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[00:16] <GitHub192> [scummvm-web] criezy pushed 1 new commit to master: https://git.io/viRBq
[00:16] <GitHub192> scummvm-web/master 5c3bbaa Thierry Crozat: WEB: Update list of libraries on download page
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[01:04] <GitHub88> [scummvm] criezy pushed 2 new commits to master: https://git.io/viR0u
[01:04] <GitHub88> scummvm/master dff88b1 Thierry Crozat: COMMON: Fix indentation inconsistencies
[01:04] <GitHub88> scummvm/master 1f2a50b Thierry Crozat: CLOUD: Move openUrl to OSystem
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[02:28] <P1r473> :strangerke_ hey
[02:28] <P1r473> Oops
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[05:49] <bgK> criezy: thanks for the open URL changes, this was bugging me too
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[05:50] <GitHub61> [scummvm] bgK pushed 1 new commit to master: https://git.io/viRwU
[05:50] <GitHub61> scummvm/master ff217ea Bastien Bouclet: GUI: Don't show the "Open URL" button if there is no backend support
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[09:05] <WooShell> good meowning =^.^=
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[10:53] <GitHub119> [scummvm] rootfather pushed 2 new commits to master: https://git.io/viRyv
[10:53] <GitHub119> scummvm/master 0ff0fb4 Lothar Serra Mari: DOC/DE: Add gnap, lab, myst to supported games in LIESMICH
[10:53] <GitHub119> scummvm/master d3d0819 Lothar Serra Mari: DOC/DE: Update NEUES file
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[12:42] <Strangerke_> m_kiewitz: It's 8:30am in Boston
[12:42] <Strangerke_> there's a chance he comes soon
[12:43] <m_kiewitz> thx
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[13:00] <wanwan> eh. somebody is asking for dragon lore engine on the forum
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[13:11] <dreammaster> Wazzzup. I take it from "8:30am in Boston", m_kiewitz was was asking for me?
[13:12] <dreammaster> I'd normally be at gym right now, but I was almost getting my Indeo decoder working for Titanic last night, and I couldn't bare to leave until I got it running this morning.
[13:20] <m_kiewitz> so it's running now?
[13:22] <t0by> dreammaster is not, though.
[13:23] <m_kiewitz> http://i.imgur.com/BbgL7x3.gif
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[13:23] <dreammaster> Sort of. The first cutscene, of the Doorbot, that uses it doesn't seem to be animating, but that seems to be a separate problem with my engine. A hacked use of AVIDecoder verifies that the video frames are doing and playing. \o/
[13:24] <t0by> m_kiewitz, lol
[13:24] <dreammaster> There's just a green line at the right edge and bottom that I need to identify the cause of
[13:25] <m_kiewitz> i should have gotten starship titanic when it was available boxed in good condition :/
[13:25] <m_kiewitz> i hope another copy will show up soon
[13:25] <m_kiewitz> atm there is one, but the box is in horrible condition
[13:26] <dreammaster> Well, you could always grab a copy from GOG in the meantime
[13:28] <m_kiewitz> nah, im not a digital download guy :P
[13:28] <dreammaster> Or even wait until it's on sale
[13:29] <dreammaster> Fair enough then
[13:29] <t0by> Question: is there such a thing as "analog download"?
[13:29] <m_kiewitz> i could at the very least grab a German copy. need to contact a seller. It seems the German CD only copies are sold for a few bucks only
[13:30] <dreammaster> That would eventually be helpful
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[13:31] <m_kiewitz> any idea what other versions are out there?
[13:31] <m_kiewitz> Japanese? French? Spanish? Italian?
[13:31] <dreammaster> Only English and German, as far as I know
[13:32] <t0by> Italians don't love Douglas Adams anyway.
[13:32] <dreammaster> When you consider the amount of effort required to localise all the countless hours of digital speech all the NPCs can say, I'm frankly suprised there was even a German version.
[13:33] <m_kiewitz> maybe the German version is still the original release but with just a physical German manual?!
[13:33] <m_kiewitz> ah no
[13:33] <m_kiewitz> http://ogdb.eu/index.php?section=game&gameid=22042
[13:34] <m_kiewitz> fully localized o_O
[13:34] <dreammaster> Unlikely. The detection at least is different, which implies different files
[13:34] <m_kiewitz> ah we got detection entries already?
