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[01:08:02] <GitHub145> scummvm/master 20c8b94 Eugene Sandulenko: BLADERUNNER: Implement Scores::tick()
[01:08:02] <GitHub145> scummvm/master 53371ed Eugene Sandulenko: BLADERUNNER: Complete Scores functionality
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[01:18:19] <Dark-Star> dreammaster: hey. I had to re-open one of the Xeen tickets... I should have been more clear in the initial report :-)
[01:22:43] <dreammaster> I saw it, no problem. My fault as well for not noticing it.
[01:23:43] <dreammaster> Also whilst I've got you, I finished up last night getting a bit further in-game to Castle Burlock (I skipped Rivercity temporarily). I've since experienced some further combat issues with castle guards not actually damaging the party, and spells I purchased in Vertigo crashing the game
[01:23:53] <dreammaster> Just starting to look into them now. Just an FYI
[01:25:21] <dreammaster> Not unexpected I guess. Since I only had money to legitimately purchase spells after doing the Dwarf Mines, combat spells hadn't really been previously tested
[01:34:02] <Dark-Star> well, you probably know very well where you can (repeatedly ;-) get 10000 gold to get you started :) but I understand that you don't want to "cheat" on that beta-test playthrough
[01:34:37] <Dark-Star> are you playing along a walkthrough? or on your own?
[01:35:04] <dreammaster> On my own
[01:40:14] <Dark-Star> cool
[01:48:47] <dreammaster> Yes, so all this is more an exploration than simply ticking off entries in a checklist of game milestones
[02:07:11] <rsn8887> How does "add game" work with plugins? Is each plugin loaded -> game files tested -> plugin unloaded -> next plugin loaded etc.? Are they loaded alphabetically?
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[02:22:32] <criezy> rsn8887: looking quickly at the code and comments in base/plugins.h and base/plugins.cpp it indeed looks like it loads one plugin at a time (if both UNCACHED_PLUGINS and DYNAMIC_MODULES are defined, otherwise I think they are all loaded in memory at the same time).
[02:22:50] <criezy> But the order in which they are loaded doesn't seem to be clearly defined.
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[02:23:41] <rsn8887> Interesting. That explains why my latest PSP compilations crashed on add game if unstable engines were enabled, probably.
[02:24:36] <rsn8887> I guess I will add some debugging output to clearly see which one caused the crash
[02:26:23] <rsn8887> criezy: BTW, there's an OS feature on the Vita that gives it another 100 MB of Ram (50 % or so more), so enabling that should allow me to "kick the plugin can" down the road hopefully indefinitely on the Vita.
[02:28:42] <tsoliman> criezy: \o/ (aspect ratio)
[02:30:33] <tsoliman> wow I apparently never noticed the PR till now - this is a late yay"
[02:31:27] <criezy> tsoliman: yes, the PR has been here for a while :-P
[02:31:35] <criezy> There is also still a lot of work to do, but at least I started to work on that again and will hopefully make some more progress in the coming days.
[02:31:56] <tsoliman> I can't imagine a non-breaking way to do this (a backwards compat way)
[02:33:27] <tsoliman> this is the same sort of wall I run into whenever I try to rewrite the event matching to have separation between hardwareEvents and Events
[02:33:40] <tsoliman> s/matching/mapping/
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[02:36:04] <GitHub183> scummvm/master 7608792 Paul Gilbert: XEEN: Fix non-physical monster attacks causing damage
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[03:42:34] <GitHub79> scummvm/master 5d19574 Paul Gilbert: XEEN: Fix display condition '+' characters in Character Info
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[05:17:31] <Mr_Aewsome> Hello
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[05:34:05] <Joefish> morning
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[08:47:35] <Strangerke|work> hi guys
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[09:02:56] <GitHub188> scummvm/master 3d8e6ef Lothar Serra Mari: NEWS: Mention latest FULLPIPE bugfix
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[09:03:01] <rootfather> ping criezy
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[09:22:12] <bonki> good morning guys
[09:25:15] <rootfather> moin bonki
[09:27:55] <bonki> :)
[09:28:30] <Zaarin> morns
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[11:31:57] <Strangerke|work> Yikes, 15 proposals! More than 2 times what we had yesterday evening!
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[11:32:44] <criezy|Work> Good morning!
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[11:33:51] <criezy|Work> rootfather: you tried to ping me earlier today?
[11:35:45] <Strangerke|work> hi criezy|Work
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[12:42:18] <loveistrash> criezy|Work: Hi, I have a question. As you commented on my application that I should mention what parts of the code must be refactored, how am I suppose to know that before community bonding period. To know that I have to do the stuff right now which I am supposed to do in that period. I might sound stupid because I had midterms this month and it's really hard to go deep inside the sources of msn1 and 2 plus ScummVM's adaptatio
[12:44:04] <loveistrash> Still I looked into the sources and came across the files that has to be refactored, example: files that only ms2 has an msn doesn't
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[13:01:22] <Joefish> loveistrash, out of curiosity what are those files you found?
