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   March 25, 2018  
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[00:41:16] <Strangerke> hi dreammaster :)
[00:41:33] <dreammaster> Hey Strangerke. You're up late again :)
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[00:47:52] <Strangerke> dreammaster: yep :)
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[01:03:44] <dreammaster> Huh. Ironic.. an exhaustive comparison of all the draw structures for the scene finally found one mismatched between DosBox and ScummVM.. it was the 42nd element ;P
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[01:11:44] <Deledrius> Wow. O.O
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[01:12:13] <GitHub136> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRZu
[01:12:13] <GitHub136> scummvm/master 1855f6a Paul Gilbert: XEEN: Fix drawing doorways at 4 step distance
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[01:12:30] <Dark-Star> dreammaster: awesome :)
[01:13:28] <dreammaster> Thanks :) Lets hope there are no such errors. It was a pain going through all the draw structures. Give me simple assert failures where I just need to work around bad data in the original
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[01:16:13] <Dark-Star> just checked it, it works! thanks for fixing it so quickly :)
[01:18:10] <dreammaster> No problem. It's getting to the point where even if it's not official testing yet, any bug reports are welcome. I must have gone into the Blacksmith any number of times, but never noticed the missing doorway at that distance. :P
[01:18:53] <Dark-Star> dreammaster: I already wondered how anyone could *not* see that, but I realize that sometimes you just don't see things that are plainly in front of you :)
[01:19:33] <Dark-Star> all the other issues with the character and inventory sheets that I noticed last time are apparently also fixed, which means I might also start a playthrough again some time soon :)
[01:19:59] <Dark-Star> I'm itching to kill the dragons in the skyroads again :)
[01:20:39] <Dark-Star> ah, but there's a small nitpick that doesn't seem to work like in the original... although it could be considered a cheat of some sort ...
[01:20:55] <dreammaster> Heh. Given my lack of recent familiarity with the game, I took the Dwarf Mine 2 exit and started exploring north. Then promptly got my arse kicked my a lava golem :)
[01:21:41] <Dark-Star> hehe... yeah, the game does that sometimes ... "save early, save often" is indeed important here
[01:21:46] <Dark-Star> anyway, about that "cheat"
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[01:22:13] <dreammaster> Yeh, particularly when dwarf mine traps can one hit kill my entire party. :P
[01:22:20] <Dark-Star> in the original, if you open a gate, no time passes (the monsters behind the gate stay there). so you can attack them, close the gate, re-open it and attack again
[01:22:56] <Dark-Star> this can be really helpful but it feels a bit like an exploit so I can understand if you don't want to implement it in exactly the same way :)
[01:24:02] <dreammaster> Actually, that sounds like a further part of a bug I just fixed today, where when I change location after triggering an object (like the mine car or pyramid) with the space bar, it carries onto the new map with it triggering a "wait a turn"
[01:24:12] <dreammaster> I guess I just need to apply the fix to the openGrate method as well
[01:25:25] <Dark-Star> yeah, probably, because spacebar also opens gates (and probably other things as well but usually I use the mouse to click on the lever, not the space bar)
[01:25:59] <dreammaster> Well, internally, both map to the same "_buttonValue", so it doesn't make any difference
[01:26:18] <Dark-Star> yeah, probably, because spacebar also opens gates (and probably other things as well but usually I use the mouse to click on the lever, not the space bar)
[01:26:24] <Dark-Star> uhh sorry ^^
[01:41:59] <Dark-Star> dreammaster: btw, do you want to take a look at the EXE file for the CD-version of World of Xeen? it apparently uses different files (no "world.int" for example, but the EXE contains strings like "world0.int" and "world1.int")
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[01:42:12] <GitHub44> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRn4
[01:42:12] <GitHub44> scummvm/master ef81098 Paul Gilbert: XEEN: Don't pass a turn after opening gates
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[01:47:52] <Dark-Star> okay, one other nitpick if you don't mind :)
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[01:51:03] <Dark-Star> dreammaster: if you were shooting arrows with a bow, while the arrow was still in flight (and/or hitting an enemy), you could immediately click with the mouse (or press space) to close the gate, and nothing would happen until after the arrow hit/missed the target (but before the enemies moved!) this allowed you to trap enemies behind a gate forever, until you managed to kill them all with arrows :)
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[01:52:25] <Dark-Star> dreammaster: also the colored box around the enemy name (in combat) is cut off (see https://imgur.com/a/KgTec )
[01:58:59] <dreammaster> Okay.. lets see what's happening..
