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[01:15:17] <GitHub95> scummvm/master 9e341e1 Peter Kohaut: BLADERUNNER: Actors fixes...
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[01:17:38] <GitHub30> scummvm/master 51027a0 Adrian Frühwirth: TUCKER: Get rid of strcpy()
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[01:29:58] <GitHub0> scummvm/master 562522e Paul Gilbert: XEEN: Fix display of Lloyd's Beacon spell
[01:29:58] <GitHub0> scummvm/master 22456b3 Paul Gilbert: XEEN: Change bool _isDarkCc to int _ccNum...
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[02:13:16] <GitHub78> scummvm/master 7f76795 Paul Gilbert: XEEN: Fix using pyramid to travel to the Dark Side
[02:13:16] <GitHub78> scummvm/master 16a1d63 Paul Gilbert: XEEN: Fix Guild membership check
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[12:04:07] <mj0331_> hello o/
[12:05:12] <Joefish> hey mj0331_
[12:06:59] <mj0331_> ran across this chatroom as i was looking into project idea for GSoC 2018. wiki said this is a good place for help and guidance, so i decided to drop by
[12:11:07] <mj0331_> the Stark engine improvements idea caught my eye, as it seems to be a nice way to dig a bit deeper into game engine programming
[12:18:13] <Joefish> mj0331_, the stark engine is part of residualvm but most are hanging out here as well. Join #residualvm as well and ping either bgK or somaen, they can provide you with more information
[12:19:48] <Joefish> In case you have problems and are stuck you can ask for help :)
[12:22:24] <mj0331_> sweet, gonna take a look at the residualvm code and issues and go from there. thanks ^^
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[12:33:51] <criezy> mj0331_: For the residualvm issues you can in particular look at those with the "Good beginner issue" tag.
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[12:37:01] <mj0331_> oooh, awesome! thanks criezy :)
[12:38:17] <mj0331_> now to get residualvm built on windows... ^^;
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[13:10:28] <GitHub191> scummvm/master 2e875a7 Bastien Bouclet: SDL: Split joystick mouse event generation into two functions...
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[14:58:02] <enthusi> /win21
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[16:54:21] <GitHub74> scummvm/master acdb8d0 Eugene Sandulenko: BLADERUNNER: Added FreeSlotA actor
[16:54:21] <GitHub74> scummvm/master 4dd0713 Eugene Sandulenko: BLADERUNNER: Added FreeSlotB actor
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[17:04:16] <eriktorbjorn> Hmm... Looks like cinepak.cpp's convertYUVToRGB() reads outside of clipTable[] at the start of Starship Titanic, because v is negative. I wonder why....
[17:06:26] <eriktorbjorn> Correction, both u and v are often negative. Maybe that's normal.
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[17:09:42] <eriktorbjorn> But accessing clipTable[] at negative indexes is surely a bug?
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[17:26:52] <eriktorbjorn> Since everything outside the 513-767 range in that table is either 0 or 255, as far as I can tell, perhaps it should simply clip the indexes to 0-1023? But I'm not sure...
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[19:36:44] <GitHub150> scummvm/master b0bb560 Paul Gilbert: XEEN: Properly write party character data when saving the game
[19:36:44] <GitHub150> scummvm/master 21a0045 Paul Gilbert: XEEN: Fix display of Spells list dialog within Guild shops
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[20:27:53] <bonki> eriktorbjorn: sounds very much like a bug
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[20:31:02] <bonki> has anyone tried running valgrind under WSL? does that work?
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[20:47:32] <GitHub22> scummvm/master 5f5cee2 Thomas Fach-Pedersen: BLADERUNNER: Round coordinates to two decimals...
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[21:04:03] <Lightkey> bonki: from what I read, it's better than the film it's based on, which isn't saying a lot :-)
[21:05:00] <bonki> Lightkey: heh. granted, it's not a good film per se but I quite liked it nonetheless iirc ;-)
[21:05:14] <bonki> do you happen to know where one can buy the game?
[21:07:10] <Lightkey> do you know German?
