cant type. alt+i, alt+o*
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[21:11] <snover> in my local working directory i moved updateScreen calls from the start of the event loop to frameOut and updateHardware calls for SCI32, and also made them go directly to g_system instead of using the one in EventManager, so if theres a version of scummvm that should update frames too fast, it ought to be mine&
[21:12] <snover> m_kiewitz: have you tried checking out an old version of scummvm that you know triggers the bug, and see if it still does?
[21:14] <m_kiewitz> that will get difficult, i don't know exactly when i checked for it
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[21:14] <snover> did you commit a workaround ever?
[21:14] <m_kiewitz> still do you get the crash now?
[21:14] <snover> no
[21:14] <m_kiewitz> or does it work for you anyway?
[21:14] <m_kiewitz> dang
[21:14] <snover> i also dont get instantaneous transitions which is interesting
[21:15] <m_kiewitz> well, i don't even know what exactly is the actual problem inside the scripts
[21:15] <m_kiewitz> so maybe we do something now, that SSCI doesn't and that's why it doesn't happen
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[21:16] <m_kiewitz> i thought it was some kind of race condition, where on faster hardware code is executed that does something with an object, which doesn't exist yet
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[21:17] <GitHub57> [scummvm] WinterGrascph opened pull request #817: Dungeon Master (master...dm) https://git.io/v6hTT
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[21:18] <m_kiewitz> well, it's not like game feature that doesn't work correctly. I would still like to know what's going on
[21:23] <snover> on my system, SurfaceSdlGraphicsManager::updateScreen is called around 135 times per second
[21:24] <snover> with delayMillis disabled
[21:25] <snover> with delayMillis enabled it updates at around 58 per second, or more if there are mousemove events
[21:26] <snover> so the frameout throttling is achieving its goal, for the most part
[21:27] <tsoliman> I am not clear on the action required by regarding the -devel mailing list ... am I supposed to unsub from the SF one and sub to the lists.scummvm.org one?
[21:28] <tsoliman> *by me
[21:29] <snover> tsoliman: if you got the This is new scummvm-devel mailing list then you should be moved over already
[21:29] <tsoliman> yay! Thanks snover
[21:31] <snover> anyway, m_kiewitz, i am with you that things are not quite as obvious as id like them to be.
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[21:34] <GitHub49> [scummvm] dreammaster opened pull request #818: XEEN: Might & Magic engine (master...xeen) https://git.io/v6hTV
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[21:38] <m_kiewitz> for a moment I thought I read XANTH and my heart stopped for a second
[21:38] <dreammaster> Yeh, I wish :)
[21:39] <dreammaster> Companions of Xanth is still one of my long term disassembly goals. Actually, truth be told, it would be for a combined Legend engine that also has the earlier games like Gateway.
[21:39] <dreammaster> From what time I've spent trying (unsuccessfully so far) to disassemble the earlier games, they do seem to share some core functionality, even if the earlier games are partially text based
[21:41] <dreammaster> I was originally going to let the Dungeon Master master pull request be opened first, but Strangerke is pessamistic about how much refactoring it will take.. it's likely Xeen will get accepted and hit master prior to DM, so there wasn't as much point in waiting to open my pull request.
[21:42] <m_kiewitz> that FABLE game would be interesting too. I own the English + German version of Fable. It was even fully localized (including audio)
[21:43] <m_kiewitz> but it works quite badly in dos-box and likes to freeze a lot
[21:43] <dreammaster> You mean the Fable adventure game? The one with the horrendous ending?
[21:43] <m_kiewitz> yes, i never played through it
[21:43] <m_kiewitz> horrendous ending? is it that bad?
[21:43] <m_kiewitz> the start of the game is really funny
[21:44] <m_kiewitz> and the packaging was also quite awesome
[21:44] <dreammaster> I won't spoil it for anyone, but lets just say, it's like they gave up on any semblence of having a proper ending. And went for the really gross shock-twist ending
[21:44] <m_kiewitz> so sort of like Simon the sorcerer 2? or what is the follow up?
[21:44] <dreammaster> It was so bad the re-release, or was it European release? I can't remember, patched in a new "they lived happily ever after" ending
[21:45] <m_kiewitz> ah, I own the UK release, so maybe i got lucky?
[21:45] <m_kiewitz> if it only worked better in dos-box
[21:50] <Strangerke> dreammaster: Congrats :)
[21:51] <Strangerke> and congrats to wintergrascph, if he reads the logs :)
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[21:53] <dreammaster> Thanks
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[22:29] <GitHub111> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v6hIS
[22:29] <GitHub111> scummvm/master 311006c Paul Gilbert: TITANIC: Implemented restaurant related game classes
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