[01:59:03] <loveistrash> Strangerke: Hi, How are you doing? I just sent you the proposal, I will be waiting for a feedback :)
[03:00:17] <dreammaster> It's about 2am for Strangerke right now. He's been known to stay up later, but I wouldn't count on it :)
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[03:09:49] <Lightkey> 2 am has been canceled today, it went straight from 1:59 to 3:00 :-(
[03:10:40] <dreammaster> Ah. We went through that a couple of weeks back too.
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[03:26:16] <Dark-Star> Lightkey: ah, that explains why it's already so late :-) weird, I completely missed that one today
[03:27:15] <Dark-Star> that means it's time for me to go to sleep :)
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[03:34:24] <GitHub19> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRc5
[03:34:24] <GitHub19> scummvm/master d5df6f0 Paul Gilbert: XEEN: Fix clipping right edge of current monster highlight box
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[04:06:26] <GitHub122> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRCd
[04:06:26] <GitHub122> scummvm/master edf19f5 Paul Gilbert: XEEN: Fix showing training costs for next level
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[04:54:56] <GitHub136> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRlV
[04:54:56] <GitHub136> scummvm/master a613f4f Paul Gilbert: XEEN: Handle weapon elemental category like original does
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[06:10:51] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxR4p
[06:10:51] <GitHub32> scummvm/master 0d73b1f Paul Gilbert: XEEN: Fix loop limit when drawing monsters attacking
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[06:50:52] <eriktorbjorn> madmoose: Yes, I misread the code. I thought it freed them between frames, but apparently it didn't. I have to figure out exactly when the Valgrind warning happens (which fortunately appears to be pretty early) and work from there.
[07:00:35] <eriktorbjorn> Looks like it's using a codebook that wasn't explicitly loaded when decoding the very first strip. I wonder if they should simply explicitly be initialized to zero when the strips are first allocated...
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[07:15:21] <eriktorbjorn> That *finally* silences the Valgrind warnings, without introducing any obvious graphics glitches.
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[07:48:12] <GitHub118> [scummvm] eriktorbjorn opened pull request #1147: IMAGE: Explicitly initialize CinePak codebooks (master...cinepak-init) https://git.io/vxR0t
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[09:39:48] <madmoose> eriktorbjorn: I won't pretend to understand how that makes sense...
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[11:26:00] <GitHub8> [scummvm] lmerckx opened pull request #1148: Can load game controller DB file + joystick button for virtual keyboard (master...joystick_mapping) https://git.io/vxR2H
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[12:06:22] <GitHub88> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxRVn
[12:06:22] <GitHub88> scummvm/master 16e09b1 Eugene Sandulenko: BLADERUNNER: Implement mouse jitter
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[12:09:02] <GitHub121> [scummvm] rootfather pushed 1 new commit to master: https://git.io/vxRV4
[12:09:02] <GitHub121> scummvm/master 81d4426 rootfather: NEWS: Update NEWS file with recent changes...
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[12:22:42] <peterkohaut> _sev: for me it's still crashing sometimes with dataindex out of bound with some unusual values > 2^30
[12:22:57] <peterkohaut> not always, depends how i finish first stage
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[12:26:57] <_sev> which is negative
[12:27:08] <_sev> ok, I'll keep playing so I could catch it
[12:27:24] <_sev> also, the game crashes for me at the very beginning if I press ESC too early
[12:27:31] <_sev> that is during the intro
[12:27:48] <_sev> another bad thing: the original stopped working for me under VMWare :/
[12:28:03] <_sev> it just hangs at the start. Any idea what it could be?
[12:28:34] <peterkohaut> not negative, just unitialized, it was not bigger than 2*2^30
[12:29:05] <peterkohaut> i'm using virtualbox all the time without any issues
[12:30:58] <peterkohaut> i'm not experiencing that crash either:/
[12:31:01] <peterkohaut> at start
[12:32:20] <L0ngcat> _sev: try alt tabbing out of the game and back in again if it hangs at the beginning. this is a well-known bug
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[12:35:51] <_sev> L0ngcat: the thing is that it does not even opens the window
[12:36:30] <_sev> peterkohaut: it worked. But then I installed the patch over it, and it stopped working. And now any of my attempts to run it make it hang
[12:36:36] <_sev> ah, it could be a new DLL
[12:37:01] <_sev> and how could I know which one is that if they keep the timestamps...
