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[01:15] <GitHub136> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNbrO
[01:15] <GitHub136> scummvm/master 39b2a2f Paul Gilbert: XEEN: Implemented remainder of World of Xeen ending
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[02:30] <uzumaki> After looking at the code base i cant seem to figure out where or how to start. its the first time looking at such code i cant even figure out the flow of data. i have always worked on projects from scratch. Can anyone just tell me a point where i should start off with
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[02:47] <dreammaster> Well, we have several free games available for download, such as Flight of the Amazon Queen, which is supported by the queen/ folder. You could try installing that game, and see some of the calls the engine makes.
[02:48] <dreammaster> Maybe start with particularly looking at it's use of the classes in the common/ folder. Things like Common::File, Common::Array, and so on.. start getting a feel for what classes are available before you move onto the graphic and event handling stuff
[02:49] <dreammaster> Pretty much all of the methods and classes in the core have extensive comments describing their usage. So once you see something being called by the queen engine, you can check the method declarations to see what each call does
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[02:54] <snover> uzumaki: trying to look at the code is not likely to find you a place to start. instead, find a task to work on. the bug tracker and the GSoC ideas page are usually good places to go to find one.
[02:56] <snover> only you can tell you what you are capable of doing and what you are interested in doing.
[02:57] <snover> since you have said that you are new to open source you might also try reading this: https://opensource.guide/how-to-contribute/
[02:59] <snover> once you have a sense of something concrete you want to work on, then we can help guide you about how to do that thing.
[03:01] <snover> once you can say i want to fix <link to bug in the bug tracker> or i want to try to implement <feature> then we can be more helpful.

[03:16] <uzumaki> sure, and thanks for the help
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[03:20] <GitHub116> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNbMW
[03:20] <GitHub116> scummvm/master 53f922b Paul Gilbert: XEEN: Fix display of dragon text at start of World ending
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[06:21] <Joefish> morning
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[10:29] <Strangerke|work> hi guys
[10:30] <bonki> Hi Strangerke|work
[10:30] <Strangerke|work> Rah, I'm happy, I got the stickers just on time for the Fosdem :)
[10:30] <Strangerke|work> hi bonki :)
[10:43] <bonki> :)
[10:43] <bonki> What stickers?
[10:45] <Strangerke|work> I "regularly" print stickers for ScummVM (and sometimes for ResidualVM) to advertise
[10:45] <Strangerke|work> "regularly" means every 2 years, because it takes time to distribute them all :)
[10:46] <bonki> Oh, mewant!
[10:46] <bonki> Wish I could attend FOSDEM
[10:53] <Strangerke|work> https://drive.google.com/open?id=1A5nRVG4q2cVdsQ_qBK3bWboYJpC81MZF
[10:53] <Harekiet> Am I bored enough this weekend to drive to brussels to get a scummvm sticker
[10:53] <Strangerke|work> lol :)
[10:54] <Strangerke|work> I still have to cut them, that's the boring part :)
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[10:56] <bonki> That would be around 5000km for me round-trip.
[10:56] <Harekiet> Hehe all for a good cause
[10:56] <bonki> I didn't say it wouldn't be worth it, heh.
[10:59] <Strangerke|work> yeah that's a bit far away
[10:59] <Strangerke|work> :/
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[11:03] <criezy|Work> Good morning
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[11:06] <Strangerke|work> hi criezy
[11:12] <bonki> G'morning!
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[11:46] <bonki> The combobreaker affiliation button ("ScummVM T-Shirts from Combobreaker") on our website seems broken. Do they not exist anymore?
[11:51] <bonki> Also, there's a "typo" on our downloads page. The Android downloads for x86 are both only called "x86" instead of "x86 32 bits" and "x86 64 bits", respectively. Unless this is on purpose and I'm missing something.
[11:55] <criezy|Work> Indeed, it looks like those two android packages are misslabeled.
[11:56] <criezy|Work> And yes, the combobreaker website has been down for a while, but we never came around removing the button from our web site. We should probably do it.
[11:56] <bonki> Is this list autogenerated when we release new binaries?
[11:57] <bonki> Who can do that (as in, who has access)?
[11:57] <criezy|Work> No. The list is updated manually in data/downloads.xml (in the scummvm-web repo on GitHub).
[11:57] <criezy|Work> I think any team member has access to this repo.
[11:58] <bonki> Indeed. Is this push-to-deploy?
[11:58] <criezy|Work> Once the change has been committed a few of us have access to update the web site itself.
[11:58] <bonki> Ah ok.
[12:00] <criezy|Work> I will be away for the next two hours, but if you push the change in the meantime I can update the web site when I come back.
[12:01] <criezy|Work> Or you can ask in here if somebody else is available to do it (Strangerke|work and _sev can do it, and probably also wjp).
[12:01] <bonki> I'm also off to a meeting soon but maybe I can cram it in.
