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[03:01] <GitHub75> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/2NjILw
[03:01] <GitHub75> scummvm/master b4ddd5c Paul Gilbert: TSAGE: Fix bug with scene objects briefly flashing when changing scene
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[06:03] <fugazi> how come
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[09:11] <Strangerke> Ha, ohloh forced an update for us, the last location is in queue and the others have been refreshed
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[09:15] <wjp> we still confuse it regularly?
[09:17] <Strangerke> I poke them when it's not updated for 6 or 7 days
[09:17] <Strangerke> The have a scheduler supposed to force update after 5 days ;)
[09:17] <Strangerke> and it happens every 6-8 weeks
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[09:34] <Strangerke> Hum, interesting comment in R2R :)
[09:34] <Strangerke> // TODO
[09:34] <Strangerke> warning("TODO: another immense pile of floating operations");
[09:34] <Strangerke> :D
[09:35] <Strangerke> Good thing it's in an unused scene :P
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[09:37] <Strangerke> hi uruk :)
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[10:10] <GitHub190> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/Qkz4XQ
[10:10] <GitHub190> scummvm/master 37cd3e4 Strangerke: TSAGE: R2R - Minor cleanup: update some todos, use american instead of british english, ...
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[10:29] <madmoose> hi
[10:30] <madmoose> mmm, floating point operations...
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[11:22] <Strangerke> madmoose: if you want to give a hand, don't hesitate
[11:23] <Strangerke> madmoose: when an unused scene is fixed, we look and see if we can add it back in the game
[11:23] <Strangerke> sometimes, it's unfixable, sometimes it's out of context
[11:23] <Strangerke> and sometimes it's nice and fits well :)
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[11:29] <GitHub160> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/oTcVUw
[11:29] <GitHub160> scummvm/master a45cc2f Strangerke: TSAGE: R2R - Remove obsolete comment
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[12:46] <GitHub149> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/ODDLNA
[12:46] <GitHub149> scummvm/master a99f3ca Strangerke: TSAGE: Ringworld - Renaming in scene 10
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[12:54] <GitHub182> [scummvm] Kirben pushed 1 new commit to master: http://git.io/LyGp3w
[12:54] <GitHub182> scummvm/master 3950dad Kirben: SDL: Remove misleading comments, based on incomplete information at MSDN. GetLocalInfo is supported on Windows 95 onwards, but MSDN fails to mention older Windows versions.
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[12:55] <Trixar_za> Big surprise there
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[13:58] <Strangerke> ohloh still failing to update our doxygen repo, our update priority has been raised...
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[14:14] <GitHub0> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/6tvNFQ
[14:14] <GitHub0> scummvm/master 3f8027a Strangerke: TSAGE: Ringworld - Renaming in scene 15
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[14:41] <GitHub154> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/esx-Dw
[14:41] <GitHub154> scummvm/master 55b5bf5 Strangerke: TSAGE: Ringworld - Renaming in scene 20, small refactoring, remove a useless variable
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[15:21] <Strangerke> Ohloh is up-to-date! :)
[15:37] <wjp> could anyone test if they can currently edit ticket comments in the tracker?
[15:38] <fuzzie> our own, or random ones?
[15:38] <wjp> random ones
[15:39] <fuzzie> well, I can *click* edit, and it gives me an edit form
[15:40] <wjp> just to be sure, that's on a comment and not the main description, right?
[15:40] <fuzzie> yes
[15:40] <wjp> and now?
[15:40] <fuzzie> now not
[15:40] <fuzzie> but I can still edit the main description
[15:41] <fuzzie> so that seems good?
[15:45] <wjp> yes
[15:45] <fuzzie> (and I can still edit my own comments)
[15:45] <wjp> less good, but I think the conclusion last time was that can't be avoided yet
[15:46] <fuzzie> including metadata change ones
[15:46] <fuzzie> but it's better anyway :)
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[16:54] <GitHub174> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/ahl9ag
[16:54] <GitHub174> scummvm/master e14e727 Strangerke: TSAGE: Ringworld - Renaming in scene 40, remove a useless variable
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[16:54] <WooShell> meow =^.^=
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[17:00] <DrMcCoy> What the hell?
