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[00:17:34] <Lightkey> https://twitter.com/mixnmojo/status/976478678275313665 wouldn't this be worth a news post? ..or at least a retweet?
[00:17:51] <Lightkey> I can't believe Tea brought it up, of all people
[00:18:13] <Tea> wat
[00:18:30] <Lightkey> :->
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[01:58:35] <dreammaster> Out of curiousity, how come the description of the commits bonki has been doing aren't showing up in the channel logs?
[01:59:31] <Strangerke> I saw when he removed my useless setSeed(42)
[01:59:49] <Strangerke> (12h ago or so)
[01:59:58] <dreammaster> There, there. It pains us all :)
[02:01:29] <dreammaster> Are you sure? I can see the close of the pull request, but not the contents of the actual 2 commits in the log
[02:02:30] <Strangerke> [13:46] <GitHub84> [scummvm] bonki pushed 2 new commits to master: https://git.io/vx4Ji
[02:02:30] <Strangerke> [13:46] <GitHub84> scummvm/master 39fd49e Adrian Frühwirth: AVALANCHE: Remove unnecessary call to setSeed()...
[02:02:30] <Strangerke> [13:46] <GitHub84> scummvm/master 99c72c7 Adrian Frühwirth: HUGO: Remove unnecessary call to setSeed()...
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[02:02:30] <Strangerke> [13:49] <Strangerke|work> oh, you removed my useless setseed(42) :'(
[02:02:30] <Strangerke> [13:52] <@bonki> sorry :(
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[02:02:58] <dreammaster> Huh. So maybe it's a problem with the log bot?
[02:03:12] <Strangerke> that's possible
[02:03:17] <dreammaster> Though it's weird if that's the case, since I can see my commits
[02:08:53] <debianuser> Hello. Is there something like https://copy.sh/v86/ for scummvm?
[02:09:49] <Lightkey> it's in the plaintext logs, without ü
[02:10:35] <Lightkey> ohne ü fehlt dir was 🎶
[02:15:59] <Lightkey> https://www.gog.com/promo/20180323_storytelling_sale lots of adventures for cheap
[02:16:10] <Lightkey> https://www.gog.com/promo/20180319_weekly_sale and a few more
[02:19:56] <debianuser> Lightkey: are those links for me?
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[02:42:44] <GitHub102> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vxB8T
[02:42:44] <GitHub102> scummvm/master ece8ded rsn8887: PSP2: prevent accidental clicks when moving pointer using touch
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[02:43:34] <GitHub89> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxB8O
[02:43:34] <GitHub89> scummvm/master 74d0fdf Paul Gilbert: XEEN: Redraw party after loading a savegame
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[02:48:07] <GitHub124> [scummvm] sev- pushed 11 new commits to master: https://git.io/vxB87
[02:48:07] <GitHub124> scummvm/master 740ea80 Eugene Sandulenko: BLADERUNNER: Added Police Maze skeleton
[02:48:07] <GitHub124> scummvm/master f4a34b5 Eugene Sandulenko: BLADERUNNER: Added struct definitions to PoliceMaze
[02:48:07] <GitHub124> scummvm/master a284213 Eugene Sandulenko: BLADERUNNER: Implement PoliceMaze hooks
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[03:01:49] <GitHub52> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxB4z
[03:01:49] <GitHub52> scummvm/master 8c9f1b2 Paul Gilbert: XEEN: Don't immediately die again after loading save after death
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[03:05:27] <dreammaster> I'm not dead!... I'm getting better..
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[03:30:10] <GitHub148> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxBBd
[03:30:10] <GitHub148> scummvm/master c3d6dcf Paul Gilbert: XEEN: Remove duplicated party dead flag
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[04:13:19] <rsn8887> double dead parties!
[04:13:42] <rsn8887> Xeen + Blade Runner... 2.1.0 should be relabeled to 3.0.0
[04:16:36] <rsn8887> Game controller support etc. Seems like a lot of progress for a point release
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[09:46:37] <rootfather> snover: finally was able to build scummvm for the first time with your docker-based buildbot thingy
[09:46:40] <rootfather> \o/
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[10:47:35] <GitHub181> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxBK1
[10:47:35] <GitHub181> scummvm/master f153da7 Eugene Sandulenko: BLADERUNNER: Finished PoliceMaze implementation
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[10:49:32] <peterkohaut> yaaay, does it work?:)
[11:03:43] <madmoose> Does it work at CPU speeds above 133MHz? :)
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[11:13:56] <rootfather> speaking of 133Mhz, the first computer I ran ScummVM on was a 233Mhz Pentium II.