[13:05:12] <loveistrash> ms2_mus.c, hilfe1.c for teil1, hilfe2.c for teil2, install.c (I don't think so that install.c is needed, though)
[13:05:55] <Joefish> ah okay. I thought you may be talking about the inf files :)
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[13:06:38] <GitHub138> scummvm/master 5602d57 Eugene Sandulenko: NEWS: Fix working for the Full Pipe bugfix
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[13:06:39] <loveistrash> oh no, I was talking about the code that needed refactoring
[13:07:58] <criezy|Work> loveistrash: The idea is that you should do some homework when preparing your application so that you already have a pretty good idea of what you will need to do.
[13:08:01] <criezy|Work> If the application doesn't contain any technical content because you are planning to work all that out during the community bounding period then it is very difficult for us to judge whether you are likely to succeed or not.
[13:08:57] <criezy|Work> Joefish (who worked on the supernova for GSoC last year) actually created a pull request yesterday with some refactoring (I did not have time to look at it yet).
[13:09:41] <Strangerke|work> I suggest to test the game after the refactoring, in case there are some unnoticed regressions
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[13:11:11] <criezy|Work> loveistrash: you may want to look at the PR Joefish created and speak with him ;-)
[13:11:29] <loveistrash> sure, I will :)
[13:11:37] <Joefish> :)
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[17:56:35] <bonki> how broken is the event recorder really?
[17:56:55] <bonki> or is it supposed to properly work nowadays?
[18:01:56] <bonki> (it randomly crashes here)
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[18:43:18] <Strangerke|work> bonki: I think _sev is the one who has the more detailed status about that
[18:43:33] <Strangerke|work> I'd love it works at least on one platform, it was a brilliant idea
[18:44:44] <bonki> _sev: ^^ ?
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[18:44:59] <bonki> Strangerke|work: I agree, I'd love to see it working without side-effects
[18:45:12] <_sev> it was working only on SDL, but since it was not used, thus rot
[18:45:28] <Strangerke|work> :'(
[18:46:07] <Strangerke|work> Joefish has a talent to un-rot code, it seems... maybe we could try to blackmail him so he looks at it... O:^)
[18:46:13] <bonki> I tested it on Windows with SDL2 and it crashes both on saving and loading, but I have not looked into it any further
[18:46:18] <bonki> haha :D
[18:46:23] <bonki> un-rot13
[18:46:36] <Strangerke|work> :D
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[18:47:56] <GitHub35> scummvm/master a8efe85 Eugene Sandulenko: BLADERUNNER: Added skeleton for EndCredits
[18:47:56] <GitHub35> scummvm/master 084b207 Eugene Sandulenko: BLADERUNNER: Initialize Scores variable
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[19:07:24] <bonki> _sev: I just updated PR-1150 again, can you have a quick look at it? is that what you actually had in mind?
[19:07:43] <_sev> checking
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[19:09:27] <_sev> bonki: yes, that is what I meant. Thank you!
[19:10:04] <bonki> great, I'll update each commit :)
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[19:18:29] <Joefish> guess it's time to think about a nick change :P
[19:19:24] <snover> bonki: the last 3 times the event recorder was brought up the conclusion of the discussion was that it probably ought to be removed since doesn’t work for non-trivial engines, makes maintaining event code difficult, and has been completely broken for a while
[19:19:47] <snover> (as you noticed that last part)
[19:22:09] <Joefish> I haven't looked at how it works yet but I guess if the engine doesn't operate on a fixed timestep you're done for?
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[19:30:06] <snover> i think it was something like that, yeah; no way to send information back to the recorder to proceed so everything needs to be timing-perfect, if i recall correctly. well, and then there are the various other factors where almost nobody will write regression tests for anything, and it’s not hooked up to actually run via `make test` or similar, and in order to actually be integrated into CI game data would need to be on the server, and
[19:30:06] <snover> so on
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[20:28:42] <bonki> snover: I see. doesn't really sound like it's worth fixing given it's very much non-trivial
[20:45:38] <_sev> snover: where the statement about time perfect comes from?
[20:49:24] <_sev> snover: and where those discussions took place?
[20:52:26] <_sev> bonki: I am not sure those statements are backed up factually
[20:53:10] <_sev> bonki: event recorder emulates time and events, so as long as the engine is deterministic, the replay should work
[20:54:05] <_sev> bonki: and it turns off the sound, since that is often runs in parallel threads. And if an engine depends on sound, that part is not addressed in the event recorder
[20:54:21] <bonki> _sev: I remember having read a discussion about it, but I can't remember if it was here on IRC or on -devel but that's pretty much all I know
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[21:12:41] <snover> _sev: at least 2018-01-27, 2017-11-08, and 2016-08-11, here in #scummvm. i didn’t remember it perfectly. “The approach used, without engine interaction/feedback, shows its limitations very quickly.” also: “Whenever I go try to hack the keymapper, I see the entanglement of the event recorder there, and it seems that it is enabled by default so I am always afraid to break it” and “the event recorder is rather sensitive to code
[21:12:41] <snover> changes”.
