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[00:25] <GitHub76> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vP4L3
[00:25] <GitHub76> scummvm/master d09c49f Paul Gilbert: TITANIC: Fix transparency handling of Doorbot and Photograph
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[08:58] <WooShell> good meowning =^.^=
[09:01] <m_kiewitz> woo!
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[09:29] <m_kiewitz> im starting to get nervous...
[09:38] <Harekiet> DJWillis MIA!
[09:39] <wanwan> clubbed to death
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[09:50] <GitHub101> [scummvm] sev- closed pull request #842: I18N: Update Belarusian and Russian translations (master...master) https://git.io/vP83D
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[09:50] <GitHub95> [scummvm] sev- pushed 2 new commits to master: https://git.io/vP4RK
[09:50] <GitHub95> scummvm/master 7e9682b greencis: I18N: Update Belarusian and Russian translations
[09:50] <GitHub95> scummvm/master 2517866 Eugene Sandulenko: Merge pull request #842 from greencis/master...
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[09:52] <GitHub171> [scummvm] sev- pushed 1 new commit to master: https://git.io/vP4R1
[09:52] <GitHub171> scummvm/master c04e5a8 Eugene Sandulenko: I18N: Regenerate translations.dat
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[09:52] <GitHub15> [scummvm] sev- pushed 2 new commits to branch-1-9: https://git.io/vP4RM
[09:52] <GitHub15> scummvm/branch-1-9 b0a79c0 greencis: I18N: Update Belarusian and Russian translations
[09:52] <GitHub15> scummvm/branch-1-9 233fe94 Eugene Sandulenko: I18N: Regenerate translations.dat
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[10:05] <GitHub82> [scummvm] rootfather pushed 4 new commits to master: https://git.io/vP40Z
[10:05] <GitHub82> scummvm/master 720c2af Lothar Serra Mari: NEWS/DE: Mention hi-res games as supported
[10:05] <GitHub82> scummvm/master 8d765a2 Lothar Serra Mari: NEWS: Add release date for 1.9.0
[10:05] <GitHub82> scummvm/master c59dc8a Lothar Serra Mari: NEWS: Mention fix for bug #9597
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[10:12] <GitHub144> [scummvm] rootfather pushed 3 new commits to branch-1-9: https://git.io/vP40a
[10:12] <GitHub144> scummvm/branch-1-9 b869780 Lothar Serra Mari: NEWS/DE: Mention hi-res games as supported
[10:12] <GitHub144> scummvm/branch-1-9 45395e5 Lothar Serra Mari: NEWS: Add release date for 1.9.0
[10:12] <GitHub144> scummvm/branch-1-9 ebc8e55 Lothar Serra Mari: NEWS: Mention fix for bug #9597
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[12:48] <GitHub31> [scummvm] sev- pushed 1 new commit to master: https://git.io/vP4Vf
[12:48] <GitHub31> scummvm/master c0b7658 Eugene Sandulenko: GRAPHICS: Detect substitute for Mac fonts
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[13:44] <Raziel^> which is shifted to the left and down, so i can't read all the text
[13:44] <Raziel^> after it went back to the logo i can't do anything
[13:44] <Raziel^> pressing CTRL-Z seems to browse fast through some more screens but quits (of course)
[13:50] <criezy> If it is shifted down you might be missing the last line at the bottom of the logo screen: 'ENTER G FOR GAME OR I FOR INSTRUCTIONS'
[13:50] <criezy> So you would need to type G to start the game.
[13:51] <Raziel^> ah, right
[13:51] <Raziel^> yes, that line never shows
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[13:51] <criezy> And I don't have the shift issue myself.
[13:51] <Raziel^> using "2x" here
[13:51] <Raziel^> i have the same (even worse) shifting when using "1x"
[13:51] <Raziel^> but then with all games
[13:52] <criezy> I am using 2X as well.
[13:52] <Raziel^> hrm
[13:55] <m_kiewitz> Raziel^: With all games? even other engine ones?
[13:55] <m_kiewitz> maybe it's SDL2? In case you use SDL2?!
[13:56] <Raziel^> using sdl2 and yet it's even in the launcher
[13:56] <Raziel^> switching to window all is fine, so it's the fullscreen
[13:58] <criezy> Fullscreen with 2X scaler and SDL2 is working fine fo rme. Maybe a Amiga specific SDL2 bug?
[13:59] <Raziel^> probably, yes
[13:59] <Raziel^> also with the "1x" scaler
[14:02] <criezy> And OpenGL has thye same issue?
[14:03] <criezy> We use a different fullscreem mode for SDL2 for OpenGL and for SurfaceSDL (SDL_WINDOW_FULLSCREEN vs SDL_WINDOW_FULLSCREEN_DESKTOP).