[11:14:14] <rootfather> and it was able to run FOTAQ, BASS and Monkey Island 1 flawlessly
[11:14:50] <Harekiet> It could just run them natively, madness!
[11:16:33] <rootfather> not if you have no internet connection and have to rely on the freeware versions shipped on a coverdisc, bundled with an ancient scummvm version ;)
[11:16:46] <rootfather> oh and if you don't have the original versions of the games of course
[11:18:18] <Harekiet> haha cover discs, long time ago
[11:20:46] <rootfather> I think I have a bunch of the somewhere
[11:20:50] <rootfather> a bunch of them
[11:22:22] <_sev> peterkohaut: here?
[11:23:16] <peterkohaut> yes
[11:23:30] <rootfather> Harekiet, yeah, good ol' times
[11:23:37] <_sev> peterkohaut: I need your help I cannot figure it out
[11:24:04] <rootfather> and what amazes me most is that I had my first contact with scummvm back in 2004 or 2005 and I thought it was amazing
[11:24:25] <rootfather> and now I'm part of this still ongoing project
[11:24:48] <_sev> peterkohaut: the updated IDB is in your mailbo.
[11:25:13] <peterkohaut> let me check
[11:25:38] <_sev> peterkohaut: so, in PM->tick(), there is this check 'if (_isPaused)'
[11:26:01] <rootfather> https://www.gog.com/game/the_curse_of_monkey_island
[11:26:03] <rootfather> woooohooo
[11:26:15] <peterkohaut> i see it
[11:26:19] <_sev> peterkohaut: that variable is set to 0 during initialization, e.g. it is NOT paused
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[11:26:43] <_sev> peterkohaut: the only place where it sets to pause is Police_Maze_Set_Pause_State(), and that is called only from the PM's scenes
[11:26:57] <_sev> peterkohaut: because of that I am getting crash at the start
[11:27:25] <_sev> ah, not because of that
[11:27:53] <_sev> peterkohaut: ignore me for a moment :)
[11:28:06] <peterkohaut> ok:)
[11:37:06] <madmoose> rootfather: I don't recall when I joined this channel, and Endy's logs don't go that far back :)
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[11:51:46] <_sev> peterkohaut: if you need to do something utterly stupid, feel free to ask me
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[11:52:09] <GitHub82> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxBiS
[11:52:09] <GitHub82> scummvm/master 94e2d51 Eugene Sandulenko: BLADERUNNER: Fix crash at startup of PoliceMaze
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[12:08:33] <waltervn> I played through Gabriel Knight 3 again... it's difficult to run these days, would be a great candidate for ResidualVM
[12:11:47] <peterkohaut> i'm a bit looking for a next project after blade runner and i'm deciding between gk3, lol2 and albion
[12:12:24] <peterkohaut> for all them i have very kind memories of:)
[12:13:23] <madmoose> I didn't know Land O'Lakes butter made a game, let alone 2.
[12:13:38] <_sev> peterkohaut: when 'scene' debug command is used, scene set is incorrect
[12:14:09] <waltervn> peterkohaut: cool :) I vote for GK3 ;) I'm sure you've seen http://gk3tools.sourceforge.net/?
[12:14:43] <peterkohaut> madmoose: that exactly the game i had in mind :)
[12:14:56] <peterkohaut> _sev: what do you mean?
[12:15:14] <peterkohaut> waltervn: not yet, thanks :)
[12:15:23] <_sev> peterkohaut: I launch the game, skip the intro. Go to debugger, type 'scene 1 63'
[12:16:01] <_sev> and then, _vm->_scene->getSetId() is 1, not 14 as it supposed to be. 14 is kSetPS10_PS11_PS12_PS13
[12:16:43] <peterkohaut> scene setId sceneId
[12:19:26] <peterkohaut> so use scene 14 73
[12:21:44] <_sev> ah
[12:21:52] <peterkohaut> and for some set/scene you need to change chapter too
[12:22:45] <_sev> would be cool if somebody implement a bootparam
[12:22:49] <_sev> e.g.
