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[00:11] <Lightkey> https://www.gog.com/game/the_bards_tale_trilogy
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[06:21] <Sedictious> Could anyone help me with adding a new engine? I created a test folder containing an engine.cpp, engine.h, detection.cpp, a config and a makefile. Yet when I build the project, it refuses to aknowledge their existence. Am I missing something?
[06:23] <Sedictious> If it's of any use, I use VS for building.
[06:28] <bgK> Sedictious: did you rebuild create_project so it knows about the new engine?
[06:30] <Sedictious> yep, nothing
[06:30] <SupSuper> so the engine isn't in the VS project?
[06:36] <Sedictious> no, just to be clear before building the solution I tried building create_project (from /devtools) and running both create_project(from my dist, in this case msvc14 not sure if its of any use) and create_msvc14
[06:37] <SupSuper> and you did that *after* adding your new engine?
[06:37] <Sedictious> yep
[06:37] <SupSuper> so your msvc14 folder does have all the other engine projects, just not your test
[06:38] <Sedictious> yes,
[06:40] <SupSuper> did you pick STABLE or ALL engines?
[06:41] <Sedictious> all
[06:43] <Sedictious> and it doesn't even show up in the "Disabled Engines"
[06:44] <SupSuper> well all that's left is make sure your engine id is correct in configure.engine and module.mk
[06:45] <Sedictious> in configure.engine, the first two lines are identical to every other engine, the last one is : add_engine kgb "KGB Engine" no, kgb being the name of the directory
[06:46] <Sedictious> in module.mk: MODULE := engines/kgb
[06:46] <Sedictious> MODULE_OBJS = \ detection.o \ kgb.o
[06:46] <Sedictious> and the rest is again identical
[06:53] <SupSuper> did you change the ENABLE_ to ENABLE_KGB too?
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[06:57] <Sedictious> ah sorry, it lagged for me
[06:58] <Sedictious> In case it didn't get written down, yes I did change it to ENABLE_KGB
[06:59] <Sedictious> Assuming everything is right, the first thing would be to build the solution at devtools\create_project\msvc14, right?
[07:00] <SupSuper> yes, build create_project in devtools, and then run create_msvc.bat in dists
[07:01] <Sedictious> but the thing is, create_project shows up as up to date, even tried rebuilding it
[07:03] <Sedictious> could there be a problem with trailing whitespaces or anything in the configure.engine?
[07:17] <SupSuper> don't think so. can you upload your test files anywhere?
[07:20] <Sedictious> sure why not? It's mostly copy-paste to get going. Is pastebin ok?
[07:20] <SupSuper> sure
[07:29] <Sedictious> https://pastebin.com/m62RsqGr copy-pasted along with kgb.cpp/h and detection.cpp
[07:35] <SupSuper> aha
[07:35] <SupSuper> make sure configure.engine ends on a linebreak
[07:35] <SupSuper> i.e. it should have 4 lines, the last one being blank
[07:45] <Sedictious> Fuck... thank you so much and sorry for taking up your time over something this stupid
[07:46] <SupSuper> np, and if you are working on kgb, good luck, i loved that game :)
[07:48] <Sedictious> kgb is a hidden gem anyway. thank you again :)
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[08:07] <ink0gnito> moin
[08:07] <ink0gnito> war rootfather nochmal hier?
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[11:34] <GitHub166> [scummvm-web] Mataniko pushed 1 new commit to master: https://git.io/fNAMb
[11:34] <GitHub166> scummvm-web/master ac06fa0 Matan Bareket: WEB: Use new style php constructor in XMLParser.php
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[13:57] <mataniko> good morning
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[16:11] <GitHub137> [scummvm] whiterandrek pushed 1 new commit to master: https://git.io/fNxtJ
[16:11] <GitHub137> scummvm/master 2a6222b Andrei Prykhodko: PINK: fixed clicking on leadActor in moving state with item
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[18:10] <GitHub68> [scummvm] BenCastricum opened pull request #1276: SCUMM : Add support for European Wii Pajama Sam (EAN3546430138939) (master...detection_fixes) https://git.io/fNxCH
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[18:25] <GitHub122> [scummvm] bgK pushed 1 new commit to master: https://git.io/fNxlm
[18:25] <GitHub122> scummvm/master 885b8e9 Cameron Cawley: BACKENDS: Mark resetQuit and getKeymapper as override
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[18:25] <GitHub6> [scummvm] bgK closed pull request #1275: BACKENDS: Mark resetQuit and getKeymapper as override (master...patch-1) https://git.io/fNbIv
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[19:14] <Strangerke> hi guys
[19:22] <LubomirR> Hi.