[17:00] <DrMcCoy> Did github just change the priorities of README vs. README.md?
[17:00] <DrMcCoy> Yesterday, this: https://github.com/DrMcCoy/FX2LPTool showed the README.md. Today, ist shows the README
[17:09] <fuzzie> how odd
[17:14] <fuzzie> a bug, I guess
[17:14] <fuzzie> fuzzie@lente:~$ curl -i https://api.github.com/repos/xoreos/xoreos/readme
[17:14] <fuzzie> [...]
[17:14] <fuzzie> "name": "README.md",
[17:14] <fuzzie> but the web UI gives me the README there too
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[17:17] <Strangerke> Hum :) An unnoticed bug in Ringworld :)
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[18:20] <GitHub84> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/CqfPbA
[18:20] <GitHub84> scummvm/master 0939d6c Strangerke: TSAGE: Ringworld: renaming in scene 50, ......
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[19:16] <m_kiewitz> md55555
[19:16] <[md5]> m_kiewitzzzzz! :)
[19:16] <m_kiewitz> heh
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[19:32] <GitHub149> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/Pmkcrw
[19:32] <GitHub149> scummvm/master 917bf58 Strangerke: TSAGE: R2R - Reduce the scope of scene variables in logic group 0
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[19:42] <eriktorbjorn> Wow. I had written off The Software Farm (the people who sell "Gold Rush!") as a dead company, but the other week I received a reply to the email I sent them three years ago. And today I got the game. I have a feeling it won't really be worth the wait, but still.
[19:43] <eriktorbjorn> (To clarify, I didn't place the order until a few weeks ago. I mailed them to ask if it was available on CD, or if it was floppy only.)
[19:43] <LordHoto> :-)
[19:56] <Strangerke> nice
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[19:57] <GitHub97> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/cP0bpw
[19:57] <GitHub97> scummvm/master 1abab59 Strangerke: TSAGE: R2R - Reduce the scope of scene variables in logic group 1
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[19:58] <Strangerke> and is it on CD or floppy? I guess they don't ship floppies anymore, bu who knows :)
[19:59] <wjp> 3 _years_? wow :-)
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[20:01] <Strangerke> was it provided with the goodies you got in the original packaging (iirc)
[20:01] <Strangerke> I think there was a map
[20:02] <eriktorbjorn> Strangerke: I don't know what was in the original, but there was a map and a user's guide.
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[20:08] <eriktorbjorn> Strangerke: One difference from the original (I assume) is that the opening screen says "the Software Farm" instead of "the MacNeill bros." and "SIERRA".
[20:11] <Strangerke> I remember vaguely a funky protection in the original, is it still here?
[20:11] <eriktorbjorn> Strangerke: I don't know. I didn't see anything on startup.
[20:13] <Strangerke> or my memory is corrupted ;)
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[20:14] <GitHub167> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/6Q1iSA
[20:14] <GitHub167> scummvm/master 3e3df02 Strangerke: TSAGE: R2R - Reduce the scope of scene variables in logic group 2
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[20:20] <eriktorbjorn> Strangerke: In DOSBox, the game identifies itself as Version 3.0, with a Dec. 22, 1998 date.
[20:22] <wjp> that new?
[20:22] <wjp> ah, we have one on our wiki with Dec 22 1988
[20:22] <wjp> (so typo?)
[20:23] <eriktorbjorn> I assume they changed the date when they changed the opening screen.