[13:35] <dreammaster> Yes, supplied by a user. Apparently it crashes immediately on startup at the time they last tried it.
[13:35] <m_kiewitz> urgh :/
[13:35] <m_kiewitz> well will try to get it then
[13:35] <dreammaster> I'm still hopeful of only minor changes being required. Apart from localising the text.. At some point I'm going to have to hunt down all the display messages and create a proper messages files that German equivalents can be put into
[13:36] <t0by> 5 bucks on text encoding.
[13:36] <m_kiewitz> is this another game were lots of text is hardcoded inside the engine itself?
[13:37] <dreammaster> I wouldn't say a lot, since the game doesn't have much in the way of on-screen text outside of the conversations. There's just the occasional messages, like when you try to enter an area above your current passenger class level.
[13:37] <dreammaster> Almost of them go through one of two methods on the PET, so if I change the methods to accept an enum, all the resulting errors will give me at least 95% of the text messages, if not all of them
[13:42] <m_kiewitz> ahh nice
[14:13] <rootfather> m_kiewitz: dreammaster: I supplied the detection entries for the german release of starship titanic, I got it from GoG
[14:14] <m_kiewitz> ah gog sells the localized version too?
[14:14] <rootfather> yep
[14:14] <m_kiewitz> they don't do that for sierra games (sadly)
[14:15] <dreammaster> Oh, cool. You're right.
[14:15] <dreammaster> Then I can download the German version myself when I'm ready and test it as well.

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[14:19] <GitHub182> [scummvm] dreammaster opened pull request #826: IMAGE: Indeo 4 decoder (master...indeo) https://git.io/viRda
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[14:19] <dreammaster> And done. :)
[14:25] <dreammaster> Hopefully Sev and/or others can have a looksee at it later, and we can merge it in at the same time as DM and Xeen. :)
[14:28] <m_kiewitz> \o/
[14:29] <m_kiewitz> at some point we could also implement some media player GUI and then compete with other media players :P
[14:29] <dreammaster> Or maybe finally get around to adding a DosBox engine.. think of all the games that would be supported then! ;)
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[14:32] <dreammaster> Whoops. And I fix the Clang errors as well.
[14:32] <salty-horse> the lord of the clans game files have been leaked online
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[14:44] <rootfather> dosbox engine would be great :D
[14:44] <dreammaster> Interesting.
[14:44] <rootfather> and btw, merging winuae and mame and... :P
[14:44] <dreammaster> Never really been a big fan of Warcraft, but it would be interesting see how good the game was
[14:45] Action: dreammaster throws a shoe at rootfather
[14:45] <rootfather> ouch
[14:47] <_sev> dreammaster: I'm about to merge
[14:47] <_sev> dreammaster: xeen
[14:48] <dreammaster> \o/
[14:49] <_sev> dreammaster: and I need Indeo5 :)
[14:49] <dreammaster> I have nothing else to do with it pre-merge. I've currently been delving into the music playback code, and I expect further disassembly work will be required before I have anything further to add to the code.
[14:49] <_sev> dreammaster: for the Full Pipe
[14:50] <dreammaster> Oh, well, that's good then. We can leave cleanup, if it's deemed needed, until after that's been added in.
[14:51] <_sev> dreammaster: ince you were working on IV4, I would appreciate much when you give a helping hand with the IV5 as well :D
[14:51] <dreammaster> Hopefully it should be fairly straightforward now.. a lot of the code is in common, as I said, so you'll just need to implement the few custom mehtods, like reading in the Indeo5 header
[14:51] <dreammaster> Sure. If you can privately provide me with a sample v5 video, I can look into it whilst my mind is still fresh with v4
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[14:55] <GitHub4> [scummvm] sev- closed pull request #817: Dungeon Master (master...dm) https://git.io/v6hTT
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[14:55] <GitHub188> [scummvm] sev- closed pull request #818: XEEN: Might & Magic engine (master...xeen) https://git.io/v6hTV
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[14:55] <_sev> \o/
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[14:56] <GitHub131> [scummvm] sev- pushed 653 new commits to master: https://git.io/viRFN
[14:56] <GitHub131> scummvm/master 96cc074 WinterGrascph: DM: Create engine and detection with dummy data
[14:56] <GitHub131> scummvm/master 5ae7d3a WinterGrascph: DM: Add detection for Amiga v2.0 English
[14:56] <GitHub131> scummvm/master 055e789 WinterGrascph: DM: Create DisplayMan, add support parsing IMG0 files...