[12:23:05] <_sev> ./scummvm -b 1473 -> loads this scene
[12:23:33] <_sev> at this moment I have exactly the same behaviour as without the CPU patch :D
[12:23:45] <_sev> so, I still need to figure that one out
[12:24:07] <peterkohaut> you mean like..... nothing happening?:)
[12:24:29] <madmoose> peterkohaut: Anything interesting about the VQAs from LoL2?
[12:24:44] <madmoose> _sev: me too :)
[12:25:07] <madmoose> It's called bug compatibility :D
[12:25:15] <peterkohaut> :)
[12:25:27] <peterkohaut> i havent looked into it yet:P
[12:25:27] <_sev> peterkohaut: yep. I hear the PA, and that's it
[12:29:43] <peterkohaut> _sev: seems that _visible is always true
[12:30:37] <peterkohaut> on track
[12:31:06] <_sev> ok, let me see
[12:35:43] <_sev> not really
[12:36:06] <_sev> 4 tracks have it set, and it passes through that condition
[12:37:21] <peterkohaut> ah yes, sorry
[12:37:38] <peterkohaut> i think i found one bug
[12:37:58] <_sev> tell me
[12:38:01] <peterkohaut> you are using items->isTarget and in game there isSpinning
[12:38:49] <_sev> right, but it passes through that check anywye
[12:39:16] <peterkohaut> not for me:/
[12:39:53] <_sev> I wonder, why I did that
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[12:42:57] <GitHub27> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxBXb
[12:42:57] <GitHub27> scummvm/master cb07644 Eugene Sandulenko: BLADERUNNER: Fix PoliceMaze track
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[12:50:58] <L0ngcat> peterkohaut: Let me suggest Ripper and Black Dahlia for your nest project (although they are not on your list;) otherwise, I vote for GK3!
[12:52:03] <_sev> peterkohaut: ok, the problem is that it is looking for Global_Variable_Query(10) >= Global_Variable_Query(20), and it never happens
[12:52:17] <_sev> peterkohaut: will continue in the evening
[12:56:51] <Deledrius_> GK3 would be terrific
[12:56:55] <Deledrius_> ^_^
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[13:00:18] <peterkohaut> _sev: seems its working
[13:01:55] <peterkohaut> ah, its not:/
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[13:08:55] <bonki> dreammaster: that's because I put on my cloak of invisibility before committing :)
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[13:09:08] <bonki> on a more serious note, it's definitely because of the umlaut in my name
[13:10:25] <bonki> can we fix that? where's the code for LeChuck?
[13:12:44] <madmoose> It's github's bots
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[13:16:51] <bonki> the github bot is fine, it's our logs which aren't
[13:16:57] <madmoose> ah ok
[13:19:58] <bonki> g'day btw :)
[13:24:09] <peterkohaut> good day to you too sir
[13:24:31] <madmoose> Mellow greetings
[13:30:33] <bonki> what a splendid day to be alive, is it not? *sipstea*
[13:30:37] <bonki> s/tea/coffee/
[13:41:54] <bonki> madmoose: good catch on the getRandomNumberRng() call. from the looks of it it seems as if it could return a negative range just fine, I wonder if we just should lift the constraint and change the parameters' types to signed? and throw in an assert() to make sure min < max because otherwise it explodes already now
[13:43:48] <bonki> or negative values to be more precise
[14:07:48] <rootfather> snover: If I run multiple build jobs on your docker buildbot setup, all but one worker are hanging at "aquiring locks", is there a way to start multiple jobs in parallel?
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[14:15:15] <madmoose> bonki: MSVC caught it :P
[14:15:32] <bonki> heh
[14:17:22] <bonki> I don't think I've run MSVC since '02
[14:27:38] <bonki> Strangerke: you there?
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[14:57:18] <Lightkey> bonki: Endy has it
[15:12:50] <bonki> Lightkey: thanks
[15:17:43] <Lightkey> don't thank me just yet, you first need to get ahold of him :-)
[15:17:57] <Lightkey> which isn't as easy as it sounds
[15:18:04] <bonki> also found that which is probably the latest version http://logs.scummvm.org/src/
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[15:59:52] <GitHub47> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxB5z
[15:59:52] <GitHub47> scummvm/master a222fc8 Adrian Frühwirth: JANITORIAL: Silence GCC 7 fallthrough warnings...
