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[01:08] <tsoliman> shouldn't branch-1-9 have a tag called something like "desc/1.9.1pre"?
[01:10] <tsoliman> it seems that cfe1bf465b385d0c8143866398fae8c5cab9c0df is supposed to be tagged as that but my git client isn't seeing that tag somehow
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[03:54] <Lightkey> https://www.rockpapershotgun.com/2016/10/11/christine-loves-ladykiller-in-a-bind-released/ so that was finally released to great success: https://twitter.com/christinelove/status/785919019354198017
[03:58] <Lightkey> https://twitter.com/vestenet/status/785973106292748288 :-)
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[07:02] <rootfather|afk> TMM thanks for the Windows builds!
[07:02] <rootfather|afk> may I ask which toolchain you used?
[07:35] <_sev> mingw64
[07:38] <TMM> yeah, what _sev said
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[08:50] <GitHub194> [scummvm-web] sev- pushed 2 new commits to master: https://git.io/vPStC
[08:50] <GitHub194> scummvm-web/master b81fb02 Eugene Sandulenko: WEB: Translated ADL announcement into Russian
[08:50] <GitHub194> scummvm-web/master eaba440 Eugene Sandulenko: WEB: Translated release testing news post into Russian....
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[08:52] <rootfather|afk> TMM with msys2?
[08:53] <rootfather|afk> how do you managed to get the libs linked statically?
[08:54] <Harekiet> Black magic was involved
[09:00] <TMM> rootfather|afk, no, cross compiled on Linux
[09:00] <TMM> rootfather|afk, I modified the final linker link command from the scummvm buildsystem, I need to integrate this into the buildsystem, I will do this
[09:01] <rootfather|afk> great
[09:04] <TMM> wjp is also working on this, so we have to see who does what :)
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[09:19] <TMM> I'd personally like to preserve the ability to create dynamically linked .exe files also
[09:20] <rootfather|afk> something like ./configure --link-static as an option and dynamically linked as default would be great
[09:20] <TMM> yeah, and enable that flag for --release at least on win32
[09:20] <TMM> but it may be worth being able to do a --link-static on other platforms too
[09:21] <TMM> for any platform using new-ish gcc it should all be the same
[09:25] <TMM> actually it may work on really old ones too, asking in #gcc :P
[09:27] <TMM> I'll just put it behind a ./configure check to see if it'll work
[09:27] <TMM> complain if it doesn't
[09:27] <TMM> then people can do their port-specific thing if necessary?
[09:29] <rootfather|afk> sounds good in my opinion
[09:31] <rootfather|afk> backends/platform/sdl/win32/win32.cpp: In member function 'virtual bool OSystem_Win32::openUrl(const Common::String&)':
[09:31] <rootfather|afk> backends/platform/sdl/win32/win32.cpp:142:52: warning: format '%u' expects argument of type 'unsigned int', but argument 2 has type 'uint64 {aka long long unsigned int}' [-Wformat=]
[09:31] <rootfather|afk> warning("ShellExecute failed: error = %u", result);
[09:32] <rootfather|afk> oops
[09:33] <rootfather|afk> stupid mingw32/Windows not understanding %ull
[09:40] <TMM> I would suggest dropping support for mingw32 and only mingw64
[09:40] <TMM> I can't think of a single reason to support mingw32 at this point :)
[09:58] <waltervn> we're going to statically link the win32 release?
[09:59] <rootfather|afk> TMM +1 for that!
[09:59] <rootfather|afk> mingw64+msys2 on Windows works like a charm
[09:59] <TMM> waltervn, looks like we always have, with the exception of SDL.dll
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[11:09] <m_kiewitz> TMM: reason - no support for people with 32-bit only
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[11:28] <TMM> m_kiewitz, mingw64 can build 32bit binaries just fine
[11:28] <TMM> m_kiewitz, it's what was used to build the current 32bit windows binaries
[11:29] <TMM> m_kiewitz, mingw32 hasn't been updated since about 2012, the mingw64 people just continued development under a slightly different name afaik
[11:46] <marcus_c> According to Wikipedia they are developed by different people who don't get along, so a bit like the Emacs/XEmacs schism. :-)
[11:46] <TMM> perhaps, but it is still going whereas mingw64 is not
[11:46] <TMM> errr
[11:46] <TMM> mingw32 isn ot
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[12:07] <wjp> that's my impression as well, indeed
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[12:38] <TMM> wjp, trying to figure out that hang with a statically linked sparkle
[12:38] <TMM> wjp, I've rebuild everything completely clean now, so no more double embedded libs but it's still happening
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[12:42] <TMM> wjp, it's NOT happening when I'm building my .dll btw, so I don't think the problem seems solvable
[12:42] <TMM> ;)
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[12:44] <wjp> TMM: so, current conclusion: dll works, statically linked winsparkle doesn't?