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[12:40:14] <madmoose> I just run in Win10 these days, I use DXWnd to run it in windowed mode.
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[12:42:16] <_sev> I ran it on XP
[12:42:34] <_sev> have WIndows 7 demo, maybe need to give it a try there
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[12:44:05] * _sev cries
[12:45:23] <madmoose> DXWnd can also block WM_ACTIVATE
[12:47:46] <_sev> dxwnd... maybe that's the thing
[12:48:23] <_sev> I wonder, how to remove it from the system
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[13:48:40] <rootfather> hi criezy
[13:50:31] <criezy> Hi rootfather
[13:52:01] <rootfather> how's the Qt frontend doing? are you still working on it?
[13:53:28] <criezy> I did some work on it over Christmas, but nothing since.
[13:53:37] <L0ngcat> _sev: I have some dll-hacks at home that fixes cpu-issues in the original game. (like running away from the bomb and the shooting gallery
[13:53:38] <criezy> I have been a bit starved of free time in the past few months, and the aspect ratio correction work will take the priority as soon as I have more time.
[13:53:41] <rootfather> so nothing to test yet?
[13:53:56] <criezy> No, nothing to test yet.
[13:55:03] <L0ngcat> _sev: In the original game you can also click several time with the mouse to run faster, something I noticed is not working in ScummVM, but perhaps it is just not implemented yet?
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[13:58:17] <peterkohaut> L0ngcat: that should be working, i implemented 1 month ago
[13:59:01] <L0ngcat> I compiled yesterday and tried it today. When running after the chef, Mccoy only runs at the same speed
[13:59:07] <L0ngcat> let me try again
[13:59:46] <peterkohaut> its easier to spot on mccoy's aparetment roof
[14:00:12] <peterkohaut> but you have to click fast:)
[14:00:33] <peterkohaut> maybe i messed up timing
[14:00:43] <L0ngcat> tried in the first scene, he only runs at one speed. It was much more noticable in the original
[14:01:08] <Joefish> criezy, you are working on a Qt frontend for scummvm? haven't seen anyone talk about it. Once you feel comfortable showing it for testing/hacking please announce it on the mailing list so I (and others) won't miss it :)
[14:02:43] <L0ngcat> he seems to have two speeds at top of the apartment building
[14:03:08] <L0ngcat> but it's still nowhere near the original. but perhaps the original ran to fast, idk
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[14:05:04] <madmoose> It feels like the original speeds up more slowly
[14:07:01] <peterkohaut> i would say, this scummvm's one is slowing down much faster
[14:09:03] <peterkohaut> but the slowdown timer seems to use same parameters as the original
[14:09:43] <L0ngcat> madmoose: yes, there is more of an even curve to the increase in speed
[14:10:25] <madmoose> I never notice the slowdown because I just keep clicking until he reaches where he's going...
[14:10:31] <bonki> eriktorbjorn: ping
[14:10:44] <bonki> hi guys! :)
[14:11:52] <L0ngcat> madmoose: I did not know there was a slowdown, for the same reason
[14:12:44] <L0ngcat> also, when I shot the chef, he did not fall over, but became dead standing up, and Mccoy could not be moved anymore. but I guess glitches like that are to be expected still
[14:12:58] <peterkohaut> after every 200ms of not clickin actor is supposed to slow done by 2fps
[14:13:05] <eriktorbjorn> bonki: Yes?
[14:13:45] <peterkohaut> and yes, the game need lot of debugging:)
[14:15:02] <bonki> eriktorbjorn: without pretending to understand cinepak your PR does not seem at all unreasonable, I'm wondering though - the ffmpeg decoder does not seem to the same thing? that doesn't mean much of course...have you run valgrind against ffmpeg while decoding cinepak?
[14:15:13] <bonki> do*
[14:15:33] <eriktorbjorn> bonki: No, I haven't tried debugging ffmpeg at all.