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[14:56] <GitHub31> [scummvm] sev- pushed 330 new commits to master: https://git.io/viRFA
[14:56] <GitHub31> scummvm/master d0225f7 Paul Gilbert: XEEN: Initial commit
[14:56] <GitHub31> scummvm/master 977a25e Paul Gilbert: XEEN: Implemented resource manager
[14:56] <GitHub31> scummvm/master a8da12b Paul Gilbert: XEEN: Added skeletons for Clouds, Dark Side, and World of Xeen engines
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[14:56] <t0by> :o
[14:56] <rootfather> woohoo :)
[14:56] <dreammaster> Oh yeh, oh yeh \o/
[14:57] <_sev> now let's watch the buildbot
[14:57] <wanwan> da bomb
[14:57] <wjp> RPG influx :-)
[15:03] <m_kiewitz> wait, xeen?
[15:04] <m_kiewitz> it's xanth, XANTH. Not Xeen :P
[15:04] <m_kiewitz> i know it will happen at some day, I know it will happen at some day...
[15:06] <dreammaster> Actually, it's quite a posibility, since my RtlinkDecode tool can now correctly process the executable.
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[15:28] <rootfather> http://buildbot.scummvm.org/waterfall?category=changes;category=master;category=stable
[15:28] <rootfather> seems that at least debian-x86 and gc are broken if I'm reading the buildbot correctly
[15:28] <dreammaster> Not a promising start on Buildbot. Two failures complaining of a missing engines/xeen/clouds\clouds_game, which hasn't existed for a while
[15:28] <dreammaster> Ah.. you just beat me to mentioning it :)
[15:29] <_sev> 5 are broken now
[15:29] <dreammaster> A long time back I had separate subfolders for DarkSide of Xeen & Clouds of Xeen code. But then I combined them into a worldofxeen/ folder, since World of Xeen can show cutscenes from either game, and it was too hard to come up with a clean structure.
[15:30] <rootfather> http://buildbot.scummvm.org/one_line_per_build
[15:30] <dreammaster> So are they complaining over problematic historical commits, or is there something left over? I did a search for clouds_game in the entire (current) solution, and didn't find anything.
[15:30] <rootfather> 6 broken
[15:30] <_sev> dreammaster: the peole who invented backslashes should be tortured
[15:32] <dreammaster> Hmmm.. true.. but I'm not seeing any in module.mk, apart from the line ends
[15:33] <_sev> I am not seeing it anywhere
[15:33] <_sev> very interesting
[15:33] <dreammaster> And no references to cloud_game anywhere in the codebase, apart a resource string name.
[15:34] <dreammaster> Which is why I'm wondering what they're all complaining about
[15:37] <_sev> oh
[15:37] <fuzzie> testbed?
[15:37] <_sev> it somehow took 747ca9eb2ff87b1205d41fcd0cf65a016ade8e0d
[15:37] <_sev> from January
[15:37] <fuzzie> heh
[15:37] <_sev> dreammaster: so I suppose it is some kind of fluke
[15:37] Action: fuzzie goes back to hibernating, then :p
[15:37] <_sev> dreammaster: and it will be autofixed on the next builf
[15:38] <dreammaster> Ah. I'm just glad I didn't do something egregious to break Buildbot
[15:38] <_sev> really weird
[15:38] <snover> dreammaster: lets not jump to conclusions ;~)
[15:40] <dreammaster> :P
[15:40] <fuzzie> builds fine on several machines for me
[15:41] <snover> i hope it doesnt try to build every single commit from the merged branch.
[15:41] <dreammaster> If it did, it'd take weeks.
[15:41] <snover> i cant even see xeen commits because there is a big queue of DM commits
[15:41] <fuzzie> easy enough to manually interfere if necessary.
[15:42] <dreammaster> Yeh, DM has a lot more activity in the last week than Xeen. I've had my hands full trying to implement the Indeo decoder.
