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[00:04] 03vgvgf * r49528 10/scummvm/branches/gsoc2010-opengl/backends/ (7 files in 5 dirs): Renamed and moved DefaultGraphicsManager to NullGraphicsManager. Added pure virtual class GraphicsManager.
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[01:55] aside: new track if anyone's interested in those chiptune thingies: http://inversephase.bandcamp.com/track/just-what-i-2a03ded
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[03:59] 03vgvgf * r49529 10/scummvm/branches/gsoc2010-opengl/backends/mutex/default/ (default-mutex.cpp default-mutex.h): Removed feature methods. Destructor made virtual.
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[04:25] 03toneman1138 * r49530 10/scummvm/branches/gsoc2010-plugins/backends/platform/ps2/ (Makefile.ps2 ps2loader.cpp systemps2.cpp): added tentative GDB flag to Makefile, changed calls to psp-functions to equivalent ps2-functions in ps2loader, minor rearrangement of code in systemps2
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[04:41] hello, gives a german language for lure of the temptress? i have it installed over the fedora repo and there havent germany language
[04:41] thx for help
[04:44] There should be a German version of Lure of the Temptress at http://www.scummvm.org/downloads/ but I haven't tried it myself.
[04:44] if not I'm sure google knows
[04:44] ah eriktorbjorn thank you very much
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[05:35] is there a list with all platforms that use the SDL backend?
[05:39] nvm, found on wiki
[05:49] 03vgvgf * r49531 10/scummvm/branches/gsoc2010-opengl/backends/ (graphics/sdl/sdl-graphics.cpp mutex/sdl/sdl-mutex.cpp): Added directives for avoiding compilation of sdl managers on platforms that don't use them (Other platforms may also need to be added later)
[05:59] 03vgvgf * r49532 10/scummvm/branches/gsoc2010-opengl/backends/audiocd/ (7 files in 3 dirs): Created DefaultAudioCDManager and SdlAudioCDManager
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[07:17] <[md5]> http://www.thisblogrules.com/2010/06/contest-opened-to-give-bp-logo-a-new-deserved-look.html
[07:34] new bp commercial :P http://www.youtube.com/watch?v=O8NIrw2l9x8&feature=player_embedded
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[07:37] and this is quite nice to get a hold on the dimensions http://www.ifitwasmyhome.com/
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[07:52] 03thebluegr * r49533 10/scummvm/trunk/engines/sci/ (6 files in 2 dirs):
[07:52] Merged restAdjust and restAdjustCur, as we don't save the restAdjust modifier
[07:52] inside saved games (rightfully so). Also, the segment manager is now reset
[07:52] inside the main loop, when the game is restarted, not in game_exit()
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[08:20] 03thebluegr * r49534 10/scummvm/trunk/engines/sci/ (15 files in 3 dirs): Renamed the SciEvent class to EventManager, to separate it from the sciEvent structure, and removed it from the engine state
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[08:57] Evening all. I'm getting a bunch of errors in the sci engine - '_event is not a member of Sci::EngineState'. Anybody have any ideas?
[08:58] Oh, apparently it's not just me - buildbot is listing an error as well.
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[09:06] G'day md5. Sci has some compilation errors right now :P
[09:09] <[md5]> it does?
[09:09] <[md5]> meh...
[09:09] just wait a second :-)
[09:10] 03wjpalenstijn * r49535 10/scummvm/trunk/engines/sci/ (engine/kmisc.cpp graphics/gui.cpp): Fix compile errors
[09:10] should be ok now
[09:10] <[md5]> thanks
[09:10] Cool. Thanks :)
[09:10] <[md5]> ah
[09:11] <[md5]> that's odd. Perhaps I pressed undo more than once or something
[09:11] <[md5]> cause I did put these changes
[09:11] <[md5]> thanks for fixing them :)
[09:11] np :-)
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[09:28] Port build status changed with r49535: 03Success: trunk-gp2x, trunk-osx_intel, trunk-lenny, trunk-motomagx, trunk-osx_ppc, trunk-mingw-w32, trunk-dc, trunk-wii, trunk-mingw-w64, trunk-wince, trunk-lenny-x86_64, trunk-psp, trunk-motoezx, trunk-iphone. Nice work, all ports built fine now
[09:38] 03thebluegr * r49536 10/scummvm/trunk/engines/sci/ (6 files in 2 dirs): Globals from script 0 are now initialized in script_init_engine(), and are accessed from the relevant variables pointer. Removed direct reference to script 0 from the engine state
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[11:06] 03thebluegr * r49537 10/scummvm/trunk/engines/sci/ (6 files in 2 dirs): Merged script_init_engine() and game_init() and cleaned up SciEngine::run() a bit
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[11:48] Action: LordHoto summons clone2727
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[12:58] <[md5]> hm, need an opinion here
[12:58] <[md5]> we got a byte *pointer to a buffer
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[12:58] <[md5]> which is casted to a uint16 * pointer
[12:59] <[md5]> gcc says "cast from 'byte*' to 'const uint16*' increases required alignment of target type" - I suppose that refers to the endianess, right?