[14:17:02] <bonki> from what I can understand a frame's .flags should guard against trying to access an earlier codebook, so I don't really understand why it's not working as is
[14:17:14] <bonki> if (i > 0 && !(_curFrame.flags & 1)) { // Use codebooks from last strip
[14:17:16] <bonki> ^-- that line
[14:17:36] <bonki> https://multimedia.cx/mirror/cinepak.txt states that:
[14:17:38] <bonki> "Flags - Bit 0 of the flags field specifies weather or not the codebooks
[14:17:41] <bonki> for each of the strips uses the codebook defined in the previous strip.
[14:17:43] <bonki> "
[14:18:15] <bonki> so if the header of the first frame is correct than it shouldn't even continue, no?
[14:18:22] <bonki> or am I misunderstanding that part?
[14:18:31] <eriktorbjorn> bonki: From what I understood, on the very first frame it loaded a number of codebooks. Then it called decodeBlock4() with a set of codebooks to use, not all of which had been loaded.
[14:20:09] <bonki> ok I haven't checked that far
[14:21:24] <stroggoff> If it helps, I am usually Blade Runner on Windows 10 x64 using DXWnd, too. This is from an installation using the ¨Sierra Help Pages¨ installer.
[14:22:47] <bonki> wait a second
[14:23:05] <stroggoff> This doesnt need the ddraw.dll wrapper, but the executable is patched. I think it is patched with EmulateSlowCPU and also setting CPU affinity to 1 with Microsofts ACT
[14:23:11] <bonki> the next "For the first strip of a frame, the previous strip would be found in the
[14:23:14] <bonki> previous frame.
[14:23:16] <bonki> "
[14:23:20] <bonki> isn't that the problem?
[14:24:32] <bonki> I can haz grammar.
[14:25:24] <eriktorbjorn> bonki: For a while I thought so, but this happened on the first frame if I read my debug output correctly.
[14:25:36] <madmoose> I don't understand... Which strip in the previous frame? Does strip 0 inherit the codebooks from strip 0 in the previous frame, or the last strip in the previous frame?
[14:26:10] <bonki> I understand it as "the last strip in the previous frame"
[14:26:30] <bonki> eriktorbjorn: hmmm
[14:26:45] <bonki> eriktorbjorn: now I understand your frustration with debugging this :)
[14:27:05] <criezy> Joefish: the Qt backend has been a pet project of mine for several years, but is very low priority. I have probably spent no more than 10 hours on it for the whole of 2017.
[14:27:10] <criezy> I may or may not complete it, but wil at least make sure it gets to a state where it mostly works and other can take over if they want to. I have no idea when that will be though. It might happen if 2018, or in 2028 (hopefully closer to the former than the later).
[14:30:11] <eriktorbjorn> Speaking of Blade Runner, it looks like the first scene starts adding scene objects before it has ever called SceneObjects::cleared(). Valgrind (again :-) complained that something, probably isPresent, was uninitialized when calling SceneObjects::findEmpty(). That's... bad?
[14:30:14] <Joefish> criezy, I see. While I like the current UI it is always nice to see different approaches, especially as Qt is quite easy to extend and experiment with.
[14:30:55] <bonki> eriktorbjorn: now I'm even more confused, it doesn't even access the codebook data for every first strip of every frame (i == 0), does it?
[14:30:59] <bonki> so why is this even a problem?
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[14:32:51] <Joefish> btw I'm sitting on 5k+ supernova changes and while it is only refactoring I feel it to be quite hefty to just push to upstream. Guess a PR would be better in that case?
[14:33:26] <bonki> Joefish: can't hurt to PR it I'd say
[14:33:41] <peterkohaut> eriktorbjorn: thanks! thats bad:P
[14:35:00] <Joefish> I just want to give it visibility more quickly before students who are interested in supernova get into the current codebase, just to find it completely rewritten a day later
[14:35:28] <bonki> that's thoughtful
[14:36:01] <criezy> Joefish: you can indeed do a PR now, that way it gets visible even if you are planning a bit more work in the days to come.
[14:36:54] <eriktorbjorn> bonki: I'm still pretty vague on exactly how CinePak works, but from what I could see... decodeFrame() may call loadCodebook() to load a set of codebooks. (Not necessarily all of the 256 possible codebooks.) It may also call decodeVectors(), which can use CodebookConverter::decodeBlock1() and decodeBlock4() to decode the data. One of the input parameters tell it which codebook(s) to use for that. +
[14:36:58] <Joefish> yea, PR seems the way to go here. thanks guys :)
[14:37:37] <criezy> Considering the applications deadline for GSoC is Tuesday, I would hope that students interested have already looked at the current codebase though.