[21:13:04] <snover> “I think for more complex engines the event recorder never really worked.”
[21:13:05] <snover> etc.
[21:13:30] <_sev> thanks, looking
[21:19:39] <_sev> snover: well, what I see is what I remember. It was broken during one of the refactorings (and the fact that cloud support broke it is new to me), and ther there is bgK's opinion that it never worked for complex engines
[21:19:54] <_sev> snover: and then you pushing for removing it
[21:20:07] <_sev> I do not agree that it is fundamentally flawed
[21:20:27] <snover> and waltervn
[21:20:30] <_sev> and I myself was extensively testing it with one of the most complext and resource demanding engines: sword25
[21:20:39] <snover> i can only go off what others say.
[21:20:43] <_sev> walter says he was in fact using it for ADL
[21:21:01] <_sev> there is one fundamental flaw in the recorder now
[21:21:29] <_sev> since it disables the sound, it will never be able to proper test games which are dependent on it, like MI2
[21:21:58] <snover> waltervn is the one who wrote “I think for more complex engines the event recorder never really worked.”
[21:22:24] <_sev> ah, could be. right
[21:22:41] <_sev> nevertheless, I was testing it with the complex engine as I mentioned
[21:23:06] <_sev> and another guinea pig game which I was using, was Full Throttle around the battle scenes
[21:23:22] <_sev> which are quite resource intense, consist its own time-sensitive sub-engine
[21:23:51] <_sev> and I was testing it on 2 machines with about 10x difference in performance, and then I _got_ problems
[21:24:09] <_sev> which I never resolved. On a slower system the events were going off
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[21:32:11] <bonki> since you're both here, I have a possibly silly question
[21:32:39] <bonki> I see there's a lot of NULL-legacy in the tree. is there a good reason not to change those to nullptr where appropriate?
[21:34:23] <_sev> yes, it would make all technical sense.
[21:34:50] <_sev> but I personally would DIE because of it, and will SUFFER. Still that should be ignored
[21:34:57] <bonki> :D
[21:35:00] <bonki> why is that?
[21:35:19] <_sev> sigh
[21:35:25] <_sev> I'm under MacOS
[21:35:54] <_sev> and under MacOS due to some illogical, and incomprehensible reason, nullptr is an _object instance_!!!
[21:36:10] <Joefish> no fucking way
[21:37:16] <_sev> so, when we have it as a global initializer, I am getting these:
[21:37:17] <_sev> C++ engines/bladerunner/ui/end_credits.o
[21:37:17] <_sev> engines/bladerunner/ui/end_credits.cpp:35:7: warning: declaration requires a global constructor [-Wglobal-constructors]
[21:37:17] <_sev> byte *screen = nullptr;
[21:37:17] <_sev> ^ ~~~~~~~
[21:37:18] <_sev> 1 warning generated.
[21:37:31] <_sev> and currently there are few, but will be MORE
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[21:38:06] <_sev> we normally strive to have zero warnings, so then it is noticeable when you introduce something, and as I understand, I suffer for a few years now :D
[21:38:08] <snover> _sev: turn on c++11.
[21:39:07] <_sev> trying
[21:40:01] <_sev> oh, nice. Now I am getting tons of other warnings, primarily related to lack of override
[21:40:10] <_sev> though those need to be fixed
[21:40:12] <bonki> :D
[21:40:51] <_sev> well, whole OSystem is like that
[21:41:03] <_sev> snover: so, that is in fact worse
[21:41:46] <snover> you could just fix them now instead of saying it is worse.
[21:42:05] <_sev> didn't I just said that?
[21:42:27] <bonki> can you run latest clang that MacOS ships with on linux?
[21:42:31] <bonki> just curious
[21:42:53] <_sev> Apple LLVM version 9.0.0 (clang-900.0.38)
[21:43:57] <bonki> I'll have to look into that
[21:43:59] <bonki> thx
[21:44:50] <snover> there is a cross compiler so i don’t know what would be the benefit
[21:45:19] <snover> anyway, to answer your question bonki, i am always in favour of following current best practices, and, i wonder if that is a thing where the time would be better spent on some of the more critical problems
[21:46:11] <snover> _sev: not unless “those need to be fixed” should be read as “i am going to fix these warnings right now”
[21:50:15] <bonki> snover: you're probably right. but it's confusing when both are used in the very same file (or even the same method, I think I've seen that too), stuff like that gives me nervous twitches
[21:54:59] <Joefish> defining NULL as 0 gives me nervous twitches..
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[22:29:53] <rsn8887> How is the release number in nightlies computed? I understand the numbers after it are the latest git commit hash (VERY useful magic!)... but before?
[22:31:13] <snover> git describe
[22:33:16] <rsn8887> awesome thanks.
[22:47:26] <rsn8887> Ah so it is the number of commits since last tag. Very useful.
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