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[19:53] <GitHub33> [scummvm] ccawley2011 opened pull request #1277: ALL: Replace use of strdup with Common::String (master...remove-strdup) https://git.io/fNxzp
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[20:27] <GitHub36> [scummvm] ccawley2011 opened pull request #1278: ANDROID: Update to compile with modern NDKs (master...android) https://git.io/fNxVs
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[20:56] <lb_ii> somaen: t0by: hi!
[21:00] <lb_ii> I looked at keyboard.h and found a solution for BaseKeyboardState that I'm comfort with: if (code > Common::KEYCODE_SPACE && code < Common::KEYCODE_DELETE) { _currentCharCode = event->kbd.ascii; ...
[21:01] <lb_ii> all keys that produce printable characters (except numpad, spacebar and Enter, which is considered printable in original WME) are in this range
[21:02] <t0by> Hey there
[21:02] <t0by> Neat, so you plan on special casing for that and branching to the existing code otherwise?
[21:02] <lb_ii> and event->kbd.ascii is the reqiured printable character that is already capitalized, if Shift or CapsLock requires it to be capital
[21:03] <lb_ii> t0by, I've commited it to my branch: https://github.com/lolbot-iichan/scummvm/commit/2830b1b64a55c4d81d8a1f578423b439e798149a
[21:05] <lb_ii> Options Menu by F1 in DreamCat and OpenQuest now works, behaviour seems to be very close to WME on WME sample game and FoxTail stuff like Quick Save/Load now works
[21:05] <t0by> Oh, neat!
[21:06] <lb_ii> I think I'm done with BaseKeyboardState unless you/somaen/anyone has some objections on currect code
[21:07] <t0by> On a cursory glance, I see nothing particularly fishy.
[21:09] <t0by> (Except the commit messages that you might be asked to rewrite)
[21:09] <t0by> That's very sweet, thank you.
[21:10] <t0by> Back in a little while
[21:10] <lb_ii> Do you think I should make a pull request on currect FoxTail+BaseKeyboardState stuff? Or should I do separate pull requests on BaseKeyboardState without FoxTail, then all FoxTail sfull in different pull request?
[21:12] <t0by> Uhm, not that it's that big a deal, but I'd personally lean in favour of #2
[21:16] <lb_ii> As for FoxTail, there are 4 minor issues now left: some game settings reset to default on game load (something is wrong with ConfMan integration? will investigate...), dinamic lighting of actor may not work (need to implement GetPixelAt for Subsurface), actor don't stop in one scene (need to implement one method), actor movement speed changing method is not accurate to actual used in game (I change number of frames in movement sequenc
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[21:18] <lb_ii> t0by, how do I do this? create another branch and recommit BaseKeyboardState without FoxTail?
[21:18] <t0by> lb_ii, as for #4, do we know how exactly how it's supposed to work?
[21:19] <t0by> lb_ii, _personally_, I would check out to a new branch, squash your work in a single commit, remove the foxtail-specific lines, check that it compiles and do a PR
[21:20] <t0by> nevermind
[21:20] <t0by> let me rephrase
[21:20] <t0by> _personally_ I would (1) create a new branch from clean master, (2) cherry-pick your latest commit and (3) amend it as to remove the foxtail-specific bits and (4) create a PR
[21:21] <t0by> then rebase your "full" branch against this BaseKeyboardState-only branch and continue your work.
[21:21] <t0by> It's not a _huge_ deal anyway
[21:21] <lb_ii> t0by: developers told me that integer parameter in SetSpeedWalkAnim is not a speed multiplication modifier, but a number of msec between frames, I'll check how we can get this value from AdActor to actor's animation that is currently playing, I think there should be some easy way to do this
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[21:23] <GitHub50> [scummvm] ccawley2011 opened pull request #1279: PSP: Various updates from PR #1128 (master...psp) https://git.io/fNx6M
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[21:23] <t0by> Uuh.
[21:23] <lb_ii> t0by: that's way too git for me =) I guess I'll just (1) create a new branch, (2) copy there base_keyboard_state.cpp manually, (3) remove all #ifdef ENABLE_FOXTAIL, (4) check if it works, (5) create PR, (6) then solve collisions by reapplying base_keyboard_state.cpp manually =)
[21:24] <t0by> There's a slight problem in principle as we don't enforce a fixed frame rate, so you have to either vsync it or have artifacts.