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[15:55] <snover> can someone explain to me this savegame ID shifting that goes on in the SCI save game code?
[15:55] <snover> like, why is it this way?
[15:56] <m_kiewitz> because you can't trust SCI scripts on those
[15:56] <snover> cant trust what part?
[15:56] <m_kiewitz> for example we allow deleting saved games (at least manually), earlier SCI games did not support that at all and the scripts go crazy when saved games are missing
[15:56] <snover> oh
[15:57] <m_kiewitz> then they introduced saved game deleting in space quest 4, and the scripts did all sorts of things manually
[15:57] <m_kiewitz> then there is mixed up mother goose, which searches for a free slot and then saves to it when you create a new character
[15:58] <m_kiewitz> point is: you can't pass the slot number to the scripts directly. Instead I implemented virtual IDs, which originally started at 1000 or so
[15:58] <m_kiewitz> but i had to lower that to 100, because maybe even one version of mixed up mother goose, where you were limited to a byte
[15:59] <m_kiewitz> some games also just give you "count of saved games" + 1 to create a new slot
[15:59] <m_kiewitz> some other calculate it differently.
[16:00] <m_kiewitz> which is why we are also basically going "scripts gave us unknown virtual id? -> they want to create a new slot"
[16:00] <m_kiewitz> and "scripts gave us slot 0 or slot 5 or whatever -> they want to create a new slot"
[16:01] <m_kiewitz> (if I remember everything correctly)
[16:01] <m_kiewitz> it was a nightmare to make it all work properly
[16:03] <snover> is that mgdx or the earlier mother goose that does that thing you said?
[16:04] <m_kiewitz> deluxe?
[16:05] <snover> deluxe, hires, whatever. the sci32 one. :
[16:05] <snover> :)
[16:05] <m_kiewitz> of course not. We don't support that one. Sierra released like 5 or 6 different versions. 1x AGI, one SCI0, one SCI1, one SCI1.1 and then finally the SCI32 one
[16:06] <snover> this virtual save system scheme is working ok for sci16 games still but it is not working so well for sci32 games right now, it seems.
[16:06] <m_kiewitz> SCI1/SCI1.1 did all sorts of weird calculations
[16:06] <m_kiewitz> what's exactly not working?
[16:07] <m_kiewitz> i think some sci32 games have custom save/restore game code, which also save additional information to another file
[16:07] <snover> yes, they do
[16:07] <snover> theres a big hack for shivers right now
[16:08] <snover> in sq6, i can save and restore only one game, trying to create a second game just doesnt work. also, sometimes savegameNr becomes a negative number because the virtual ID is subtracted from it and then it breaks.
[16:08] <snover> other actions cause complaints about invalid game IDs
[16:08] <snover> generally, something is screwy with the game IDs.
[16:08] <m_kiewitz> invalid game ids?
[16:09] <m_kiewitz> i would have to look into that. GMM saving working properly
[16:10] <m_kiewitz> it could of course also be that they changed something for the internal saved game list format
[16:11] <snover> the save system was definitely fiddled with a bit for sci32
[16:12] <snover> theres some stuff about catalogue files which is new
[16:13] <snover> then individual games do different stuff& shivers stores extra data in separate files, apparently, and torin has its special autosave thing
[16:13] <m_kiewitz> well original SCI16 also had a saved game catalogue file, where it stored descriptions of saved games and some other stuff
[16:13] <m_kiewitz> we removed that, because it's horrible design
[16:13] <m_kiewitz> and you couldn't simply copy saved games around
[16:14] <m_kiewitz> but that's also the reason why the earlier SCI16 games did have a problem with saved games missing, because for the original interpreter that couldn't really happen
[16:14] <m_kiewitz> the catalogue file had to be there. And if it wasn't, all the actual saved game files were simply ignored
[16:14] <m_kiewitz> that never changed, they still used that design up to SCI1.1
[16:15] <m_kiewitz> shiver will need to get fixed accordingly. it makes no sense for recreate that horrible design
[16:15] <m_kiewitz> s/for/to
[16:16] <snover> interesting.
[16:16] <snover> ok.
[16:16] <snover> im understanding more now.
[16:17] <snover> thanks.