[14:03] <Raziel^> last time i tried OpenGL worked just fine
[14:03] <Raziel^> let me try with hires
[14:05] <Raziel^> OpenGL is fine (albeit a little blurred)
[14:05] <criezy> So the bug is restricted to the use of the "fake" desktop-resolution fullscreen mode.
[14:05] <m_kiewitz> Raziel^: can you switch back to SDL1 and check if the issues still happen?
[14:06] <Raziel^> i would need to rebuild it
[14:06] <Raziel^> and probably force it to use sdl1 in configure somewhere
[14:06] <Raziel^> help?
[14:07] <criezy> SDL1 uses a completly different fullscreen mode, so I suspect it would work.
[14:08] <criezy> To use it the following shoudl work: SDL_CONFIG=sdl-config ./configure
[14:08] <criezy> Otherwise it now uses sdl2-config by default
[14:09] <Raziel^> will try asap
[14:10] <criezy> Or somethign like that. I don't remember the exact syntax.
[14:15] <Raziel^> what is the mystery house engine called?
[14:15] <Raziel^> i'll only compile this one engine
[14:17] <criezy> adl
[14:17] <Raziel^> criezy: thank you
[14:22] <Raziel^> compiling
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[14:39] <Raziel^> m_kiewitz, criezy: sdl1 doesnt have the problem
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[14:51] <m_kiewitz> _sev: ^^^
[14:53] <_sev> Raziel^: which platform is that?
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[15:23] <Raziel^> _sev: AmigaOS4
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[15:49] <TMM> m_kiewitz, playing sq4 now, so far so good! :)
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[16:36] <sayan___> Hi! looking for some help on how to contribute to scummvm and learn more about the organisation.
[16:36] <somaen_> Ok, what do you want to do?
[16:36] Nick change: somaen_ -> somaen
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[16:38] <somaen> I.e. do you want to create your own game engine, do you want to work on a translation, do you prefer to fix some issue that bothers you?
[16:39] <somaen> Also, what prior experience do you have with coding, and contributing to OSS-projects?
[16:39] <sayan___> Hi! thanx for your reply.
[16:40] <sayan___> I would definitely like to work on either translation or issues
[16:41] <somaen> For translations, the amount of available work depends largely on what language you're talking about
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[16:42] <somaen> I.e Belarusian, Catalan, Czech and Danish are complete, to name a few: http://wiki.scummvm.org/index.php/HOWTO-Translate_ScummVM_GUI
[16:42] <somaen> But if you happen to speak a language not listed there, you're more than welcome to start a new translation
[16:42] <sayan___> I have worked with unity,processing and playing around with a new python engine
[16:43] <somaen> Any experience with C++?
[16:43] <sayan___> yeah worked a bit with Oxygine
[16:44] <sayan___> Most games I have developed or developing are on C# or C++ so Im comfortable with the language.
[16:44] <somaen> And perhaps more importantly, to point you in the right direction, I'd like to ask, _why_ do you want to contribute, i.e. what's your motivation?
[16:44] <somaen> Knowing that I might be able to point you towards something that might fit
[16:47] <sayan___> When I read about Scummvm, it spoke a lot about how the games which we grew up with and loved, we could now play them on platforms which we never thought were possible.
[16:49] <somaen> Well, the next question then is, "is there something ScummVM doesn't do yet, that you'd like it to? any bug that frustrates you, or game that isn't supported?"
[16:49] <sayan___> Seeing this as a new reality I would like to contribute and add better UI and revisit these games and let people re-experience the joy of playing them.
[16:50] <somaen> So, UI, what do you want to fix?
[16:53] <sayan___> well looking at the mockup's for the Ui interface , we could make it look better and maybe up the graphics a bit.
[16:53] <sayan___> I was also looking at Tkachov's "Implement cloud storages support in ScummVM
[16:54] <somaen> Anything you'd like to improve upon in that perhaps?
[16:55] <sayan___> I felt contribute there as well as I firmly believe cloud is the future and we should make game files more shareable and easier to access.
[16:56] <somaen> Well, we already have cloud synching implemented as a result of that
[16:57] <somaen> As a side note, are you already able to build your own build of ScummVM+
[16:57] <somaen> ?
[16:58] <sayan___> yeah I would like to give it a try.
[16:59] <somaen> Feel free to try, and if I'm around I might be able to help
[17:00] <sayan___> I feel the main Ui looks a little bland, we can add a more professional field , maybe add box widgets and scollable multiline texts, maybe a small clip art when the cursor is currently on a particular game.
[17:01] <sayan___> Do have a few more idea's for the Ui, but probably easier to show than type it out :p
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[17:04] <somaen> Do feel free to show us some suggestions, there would of course be some discussion
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[17:05] <sayan___> If I do want to improve the Ui a bit, is it better I show you mock up's first and then go forward with the implementation?
