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[00:28] <snover> am i supposed to be able to say butt to krage for him to just walk off?
[00:28] <snover> not that i would ever type such immature words into a text parser. i am a professional.
[00:28] <snover> but lets say my cat which i dont have walked over my keyboard and typed butt
[00:48] <dreammaster> Good question, I don't know :)
[00:50] <dreammaster> Going off on a bit of a tangent, a while back, I tried creating a debugger command that could create original executable savegames by skipping over the ScummVM header and calling (and compressing) the remainder. Unfortunately, the original executable can't decompress the result.
[00:51] <dreammaster> ScummVM can happily decompress original savegames (and the newgame.st), but it can't compress so the original can.
[00:52] <dreammaster> Bit of a pain when trying to compare things against the original. :P
[00:53] <snover> unsupported compression strategy or additional zlib header that the original engine needs missing/doesnt need that is present?
[00:54] <snover> yeah, probably the MAX_WBITS + 16, since +16 gives it a gzip header
[00:54] <dreammaster> Your guess is as good as mine. I was happy enough originally that our standard decompression code in ScummVM was able to handle newgame.st, so I never bothered to look at the compression/decompressoin code in any detail
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[00:56] <dreammaster> Probably won't be needed in any case once the testing phase is over, so not a major problem. Just a minor annoyance
[00:57] <dafioram> Ja
[00:57] <dreammaster> LOL
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[01:08] <dafioram> dreammaster: it was fun playing through the german version it was basically titanic hard mode since I know no german.
[01:09] <snover> dreammaster: did the original engine have click-to-skip videos?
[01:09] <dreammaster> Yes, likewise for me as well when I worked my way through it. And apart from the drudgery work converting sounds everywhere, it was kind of fun to see what other changes the German version required
[01:10] <dreammaster> If you mean the transition videos, then yes, if you held down the Shift key when you clicked an exit, it would skip it. We just made it easier to do, at dafioram's suggestion, mapping right click to also do likewise
[01:10] <dafioram> can't skip the titania video tho
[01:11] <snover> left clicking during the video skips the video too, is that intended?
[01:11] <snover> also trying to enter the debugger during a video playback just ends up skipping the video
[01:13] <dreammaster> Yes, the ScummVM system AVIDecoder, or maybe it's fundementally in the VideoDecoder base, seems to be pretty tempramental about using clock based timing. Even setting breakpoints in code and then resuming, videos had a tendancy to jump forward. A bit of a pain, given all the time I had to end up spending working on the AVIDecoder. :P
[01:19] <snover> i cant tell if things are bugs or not
[01:19] <snover> and i dont have a working environment to test out the original game
[01:19] <snover> if i go into an elevator and say "top", the elevator will start going up
[01:20] <snover> but the liftbot will say Top of what would that be, sir?
[01:20] <dafioram> hehe
[01:20] <dreammaster> Well, if in doubt, put in a bug report. Even if it happens in the original as well, it may be something I can fix
[01:20] <dreammaster> I fixed more than a fair share of original game bugs that dafioram discovered :)
[01:21] <dreammaster> Just preferably nothing that would require me to look into the video code again ;)
[01:22] <dafioram> I think the one snover is looking at is a joke and is in the original. Since bottom takes you to bottom of the well, so the player would expect top to go to the top
[01:22] <snover> bottom doesnt take you to the bottom
[01:22] <snover> bottom replies with Sticks and stones, Sir; sticks and stones.
[01:22] <dafioram> thats fine
[01:23] <dafioram> try roman numerals
[01:24] <dreammaster> XLII
[01:24] <snover> i mean, it seems clear that it is responding to top with a specific phrase, but then when you say bottom it is responding with the dirty-word response

[01:25] <dafioram> thats how i felt playing lighthouse
[01:26] <dreammaster> And it doesn't help that some of the code is pretty obscure. Like the MaitreD (once I fix him to properly respond), has various recognised phrases to start and finish the "battle". But most people wouldn't ever realize that, and simply just click repeatedly on him
[01:30] <snover> dreammaster: im also not bothering to try to give priorities to any of these things, i assume you can figure out which ones are more important :)
[01:31] <snover> krage is showing up a whole lot and giving me advice for puzzles ive already solved
[01:32] <dreammaster> Well, that at least is like that in the original, I think. I'm pretty sure they had a set of general responses that wasn't directly hooked up to any game flags
[01:33] <dreammaster> But I could be wrong. You can always throw in a "maybe" bug report, and I'll use it to remind myself to have a look at how it decides what to have him say as he appears. Preferabbly attach a savegame from before he appears, though.