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[16:52:36] <GitHub63> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vxBbs
[16:52:36] <GitHub63> scummvm/master a70c59f Peter Kohaut: BLADERUNNER: PoliceMaze fix & constants
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[16:54:54] <_sev> peterkohaut: is it fully working now?
[16:55:39] <peterkohaut> nah, there are some issue
[16:55:43] <peterkohaut> *issues
[16:56:11] <peterkohaut> sometimes stage will not finish because some item is still spinning
[16:56:55] <peterkohaut> or that dummy is rotated wrong way - back to player
[16:57:51] <_sev> ok, I'll keep looking
[16:57:57] <_sev> but in about 4 hours
[16:58:01] <_sev> thanks for fixing it
[16:58:09] <madmoose> Why is this the only place they implemented a scripting language??? Stupid Westwood...
[16:58:54] <peterkohaut> and second stage is segfaulting
[17:11:24] <rsn8887> Quick question: What configure options are "recommended" for raspberry pi?
[17:11:32] <rsn8887> It seems the buildbot doesn't build it
[17:13:37] <_sev> buildbot doesn't build it because somebody has to install the toolchain there
[17:15:30] <rsn8887> I see
[17:15:40] <rsn8887> I will use default options and see if it runs
[17:15:47] <rsn8887> on my rpi
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[17:31:45] <GitHub70> [scummvm] peterkohaut pushed 2 new commits to master: https://git.io/vxBAR
[17:31:45] <GitHub70> scummvm/master 2a646f8 Thomas Fach-Pedersen: BLADERUNNER: Save game methods
[17:31:45] <GitHub70> scummvm/master 5e9985b Peter Kohaut: BLADERUNNER: Load game methods...
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[17:34:42] <madmoose> peterkohaut: 8O
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[17:37:35] <peterkohaut> madmoose: ?
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[17:38:25] <GitHub71> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vxBAQ
[17:38:25] <GitHub71> scummvm/master 85b4561 Peter Kohaut: BLADERUNNER: Fixed compilation warning
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[17:39:26] <madmoose> So much cleanup :)
[17:39:45] <madmoose> Did you make it game compatible?
[17:40:04] <peterkohaut> i was trying, but its not yet working
[17:45:10] <peterkohaut> ah darn, i fixed wrong warning:)
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[18:01:27] <GitHub152> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vxBxM
[18:01:27] <GitHub152> scummvm/master 3b06ac7 Peter Kohaut: BLADERUNNER: Fixed another compilation warning
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[18:08:06] <madmoose> peterkohaut: That's why getters should start with Query_ ;)
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[18:33:20] <snover> rootfather: the workers are grouped by WORKER_HOST setting in docker-compose.yml, one build at a time per unique WORKER_HOST, and, since the builds are parallelised there is not much upside to running more than one at a time since they are already parallelised and will consume all available CPU time for most of the build time.
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[18:44:05] <rootfather> snover, that sounds logical
[18:44:26] <rootfather> btw, test buildbot instance is up and running ;)
[18:44:26] <rootfather> https://img.static.lu/show/JxlxURo9VY08RDEw
[18:44:40] <rootfather> really looking forward to see your changes to the build system merged into the scummvm tree
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[18:51:29] <dreammaster> peterkohaut: My vote/suggestion is for Discworld Noir. That was a good adventure game, and I failed to get it to run on modern Windows, last few times I tried.
[18:51:57] <peterkohaut> dreammaster: that one is great too :)
[18:52:21] <dreammaster> And hopefully it would share a lot of codebase with the current Tinsel engine, so it wouldn't even need to be reversed from scratch :)
[18:54:11] <peterkohaut> now the choice is even harder
[18:57:27] <dreammaster> The whole thing with Lewton gaining the ability to do the thing, and using it to solve some of the puzzles was awesome. Plus, the whole game's lighter focus on inventory puzzles vs finding out information was unique
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[19:08:09] <madmoose> TBH I mostly feel like reversing a non-adventure game
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[19:10:00] <dreammaster> How about Betrayal at Krondor? There was the abandoned xBak project.. it was done purely based on guesswork of the data formats, but would give a major assist to anyone trying to properly reverse the game
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[19:10:52] <peterkohaut> albion and lol2 are not adventures:)
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[19:12:21] <dreammaster> I remember Albion. Only played it through once.. the story was pretty good, but the 3D dungeons tended to give me motion sickness
[19:17:24] <peterkohaut> or mm6 :)
[19:18:01] <madmoose> Dune might be a fun project. I see somebody started on a engine.