[13:00] dhewg (dhewg@dhewg.wiibrew.org) got netsplit.
[13:02] no, alignment
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[13:03] http://en.wikipedia.org/wiki/Data_structure_alignment
[13:04] some platforms can only dereference uint16*'s if the address is even, while byte*'s have no such restrictions
[13:04] <[md5]> ah
[13:04] <[md5]> right, got it
[13:04] <[md5]> yes, makes sense
[13:04] <[md5]> hm
[13:04] <[md5]> any way to silence this warning?
[13:04] <[md5]> apart from rewriting the code, that is
[13:05] depends :-)
[13:05] <[md5]> I hate that answer :P
[13:05] who doesn't? ;)
[13:05] well, I hate the question, so there ;-)
[13:05] <[md5]> :D hehe
[13:05] <[md5]> hm
[13:06] on a side note, how come there are hundreds of adventures popping out of nowhere these days? Has the genre been revived or something?
[13:06] the annoying part about this warning is that there are tons of false positives, but some of them might be valid
[13:06] <[md5]> well, it really is a buffer with uint16's - we could just change it to a byte * and multiply all offsets by 2...
[13:06] maybe I just haven't checked for a long time but searching for adventures on google yields so many names I never heard
[13:07] <[md5]> well, adventure games are easier to make with today's tools
[13:08] some are kinda myst-like, not to talk myst bad or anything, just, that kind of "picture with clickable areas without animations" is really easy to code today
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[13:14] <[md5]> yes, especially with tools such as Flash, non-programmers can code such games much easier
[13:15] <[md5]> e.g. the "Crimson Room" comes to mind
[13:15] <[md5]> and MOTAS
[13:15] <[md5]> (Mystery of Time and Space)
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[13:48] 03m_kiewitz * r49538 10/scummvm/trunk/engines/sci/sound/music.cpp: SCI: fix multiple playing of the same sound in a row (without using looping) - thx to LordHoto for helping me finding this one out - fixes pharkas right at the start (hammering only played once)
[13:54] 03lordhoto * r49539 10/scummvm/trunk/sound/ (audiostream.cpp audiostream.h):
[13:54] Rewind the underlying audio stream on LoopingAudioStream creation.
[13:54] Also mention in the documentation that both LoopingAudioStream and
[13:54] SubLoopingAudioStream do rewind the underlying in their constructor.
[13:55] where did that "stream" go...
[14:02] Down the river?
[14:02] :-D
[14:02] lichtes Haar?
[14:03] (how was the English joke again?)
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[14:26] 03thebluegr * r49540 10/scummvm/trunk/engines/sci/engine/savegame.cpp: Fixed compilation when the old sound code is used
[14:36] 03Bluddy * r49541 10/scummvm/trunk/backends/platform/psp/ (4 files): PSP: fixed missing frame issue with kyrandia and possibly other games by calling updateScreen() from pollEvent() once in a while
[14:36] 03thebluegr * r49542 10/scummvm/trunk/engines/sci/graphics/cursor.cpp: Disabled the mouse warping code, as it can be annoying in windowed mode
[14:38] isn't that a backend consideration?
[14:47] isnt there a way to just change the virtual cursor instead of the actual cursor position?