[21:24] <lb_ii> this should be pretty easy since all non-Foxtail stuff is in one file only
[21:25] <t0by> There's also a slight problem in practice, i.e. the render ticket system is a little bit of a mess ;)
[21:25] <t0by> lb_ii, sure, there's several ways to skin a cat
[21:26] <lb_ii> t0by, I guess that's not the case as values are 40ms, 70ms and 90ms
[21:27] Action: t0by squints
[21:27] <t0by> Mmh, that makes an acceptable approximation much easier.
[21:27] <lb_ii> it's more about timers and delays between frames than about doing stuff at forced 60fps
[21:29] <lb_ii> SPEEDWALK_ULTRASUPERMEGAFAST is 10ms, however, but we can deal with it separately later if it won't work like the others, as it's a hidden cheat
[21:29] <t0by> Well, 40ms inter-frame delay means 25fps
[21:29] <t0by> you can _approximate_ that delay, probably very very acceptably
[21:30] <t0by> I _think_ the alternative is to mess with the ticket system, and I'd discourage that unless you are insane enough.
[21:30] <t0by> Anyway - not important right now.
[21:31] <lb_ii> no-no
[21:31] <lb_ii> it's speed of a character, not of entire game
[21:31] <t0by> I understand
[21:32] <lb_ii> like, we have a sprite of walking Leah the Fox, which has frames like this: FRAME { DELAY = 70 MOVE {0, -1} KEYFRAME=FALSE IMAGE = "actors\leah\images\uu_walk_02.png" HOTSPOT {17, 61} }
[21:32] <t0by> that's _precisely_ why the ticket system might make that hard to get to work exactly and predictably
[21:32] <t0by> I say _might_ because there may be a work-around, I haven't touched those bits in quite a while
[21:32] <t0by> but again - not a huge deal right now
[21:33] <lb_ii> I guess I'll look for a way to live-patch the loaded data of walking animations as if DELAY was 40, or 90, or 10
[21:34] <t0by> Um
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[21:40] <t0by> lb_ii, okay
[21:40] <t0by> so
[21:40] <t0by> I last worked on this thing in... 2013?
[21:40] <t0by> _but_ the rendering loop is not synchronous
[21:41] <t0by> i.e. it renders stuff "when it's ready"
[21:41] <t0by> it can do frame skipping
[21:41] <t0by> it has support for dirty rects as an optimization
[21:41] <t0by> but when your frame is rendered or what the FPS is is not something that you know deterministically
[21:41] <t0by> you shove tickets into a queue and the renderer deals with those if and when it can
[21:41] <t0by> https://github.com/scummvm/scummvm/blob/master/engines/wintermute/base/gfx/osystem/base_render_osystem.cpp#L271
[21:42] <t0by> which means that you don't have fine-grained control on the delay between one character frame and the next
[21:42] <t0by> _in theory_
[21:42] <t0by> in practice it can probably work tolerably well, we're talking about sufficiently large delays, _I guess_
[21:44] <t0by> If you want to have a go at it please do
[21:44] <t0by> just know that I am guessing that doing that precisely and reliably is not 100% trivial.
[21:45] <t0by> So, if you are not ready to forego your sanity just yet, you might want to focus on the other stuff and stockpile on migraine pills ;)
[21:45] <t0by> I'll be away for a little while
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[22:11] <GitHub124> [scummvm] ccawley2011 opened pull request #1280: RISCOS: Specify the original encoding of the translated documentation (master...riscos-iconv) https://git.io/fNx15
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[22:24] <lb_ii> t0by: sorry, was afk for a while
[22:24] <lb_ii> thanks, I'll see how it works when I eventually come to fix this =)
[22:26] <lb_ii> btw, one more fun fact: while looking for any other WME games making any use of keyboard, I decompiled http://wiki.scummvm.org/index.php/Fairy_Tales_About_Toshechka_and_Boshechka and found out it has a cheat code 'g'+'i'+'v'+'e'+'a'+'l'+'l' that gives all items
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[22:30] <GitHub135> [scummvm] ccawley2011 opened pull request #1281: WINDOWS: Installer updates from PR #1128 (master...windows) https://git.io/fNxSN
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[23:12] <GitHub75> [scummvm] ccawley2011 opened pull request #1282: BUILD: Use normal host alias auto-prefixing for riscos and amigaos (master...host-alias) https://git.io/fNxQ5
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[23:29] <GitHub59> [scummvm] ccawley2011 opened pull request #1283: DIRECTOR: Remove non-standard fileno & unistd.h (master...director-unistd) https://git.io/fNx7N
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[00:00] --- Thu Aug 16 2018