[14:38:09] <eriktorbjorn> bonki: In this case, it told it to use codebooks that had not actually been loaded for this frame and, since it was the first frame, not by any previous frames either.
[14:38:50] <eriktorbjorn> I assume the decoded data was then undefined, but I wasn't able to actually see any noticeable glitches.
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[14:46:45] <bonki> eriktorbjorn: ok, let me sum it up. decodeFrame() gets called. one of the very first things it does is copy the previous strip's codebooks to the current strip _except_ for the first strip, because the if guards for that. later on, it calls decodeVectors(_, i, [...) for potentially every strip _including_ the first and this is where the codebook data is then accessed, based on codebook type
[14:48:02] <bonki> then again, it also calls loadCodebook inbetween, so ...
[14:49:32] <bonki> so if loadCodebook() actually initializes .u/.v for the first strip all is fine
[14:50:19] <bonki> which it probably does, otherwise you would probably get warnings once per frame and not just once
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[15:08:16] <eriktorbjorn> bonki: I don't know if copying from previous strip is relevant or not. It loaded new data for the codebooks, just not for every codebook it then used. But I've been wrong more than once about this already, so...
[15:11:37] <L0ngcat> I love how there is actually activity in the channel
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[15:15:35] <GitHub3> [scummvm] peterkohaut pushed 2 new commits to master: https://git.io/vxRPG
[15:15:35] <GitHub3> scummvm/master b991123 Peter Kohaut: BLADERUNNER: Fixed compilation warnings
[15:15:35] <GitHub3> scummvm/master 3693be6 Peter Kohaut: BLADERUNNER: Added missing initializon of scene objects
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[15:15:43] <GitHub159> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxRPZ
[15:15:43] <GitHub159> scummvm/master 399263b Lothar Serra Mari: I18N: Update translation (German)...
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[15:20:41] <bonki> L0ngcat: indeed :)
[15:21:22] <peterkohaut> aaand its quiet now:) ill try once more, i had a question yesterday without an answer, please can anybody tell me what is this construct used for ? https://gist.github.com/peterkohaut/ed76de27f5335b7179a0ce23451f42ca
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[15:28:23] <madmoose> peterkohaut: Looks like a compiler generating pointless code, the push/pop anyway.
[15:28:36] <LubomirR> peterkohaut: Is it "clearing" the arguments?
[15:30:12] <madmoose> The push/pop is pointless, the add esp is adjusting the stack pointer before the function returns
[15:30:17] <peterkohaut> i was checking one binary yesterday and its full of these pop push and ida was very confused because of negative sp
[15:30:44] <peterkohaut> i understand that part about updating esp but pop/push is confusing me and ida:)
[15:30:46] <madmoose> IDA might be assuming a wrong calling convention.
[15:32:08] <peterkohaut> is ida using calling convention too? i thought taht only hexrays decompiler is using it
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[15:36:24] <LubomirR> Could you paste the whole function?
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[15:38:44] <peterkohaut> its in almost all functions
[15:39:03] <peterkohaut> they end like this
[15:39:30] <LubomirR> I am probably wrong, but at first glance this looks like retn 10h to me written with simple retn (pop return address, clear the arguments, push return address back and let retn take it).
[15:40:06] <LubomirR> Is this 10h for locals or for arguments (if I remember correctly, Pascal convention states the caller clears the arguments).
[15:40:11] <LubomirR> ?