[16:17] <m_kiewitz> castle of dr. brain for example had originally:
[16:17] <m_kiewitz> brainsg.000 -> first saved game file
[16:17] <m_kiewitz> brainsg.dir -> catalogue file
[16:18] <m_kiewitz> no idea what they were thinking
[16:19] <snover> metadata per directory i guess. faster to find and parse one file than walk a filesystem, probably, especially since i imagine people saved to floppy pretty often
[16:20] <m_kiewitz> sure, but it's pretty bad when you can't copy saved games around
[16:20] <m_kiewitz> and I'm not sure if it was possible to play SCI games directly from floppy
[16:20] <m_kiewitz> i think you had to install them to harddrive
[16:20] <m_kiewitz> AGI games may have been playable from floppy directly, not sure
[16:21] <snover> not playing from floppy, but putting save games on floppy
[16:21] <m_kiewitz> but why would anyone do this in case the game was installed to the harddrive?
[16:21] <m_kiewitz> the only instance that i can remember where sierra defaulted to floppy drive was the quest for glory character exports/imports
[16:21] <fuzzie> so that each person could have their own save disk, silly
[16:21] <m_kiewitz> for saved games it defaulted to save inside the game directory
[16:22] <snover> to save space on tiny hdds, to move games to different computers, to be OCD about making one floppy per game
[16:22] <fuzzie> for the early stuff (and especially educational) that mattered, although I have lost track of which games you're talking about
[16:22] <fuzzie> funny to think of a time when we couldn't just rely on disk cache :/
[16:22] <m_kiewitz> but that's the thing, properly moving saved games from one computer to another one didn't work properly unless you knew what you were doing
[16:23] <m_kiewitz> well unless you just kept them on the floppy. but if they would have done it properly, that would have worked way better
[16:23] <m_kiewitz> they could have for example also saved description inside the saved game itself and when the directory file wasn't there, then they could have recreated it from the saved games or something like that
[16:24] <fuzzie> they probably figured that people manually messing with save files was a pretty obscure case
[16:25] <m_kiewitz> still - one file broken -> basically all saved games gone
[16:25] <m_kiewitz> and they also had a limit of i think 20 saved games per directory
[16:25] <wjp> are you really trying to argue with devs from 25 years ago? :-)
[16:26] <m_kiewitz> none of those are here :P im simply saying that it wasn't well designed and it's good that we got rid of it
[16:26] <wjp> it was a different world... very different space and performance concerns
[16:26] <wjp> it's far too easy to just say it was bad design; but that really isn't relevant now anyway
[16:27] <m_kiewitz> the point is that we should remove those design choices and not keep them
[16:27] <wjp> in general I think I'd be in favour of hacks in our SCI engine to get rid of cat files
[16:28] <wjp> (like for SCI16 currently)
[16:28] <snover> i am definitely not proposing to reintroduce the catalogue files :
[16:28] <wjp> the question becomes more complicated with, say, phant1
[16:28] <m_kiewitz> wjp: are those cat files saved by the scripts themselves? by system scripts?
[16:28] <wjp> in phant1 they're all managed by the scripts
[16:28] <m_kiewitz> urgh
[16:28] <wjp> and saves are not just a single file anyway
[16:29] <wjp> because there's also the 'chase' file
[16:29] <m_kiewitz> one chase file per slot? or all slots inside the chase file?
[16:29] <wjp> the former
[16:29] <m_kiewitz> at least :P
[16:29] <m_kiewitz> i guess we could patch the scripts then?
[16:30] <wjp> to do what?
[16:30] <m_kiewitz> is it phantasmagoria 1 only? 2 did it properly again?
[16:30] <m_kiewitz> well to combine those into 1 file
[16:30] <wjp> I don't think script patches are the right approach for that
[16:30] <m_kiewitz> how would you solve it then? they use FileIO calls, right?
[16:31] <snover> kq7 was bookmark saves too, though i think they did it differently than phant1
[16:32] <wjp> I _think_ it would be doable to catch a small number of FileIO calls for phant1
[16:32] <wjp> and do some kind of sub-stream virtual-file thing
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[16:33] <wjp> and create a virtual cat/dir file from the saves
[16:33] <wjp> (and just ignore any writes to that)
[16:33] <m_kiewitz> isn't that even more complicated than a script patch?