[20:29] <Strangerke> yep, that could be a good reason
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[20:31] <GitHub114> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/oDRahg
[20:31] <GitHub114> scummvm/master cbd8cf3 Strangerke: TSAGE: R2R - Reduce the scope of scene variables in logic group 3
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[20:49] <GitHub155> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/wPmonw
[20:49] <GitHub155> scummvm/master f5cad57 Strangerke: TSAGE: Ringworld: Renaming in scene 60
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[21:10] <eriktorbjorn> I see the missing music in the Ringworld 2 intro has been fixed.
[21:12] <Strangerke> I don't even know who fixed it :)
[21:13] <Strangerke> I fixed things pointed by Coverity, and dreammaster fixed things too
[21:13] <Strangerke> Good to hear it works fine :P
[21:13] <eriktorbjorn> Though now there's a slight regression near the end instead. Perhaps best visible on the "Meanwhile, near the Puppeteer Fleet of Worlds..." screen.
[21:13] <Strangerke> what kind? Palette?
[21:14] <Strangerke> or sound?
[21:14] <eriktorbjorn> Strangerke: I see the heads of that two-headed creature (puppeteer?) earlier in the intro.
[21:14] <Strangerke> hum, ok, I'll replay the intro
[21:15] <Strangerke> I finish Ringworld scene 90 and I'm on it
[21:15] <eriktorbjorn> Strangerke: By the way, the reason I checked if the music was playing now was the "Fix for sound end actions not firing, and cleanup of related fields" commit. But of course, that doesn't mean that's what fixed it.
[21:17] <Strangerke> Hum, considering the description of your issue, it must be that. So yeah, dreammaster fixed it :)
[21:21] <Strangerke> I still wonder what I fixed then... :D
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[21:38] <Strangerke> So, R2R now
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[21:38] <GitHub21> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/H7zu8g
[21:38] <GitHub21> scummvm/master 303de2d Strangerke: TSAGE: Ringworld - Renaming in scene 90
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[21:43] <Strangerke> ok, palette failure it seems
[21:44] <Strangerke> Are you sure it wasn't there before? There was a lot of palette glitches not so long ago... I think dreammaster fixed that yesterday
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[21:57] <eriktorbjorn> Strangerke: It's been days since last time I tried it, but I didn't see any glitch like that then.
[21:59] <eriktorbjorn> I guess I should try and see if I can figure out when it went bad...
[21:59] <Strangerke> There has been a lot of activities those last 2 months, I'll bissect if I don't understand
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[22:18] Action: Strangerke grabs a peres voodoo doll in one hand and needles in the other
[22:18] <Strangerke> fuzzie: Now we'll see if you were right, or if I was right!
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[22:31] <MrNutz> Hi there
[22:31] <Strangerke> hi MrNutz
[22:32] <MrNutz> I've just bought GOG's version of Inherit The Earth (beautiful game, btw)
[22:32] <MrNutz> and I'm running it using scummvm on Linux
[22:32] <MrNutz> However, intro voices are too fast: there's no pause between the phrases
[22:32] <MrNutz> is this problem known?
[22:33] <[md5]> no pause?
[22:33] <[md5]> O_o
[22:33] <[md5]> what OS are you using?
[22:34] <droid2727> /quit brb
[22:34] <MrNutz> Yes, well, hard to explain, but in the original DOS CDROM version, there was a brief pause between phrases
[22:34] <droid2727> bah
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[22:34] <MrNutz> I'm using GNU/Linux
[22:34] <somaen> MrNutz: Have you compared to DosBox?
[22:34] <MrNutz> both Lubuntu and Raspbian (Debian)
[22:35] <Strangerke> [md5]: Maybe it's just the speed of the dialogs that could be reduced in the launcher?
[22:35] <[md5]> only the floppy version has dialog speed
[22:35] Action: Strangerke pokes _sev and eriktorbjorn : Advice needed guys
[22:35] <[md5]> the CD doesn't
[22:35] <[md5]> hrm
[22:36] <MrNutz> somaen: I will try DosBox but I know it's wrong. For example, look here: http://www.youtube.com/watch?v=i6eVZJdxCOM
[22:36] <_sev> probably the changed the file format once again
[22:36] <MrNutz> That's how I remember the game, and that's how it's supposed to be heard
[22:37] <[md5]> which part of the video are you referring to?