[19:19:35] <peterkohaut> first one? but thats an adventure... kinda
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[19:21:01] <rootfather> I could throw in my all-time somebody-write-an-engine-for-it game, but I doubt it's of much interest :P
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[19:21:42] <madmoose> rootfather: Do tell.
[19:22:23] <rootfather> I think it could be best described as a mix of strategy, adventure and role-play
[19:22:29] <rootfather> this lil' puppy: http://hol.abime.net/4081
[19:22:37] <rootfather> sorry, http://hol.abime.net/4080
[19:22:49] <rootfather> and yes, I can provide 2 original floppy sets :P
[19:23:23] <madmoose> Never heard of it
[19:23:33] <bonki> oh, I think I have it one some cover CD...been meaning to play it for 20 years now
[19:24:28] <rootfather> bonki, but this is the DOS version... the one I'd like to see most is the original ECS/OCS Amiga release :P
[19:24:33] <rootfather> madmoose, I think that's no big surprise
[19:24:43] <bonki> rootfather: are there differences?
[19:24:57] <rootfather> yep
[19:25:00] <rootfather> entirely different soundtrack
[19:25:19] <madmoose> I thought about looking into The Detective for the c64...
[19:25:20] <rootfather> and the ECS/OCS version has simpler graphics while the DOS version shares the graphics with the Amiga AGA version
[19:25:24] <Lightkey> if anyone feels like taking a break from hardcoded REing, I vote for the first You Don't Know Jack games :-P
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[19:25:40] <GitHub191> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxRey
[19:25:40] <GitHub191> scummvm/master 7cbf5a9 Thierry Crozat: SCUMM: Fix interrupting speech not working with AZERTY keyboard...
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[19:25:50] <rootfather> and because I have fond memories of playing/watching my cousin play the ECS/OCS version, that's my all-time request :P
[19:26:09] <bonki> rootfather: ah, ok. correct me if I'm wrong but I remember something about them releasing the game as open source many, many years ago
[19:26:24] <peterkohaut> seems very... i think i played it or saw my friend playing it, but that long time ago
[19:26:27] <rootfather> yep, that's true, they released the DOS version as freeware (though the neo.at site is down)
[19:26:42] <rootfather> dunno about the copyright situation of the Amiga versions
[19:27:01] <rootfather> but I can provide an original disc set of the original german ECS/OCS release for development purposes
[19:27:15] <bonki> I also remember that they forgot to properly state under which license they would release it so it's sort of a grey area, but that could have been another game
[19:27:46] <rootfather> bonki IIRC, they released the source code for the DOS version under a non-commercial license
[19:27:59] <rootfather> so writing an *own* engine that's not based on the original code should be finde
[19:28:02] <rootfather> fine
[19:28:33] <bonki> of course...would be handy to be able to use the original sources, though
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[19:29:50] <peterkohaut> seems somebody is working on that https://sourceforge.net/projects/cosp/
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[19:30:35] <rootfather> seems to be the DOS version again :P
[19:30:35] <bonki> ah, I remember that project
[19:30:52] <rootfather> oh, and the "somebody" called kaweh is one of the original authors of the game
[19:31:06] <rootfather> I think it was the main programmer, his name is Kaweh Kazemi
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[19:33:23] <peterkohaut> please, what is this construct used for? https://gist.github.com/peterkohaut/ed76de27f5335b7179a0ce23451f42ca
[19:34:32] <eriktorbjorn> Still scratching my head over the CinePak decoder. Looks like some frames don't have any code books. That's bad because we allocate new space for them for each frame. I wonder if that's wrong, and that it should maybe simply reuse the old data if the new frame doesn't overwrite it? (I could be wrong, but it looks like ffmpeg may be doing just that.)
[19:37:25] <eriktorbjorn> Or wait... Does it really allocate the strips every time?