[14:47] i mean we should probably just change the game cursor and not the mouse position when being windowed and when the mouse position is outside the window
[14:48] <[md5]> I don't know if OSystem can do that, tbh
[14:48] in any case, the change will be bad for lsl5 and i guess some qfg games as well
[14:49] maybe we should add at least some configuration option
[14:49] so one is able to optionally turn this off
[14:52] I think we should only do mouse working when we are either in full screen mode, or in mouse-grabbed mode
[14:52] *mouse warping
[14:53] does SDL really change the system cursor, when the window is not active?
[14:53] mouse grabbed mode?
[14:53] thats what i meant - if the mouse is outside of the window we shouldnt affect it but the game cursor
[14:53] and in any case this should definitly be done in OSystem rather than the engine code.
[14:54] (like wjp mentioned already)
[14:54] m_kiewitz: it would still cause problem where you are unable to leave the window, as the game keeps warping it back
[14:54] you mean cursor range limiting?
[14:54] thats a different topic
[14:54] or repeated mouse moves
[14:54] the current change affects setting cursor position which is bad
[14:54] like in lsl5 when playing piano as patti
[14:54] <[md5]> range limiting works in a similar fashion
[14:55] <[md5]> i.e. the game stops you from clicking on things
[14:56] <[md5]> by moving the mouse
[14:56] difficult topic, but i thought limiting mouse range wasnt even implemented yet in sci
[14:56] IIRC SSCI GK1 windows will use a "wait" windows cursor when you leave the mouse area
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[14:57] well thats fine then, its only affecting the game cursor
[14:57] the problem is when the game sets the mouse cursor position even when you are not actually being within the game window
[14:58] although setting the game cursor position should still be done
[14:58] it's just as bad when it sets repeatedly when you are inside the window, as you then can't leave it
[14:58] like leaving it while patti playing piano scene?
[14:58] i doubt that, its not setting position that often
[14:58] <[md5]> it is
[14:59] <[md5]> in that scene
[14:59] well you would just need to be able to get out once
[14:59] I mean like eco quest intro
[14:59] after that the mouse position wouldnt change
[14:59] it keeps warping to (0, 0)
[14:59] still ignoring the request actually ruins the game in that scene totally
[15:00] <[md5]> I think you're exaggerating
[15:00] actually, at least on os x, it doesn't matter if I get the mouse cursor outside of the window, it'll still be warped back
[15:00] eco quest intro? even eco cd?
[15:00] yes, thats what i meant
[15:00] <[md5]> it doesn't ruin it, you just don't see the mouse being moved like crazy
[15:00] we should find out if the mouse cursor is within the game window and otherwise dont set the mouse cursor as well but just the game cursor
[15:00] well, if you play that scene the first time you will think "god i have to do that song"
[15:01] and at the 3rd try it will play the song for you
[15:01] i mean actually
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[15:01] m_kiewitz: that seems weird though, because if the user then move the mouse, the cursor would suddenly appear somewhere else
[15:01] not moving the cursor ruins that joke
[15:01] well, if he enters the game window again, the mouse position would be at the position the user moved it so it would be consistent
[15:01] I think the simplest solution is to completely disasble it in non-grabbed windowed mode
[15:02] this will also ruin qfg
[15:02] like when fighting
[15:02] people could always use grabbed mode if they really want it
[15:02] also i think there are definitely not that many scenes where the game changes it at all
[15:03] grabbed mode?
[15:03] you mean fullscreen?
[15:03] <[md5]> no, alt-M
[15:03] <[md5]> mouse grabbed mode
[15:03] ?
[15:03] <[md5]> if you press alt-m (or was it control-m?) ScummVM grabs the mouse and won't let it exit the window
[15:03] alt-M doesn't do anything here
[15:04] its Ctrl-M
[15:04] playing SCI games without it is hard anyway as leaving a room might require pixel-perfect precision without ctrl-m
[15:04] i played through all the games without it
[15:04] had no issues
[15:05] and i wouldnt use that mode because it would restrict me
[15:05] and i guess most people dont use it
[15:06] where does eco quest set cursor?
[15:07] eco floppy
[15:07] dont have that one
[15:07] does it set it all the time?