[22:37] <[md5]> the intro, or in-game?
[22:37] <MrNutz> The intro
[22:37] <_sev> MrNutz: could you please send me the directory list with file sizes? Or rather post it to http://paste.lisp.org/
[22:37] <[md5]> ok
[22:37] <MrNutz> _sev: ok
[22:39] <MrNutz> _sev: http://pastebin.com/nVYesFxP
[22:39] <MrNutz> ahh! You gave me a plce to paste
[22:39] <MrNutz> sorry
[22:39] <_sev> err
[22:39] <_sev> I need its directory contents
[22:39] <_sev> ite
[22:41] <[md5]> I see. There's a 2 second pause between each phrase
[22:41] <[md5]> that isn't there in ScummVM
[22:42] <MrNutz> http://paste.lisp.org/display/139878
[22:42] <MrNutz> [md5]: That's it! :D
[22:42] <MrNutz> It makes that VERY emotional intro more interesting
[22:43] <MrNutz> Without the pauses, it's just too fast to get hold of it in a dramatic way :)
[22:44] <MrNutz> (I love that intro for some reason, so I watched it countless times)
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[22:49] <[md5]> hrm, it's the VOICE_PAD define
[22:49] <[md5]> which has been the same since the engine got merged
[22:49] <[md5]> odd
[22:50] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services.
[22:50] <[md5]> just tried ScummVM 0.10.0. Same behavior
[22:51] <[md5]> (that's 6 years ago)
[22:51] <_sev> weird, same version here, works well
[22:52] <_sev> ah, right
[22:52] <[md5]> ?
[22:52] <_sev> no pause
[22:52] <[md5]> yep
[22:53] <[md5]> quite subtle
[22:53] <Strangerke> ... So it's a bug that was lying around for years? :o
[22:54] <_sev> will you look into it?
[22:55] <[md5]> aye, it's a bug that was lying around for years
[22:55] <[md5]> basically, it seems like VOICE_PAD has a wrong value
[22:55] <[md5]> ...but I'm not sure what the correct one is
[22:55] <[md5]> other than guessing
[22:57] <Strangerke> Well, you would chronometer the version on youtube (dosbox?) and try to get the same timing
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[23:11] <MrNutz> So, should I clone the latest git for testing once it's shorted out?
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[23:11] <Strangerke> or just download the latest nightly build
[23:11] <Strangerke> once it's done, I mean.
[23:13] <MrNutz> Strangerke: Well, I'm not on X86 and I guess there are no nightly ARM builds :P
[23:15] <Strangerke> yep, right
[23:15] <LordHoto> [md5]: It doesn't by chance specify the timing in ticks and thus needs a ticksToMSec call with VOICE_PAD?
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[23:20] <LordHoto> [md5]: It seems to help the timing, i.e. it's closer to the video (maybe even the same? I can't really tell...)
[23:21] <LordHoto> MrNutz: In case you already compile ScummVM on your own, you could try this patch: http://pastebin.com/raw.php?i=CBqLRp5H and see whether it works fine for you
[23:23] <MrNutz> LordHoto: Is that patch supposed to work agains stable 1.6.0 sources?
[23:23] <LordHoto> MrNutz: It's against current master, but it might apply to 1.6.0 too.
[23:23] <MrNutz> Automatically I mean..
[23:23] <MrNutz> I know I could manually change the lines, etc
[23:24] <MrNutz> but am I supposed to use the patch command?