[19:38:39] <eriktorbjorn> Darn, I guess I was wrong again.
[19:39:54] <eriktorbjorn> So then why does it complain about undefined data...?
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[19:44:10] <eriktorbjorn> Unless maybe it uses the codebooks on the very first frame before it has had the time to read them...?
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[20:03:51] <bonki> rootfather: good to know!
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[20:14:52] <GitHub40> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vxRJ1
[20:14:52] <GitHub40> scummvm/master e06ff76 Paul Gilbert: XEEN: Fix crash in Mine 3 due to out of bounds monster
[20:14:52] <GitHub40> scummvm/master e7bf004 Paul Gilbert: XEEN: Reset interface keypress when getting an input string...
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[20:23:16] <madmoose> eriktorbjorn: I tried looking at CinePak, but reallocating new codebooks for every strip every frame makes no sense to me...
[20:24:38] <madmoose> The point of a codebook is that you keep them around between frames
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[21:02:00] <GitHub41> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRkv
[21:02:00] <GitHub41> scummvm/master 4c5592f Paul Gilbert: XEEN: Fix purchasing spells from the guild
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[21:06:45] <Lightkey> The Curse of Monkey Island stream with DarkSaber2k on twitch.tv/gogcom nao :-)
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[21:27:13] <bonki> hm interesting, Mutation of J.B. is also (c) Neo it seems, albeit not developed by them (the German version, anyway)
[21:27:33] <bonki> LubomirR: have you ever tried getting hold of the original sourcecode?
[21:29:18] <LubomirR> bonki: No, I got information from Strangerke that I shouldn't even try. :-) Looks like the developer is not willing to release it.
[21:30:07] <LubomirR> At this point it won't help that much anyway.
[21:33:45] <bonki> LubomirR: fair enough. but it seems that Neo (which became Rockstar Vienna) holds the copyright to the German version they open sourced the code to another game which they had developed in-house (The Clou, see discussion above), and the lead (?) dev is active on sourceforce apparently still working on the Linux port so it might not hurt asking him if he knows or is still in contact with someone who knows
[21:33:47] <bonki> about the status of MoJB and the possible release of the code
[21:33:53] <bonki> ah, pity :) nevermind, then
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[21:34:15] <bonki> whoops, that's not a real sentence
[21:34:34] <Deledrius> imaginary sentences
[21:37:26] <bonki> I need to check if it's possible to resize weechat's input bar, that would help a lot
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[21:38:26] <bonki> there you go, no more imaginary sentences caused by me not being able to handle scrolling hopefully
[21:38:51] <LubomirR> Well, the information I have is that the developer is a Slovak guy who still has the source code, but is not willing to release it. However, somebody (probably from Neo) at least put the German version on archive.org.
[21:39:16] <LubomirR> So I guess the German version can be legally downloaded for free.
[21:39:20] <bonki> if they own(ed) the German version shouldn't they also hold the rights to the source code?
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[21:40:30] <bonki> or let me rephrase, is it not at least possible that they do?
[21:40:33] <bonki> (did)
[21:40:38] <peterkohaut> LubomirR: is the german version same as the slovak one?
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[21:40:58] <LubomirR> The binary is not the same, it has different hardcoded strings.
[21:41:13] <LubomirR> So there is a possibility Neo had the source code.
[21:43:34] <Dark-Star> dreammaster: "Could not open file - goodbye.voc!" when trying to leave the tavern in Vertigo.... does that happen for you too?
[21:44:51] <JackRaider> Guys, question: where can I get the source code of a game?
[21:44:55] <LubomirR> Strangerke: Do you know more about the situation with Neo?
[21:45:37] <peterkohaut> JackRaider: which one do you have in mind?
[21:46:03] <JackRaider> brothers pilots (newer version)
[21:50:23] <peterkohaut> thats quite "new", and was not released as oss, so probably only from developers, or who owns the license
[21:54:02] <dreammaster> Dark-Star. Yes; let me fix that up
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[21:56:29] <GitHub27> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRLP
[21:56:29] <GitHub27> scummvm/master 8bd45a0 Paul Gilbert: XEEN: Fix voice sample when leaving tavern
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[22:02:01] <Dark-Star> dreammaster: thanks
[22:04:31] <Dark-Star> dreammaster: have you seen the rendering glitch with walls 3 steps away directly in front? or does this only happen on my system?