[15:07] then we should better add some workaround for that one because it doesnt make sense
[15:07] but lsl5 does make sense
[15:08] I still feel we shouldn't move the system cursor unless the users told us we could take control by pressing ctrl-m
[15:08] i guess no one plays the game like this
[15:08] <[md5]> they should then, what waltervn says sounds more correct in this case
[15:09] well, then we should add some information when starting lsl5
[15:09] or especially that one room
[15:09] i mean display that information when getting there
[15:09] which sucks, but at least the user will know
[15:09] because now the whole scene looks strange
[15:10] it just plays the right notes, but you dont know what happened
[15:11] also great, the "show me" function for skipping cutscenes in lsl5 is broken now as well
[15:15] we could compromise and make it an option somewhere
[15:17] there's a small glitch in that lsl5 'show me' function (with warping enabled)
[15:17] it warps to the >> icon, then if I move the mouse down, it gets warped to somewhere else
[15:17] not for me
[15:18] ah no
[15:18] hmm strange, never noticed that before
[15:19] I think we should probably discuss this on -devel as this is essentially an SDL backend issue
[15:19] what other game engines move the cursor around and how often?
[15:27] There is a crash at engines/sci/engine/features.cpp:439 when launching SCI 2.1 games. this = 0x0
[15:28] g_sci->_features doesn't seem to be set up properly (yet)
[15:29] <[md5]> joostp: yeah, probably a regression from commit 49537
[15:29] <[md5]> looking into it
[15:30] ah that one should do it
[15:30] / Don't warp the mouse unless the cursor is within the window
[15:30] if( SDL_GetAppState( ) & SDL_APPMOUSEFOCUS )
[15:31] <[md5]> where is that?
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[15:32] quake 3 arena :P
[15:32] I'd still want an option to disable it completely
[15:32] yes optionally of course
[15:33] but i guess for all games and not just for sci
[15:33] yeah
[15:33] i mean sure for developers its a pain sometimes
[15:33] but for users its a different story, most of those will want to just play the games
[15:34] if people play in windowed mode, they probably want to keep an eye on thing else too, MSN chats, emails etc. If they then can't leave the window because lsl5 is playing some song on a piano, it would still be annoying IMO.
[15:35] thats like some seconds total
[15:35] no one is that important or that busy
[15:35] and if he was he wouldnt play lsl5 :P
[15:35] it's just annoying
[15:36] for developers, yes
[15:36] I don't care if I'm developing or not, I should be able to switch to another application
[15:37] well it depends. if you really play the game, then you play the game
[15:37] does alt-tab work?
[15:37] we are testing most of the time so thats different
[15:37] alt-tab would probably work with the code above in that case
[15:38] and with the code above, i guess one could even just get the mouse out of the game without problems
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[15:38] sure, but it's about usability, you could also get control back by holding the power button for 5 seconds and rebooting your system
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[15:41] anyway, as long as I can turn it off somewhere, I'm happy
[15:41] 03thebluegr * r49543 10/scummvm/trunk/engines/sci/ (engine/kernel.cpp engine/kernel.h sci.cpp): Fixed regression from commit #49537
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[15:42] <[md5]> waltervn, joostp: problem should be fixed now
[15:43] <[md5]> ...
[15:43] <[md5]> I'm an idiot
[15:43] <[md5]> sec
[15:44] lol you are not :P
[15:45] waltervn: the code above seems to work, just trying the piano scene
[15:47] <[md5]> I just fixed it the wrong way... meh
[15:47] hmm strange, it seems the scene is broken anyway somehow, the mouse position is never set but it definitely worked before
[15:48] 03thebluegr * r49544 10/scummvm/trunk/engines/sci/ (engine/kernel.cpp engine/kernel.h sci.cpp): Proper fix for kernel name loading (regression from commit #49537)
[15:48] <[md5]> ok now. Sorry about this
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[15:52] waltervn: that lsl5 issue with mouse moving again also occurs in dosbox
[15:53] ah ok
[15:53] BTW, dosbox uses ctrl-m mode by default, maybe that's something we could consider too
[15:54] hmm i just tried with the code
[15:54] it works and you are EASILY able to get out of the window
[15:54] its no hassle at all
[15:54] just try it
[15:54] it won't help for eco floppy though
[15:54] well thats a script bug i guess
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[15:55] waltervn: actually I'm quite annoyed by that being the default in DOSBox ;-), thus I just disabled it....
[15:55] we should add a workaround for that
[15:55] does it set cursor to 0, 0 all the time?