[12:45] <TMM> for the moment
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[12:45] <TMM> and it's not because of our buildsystem necessarily as using that exact same buildsystem to produce a .dll does work
[12:45] <TMM> setting some breakpoints now
[12:45] <TMM> trying to figure out exactly where it goes titsup
[12:45] <wjp> any impression if it's wx or the internet thing?
[12:45] <wjp> ah, working on it
[12:45] <wjp> Ok, let me know :-)
[12:46] <wjp> I won't really have time to look at things myself today, but am very curious what you figure out
[12:46] <TMM> it's become a vendetta now
[12:46] <TMM> :P
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[13:13] <TMM> oh, how nice, on msys gdb just crashes when you hit a bp
[13:18] <wjp> gives a whole new meaning to the word "break"point
[13:29] <TMM> FINALLY
[13:29] <TMM> cygwin to the rescue
[13:29] <TMM> what a pain in the ass
[13:30] <TMM> how do windows developers get anything done, ever
[13:33] <TMM> wjp, ok, so win_sparkle_check_update_with_ui successfully starts a new thread but then fails
[13:33] <TMM> adding some more debug infos
[13:34] <TMM> but it seems to be hanging on some thread sync at that point
[13:35] <TMM> oh... maybe I found it then
[13:37] <TMM> (maybe) :)
[13:38] <TMM> nope :P
[13:51] <TMM> wjp, I think I may have found it
[13:51] <TMM> wjp, fur realz :)
[13:51] <TMM> winsparkle::UI::SetDllHINSTANCE(hInstance); <--- this gets called in DllMain()
[13:52] <TMM> I don't think this ever happens when we're statically linked
[13:52] <TMM> I'm just going to throw this in somewhere else in my code and see if it does anything
[13:56] <TMM> wjp, that fixed it
[13:56] <TMM> wjp, I now have a working statically linked scummvm.exe with sparkle :)
[13:56] <_sev|work> TMM: while you're looking at it
[13:57] <_sev|work> there was a crash reported when you click "Cancel" on the wizard running for the first time
[13:57] <_sev|work> can you reproduce it?
[13:57] <TMM> sec
[13:57] <_sev|work> for that you need to remove the key from your scummvm.ini
[13:57] <TMM> does not crash for me
[13:58] <wjp> TMM: nice catch!
[13:58] <TMM> at least not in 1.9.0.2
[13:58] <_sev|work> updates_check from [scummvm] section
[13:58] <_sev|work> good to know
[13:58] <wjp> FWIW, I saw the same thing with my own build yesterday evening
[13:58] <TMM> _sev|work, I just deleted the whole scummvm.ini, pressing cancel did not crash at least not with this build with the static one, let me try the release
[13:58] <wjp> on the first run, hit cancel, and it quits
[13:59] <TMM> does not crash for me on 1.9.0.2 as installed from the exe
[14:02] <TMM> cannot reproduce it on a native win7 system either
[14:03] <TMM> _sev|work, maybe this happened with 1.9.0 or a maybe? We did change a bunch of stuff.
[14:03] <TMM> can you ask the reporter(s) to try again with 1.9.0.2?
[14:06] <TMM> can people with access to windows machines please check out if sparkle is working correctly for you using this zip: https://tmm.cx/~hp/scummvm-sparkle-static.zip _sev|work, wjp, rootfather|afk?
[14:10] <madmoose> TMM: I can test if you tell me what to do
[14:15] <madmoose> It doesn't crash if I press cancel, and it says that I'm up to date on version 1.9.0.2
[14:21] <TMM> madmoose, ok, so 'check now' doesn't crash?
[14:22] <TMM> anyway, for 1.9.1 we can have a statically linked sparkle now
[14:22] <TMM> so I won't do those commits to the iss files to include winsparkle.dll any longer
[14:22] <madmoose> TMM: Correct. I get an alert box that says "You're up to date! ScummVM 1.9.0.2 is currently the newest version available."
