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[01:28] <GitHub77> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHiVY
[01:28] <GitHub77> scummvm/master 0331fab Paul Gilbert: TITANIC: Fix rotating starview when 2 markers are locked in
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[01:31] <dreammaster> Holy crap. After all this time.. all that bloody matrix logic.. the first full playthrough of Starship Titanic is finished. Starship Titanic is completeable \o/
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[01:50] <GitHub152> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHiwG
[01:50] <GitHub152> scummvm/master c105be9 Paul Gilbert: TITANIC: Renamings for automatic camera mover classes
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[02:00] <GitHub109> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHiwd
[02:00] <GitHub109> scummvm/master 46f4047 Paul Gilbert: TITANIC: Renamings for camera mover classes
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[02:06] <GitHub131> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHirn
[02:06] <GitHub131> scummvm/master 3fdfd47 Paul Gilbert: TITANIC: Rename CStarControlSub2 to CStarFieldBase
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[02:32] <GitHub69> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHio1
[02:32] <GitHub69> scummvm/master 7a0a0b5 Paul Gilbert: TITANIC: Fix color of starfield crosshairs
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[02:46] <snover> wjp: https://github.com/csnover/scummvm/commit/683cdd625f2b85b57e14ed60a6ba940983db2ca4 success?
[02:48] <snover> also, whats up, evening crew? :)
[02:49] <snover> omer_mor_: i always suspected there was some higher quality version of that intro somewhere, but i am pretty surprised that it managed to end up only on the rarest version of the game
[02:50] <snover> i figured it was just lost to some sierra devs computer
[02:55] <snover> the number of steps to get to this position is just strange. render the video to Robot, then decide to release the game only for Windows, but even though Windows can play Robot just fine, convert it badly to MS-CRAM. then, later, re-release the game using the original Robot files even though its still only for Windows. then, finally, re-release the game another time with support for DOS, using Robot videos, but slice out half the aud
[02:55] <snover> io
[02:55] <snover> even though you have another 120MB of free disc space on the CD
[03:01] <snover> all i can think is that they were bandwidth-constrained and the 1.65c version would only run on 4x CD-ROMs or something
[03:04] <snover> (since they did reduce the framerate of the robots by half too, which i forgot about until just now)
[03:07] <snover> &no, that doesnt make sense either. these 2.00b robots are only 104KiB/s.

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[05:18] <GitHub113> [scummvm] csnover pushed 1 new commit to master: https://git.io/vHiDa
[05:18] <GitHub113> scummvm/master 2482a78 Colin Snover: SCI32: Fix wave resource patch offset...
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[15:51] <GitHub17> [scummvm] csnover pushed 2 new commits to master: https://git.io/vHPSp
[15:51] <GitHub17> scummvm/master e29f608 Colin Snover: SCI32: Clarify code comment about Steam GK2 RESMAP.001
[15:51] <GitHub17> scummvm/master 58c83dc Colin Snover: COMMON: Make SpanOwner copy assignment make a copy of the owned Span...
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[16:01] <Deledrius> hmm, I have three RBT files in my 2.00b KQ7 in addition to the AVIs too.
[16:01] <Deledrius> congrats, dreammaster!!
[16:02] <Deledrius> Oh, I guess that's DOS vs Win?
[16:08] <snover> wow, i totally missed dreammasters big announcement yesterday.
[16:09] <snover> Deledrius: yes, the robots are used in DOS and AVIs in Windows
[16:15] <criezy|Work> What big announcement?
[16:15] criezy|Work takes a look at the logs
[16:15] <Deledrius> <dreammaster> Holy crap. After all this time.. all that bloody matrix logic.. the first full playthrough of Starship Titanic is finished. Starship Titanic is completeable \o/
[16:16] <criezy|Work> Wow! Congratulation dreammaster!
[16:16] <criezy|Work> Maybe I should buy it on GoG now :P
[16:17] <criezy|Work> Especially since it's on sale (-66%)...
[16:18] <logix> get it before it sinks
[16:18] <logix> "why are you still sinking about this, get it now!"
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[16:21] <criezy|Work> It looks like I already own it, but I have no recollection of buying it. I think it's my brain that might be sinking.
[16:25] <Deledrius> :o
[16:25] <Deledrius> I'm tempted to buy it, because my 6CD version is a hassle.
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[16:25] <Deledrius> Hard to beat 1.99$
[16:27] <WooShell> meow =^.^=
[16:28] <snover> Deledrius: 6CD?
[16:28] <Deledrius> Yeah, my copy is six CDs, IIRC
[16:29] <Deledrius> Wait, maybe I'm confusing it with GK2, since I recently copied them both.
[16:29] <Deledrius> They're both in the double-thick CD cases, at least.
[16:30] <Deledrius> Maybe it was only five. Either way... GoG is convenient.