[12:01] <bonki> ACK :)
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[12:07] <_sev> bonki: please commit, and then I will update the website once I see the commit
[12:07] <_sev> bonki: you have access already
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[12:08] <bonki> _sev: Will do. Am I free to commit both changes, that is, may I remove (/comment) the button as well?
[12:08] <bonki> \o/
[12:08] <_sev> bonki: sure
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[12:20] <GitHub41> [scummvm-web] bonki pushed 2 new commits to master: https://git.io/vNNm1


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[12:41] <uzumaki> As suggested by snover and dream star i spent some time browsing as well as looking through code. and ran the game flight of the amazon queen.
[12:41] <uzumaki> the first thing i would like to work upon is implementing a feature
[12:42] <somaen> What feature are you thinking of?
[12:43] <uzumaki> when we tab out to any other window the game sound still runs in the the background as sometimes it can be frustrating so i was thinking of changing it so that the sound stops when i tab out and resume when i return to the game
[12:43] <somaen> what platform?
[12:43] <uzumaki> linux
[12:44] <somaen> Makes sense (as an option) on most desktop platforms I guess
[12:46] <somaen> Can SDL detect backgrounding?
[12:46] <uzumaki> yes as an option it would be good. so now that i know what to do, where do i start from ?
[12:47] <uzumaki> let me browse i'll find it wait
[12:48] <logix> perhaps instead of stopping sound even pausing the whole game? if that's possible in a way that affects all platforms at once of course...
[12:48] <somaen> As a start, you can look in the SDL backend and see if there's somewhere in the loop there that you can check for the event (Im working from memory and dont have the code in front of me)
[12:49] <somaen> Before we would accept such a patch, you'd have to do something more general than that, but its a place to start
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[12:50] <somaen> Generally step 0 would be to ask _sev or wjp what they think, as this is core-stuff. But hacking around to figure out what the challenges are doesnt hurt
[12:51] <somaen> Pausing the game in the background might not always be what people want
[12:51] <somaen> But it might sometimes be.
[12:51] <uzumaki> yes sure i am new to open source so dont know how thing works, but i'll try to find something more general
[12:51] <bonki> FWIW, I think DOSBox does that and it's highly irritating.
[12:51] <somaen> Thats why im talking about options
[12:52] <_sev> that would be pretty easy to implement, and should be part of the backend. Though I would made that feature fully optional
[12:52] <somaen> Yeah, easy to inplement is good for first task
[12:52] <_sev> because, for instance, during development, my focus window could be the terminal with log, and I would still want the sound to be heard
[12:53] <_sev> so, the whole feature should include (a) this functionality (b) modifications to GUI with disabling it. And make the default behaviour to "off", e.g. the current one
[12:53] <logix> somaen: yeah, only as an option of course - player A might want to see guybrush suffocate after 10 minutes but wants to work on some stuff in another window in the meanwhile - and player B might want guybrush *not* to suffocate while his boss interrupted his game with something he deemed more important
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[13:06] <uzumaki> it might sound silly, but i am not able to figure out the flow of data. which one is the initial code and where is it leaping to from there, any suggestions on how to figure that out?
[13:18] <bgK> uzumaki: The entry point varies according to the platform. For my platform it's there: https://github.com/scummvm/scummvm/blob/8f8eb81b1b5a558708cb2ff91410114579deefb6/backends/platform/sdl/posix/posix-main.cpp#L31
[13:18] <bgK> This is where backend initialization happens
[13:19] <bgK> The global ScummVM entry point is there: https://github.com/scummvm/scummvm/blob/53f922b1d7b06979f23921af107d2a444848465f/base/main.cpp#L365
[13:19] <bgK> this is where the launcher is initialized, and the selected game started
[13:20] <bgK> while the GUI is running the main loop is there: https://github.com/scummvm/scummvm/blob/53f922b1d7b06979f23921af107d2a444848465f/gui/gui-manager.cpp#L277
[13:20] <bgK> This is where the dialogs are drawn
[13:21] <bgK> Each game has its own entry point the runs its own main loop
[13:22] <madmoose> FWIW the original engine for Blade Runner explicitly pauses the game when the window loses focus but we've not implemented anything related to that yet.
[13:23] <bgK> For getting around the code I suggest you set up ScummVM in an IDE such as Visual Studio, XCode, QTCreator or CLion. Those allow to easily see from where the functions are called using the call hierarchy feature
[13:25] <bgK> pausing the engines while the window is in the background may reveal bugs that were not previously visible. Some engines (most actually, I guess) don't account for the pause time when waiting for a particular duration to have elapsed.
[13:26] <bgK> (ie they call OSystem::getMillis instead of Engine::getTotalPlayTime)
[13:32] <uzumaki> thanks, i would setup visual studio on my machine and set ScummVM in it right away
[13:39] <wjp> Is auto-pausing a thing people actually like?