[14:22] <TMM> madmoose, sweet. thanks for testing
[14:23] <madmoose> I don't know if it can actually update, but I guess that's sparkle's responsibility :)
[14:23] <TMM> yeah, it if can display its window I'm pretty sure it'll work, but we'll test that before committing to this of course :)
[14:24] <TMM> wjp, _sev|work, the way sparkle's startup code is written it does just freeze when calling win_sparkle_check_update_with_ui() and anything goes wrong
[14:25] --> <TMM> joined again, meaning that function never returns
[14:25] <TMM> if we're going to have a local fork anyway we may as well fix that behavior
[14:26] <TMM> In the meantime I'll create a PR for sparkle, perhaps they'll care about this usecase
[14:31] <TMM> wjp, https://github.com/vslavik/winsparkle/pull/119 <-- this was the required change
[14:40] <TMM> wjp, judging by the documentation on hInstance and exEntry() this is actually the correct way to go about it when statically linking
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[14:45] <wjp> They're quick :-)
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[14:46] <TMM> wjp, lol, "I'm sure you know what you're doing." very optimistic guy, this
[14:47] <wjp> But good to know that he recommends against it
[14:47] <TMM> well, he's obviously not testing this
[14:47] <wjp> Right
[14:48] <TMM> Travis send me an email explaining how he determined what dlls should be shipped separately and which not
[14:48] <TMM> by those criteria I'm not sure that winsparkle qualifies
[14:49] <wjp> Do share :-)
[14:52] <TMM> wjp, since I got the email on a private address I've sent it to you in PM, I don't want to make someone's email public without them knowing about it
[14:54] <wjp> It's a good point for SDL; being able to swap versions is valuable if there are bugs regularly
[14:54] <TMM> yeah, I'm not so sure what users have to gain by swapping out winsparkle.dll
[14:55] <waltervn> we've seen an example of that very recently with SDL2
[14:55] <TMM> the version of SDL2 used in my win32-sdl2* packages is 2.0.3 btw
[14:55] <TMM> it should just work (r) everywhere
[14:55] <TMM> but I'm not sure if anyone has tested them
[14:56] <wjp> Is it possible to drop in the official SDL 2.0.4 dll for example?
[14:56] <wjp> (Without any (re)building)
[14:57] <TMM> yeah
[14:57] <TMM> should be possible for 2.0.5 also
[14:57] <TMM> at least I tried it with the official 2.0.4 dlls from upstream and the program started (on wine)
[15:01] <L0ngcat> is there a way to mass remove game entries in the GUI
[15:01] <L0ngcat> ?
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[15:34] <TMM> wjp, also this: https://github.com/vslavik/winsparkle/pull/120
[15:38] <wjp> Ah, cleaned up version of that msys2 patch. Nice
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[15:38] <TMM> tried to figure out why it was even necessary
[15:39] <TMM> seemed just randomly removing a line of code was a bit... blunt :P
[15:39] <wjp> :-)
[15:39] <wjp> But effective ;-)
[15:39] <TMM> sure
[15:45] <TMM> I wonder if there's a specific reason WinSparkle.dll is using wx 3.0.3
[15:46] <TMM> wjp, also, the makefile from ming can't be safely used by us as we're not building scummvm with -mthread
[15:46] <TMM> wjp, we have to remove those flags
[15:47] <wjp> Ah, right
[15:48] <wjp> (And people call linux packaging difficult...)
[15:48] <TMM> also I'd feel a lot better if we build scummvm itself with -std=c++11 when we statically link
[15:49] <TMM> since it's non-optional for wx and sparkle
[15:49] <wjp> That should be fine
[15:49] <wjp> There's a configure flag
[15:49] <wjp> (Is it not yet enabled by default when detected?)
[15:49] <TMM> otoh, sparkle is a C api, not c++ api
[15:49] <TMM> so perhaps it doesn't really matter
[15:50] <TMM> but it'd still make me feeeeel better ;)
[15:50] <waltervn> wjp: it doesn't auto-enable it here on msys2/mingw64
[15:50] <wjp> Guess not then
[15:51] <wjp> (In bus, so I can't really look)
[15:51] <TMM> well, sufficiently new versions of gcc will auto-enable it anyway
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[16:06] <L0ngcat> madmoose: how do I prepare the datafiles for BR? Just drop the contents of all cd's in the same directory and overwrite duplicates? (if any)
[16:07] <L0ngcat> or does it need to be installed?
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[16:19] <WooShell> meow =^.^=
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[16:26] <madmoose> L0ngcat: It needs to be installed for now.
[16:28] <L0ngcat> madmoose: ok, thanks!