[17:05] <somaen> A mock up is likely to be the safest approach
[17:06] <somaen> that way we would be able to provide feedback on what we like and what we don't, effectively reducing the amount of wasted work
[17:07] <sayan___> alright, thanx for the help,will keep in touch.
[17:08] <sayan___> should I post the links for the mock up's here or Mail it to you separately?
[17:08] <somaen> Either the IRC channel, or the mailing list would be the places with the widest audience
[17:08] <somaen> "the IRC channel" being this one.
[17:09] <sayan___> Alright thanx somaen, will keep in touch, looking forward to contributing :)
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[17:15] <wanwan> quick question. let's say i have a multiple game detection entries for an engine. what's the most correct way for the engine to find out what detection entry was actually triggered? obvoiusly, i can add some file checks to engine itself, but that's probably not the best way to do it?
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[17:18] <dreammaster> Generally speaking, we introduce custom data fields to the detection entries
[17:18] <wanwan> yeah, i'm looking exactly for something like that
[17:18] <dreammaster> For example, https://github.com/scummvm/scummvm/blob/master/engines/sherlock/detection_tables.h the Sherlock engine usees a a Game Id enum to indicate which game a given detection entry is for. It then uses that to have custom logic specific for each game
[17:19] <dreammaster> That's actually fairly common for engines to do, those that support multiple games
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[17:19] <wanwan> cool. seems to match my case perfectly, thanks!
[17:20] <dreammaster> No prob
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[18:38] <_sev> sayan has quit...
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[18:52] <_sev> ah, there is an e-mail from him
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[19:42] <wjp> m_kiewitz: had you ever looked at this qfg3 crash (uninitialised read) when looking at the stats screen (in the Simbani village) ? (Maybe GOG-only?)
[19:43] <m_kiewitz> link?
[19:43] <wjp> it's mentioned in (but not the main topic of) https://bugs.scummvm.org/ticket/6806
[19:44] <wjp> I think I'll move it to a new separate bug report and close this old one
[19:45] <m_kiewitz> could it be that this is just caused by the fan-made game patches?
[19:45] <m_kiewitz> and we probably fixed the original one already, OR it's even exclusive to those?
[19:46] <wjp> quite likely it's caused by the patches GOG adds, yes
[19:46] <m_kiewitz> my solution to this was that i rewrite saved game code and then we could tell users to just remove all the broken patches
[19:47] <m_kiewitz> i also don't own the GOG version, so I can't check anything myself
[19:48] <m_kiewitz> i think we figured out back then that the patches were recompiled, so our signatures didn't match
[19:48] <wjp> yeah, that was for the main topic #6806
[19:49] <wjp> s/topic/topic if/
[19:49] <wjp> argh
[19:49] <wjp> topic of :-)
[19:51] <wjp> https://bugs.scummvm.org/ticket/9605
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[20:23] <wjp> I wonder why reconstructPlayList isn't releasing its lock after copying the playlist
[20:30] <wjp> I can't see why, and holding on to the lock is causing a deadlock
[20:31] <wjp> (due to this function first acquiring sci music lock, and later mixer lock, while the audio thread holds the mixer lock and later acquires the sci music lock)
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[20:35] <GitHub65> [scummvm] wjp pushed 1 new commit to master: https://git.io/vP4NY
[20:35] <GitHub65> scummvm/master 379e3b8 Willem Jan Palenstijn: SCI: Release SCI music mutex earlier in reconstructPlayList...
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[20:37] <wjp> hm, helgrind is complaining about an unrelated data race in MidiDriver_Adlib
[20:38] <wjp> with setNote setting _voices[voice].note while holding different locks than onTimer reading it
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[20:40] <m_kiewitz> helgrind?
[20:40] <m_kiewitz> is that a valgrind fork? :P
[20:40] <wjp> valgrind thread debugging tool
[20:40] <m_kiewitz> ah
[20:41] <wjp> also potential data race on MusicEntry::signal (set without any locks in processPlaySound, read with locks in onTimer())
[20:42] <wjp> (all of these might be irrelevant)
[20:46] <wjp> but re. that last one: if processPlaySound clears signal, shouldn't it also clear signalQueue?
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[23:57] <TMM> wjp, m_kiewitz, SQ4 also no regressions, ScummVM 1.9.0pre33-ge75df08 (Oct 8 2016 00:20:43) linux x86_64
[23:57] <TMM> sq4 kind of sucks, I forgot that
[23:57] <TMM> weakest in the series I think
[23:58] <TMM> 310/315 points, I wonder what I missed
[00:00] --- Sun Oct 9 2016