[01:34] <snover> ok. i mean, with any of the games i sent, all you have to do is just stand at the top of the well without moving for like 10 seconds and then he shows up
[01:35] <dafioram> i thought we fixed that
[01:36] <dreammaster> Well, I kept it like the original, which had two timing intervals depending on what dial region the Bellbot was in
[01:36] <snover> ok. sounds like thats probably that part.
[01:36] <dreammaster> From memory, the "happy" region interval was much shorter.
[01:36] <snover> since he is in the helpful region
[01:37] <snover> if only i could tell him to just throw himself off the top of the well&
[01:37] <dreammaster> Well, just don't hang around there :)
[01:37] <snover> im typing in bug reports, where else should i hang out?!
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[01:39] <dreammaster> Speaking of which, now that I think about it, though I tested calling the Doorbot (rather than the Bellbot), I don't think I ever really talked to him at all. Heh. I guess he is somewhat supurfolou s to the remainder of the game :)
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[01:41] <dafioram> only 6 more titanic bugs to go until 200
[01:43] <dreammaster> Not sure if I should cebrate or not. Thankfully the number outstanding is quite a bit less, even if it is starting to grow again.
[01:43] <dreammaster> But that can all wait until tomorrow. Think I'll finish up a bit early tonight, I'm feeling a bit weary. Night all
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[01:50] <dafioram> snover: the appearance of the doorbot/bellbot is every 15 secs in the original when their settings are high. I agree that this is too fast, but since this can be changed to 2 minutes if the players sets the settings correctly its accurate to the original and known to titanic pros. Here is the original issue https://bugs.scummvm.org/ticket/9984.
[01:53] <snover> the parrots loop is pretty bad too
[01:53] <snover> and it talks over cutscenes
[01:54] <dafioram> a lot of work has gone into the parrot

[01:56] <dafioram> are you following a guide?
[01:56] <snover> only when i need to

[01:59] <dafioram> Do you have the indigo/green jewel in your inventory?
[02:00] <snover> i dont think so. but this is fine, if i just follow some thing i probably wont cause any bugs to happen
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[14:10] <meekee7> Hello. Quick question: is the development of new engines for ScummVM strictly by clean room design or does the project tolerate a little reverse engineering of old game code?
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[14:24] <criezy|Work> Hi meekee7
[14:25] <meekee7> hello
[14:25] <criezy|Work> We actually don't use clean room design.
[14:25] <criezy|Work> The work on the SCI engine used to be done that way in the FreeSCI days as far as I remember.
[14:26] <meekee7> okay
[14:26] <criezy|Work> But we mostly use reverse engineering from the original excutables or sometime have access to teh original sourc code (that we get from the copyright holders).
[14:27] <meekee7> I have stumbled a source code leak...
[14:28] <meekee7> anyway, thanks for the info
[14:28] <meekee7> see you all
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[16:09] <GitHub33> [scummvm-web] rootfather pushed 3 new commits to master: https://git.io/vdVx1
[16:09] <GitHub33> scummvm-web/master 5fb7ede rootfather: WEB: Translate Starship Titanic testing announcement to German
[16:09] <GitHub33> scummvm-web/master 800bef6 rootfather: WEB: Translate Riven testing announcement to German
[16:09] <GitHub33> scummvm-web/master c3acff2 rootfather: WEB: Translate 2nd SCI batch testing announcement to German
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[16:09] <rootfather> woooho, translation backlog fixed
[16:09] <rootfather> now can someone please site-update?
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[16:13] <criezy|Work> rootfather: My understanding is that there will be a new one soon, maybe even two :P
[16:13] <criezy|Work> (testing for German Titanic, and a third batch of SCI32 games)
[16:13] <criezy|Work> I will update the site now (if I remember how to do it).
[16:14] <criezy|Work> Done!