[16:33] <wjp> you don't want to know how much script code is involved
[16:34] <m_kiewitz> or are the scripts that crazy complicated?
[16:34] <wjp> it's all over the place
[16:34] <m_kiewitz> hmmm
[16:34] <wjp> but the first step is probably properly cataloguing the various weird things the games do
[16:34] <wjp> and then see how far we want to go :-)
[16:34] <m_kiewitz> its weird. sierra did the graphics stuff way better than in sci16. But the save game stuff worked properly for almost all sci16 games
[16:35] <m_kiewitz> and then they started with crazy stuff in sci32
[16:35] <Raziel^> m_kiewitz: maybe the coding people changed?
[16:35] <snover> you cant ever eliminate crazy from software, but merely move it from one place to another ;)
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[16:40] <L0ngcat> and there it is, two versions of Warcraft - Lords of the Clans and all cutscenes have leaked online. What a day
[16:46] <dreammaster> Going AFK for a while. I was going to wait to see Buildbot recover, but I missed breakfast, and now I'm in danger of missing lunch as well. :P
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[16:54] <Strangerke_> Arf, I missed the merge :)
[16:59] <ScummBot> Port build status changed with 747ca9eb: Failure: master-wii, master-gamecube, master-debian-x86, master-motomagx, master-psp, master-ios7, master-mingw-w32, master-ouya, master-motoezx, master-openpandora, master-ps2, master-ps3, master-gcw0, master-gp2xwiz, master-android_arm, master-android_mips, master-dc-serial, master-amigaos4, master-ios, master-dingux,
[16:59] <ScummBot> master-mingw-w64, master-debian
[16:59] <ScummBot> -x86_64, master-ds, master-mingw-w64-cplusplus11, master-webos, master-dc, master-osx_intel, master-caanoo, master-debian-x86-nullbackend, master-gp2x, master-android_x86, master-debian-x86-clang
[16:59] <m_kiewitz> help
[17:00] <snover> m_kiewitz: whats wrong?
[17:00] <m_kiewitz> well ScummBot...
[17:00] <m_kiewitz> :P
[17:01] <snover> buildbot seems so confused right now. really odd.
[17:13] <rootfather> Strangerke_: I have an issue with "gnap"
[17:13] <rootfather> when using the SDL renderer, CPU usage ramps to 100% on one core (50% total of my dualcore machine) and the cursor stutters inside the game
[17:13] <rootfather> no issues when I use the openGL renderer, perfectly smooth gameplay and cpu usage as low as 10%.
[17:14] <rootfather> I have no problems with SDL renderer in the airport demo game, so probably only an issue with 800x600 games?
[17:15] <rootfather> an older scummvm binary from mid of june has small cursor lag, but not as severe as the current builds
[17:20] <rootfather> the gameplay itself is fluid, it's just the cursor that is lagging.
[17:20] <rootfather> but maybe my laptop is just too weak to run it... and it is not so bad that you can't play the game
[17:20] <rootfather> I'm just confused that openGL rendering causes 10% CPU load and SDL2 rendering ~40-50% load
[17:21] <rootfather> hmm.... and now I am complaining again without contributing much :P
[17:55] <ScummBot> Port build status changed with a46cc859: Success: master-debian-x86, master-motomagx, master-ios7, master-mingw-w32, master-motoezx, master-openpandora, master-ps2, master-gcw0, master-gp2xwiz, master-ios, master-dingux, master-mingw-w64, master-debian-x86_64, master-mingw-w64-cplusplus11, master-webos, master-osx_intel, master-caanoo, master-
[17:55] <ScummBot> debian-x86-nullbackend, master-gp2x, master-debia
[17:55] <ScummBot> n-x86-clang
[17:55] <m_kiewitz> \o/
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[18:26] <m_kiewitz> dreammaster: you missed the complete destruction and rebirth of ScummBot :P
[18:27] <dreammaster> So I see. Just looking at it now. Looks like, for instance, an error for a constructor on a union (in timeline.h) I take it that some of the compilers don't like that?
[18:27] <dreammaster> Oh, maybe it's the "_B";
[18:29] <dreammaster> Just checking whether Strangerke on Wintergrascph are looking into the errors already (on Slack)
[18:30] <dreammaster> Or for that matter, is anyone here tackling the errors?