[15:42:11] <LubomirR> *callee
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[15:44:24] <peterkohaut> let me check
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[15:45:44] <peterkohaut> doesnt look like it, change to sp is usualy 0
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[16:53:52] <GitHub26> [scummvm] sev- pushed 1 new commit to master: https://git.io/vxRDQ
[16:53:52] <GitHub26> scummvm/master 1b53cff Eugene Sandulenko: BLADERUNNER: Added skeleton for Scores class
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[17:39:55] <GitHub86> [scummvm] ccawley2011 opened pull request #1149: CONFIGURE: Improve detection of SDL and SDL_net (master...detect-sdl) https://git.io/vxR94
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[18:37:48] <GitHub159> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxR7g
[18:37:48] <GitHub159> scummvm/master 4faa8b0 Adrian Frühwirth: JANITORIAL: Remove useless comment
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[19:34:45] <GitHub111> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRFp
[19:34:45] <GitHub111> scummvm/master 56c4642 Paul Gilbert: XEEN: Slightly increase delay between giving multiple treasure items
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[19:35:01] <Dark-Star> dreammaster: evening :)
[19:35:59] <Dark-Star> I found some more minor issues
[19:36:42] <dreammaster> Lay them on me :)
[19:37:16] <Dark-Star> dreammaster: 1) learning a skill should play a chime and (I think) an animation over the character's portrait. Also I think if that character already has the skill to be learned, it should not be learned again ... those two in combination made me spend my entire cash on teaching one character cartography like 10 times :)
[19:38:30] <Dark-Star> 2) stats don't update in the character sheet, only after switching characters: open a character sheet, click on equipment, unequip armor and/or re-equip different armor, close the equipment screen and see the old value for AC. click on another character (or even the same) and it updates
[19:39:47] <Dark-Star> 3) this one's tricky to reproduce and may be related to your commit just now: sometimes, when you search, the "nothing found" window disappears very quickly (too quickly to read)
[19:40:25] <dreammaster> 1) You're right. It's not showing the character animation. Though the original does allow you to waste your money giving the character the skill they already have multiple times
[19:40:39] <Dark-Star> 4) characters cut off at the bottom: https://imgur.com/a/VR4j8 (the "g" looks like a "q" in that screenshot, and I think the "p" and "f" also have one additional row of pixels at the bottom that gets cut off)
[19:41:45] <Dark-Star> yeah, maybe that was in the original as well, I was not so sure, thought I'd mention it anyway (room for improvement later :)
[19:43:04] <Dark-Star> 5) the "equip" button always looks different: https://imgur.com/a/wVr1b I think this is the "activated" state and it should move to which ever button has been clicked (but I'd need to re-check that with the original as well)
[19:44:00] <dreammaster> Yeh. I'm probably going to introduce a set of optional improvements controlled by custom launcher tab checkboxes. One of which will be to show the value (cost) of items. Make it easier when organising my inventory full of weapons and armor to know which one is the best
[19:45:19] <Dark-Star> and finally 6) this is not a scale armor: https://imgur.com/a/VsJGT it should be a "belt"
[19:47:31] <Dark-Star> the one I mentioned yesterday, with the "command queue" when clicking on the main viewport or pressing space (while the "shoot arrow" or "damage monster" animation is still active), could be considered number 7 :)
[19:48:44] <dreammaster> Hmmm.. for point 6 at least I'll likely need a savegame to easily diagnose it. Whilst you could just email me a copy, maybe it would be better to add a new Xeen engine category to the bug tracker, even if we're not in an official testing period yet
[19:49:37] <Dark-Star> dreammaster: for 6) you can just start a game with the default party, they all have belts that show up as scale mail...
[19:50:05] <Dark-Star> s/scale mail/scale armor
[19:50:18] <Dark-Star> oh, and a ring is apparently a "splint mail" :-D
[19:50:21] <dreammaster> Ah, you're right. Well that makes things easier
[19:50:39] <Dark-Star> looks like those just use the wrong string table or something
[19:51:41] <Dark-Star> oh and 8) when quitting the game to the main menu, the current music keeps playing instead of switching back to the intro/main menu music
[19:51:59] <dreammaster> Right. In some cases the original did some optimizations that made things harder on IDA. Like if a range of Ids started at 40, it would do a table reference to the table - 40. And IDA wouldn't realise it would never have an index < 40, so would put it in the middle of another table.