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[16:15] <rootfather> thanks criezy|Work
[16:16] <rootfather> almost suspected that the german titanic version might be announced soon as I saw the appropriate commit to scummvm master like yesterday or so
[16:22] <snover> oh, very well
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[16:27] <GitHub186> [scummvm-web] csnover pushed 1 new commit to master: https://github.com/scummvm/scummvm-web/commit/e5e10f03707138dcd5f29e8dbd57cdd52b4f848f
[16:27] <GitHub186> scummvm-web/master e5e10f0 Colin Snover: WEB: Add SCI32 batch 3 + Starship Titanic German testing announcement
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[16:27] <rootfather> rofl
[16:29] <rootfather> Scumm Wars: Episode VI - Return of the Backlog
[16:30] <rootfather> oh... and the lack of CRLF :P
[16:31] <snover> if you dont have CRLF, either you are not on Windows or youve misconfigured Git
[16:31] <snover> the canonical line ending for all text files in Git repositories is LF
[16:31] <rootfather> I have it in all other news except the one from you :P
[16:31] <rootfather> and I use notepad++ which handles those things
[16:34] <snover> I assure you that the repository doesnt contain files with CRLF line endings.
[16:37] <rootfather> Yeah I made a mistake, they contain only LF line endings which is fine
[16:37] <rootfather> what I mean is that most of the news use additional line breaks to make editing easier :P
[16:37] <rootfather> damn, forget it.
[16:38] <rootfather> somehow automatic line break in notepad++ was disabled
[16:38] <rootfather> my fault :D
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[16:39] <snover> im glad that it is working now :)
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[16:44] <criezy|Work> rootfather: I think I understand what you meant. We do indeed manually break lines in news post usually. Like for this one: https://github.com/scummvm/scummvm-web/blob/master/data/news/20170731.xml
[16:45] <criezy|Work> But snover doesn't do that, so we get long lines, unless your editor wraps them automatically.
[16:45] <snover> what can i say, i am a sucker for the modern amenities like soft wrap :)
[16:45] <snover> (plus i just cut and paste from the google doc.)
[16:49] <rootfather> criezy|Work yeah that's exactly what I meant ;)
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[16:50] <GitHub82> [scummvm-web] rootfather pushed 1 new commit to master: https://git.io/vdwJJ
[16:50] <GitHub82> scummvm-web/master e067a46 rootfather: WEB: Translate 3rd SCI32 batch and Raumschiff Titanic testing announcement to German
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[16:53] <rootfather> I'm currently updating the german NEWS file
[16:54] <rootfather> I noticed that in the NEWS, there is an additional entry New Games (Sierra SCI2 - SCI3)
[16:54] <rootfather> should I merge this into the "normal" New Games section?
[16:54] <rootfather> or is this intentional to show the SCI* progress?
[16:55] <snover> no, it is the same as with the SCI0 - SCI1.1 in NEWS 1.2.0
[16:55] <rootfather> okay then I'll leave it untouced
[16:55] <snover> i mean, if one wishes to combine it, im not against it, i was just going by precedent
[16:58] <rootfather> it's not really a wish, I just thought it could be some kind of leftover entry
[16:59] <criezy|Work> That's a nice list of new games! We should really consider making a new release in a not too distant future.
[17:08] <rootfather> snover regarding SCI, what does "improved resource bounds checking" means?
[17:08] <rootfather> or to be more precise, what are "resource bounds"?
[17:08] <snover> resource bounds-checking
[17:09] <snover> i.e., when a resource says it has some data at offset 123456789 but the file is 10 bytes long, it wont try to read garbage memory from offset 123456789
[17:10] <rootfather> ah thanks
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[17:13] <GitHub65> [scummvm] rootfather pushed 1 new commit to master: https://git.io/vdwk0
[17:13] <GitHub65> scummvm/master 6008a36 rootfather: DOC: Update German NEWS file
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[18:00] <m_kiewitz> PSA Endless RPG Worlds Humble Bundle https://www.humblebundle.com/endless-rpg-lands-bundle
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[18:03] <Strangerke> hi guys
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[18:20] <criezy> Hi guys
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[18:59] <GitHub181> [scummvm-web] criezy pushed 1 new commit to master: https://git.io/vdwWE
[18:59] <GitHub181> scummvm-web/master 8de7345 Thierry Crozat: NEWS: Translate alien worlds news to French
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[19:16] <GitHub181> [scummvm] rootfather pushed 2 new commits to master: https://git.io/vdw4m
[19:16] <GitHub181> scummvm/master a3c2d0e rootfather: DOC: Update German README file...