[18:33] <snover> not i
[18:33] <snover> unless you really want me to, then i will :)
[18:35] <dreammaster> Just wanted to make sure there wasn't any duplication of effort. I'm not too familiar with unions, but as a co-mentor to Strangerke, I should probably take first responsibility to look into the errors in his absense.
[18:35] <dreammaster> Plus, I just finished implementing support for Indeo5 videos as well on my Indeo branch, so I'm on a roll ;)
[18:36] <snover> but did you get to the gym?
[18:36] <snover> :)
[18:36] <dreammaster> Nah. I decided to head straight back after lunch, just in case of problems as, it seems, happened.
[18:37] <dreammaster> It's okay, though. I normally take a break on Sunday, so I'll just go on Sunday instead of today.
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[18:37] <GitHub120> [scummvm] sev- pushed 2 new commits to master: https://git.io/vi0UZ
[18:37] <GitHub120> scummvm/master fd411db Eugene Sandulenko: DM: Fix compilation
[18:37] <GitHub120> scummvm/master d973b23 Eugene Sandulenko: JANITORIAL: Whitespace fixes
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[18:37] <dreammaster> Oh, okay. Nevermind then :)
[18:38] <dreammaster> I'll switch back to cleaning up the Indeo code.
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[18:44] <snover> well, unfortunately, it didnt fix the problem
[18:45] <_sev> snover: yeah, trying more
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[18:45] <GitHub45> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0Ur
[18:45] <GitHub45> scummvm/master 7871874 Eugene Sandulenko: DM: Another attempt for compilation fixes on older compilers
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[19:22] <_sev> argh!
[19:22] <_sev> I accidentally mixed 2 commits
[19:22] <_sev> :/
[19:22] <_sev> violated my own rule to do 'git diff' before every commit :(
[19:23] <snover> _sev: you mixed them locally?
[19:24] <snover> oh, or the amiga date thing was a separate thing?
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[19:37] <_sev> snover: yes
[19:37] <snover> gotcha.
[19:37] <_sev> snover: moreover, that is not complete, so now a follow-up commit is needed... Sigh
[19:42] <snover> m_kiewitz: i found a bug in lsl6hires scripts for you if you want to mess with it :) the Help -> Interface is supposed to show a question mark cursor but instead it always shows the hourglass except when the cursor is at the edges of the game window. same thing happens in dosbox
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[19:54] <GitHub108> [scummvm] sev- pushed 2 new commits to master: https://git.io/vi0It
[19:54] <GitHub108> scummvm/master 786f244 Eugene Sandulenko: DM: Rename _B to _Bu to avoid name clashes on some platforms
[19:54] <GitHub108> scummvm/master 2fd2374 Eugene Sandulenko: DM: Rename _C to _Cu
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[19:59] <_sev> right. That was the real reason
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[20:20] <GitHub4> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0Lw
[20:20] <GitHub4> scummvm/master 4af0bc4 Eugene Sandulenko: AMIGAOS: Amiga needs date in specific format in version cookie. Now AmiUpdate works
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[20:29] <GitHub164> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0tT
[20:29] <GitHub164> scummvm/master dfce02d Eugene Sandulenko: XEEN: Fix compilation on Amiga
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[20:33] <GitHub90> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0tl
[20:33] <GitHub90> scummvm/master 18cc11e Eugene Sandulenko: BUILD: Fix syntax
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[20:38] <ScummBot> Port build status changed with 2fd23749: Success: master-wii, master-gamecube, master-psp, master-ouya, master-ps3, master-android_arm, master-android_mips, master-dc-serial, master-ds, master-dc, master-android_x86
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[20:51] <_sev> yay, finally
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[20:59] <ScummBot> Port build status changed with 18cc11e6: Success: master-amigaos4. Nice work, all ports built fine now
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[21:00] <dreammaster> Ah good.