[19:52:18] <dreammaster> I tried to resolve such references as best I could, but something like this is most likely one that I missed
[19:52:34] <Dark-Star> ah okay, yes that would make sense
[19:53:48] <dreammaster> Okay, you're too good. I'd like to renew my request.. if anyone is around who knows how to do it, can we have Xeen engine added to the bug tracker, along with games for World of Xeen, and Swords of Xeen? It's better to have it in place now so I can manage your bug reports, and any new ones you come up with
[19:54:49] <Dark-Star> :)
[19:56:14] <dreammaster> On the plus side, I finished up last night about 2/3rds of the way through Dwarf Mine Omega, so core wise, the game is getting more and more stable
[19:57:12] <Dark-Star> sounds good. the dwarf mines are a bit boring though, I think there are not many scripted events there. the sewers in darkside are probably more interesting, or sandcaster (remember, don't anger the mages in the tavern ;-)
[19:58:38] <dreammaster> Yes, I could probably break the character progression by going straight to Darkside for some of the easy experience, but I want to play the game through more or less legitimately in the intended order, without even resorting to my debugger cheats.
[19:58:53] <Dark-Star> have you tried asp? there are some invisible teleport fields there that you cannot step on. or the city with the vampires and the clocks that have to be set correctly
[19:59:31] <dreammaster> About the only cheat I did was right at the start, I temporarily disabled removing inventory from the blacksmith when bought so that I could buy longbows for all my party. Made many of the outside and mine encounters a bit easier when I could spam arrows at them :)
[20:00:08] <dreammaster> Don't spoil things for me.. as I said, I don't remember much of the Xeen games, so I want a chance to experience the game content anew after all these years :)
[20:00:52] <Dark-Star> ah yes it usually takes a while until you have enough *good* ranged weapons (and I just could not remember which material was better... bronze bow? or ebony bow? or maybe even lapislazuli bow?... I always had to look that up..)
[20:01:46] <Dark-Star> dreammaster: ah okay sorry, I try not to spoil anything then :) just be aware that sometimes, if you enter the wrong area or anger the wrong people, the game might throw a very high level enemy at you, so save often :)
[20:01:56] <dreammaster> I don't consider it much of a cheat, because I had a bunch of extra crossbows and shortbows by the end of the first (or was it second) dwarf mine that I simply sold off. So I consider my little naughtiness simply accelerating the aquisition slightly
[20:02:59] <dreammaster> Yep, I'm definitely saving often already. Particularly drummed into me in the dwarf mines, where having a level 1 party could see my entire party insta-killed by a hidden trip :P
[20:03:07] <Dark-Star> I played through 4+5 at least 3 or 4 times back in the days... still have to finish MM3 though
[20:03:54] <dreammaster> It'd be interesting at some point to see just how different 3 is vs 4/5. It uses the CC format at least.
[20:04:27] <dreammaster> Probably need a whole bunch of special handling cases in the engine to handle it. Much moreso than 4 vs. 5, so it's not practical to be looking it yet
[20:04:45] <dreammaster> brb
[20:05:22] <Dark-Star> it is very similar, at least from a player's perspective (and I also checked the .cc file back then, I had an unpacker that I wrote from scratch, and with a brute-forced xor decryption key ;-)
[20:07:32] <Dark-Star> but the files that it loads are probably all completely different, and the UI is juuuuust a little different, but enough so that all functions need to be special-cased for it :)
[20:10:52] <dreammaster> re
[20:11:17] <dreammaster> You're probably right. Maybe that can be a future GSOC project for someone else :)
[20:13:53] <Dark-Star> I hope so (it sounds like you're not interested in doing more RE'ing on these games, which is totally understandable ;-)
[20:16:29] <dreammaster> Yeh, I'm feeling a bit burnt out after Titanic. The only reason I didn't take a break afterwards was that Xeen had already been put on hiatus several times previously, and it would grate on my nerves to have it put aside yet again.
[20:17:42] <dreammaster> I'll probably devote some time to actually playing some of the games in my backlog, like Torment, Assassin's Creed Origins, or even the ported Kingdom Hearts games, so I know what the heck is going on when KH3 is finally released :)
[20:18:37] <Dark-Star> heh... I can totally relate. I have so many games on my backlog that it's getting quite frustrating. I also still want to play both KH games at some point :)
[20:18:38] <dreammaster> And maybe spend some time on the Legend Entertainment games as the mood takes me. All of them are at only the beginnings, so there won't be any need to push myself to finishing them.
[20:19:59] <Dark-Star> +1 for Legend Ent. games, those are also some that I always wanted to play, but back in the DOS days I didn't have access to any, and recently I just put them further and further back in my backlog ...