[19:16] <GitHub181> scummvm/master 37ae49e rootfather: README: Fix index and add missing entries
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[19:21] <GitHub16> [scummvm-web] rootfather pushed 3 new commits to master: https://git.io/vdw4S
[19:21] <GitHub16> scummvm-web/master 789508c rootfather: WEB: Fix broken link in SCI32 + Titanic announcement
[19:21] <GitHub16> scummvm-web/master 1cc9d23 rootfather: WEB: Fix broken link in German SCI32 + Titanic announcement
[19:21] <GitHub16> scummvm-web/master fc53205 rootfather: WEB: Fix broken link in French SCI32 + Titanic announcement
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[19:32] <criezy> rootfather: thanks. I missed that.
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[19:33] <f-a> hello
[19:33] <f-a> https://www.scummvm.org/news/20171010/
[19:33] <f-a> Starship Titanic German <-- this link is wrong
[19:33] <criezy> Thanks, but it has been fixed already, and I just updated the website before your message.
[19:34] <f-a> nice
[19:37] <rootfather> criezy I missed that too until I checked the links
[19:40] <criezy> _sev, Strangerke, wjp: what do you think about trying to make a new release in a not too distant future (before the end of the year)?
[19:40] <criezy> We have a nice list of new games now, and some nice improvements to the SDL backend thanks snover (although not all merged yet).
[19:42] <Strangerke> yep, good idea
[19:43] <criezy> What is the state of Lost Eden?
[19:44] <rootfather> good night folks or good-whatever-daytime-it-is-in-your-timezone
[19:44] <rootfather> see you tomorrow
[19:44] Nick change: rootfather -> rootfather|aslee
[19:44] Nick change: rootfather|aslee -> rootfather|afk
[19:45] <Strangerke> criezy: it needs testers
[19:54] <_sev> criezy: I think it is a good idea. Basically I am waiting for signal from csnover and dreammaster
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[20:42] <L0ngcat> this is interesting, seems they have the original video footage for Pandora Directive and Overseer. Should help the remakes: https://twitter.com/ChaoticFusionTM/status/917421974418210818
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[22:01] <GitHub9> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vdwDD
[22:01] <GitHub9> scummvm/master 1f5908c Paul Gilbert: TITANIC: Fix talking to the Maitre D
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[23:19] <GitHub104> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vdwFJ
[23:19] <GitHub104> scummvm/master 3fd2cf2 Paul Gilbert: TITANIC: Only allow moving to SGT TV in assigned room
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[23:21] <deitarion> I'm curious about what the difference is between the DOS and Windows versions of Lighthouse and RAMA that limits current support to the DOS versions when both are on the same discs.
[23:21] <deitarion> Different format for certain resources? Different resolutions?
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[23:26] <GitHub69> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vdwFa
[23:26] <GitHub69> scummvm/master 567556a Paul Gilbert: TITANIC: Show SGT furniture in stateroom even after upgrading
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[23:30] <snover> deitarion: there is no difference between the two, so there is no limit, there is just the one version.
[23:32] <snover> so no reason to choose between identically functioning platforms.
[23:33] <deitarion> Ahh, so just a difference in terminology between the compatibility list (DOS) and the Wiki (MS-DOS, Windows, Macintosh) then.
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[23:37] <snover> yes. on the other hand, the macs of everything are just plain not supported right now.
[23:37] <snover> mac versions of*
[23:38] <deitarion> Makes sense. Use of more Apple-native file formats aside, they did tend to be 3rd-party ports.
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[23:42] <deitarion> Still might be nice to have the compatibility list use the more clear "DOS/Windows" though.
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[23:49] <GitHub180> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vdwNo
[23:49] <GitHub180> scummvm/master 0fd4e80 Paul Gilbert: TITANIC: Fix buffer overflow in parser searchAndReplace
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[00:00] --- Wed Oct 11 2017