[16:31] <Deledrius> Heh yeah I think I was remembering GK2. Titanic is three.
[16:31] Deledrius is tired.
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[16:36] <m_kiewitz> damn I haven't bought Starship Titanic yet
[16:36] <m_kiewitz> I only bought the guide :P
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[18:54] <Mataniko> how does everyone have a vhost on freenode?
[18:59] <Tea> They ask nicely
[18:59] <TMM> Mataniko, you can just get an 'unaffiliated' cloak if you want one
[19:06] <TMM> Mataniko, https://freenode.net/kb/answer/cloaks
[19:06] <Mataniko> thanks TMM & Tea
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[20:17] <m_kiewitz> oh wow
[20:17] <m_kiewitz> PSA: Payday 2 currently FREE on Steam
[20:18] <m_kiewitz> now that is actually a reason for me to install Steam... :P
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[20:38] <wjp> snover: huh, kUnlock was a nop in SSCI?
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[20:41] <AYarter> Hello. I've read the FAQ, but cannot find an answer as to aspect ratio correction. Is this the correct place to ask?
[20:42] <criezy> Hello AYarter
[20:42] <wjp> hi; sure
[20:42] <AYarter> I think I just have a misunderstanding of what that is. Do I need use it if I have full aspect ratio correction enabled in my drivers?
[20:43] <AYarter> ie, through xrandr --output VGA-0 --set "scaling mode" "None" --mode 1440x900. The monitor is widescreen.
[20:44] <AYarter> well, mine is set to "xrandr --output VGA-0 --set "scaling mode" "Full aspect" --mode 1440x900". apologies. I copied the wrong line from my terminal.
[20:44] <criezy> For what aspect ratio correction is in ScummVM, see http://wiki.scummvm.org/index.php/User_Manual/Configuring_ScummVM
[20:45] <wjp> aspect ratio correction is to adjust for the fact that most 320x200 games had pixels with a different aspect ratio than modern monitors
[20:45] <wjp> it means we scale up the 320x200 to 320x240 (or 640x480 if you also use x2 scaling) to correct for this
[20:46] <AYarter> I read that. I guess what I'm asking is that when I set my scaling mode to "Full Aspect", I should still use this.
[20:47] <wjp> "Full Aspect" means your drivers/monitor won't change the aspect ratio themselves; that's independent
[20:48] <AYarter> I see. I apologize, I've used a 4:3 monitor on this box forever -- and just went widescreen. Now everything looks all weird.
[20:49] <AYarter> So, even with "Full Aspect" enabloed, I'll want to use correction in scummvm on 320x200 games, correct?
[20:50] <wjp> yes, if you want the correct aspect ratio. (It does come at a cost of some blurring due to the extra scaling)
[20:50] <AYarter> Awesome. Thank you so much.
[20:51] <wjp> no problem
[20:54] <AYarter> i think my confusion is that with widescreen and aspect ratio correction on, everything looks funky.
[20:55] <AYarter> but if I switch to a 4:3 resolution with aspect ratio correction on, everything seems right.
[21:03] <AYarter> Thank you for being so nice here. I love what you all do.
[21:06] <m_kiewitz> wjp: I can't find a kUnlock in kq6
[21:06] <m_kiewitz> was it named differently?
[21:08] <m_kiewitz> or maybe it was one of those kDummys
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[21:10] <m_kiewitz> wjp: ah wait, there is only a kLock call
[21:12] <m_kiewitz> greg didn't implement that one, but there is code for it inside ssci
[21:20] <snover> wjp: no, it sounds like i wrote that note in a confusing manner. kUnLoad in SSCI will destroy the resource regardless of its lock state. So in SSCI, a game could call kLock(123, 456, true) and then call kUnLoad(123, 456) and that would be OK, that resources memory would be freed. in ScummVM calling kUnLoad(123, 456) will do nothing at all
[21:21] <snover> the good news is that these sorts of resource memory leaks are transient because neither ScummVM nor SSCI persist locks into save games (modulo GK2/SCI3), so any time the engine is restarted all the resources are gone and the resource manager starts from scratch
[21:27] <snover> on a philosophical/perfectionist level, i would prefer all resource locks to be persisted so there arent weird situations where locks that a game set disappear just because youve loaded a save game, but on a practical level the current design causes surprisingly few problems
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[21:46] <logix> snover: mildly related, http://sciprogramming.com/community/index.php?topic=1515.0
[21:46] <logix> snover: "Topic: Interpreter Detection: SSCI or ScummVM?"
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[23:08] <snover> logix: There's a new guy on the ScummVM team who was working on some palette code a while ago. heh.
[23:08] <snover> (that was me)
[23:13] <m_kiewitz> palette code?
[23:13] <m_kiewitz> i thought you started directly on sci32?!
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[23:42] <snover> i did start on sci32. sci32 palette code was the first code i wrote. :)
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[00:00] --- Fri Jun 9 2017