[21:07:29] <bonki> I'm Austrian
[21:07:38] <Zorix> oh nice more blade runner changes
[21:07:39] <bonki> not sure if that qualifies
[21:07:42] <bonki> heh
[21:07:45] <Lightkey> wait, forget what I said, didn't think this through :-)
[21:07:51] <bonki> haha
[21:08:02] <bonki> Zorix: right? so much blade runner love these days
[21:08:26] <Zorix> yea that and xeen is getting a lot of love too
[21:10:28] <Lightkey> it's not even on Amazon.. eh, not good
[21:11:34] <madmoose> Zorix: I've been listening to the opening lines of the Blade Runner game for years now, it's nice to finally have some proper progress :)
[21:11:41] <bonki> Zorix: indeed
[21:11:53] <bonki> Lightkey: oh, bummer. I didn't even think about checking Amazon
[21:12:00] <Zorix> i havent even tried blade runner yet, i just saw the screens from mobygames and i want to try it
[21:13:22] <peterkohaut> first chapter of br is playble
[21:13:36] <Zorix> cool
[21:13:47] <Zorix> should recompile scummvm from repo
[21:13:49] <peterkohaut> with few glitches and missing some features
[21:16:21] <Zorix> ok compiling.. blade runner engine is set to build
[21:17:24] <madmoose> peterkohaut: Actually I have a question for you. Is there any way to start Blade Runner in Director's Cut mode?
[21:18:03] <madmoose> Because the third voice line in RC01 depends on director's cut mode, and it's spoken before you can enter KIA...
[21:18:36] <peterkohaut> madmoose: i dont think so, just set flag 378 to 1 at start
[21:19:10] <peterkohaut> either in console or in rc01::initializescene
[21:19:19] <madmoose> I know how to hack it, but it seems like a silly oversight in the original game
[21:19:40] <peterkohaut> but i havent found option to start it like that from console
[21:20:21] <peterkohaut> directors cut is pretty useless... there is maybe 10 lines in total
[21:22:48] <madmoose> The whole player agenda thing is underused.
[21:24:51] <peterkohaut> from what i seen in code, some parts are overengineered as they wanted to do much more than they were able to
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[21:43:48] <bonki> Lightkey: thanks
[21:44:16] <Lightkey> the game is by Daedalic but published by Warner Brothers (not Interactive) and they don't seem interested to sell it anymore :-(
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[21:46:52] <bonki> exactly, and Daedalic seem to have re-done their website some time ago so there is not much info (read: zero) there either
[21:47:43] <Lightkey> similar to the situation of Road to Eldorado by Revolution Software :-)
[21:48:38] <Lightkey> they simply refuse to acknowledge it exists
[21:49:52] <bonki> never heard of it which is not surprising as it seems to be 3D. is it any good?
[21:52:25] <bonki> hah, there you go. Schwyz-shipped, even :D
[21:52:42] <Lightkey> not in Sweden anymore? ;-)
[21:53:07] <bonki> hm?
[21:54:57] <Lightkey> isn't bonki.net your domain?
[21:55:14] <bonki> ah, yeah I live in Sweden
[21:55:40] <Lightkey> so what does Schwyz-shipped mean then?
[21:56:01] <bonki> the marketplace seller is based in switzerland
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[21:56:37] <Lightkey> how is that a benefit?
[21:56:58] <bonki> it's not
[21:57:02] <Lightkey> there are several btw
[21:58:08] <Lightkey> the cheapest are all from Swiss, heh
[21:58:44] <bonki> weird
[21:58:47] <Lightkey> or maybe it's just one under diffrent names
[21:59:10] <bonki> quite possible, I've seen that before
[22:05:59] <Lightkey> same sellers..
[22:06:10] <Lightkey> higher price, lol
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[22:18:06] <GitHub198> scummvm/master 91ec2a0 Adrian Frühwirth: TUCKER: Add missing buv and c0v opcodes...
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[22:21:54] <Joefish> Strangerke, are you here?