[20:21:16] <Dark-Star> and maybe, just maybe, I might be looking at getting an engine for ScummVM up and running myself. I have already looked at some (abandoned) projects that would fit within the scope and that would interest me
[20:23:12] <dreammaster> That'd be awesome. We can do the thing with peterkohaut all over again, and all suggest games you could work on :)
[20:24:19] <Dark-Star> sure why not, suggestions are always welcome. I was thinking about some (japanese) Visual Novel engines because that's something I would also like to play a bit at some point
[20:24:37] <Dark-Star> many of them have english translations available nowadays
[20:25:51] <Dark-Star> I also did some early reverse engineering on the MM6 level maps (I even had a 3d rendered wireframe at some point) but that would probably better fit residualvm, and my 3D/OpenGL-fu is not up to par :)
[20:27:31] <dreammaster> Fair enough. Having had tackle the whole 3d starmap for ST, I want little to do with 3d in the future either
[20:29:03] <Dark-Star> the 3d itself is not even the problem, I had fun figuring out vertices and lines and drawing them... but when it got to reverse-engineering textures, normals, UV-maps, etc. I just decided that that's not something I want to work on :)
[20:29:32] <Dark-Star> I'd rather stick to 2D stuff
[20:29:34] <dreammaster> Oh, shudder, yes. :(
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[20:34:23] <Dark-Star> ok I'll be off for today, I'll check the tracker, and as soon as there's a Xeen category I will add all bugs I can find to it :)
[20:34:51] <dreammaster> Okay, later, and thanks
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[21:08:20] <GitHub143> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxRp3
[21:08:20] <GitHub143> scummvm/master 823a7e6 Paul Gilbert: XEEN: Add portrait effect when gaining skill
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[21:11:40] <stroggoff> madmoose: are you here?
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[21:28:57] <Strangerke> hi guys
[21:30:19] <Joefish> hey Strangerke
[21:37:50] <bonki> hi Strangerke!
[21:37:57] <whiterandrek> hi
[21:38:47] <bonki> Strangerke: I have looked at the Dungeon Master code, can I pester you and your eyes for a few (I swear) minutes?
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[21:39:44] <bonki> dc :/
[21:39:46] <bonki> re
[21:39:47] <madmoose> stroggoff: pong
[21:41:38] <bonki> your eyes I don't mean to pester, just borrow :)
[21:51:17] <stroggoff> madmoose: I have the video for Runciters V-K test ready. Powered by ScummVM :)
[21:51:36] <stroggoff> It is unlisted for now but it is over here if you want to check it out:
[21:51:44] <stroggoff> https://www.youtube.com/watch?v=8YbvMuL2zBg
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[22:23:25] <madmoose> stroggoff: Cool :)
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[22:23:48] <GitHub121> [scummvm] bonki pushed 1 new commit to master: https://git.io/vx0eF
[22:23:48] <GitHub121> scummvm/master 36e5374 Adrian Frühwirth: DM: Fix drawSquareD0L() to match original rebuilt sources...
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[22:25:02] <Strangerke> thanks bonki :)
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[22:25:45] <stroggoff> madmoose: One issue I`ve found is that some sound effects won`t play sometimes, and I am not sure what is causing this.
[22:25:59] <bonki> Strangerke: you too :)
[22:26:15] <stroggoff> Like clicking a button for a question in the V-K test, or the buzzer when Sgt Walls buzzes you in the police maze
[22:27:06] <stroggoff> I don`t know if you have this noted as a bug or not.
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[22:30:35] <madmoose> stroggoff: We don't have a bug list yet :)
[22:30:51] <stroggoff> :) oh ok then
[22:32:26] <stroggoff> I might be able to help with that when you make one. I am listing some bugs I am encountering during my playthrough for the Lets Play (in a text document for now)
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[22:47:22] <whiterandrek> Guys, have a look at https://youtu.be/Xq75r2unj64
[22:48:27] <dreammaster> Awesome :)
[22:51:56] <bonki> whiterandrek: nice!
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[23:10:43] <rootfather> wohoo new engine incoming?
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[23:54:19] <GitHub195> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vx0Tv
[23:54:19] <GitHub195> scummvm/master ef3f233 Paul Gilbert: XEEN: Cleanup of create_xeen constant strings
[23:54:19] <GitHub195> scummvm/master 4d0bbf0 Paul Gilbert: XEEN: Fix string for bank location display
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   March 25, 2018  
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