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[21:08] <GitHub13> [scummvm] sev- pushed 2 new commits to master: https://git.io/vi0m3
[21:08] <GitHub13> scummvm/master eb64843 Eugene Sandulenko: CONFIGURE: Some platforms, e.g. Amiga, require SDL to be after SDL_Net. Change accordingly
[21:08] <GitHub13> scummvm/master 7f373b4 Eugene Sandulenko: CONFIGURE: AmigaOS requires -lpthread for libcurl
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[21:12] <GitHub75> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0ml
[21:12] <GitHub75> scummvm/master cb08e26 Eugene Sandulenko: CONFIGURE: Better handling Amiga libcurl exception
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[21:17] <Raziel^> is MetaFox on IRC?
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[21:34] <GitHub84> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi0YB
[21:34] <GitHub84> scummvm/master 999ab43 Eugene Sandulenko: CONFIGURE: Fix prepend_var and make it more portable
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[21:51] <ScummBot> Port build status changed with 7f373b4c: Failure: master-motoezx, master-openpandora, master-gcw0
[21:53] <_sev> yeah, yeah. that already has been fixed
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[22:01] <GitHub198> [scummvm] sev- pushed 2 new commits to master: https://git.io/vi0OE
[22:01] <GitHub198> scummvm/master 45732d0 Retro-Junk: FULLPIPE: Fix Movement::loadPixelData
[22:01] <GitHub198> scummvm/master 9ef6980 Retro-Junk: FULLPIPE: Fix out of bounds write in Movement::removeFirstPhase
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[22:22] <ScummBot> Port build status changed with 7f373b4c: Failure: master-debian-x86_64, master-caanoo
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[22:30] <GitHub44> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi03A
[22:30] <GitHub44> scummvm/master 782e31d Retro-Junk: FULLPIPE: Fix reversed statics initialization
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[22:30] <GitHub179> [scummvm] wjp pushed 1 new commit to master: https://git.io/vi03x
[22:30] <GitHub179> scummvm/master b8fa67b Willem Jan Palenstijn: DM: Don't build by default
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[22:31] <_sev> ohhh.. another configure change
[22:31] <_sev> poor buildbot
[22:31] <wjp> yeah... sorry :-)
[22:32] <_sev> need to fix those warnings also. Will start looking soon
[22:32] <dreammaster> Speaking of changes, can I prevail on someone to add in UNSTABLE to both engines? I'm kind of bogged down in my Indeo branch at the moment
[22:32] <wjp> yeah, there are a few worrying warnings
[22:32] <wjp> I _hope_ things will be less hectic for me again in a week
[22:33] <wjp> had a big deadline this weekend, and am away the coming week
[22:33] <_sev> dreammaster: ok, will do it
[22:33] <wjp> so I hope to be a bit more active again after that :-)
[22:34] <_sev> dreammaster: in fact, no :)
[22:34] <wjp> hurray, all engines build for me
[22:34] <wjp> we really have a crazy number of them :-)
[22:34] <_sev> dreammaster: unstable is assumed for disabled engines. And we use them only for cases when some particular game is unstable
[22:35] <_sev> dreammaster: or you still want me to add it there?
[22:35] <dreammaster> Oh, okay, then. That's okay, no. I just wanted to be sure the engines aren't included by accident in the upcoming release
[22:36] <_sev> that was wjp's change above
[22:37] <dreammaster> He did it for DM, but not for Xeen, right?
[22:37] <wjp> that was already correct
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[22:38] <dreammaster> Ah, good then
[22:38] <wjp> I'm guessing for DM it was enabled on the branch as a bit of a shortcut
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[22:46] <GitHub18> [scummvm] Strangerke pushed 1 new commit to master: https://git.io/vi0sE
[22:46] <GitHub18> scummvm/master 34d636d Strangerke: DM Rename enum members in dm.h and dialog.h
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[23:03] <ScummBot> Port build status changed with 9ef69807: Success: master-motoezx, master-openpandora, master-gcw0
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[23:32] <ScummBot> Port build status changed with 9ef69807: Success: master-debian-x86_64, master-caanoo. Nice work, all ports built fine now
[23:34] <wjp> woohoo
[23:38] <dreammaster> Yay
[23:41] <snover> is it safe to come out now? :)
[23:44] <dreammaster> I think so
[23:48] <-- Henke37 left irc: Quit: ERR_SHUTDOWN
[23:59] <snover> good job to everyone involved, new-engine-landing day is always a little tumultuous.
[00:00] --- Sun Sep 11 2016