[22:06:08] <Dark-Star> https://imgur.com/a/smGeC <-- this
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[22:14:16] <dreammaster> Hmmm.. looks like you're right. Pity.. I was hoping I'd finally got all the scene rendering bugs worked out. They're a real pain to track down.
[22:15:08] <Dark-Star> sorry -.-
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[22:17:26] <GitHub51> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxRth
[22:17:26] <GitHub51> scummvm/master 43ac422 Adrian Frühwirth: JANITORIAL: Fix fallthrough comment so that GCC 7 will recognize it
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[22:40:42] <Lightkey> is the old menu still supported and working just as well?
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[22:43:56] <Lightkey> GOG.com configured ScummVM not to use the new menu
[22:48:29] <_sev> peterkohaut: it looks like I cannot crash the maze now in the second scene. Did you fix it?
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[22:58:00] <rsn8887> Is the team interested in additional scalers?
[22:58:37] <_sev> yes, but we need to finish this first: https://github.com/scummvm/scummvm/pull/271
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[23:02:19] <rsn8887> An abandoned project from 2012 with no response from the author? I see. Well, I incorporated the work of MartyShepard with tons of scanline shaders here, at the request of a friend for his RetroPie. Tested a little bit, seems to work just fine: https://github.com/rsn8887/scummvm/commit/7e31b2364520a5d0a3782504813fe2e19d9fa9b5
[23:02:49] <_sev> it is not about the abandoned work
[23:02:57] <rsn8887> ALthough it populates the menu with 25 or so more graphicsmodes. Might be a bit of an overkill.
[23:03:01] <_sev> there are no buttons
[23:03:34] <_sev> so, in fact, these days that PR should be just updated to the modern codebase and could be merged
[23:03:55] <_sev> as the previous problems with it are gone: we do not have those ports which were failing earlier
[23:10:21] <bonki> _sev: is this the correct place to add this? https://github.com/scummvm/scummvm/compare/master...bonki:bonki-fullpipe-fix-trac10394-playtime
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[23:15:30] <rsn8887> _sev: That means all those scanline shaders from MartyShepard would also have to be adapted to that new plugin system eventuallt. I will keep my scanlines branch in case anybody wants to play around with it in the meantime.
[23:15:43] <rsn8887> But not make a PR then
[23:16:23] <rsn8887> I also dislike having >25 choices in the menu, it is just too overwhelming as is. Only for tinkerers.
[23:16:35] <rsn8887> as is -> as is in the scanlines branch
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[23:21:36] <_sev> bonki: yep
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[23:23:18] <bonki> _sev: OK to commit then?
[23:24:50] <bonki> _sev: one more thing, I'd also like to change the playtime for the dummy header from 1000 to 0, that will at least result in zero playtime as opposed to a totally meaningless value when read
[23:24:57] <bonki> (line 193)
[23:25:19] <_sev> bonki: aye to both
[23:25:53] <bonki> _sev: great, thanks
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[23:36:43] <JackRaider> Is there a big difference if I launch a game for windows on Mac OS or Linux via scummVM, is it possible at all?
[23:37:14] <JackRaider> ahm
[23:37:21] <JackRaider> I guess, yes
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[23:41:30] <bonki> JackRaider: certainly possible, all supported games *should* work on all supported platforms. that being said, the launcher might work slightly differently depending on OS
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[23:42:27] <GitHub74> [scummvm] bonki pushed 2 new commits to master: https://git.io/vxRO5
[23:42:27] <GitHub74> scummvm/master abe9f0f Adrian Frühwirth: FULLPIPE: Use zero playtime when filling dummy header...
[23:42:27] <GitHub74> scummvm/master c750a8e Adrian Frühwirth: FULLPIPE: Fix playtime not being read from savegames...
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[23:42:55] <Deledrius> for instance, OSX's Add Game picker is more functional because it uses the native OS dialog, whereas the Windows ScummVM uses the internal dialog.
[23:43:23] <Deledrius> But launching the game should be the same.
[23:43:28] <bonki> exactly that :)
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[23:52:27] <bonki> nitey nite
[23:53:20] <Deledrius> Night!
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   March 24, 2018  
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