[23:25] <LordHoto> Well, you can simply try whether it applies automatically, right? :-)
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[23:25] <GitHub6> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/ALDcLQ
[23:25] <GitHub6> scummvm/master 8526199 Strangerke: TSAGE: R2R - Fix puppeter heads reappearing in intro
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[23:26] <MrNutz> yep, well, I hope I don't break anything. That utility gives me the creeps for some reason :P
[23:26] <Strangerke> eriktorbjorn: intro is fixed :) Thanks for reporting the issue
[23:26] <LordHoto> [md5]: That said, there's other time constants not using ticksToMSec. However, it seems the event code in events.cpp seems to update the time field based on msecs and not on ticks. So the question here might be: Is anything else affected too?
[23:28] <LordHoto> MrNutz: Well, it will simply not apply the bits it can't.
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[23:31] <MrNutz> LordHoto: It patched fine! :)
[23:34] <MrNutz> I have another question: what's supposed to take less CPU usage for low-end ARM systems, ogg or FLAC audio?
[23:34] <LordHoto> I think libtremor is optimized for fixed point math and thus might be a good candiadate for OGG playback on low-end ARM systems.
[23:34] <[md5]> LordHoto: ah, yes
[23:34] <[md5]> that might be it
[23:35] <LordHoto> [md5]: I don't know whether the animation.cpp code has the same issue though.
[23:35] <LordHoto> (or palanim.cpp)
[23:37] <[md5]> LordHoto: the code in animation.cpp seems to be using frame times, not ticks
[23:37] <fuzzie> LordHoto: (also, high-end ARM systems)
[23:38] <MrNutz> So, the way to go for ARM in general is libtremor?
[23:38] <LordHoto> [md5]: I'm not sure what that is, but there's some potentional propagation of DEFAULT_FRAME_TIME to Event::time by AnimationData::frameTime.
[23:39] <LordHoto> [md5]: So in case the constant DEFAULT_FRAME_TIME is ticks that's probably wrong, but of course it might be msecs already.
[23:39] <[md5]> LordHoto: PALANIM_CYCLETIME is probably correct (regarding palanim.cpp)
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[23:41] <[md5]> LordHoto: DEFAULT_FRAME_TIME looks OK as well... at least that would be too obvious :P (the games would run on turbo mode)
[23:42] <[md5]> actually, sluggish mode
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[23:43] <GitHub147> [scummvm] sev- pushed 1 new commit to master: http://git.io/VTlAsQ
[23:43] <GitHub147> scummvm/master 5f48f45 Eugene Sandulenko: FULLPIPE: More work on MovGraph2::buildMovInfo1MessageQueue()
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[23:44] <[md5]> LordHoto: good catch with the intro credits, the timing there seems to be in ticks, and it's somewhat better with these changes. But still not 100% correct
[23:44] <LordHoto> [md5]: Maybe. It just seems odd that just this one constant wasn't in the proper time unit then.
[23:44] <[md5]> the ITE intro is hardcoded, and AFAIK it was implemented at a different time than the actual game
[23:44] <[md5]> _sev would know more
[23:45] <MrNutz> It's still a bit too fast, but definitively it's a big improvement
[23:45] Action: [md5] pokes _sev
[23:45] <_sev> yes
[23:45] <_sev> I'll take a look but not earlier than tomorrow
[23:46] <RUBICN64> hey fuzzie any news on the Android port of 1.6.0?
[23:47] <droid2727> It's still right there on Google Play ;)
[23:47] <droid2727> but, I'm sure that's not what you're asking
[23:48] <RUBICN64> droid2727 I can't use Google Play
[23:48] <LordHoto> That said, there's this VOICE_LETTERLEN constant too.
[23:48] <RUBICN64> and last I checked it was still 1.5.0
[23:49] <droid2727> RUBICN64: Yes, I was being facetious :p
[23:49] <RUBICN64> oh
[23:49] <LordHoto> but that code path doesn't seem used, probably it's for something else?
[23:52] <LordHoto> anyway, I somehow doubt VOICE_PAD is in ticks, there's a lot of other constants used (i.e. ITE_INTRO_FRAMETIME) which seems to be in ms (otherwise that would be wrong too?)
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[00:00] --- Tue Nov 12 2013