[15:55] it's not a bug per se
[15:55] LordHoto: the only I want is for scummvm to leave my cursor alone ;)
[15:55] *only thing
[15:56] in dosbox you need to click once into the window and then your cursor is stuck and yes thats really annoying
[15:56] LordHoto: how did you disable it?
[15:56] in the config file IIRC
[15:56] :P
[15:56] yeah right at the top
[15:56] ah its autolock
[15:56] you should look at the configuration options there :-P
[15:57] well i didnt even thought that they would let one disable this "feature"
[15:57] s/thought/know
[15:57] well you should probably read more documentation ;-)
[15:57] then you would've known it :-P
[15:57] who reads documentations :P
[15:58] dosbox will not move the system cursor in that mode though
[15:58] should i just commit the OSystem change or shall i send something to -devel about it?
[15:58] waltervn: does ScummVM move the system cursor in that mode?
[15:59] Yes, for example, if some game script moves mouse to (0,0) continuously, I cannot go back to this IRC window
[15:59] waltervn: and eco quest is doing this for the whole intro? why?
[16:00] it seems they hide the cursor in eco cd, if they hide it as well in floppy then why set the position
[16:00] It doesn't really matter why, I don't want the system cursor to move, ever
[16:00] waltervn: wait, do you know mean that ScummVM moves the system cursor when you use mouse lock or when you don't use it?
[16:00] it moves it even even in the normal non-locked mode
[16:00] LordHoto: ScummVM currently moves the cursor in any case
[16:01] well I never used mouse lock to be honest ;-)
[16:01] but with if (!(SDL_GetAppState( ) & SDL_APPMOUSEFOCUS))
[16:01] return;
[16:01] inside OSystem_SDL::warpMouse it only moves it when the mouse is already within the window
[16:01] yeah
[16:02] and thats much better
[16:02] although i would prefer that it moves the game cursor in that case
[16:02] of course it doesnt really matter, because when you reenter with the mouse, the position will get changed anyway
[16:04] hmm the only other engine that warps the mouse seems to be tinsel
[16:08] maybe there should be another option inside graphics options called "don't change mouse position", defaulting to off
[16:09] tracing back through the repo, this warp function was added for SCUMM originally
[16:09] ("Cannon fixes")
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[16:11] wjp: right, someone mentioned that the last time we discussed this issue
[16:11] msvc didnt find all references :P
[16:11] its even used in agi
[16:11] and gob and many more
[16:13] hm
[16:13] for now maybe we should just revert this sci change? and maybe raise the SDL_APPMOUSEFOCUS thing on the ML?
[16:19] wjp: i just wrote a mail to sev and fingolfin about it
[16:21] i guess we should revert the change when those other decisions are made and the proper changes can get applied
[16:21] didn't it break stuff in sci?
[16:21] or did I misunderstand?
[16:21] yes, it breaks stuff. although its not really game breaking
[16:22] anyway reverting now or in 1 day or so doesn't really matter
[16:28] m_kiewitz: What is?
[16:28] DrMcCoy: ?
[16:29] 17:51:11 <@m_kiewitz> its even used in agi
[16:29] 17:51:26 <@m_kiewitz> and gob and many more
[16:29] What's used in gob?
[16:29] DrMcCoy: warpMouse
[16:29] Ah
[16:29] Yes
[16:29] Important
[16:29] where exactly?
[16:29] and also does it matter, if we dont set position, when mouse is outside of scummvm window?
[16:30] i mean if thats the case, we would have to implement setting game cursor separately
[16:30] m_kiewitz: In the scrolling code, for example
[16:30] scrolling code?
[16:30] m_kiewitz: And it's a script opcode, used in, for example, Fascination to limit the mouse cursor to a certain region
[16:31] Yes, the scrollig code
[16:31] where does it get used?
[16:32] m_kiewitz: Just grep for setMousePos in gob :P
[16:32] i know where inside the code, but i meant where in the game
[16:33] In the garage in Fascination
[16:34] is there a lets play somewhere?
[16:34] Dunno
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[16:37] woo!
[16:39] Hmmpf, operation "trying to keep the Döner from falling apart" failed
[16:39] nabbend
[16:39] As did "Eat without getting sauce all over my face and beard"
[16:39] woo!
[16:40] Woo!
[16:40]