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[22:28:51] <madmoose> I guess I need to start thinking of a project after Blade Runner...
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[22:47:55]
<GitHub43> [scummvm] Joefish opened pull request #1142: ROBIN: Merge of Engine for 'The Adventures of Robin Hood' (master...merge_robin) https://git.io/vx3oI
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[22:49:31] <Strangerke> YEAH!
[22:49:35] <bonki> w00t
[22:49:36] * Strangerke hugs Joefish
[22:49:41] <Joefish> :)
[22:49:48] <Strangerke> Ho damned it!
[22:50:16] <madmoose> I remember playing that and not understanding anything :)
[22:50:43] <Strangerke> madmoose: ... nah! Don't tell that
[22:50:49] <Strangerke> 1- find dragon
[22:50:56] <Joefish> Strangerke, I added some changes to it. I fixed the mouse lag but keyboard is still not there yet and the scripting engine runs HOT :D
[22:50:56] <Strangerke> 2- shot an arrow to the dragon
[22:50:59] <Strangerke> 3- Die.
[22:51:06] <bonki> hahaha
[22:51:36] <dreammaster> Hot damn :)
[22:51:41] <Strangerke> Joefish: I have to undust my IDB
[22:51:49] <Strangerke> dreammaster: crazy, isn't it? :)
[22:51:57] <Joefish> that would be great :)
[22:51:59] <dreammaster> Yeh, that brings back memories ;)
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[22:52:39] <Strangerke> So now I guess I have to look at Rome to add it on top of it :D
[22:53:48] <Joefish> ah forgot to add the video to the PR
[23:02:12] <dreammaster> Strangerke: Well, at least it'll keep you occupied :)
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[23:05:55] <GitHub192> scummvm/master 99f5b3c Paul Gilbert: XEEN: Fix display of Spell Info dialog in Guild shops
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[23:08:19] <Strangerke> dreammaster: yeah :) I'm still in the middle of Kingdom2, I'll slowly stop this and switch back to Robin
[23:08:34] <Strangerke> It's just a pity I now know the real name is Lilliput
[23:08:36] <Strangerke> ;)
[23:10:50] <dreammaster> Well, at least the engine has a name. I ended up just calling Starship Titanic 'Titanic'. And jokes aside, it's going to be a bit of clash if support is ever added for Titanic Adventure Out of Time.
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[23:11:09] <dreammaster> I guess we could call it the 'OutOfTime' engine, but then it'd start confusing people as being a Back to the Future game engine :)
[23:11:47] <madmoose> BTTF would be OutATime
[23:12:30] <dreammaster> Perhaps so :)
[23:12:51] <madmoose> Get your trivia straight ;)
[23:15:26] <dreammaster> Is it a Flux Capacitor or Flux Capaciter? Just don't ask Tony DiNozzo :)
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[23:19:14] <Strangerke> I wonder if we should change the name of the engine from Robin to Lilliput
[23:22:54] <dreammaster> I'd be in favor of doing so, to better match the original engine. And you could do an interactive rebase before merging to change the engine prefix in all the historical commits
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[23:25:34] <dreammaster> It'd probably too much effort to go through the commits individually to change all occurances of Robin -> Lilliput though. And not all that necessary
[23:27:02] <Strangerke> I have no idea if it's easy or not, I break everything each time I try to make git magic :)
[23:30:24] <dreammaster> Well, I'm no git expert either. So we'll see if anyone more experienced wants to assist first
[23:33:29] <Strangerke> Joefish: you made wonders with git for that PR, do you have an opinion?
[23:33:55] <bonki> this is what you want I think
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[23:34:45] <bonki> maybe not exactly that but git-filter-branch is key here
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[23:39:46] <GitHub171> scummvm/master 23fd97c Adrian Frühwirth: TUCKER: Actually implement mof opcode...
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[23:44:03] <snover> dreammaster: the engine for T:AOOT is called DreamFactory.
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[23:46:14] <dreammaster> Oh, cool. It has a proper engine name. That'll be convenient for the future
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