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[13:43] <somaen> wjp: I like auto mute in background at least
[13:48] <logix> wjp: I don't have a very strong opinion in scummvm because that's mostly about adventures, but for other games I do like to switch to a browser or a terminal or whatever and return back to the game a few minutes later without having to worry about how many times I've lost a life in the manwhile
[13:49] <logix> meanwhile
[13:49] <logix> still, I think it could be useful to some players as an option
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[17:28] <bonki> I can see how it can be useful as long as it's optional and it's probably a very good exercise as well.
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[18:02] <joostp> PSA: The new freeware version of IDA is based on 7.0
[18:03] <wjp> huh, wow
[18:03] <waltervn> nice
[18:03] <waltervn> meanwhile I'm trying to figure out how I can upgrade Ubuntu from 17.04 to 17.10... how hard can this be
[18:04] <Zorix> joostp, what processors are lacking? do you know?
[18:05] <waltervn> free IDA has always been x86-only AFAIK, I doubt that has changed
[18:05] <joostp> Zorix: I haven't tried it myself yet, but I would assume similar to the previous version (i.e. most)
[18:06] <Zorix> i havent used a previous version.. i would like to get it but i cant afford it.. heh
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[18:08] <bonki> waltervn: Whenever I hear "how hard can this be?" at work (which is probably every other day) I grab my coffee and run/hide.
[18:08] <waltervn> it appears that I missed my window and now 17.04 is EOL and all the upgrade servers are handing out 404 errors
[18:09] <Zorix> stick to lts releases
[18:10] <logix> waltervn: https://wiki.ubuntu.com/ArtfulAardvark/ReleaseNotes#Upgrading_from_Ubuntu_17.04
[18:10] <bonki> Debian and CentOS move their EOL'd repos to the archive, doesn't Canonical do the same?
[18:10] <bonki> As in, you just update some URLs.
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[18:12] <waltervn> logix: unfortunately that does not work
[18:13] <logix> waltervn: oh, sorry then :(
[18:13] <waltervn> it probably did a month ago, but not now
[18:16] <logix> hm, I don't use ubuntu myself, but "Notify me of updates for any new version" sounds like it should even update a 10 year old install or whatever
[18:17] <logix> assuming the serverside directory structure hasn't changed too much or whatever it does to find the list of updates
[18:25] <waltervn> I changed from USA to Main server and that seems to have done something. It appears to be upgrading now
[18:25] <logix> \o/
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[19:46] <uzumaki> i have not worked on SDL too much so should i start working on learning it if i want to apply proposal for GSoC?
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[21:39] <GitHub170> [scummvm] waltervn pushed 9 new commits to master: https://git.io/vNAZP
[21:39] <GitHub170> scummvm/master f0be784 Walter van Niftrik: ADL: Add convert_disk debug command
[21:39] <GitHub170> scummvm/master 1600c4d Walter van Niftrik: ADL: Do not pad out 13-sector .NIB disks to 16-sector format
[21:39] <GitHub170> scummvm/master b64d8db Walter van Niftrik: ADL: Ignore broken sectors
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[21:40] <GitHub87> [scummvm] criezy pushed 1 new commit to master: https://git.io/vNAZD
[21:40] <GitHub87> scummvm/master f4775a1 Thierry Crozat: I18N: Update translations templates
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[21:40] <waltervn> whoops, I made a mistake...
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[21:52] <travis-ci> scummvm/scummvm#5376 (master - 44d9f58 : Walter van Niftrik): The build was broken.
[21:52] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/53f922b1d7b0...44d9f583e066
[21:52] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/336741472
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[21:54] <GitHub154> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vNAcI
[21:54] <GitHub154> scummvm/master 236e5da Walter van Niftrik: ADL: Fix build error
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[22:06] <travis-ci> scummvm/scummvm#5377 (master - 236e5da : Walter van Niftrik): The build was fixed.
[22:06] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/f4775a11dc8c...236e5da6cc44
[22:06] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/336746214
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[22:18] <ScummBot> Port build status changed with 44d9f583: Failure: master-psp, master-ios7, master-openpandora, master-amigaos4, master-ios, master-webos, master-osx_intel, master-caanoo, master-gp2x, master-debian-x86-clang, master-ps2, master-gp2xwiz
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[22:43] <ScummBot> Port build status changed with 236e5da6: Success: master-psp, master-ios7, master-openpandora, master-amigaos4, master-ios, master-webos, master-osx_intel, master-caanoo, master-gp2x, master-debian-x86-clang, master-ps2, master-gp2xwiz. Nice work, all ports built fine now
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[22:46] <GitHub79> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vNA8N
[22:46] <GitHub79> scummvm/master 9e5b54d Walter van Niftrik: ADL: Remove unused array terminator
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[23:17] <GitHub191> [scummvm] criezy opened pull request #1132: Allow games to specify their pixel aspect ratio - DO NOT MERGE (master...ar2) https://git.io/vNARj
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[00:00] --- Sat Feb 3 2018