[16:28] <madmoose> L0ngcat: There's a naming conflict on the cd's, as you may have noticed.
[16:29] <L0ngcat> am not at home right now, will check when I'm back
[16:29] <L0ngcat> madmoose: something needs to be renamed?
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[16:35] <madmoose> L0ngcat: Each CD has a different CDFRAMES.DAT which needs to be combined into HDFRAMES.DAT by the installer
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[17:52] <GitHub128> [scummvm-web] sev- pushed 1 new commit to master: https://github.com/scummvm/scummvm-web/commit/bdc8f9d02f669b3f2d54582e4527b8e9f5a6c429
[17:52] <GitHub128> scummvm-web/master bdc8f9d Eugene Sandulenko: WEB: Fix ARM64 Android build link
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[17:56] <L0ngcat> madmoose: k, thanx. Do you know if there is any difference at all between the cd version and the dvd version?
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[18:54] <madmoose> L0ngcat: I haven't investigated that, other than checking the version number in the resource files which is the same afair
[19:09] <L0ngcat> k
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[19:18] <eriktorbjorn> madmoose: I noticed there's a TODO comment, "Support cdframes". Does that mean - if it happens - that the installer won't be needed at all then?
[19:19] <madmoose> eriktorbjorn: Yes, we just need to agree on a naming convention for the conflicting files
[19:20] <madmoose> Shouldn't be difficult
[19:21] <madmoose> I think you can, for now, take CDFRAMES.DAT from the first CD and rename it to HDFRAMES.DAT
[19:22] <eriktorbjorn> madmoose: Aha? I guess I should try that.
[19:22] <madmoose> eriktorbjorn: Let me know if it works
[19:23] <madmoose> I haven't touched that part of the code in a long time
[19:27] <eriktorbjorn> madmoose: Hmm... My DVD has a 3.TLK in both the CD3 and the CD4 directory, and they're not the same. Something to worry about for later, I guess.
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[19:33] <madmoose> eriktorbjorn: Works as I expected here
[19:35] <eriktorbjorn> madmoose: Crashed after the intro here, with a failed assertion: engines/bladerunner/slice_renderer.cpp:337: void BladeRunner::SliceRenderer::drawInWorld(int, int, BladeRunner::Vector3, float, float, Graphics::Surface&, uint16*): Assertion `_sliceFramePtr' failed.
[19:36] <madmoose> maybe I tested the wrong thing...
[19:39] <eriktorbjorn> Or I did it wrong. :-)
[19:39] <madmoose> No, seems to work here :)
[19:41] <eriktorbjorn> There's a slew of Valgrind warnings about uninitialized values. Perhaps that's messing things up for me?
[19:43] <eriktorbjorn> I don't have the time to investigate, but these were the ones I got: http://pastebin.com/BAQZDuU8
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[20:00] <eriktorbjorn> madmoose: Hmm... This time it didn't crash. Well, that could be those uninitialized values still, I guess...
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[20:02] <GitHub31> [scummvm] sev- pushed 2 new commits to master: https://git.io/vP95B
[20:02] <GitHub31> scummvm/master 4162295 Eugene Sandulenko: DIRECTOR: Lingo: Implemented getting 'the frame' entity
[20:02] <GitHub31> scummvm/master 06ca653 Eugene Sandulenko: DIRECTOR: Fix movie scanning
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[20:05] <madmoose> eriktorbjorn: I get the same error after building on Ubuntu
[20:11] <madmoose> eriktorbjorn: The assert isn't valid. _sliceFramePtr isn't initialized until the call to setupFrameInWorld just below the assert.
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[21:42] <snover> this room 420 cutscene (from room 270) is kind of weird. it sets all the global cast members z property to 1000 from localproc_0170, then calls kUpdatePlane. this does not cause any of the ScreenItem objects held by the plane to change priorities. hm.
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[21:46] <GitHub145> [scummvm] hpvb pushed 2 new commits to master: https://git.io/vPHkx
[21:46] <GitHub145> scummvm/master 9af3c05 Hein-Pieter van Braam: WIN32: Add missing LICENSE files to migration.txt
[21:46] <GitHub145> scummvm/master 3f79717 Hein-Pieter van Braam: WIN32: Nightlies will start using SDL2
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[21:47] <TMM> snover, is that what SQ6 does?
[21:49] <wjp> Push access I see? Welcome :-)
[21:49] <TMM> wjp, I'll try to not break shit :P
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[21:49] <GitHub198> [scummvm] hpvb pushed 1 new commit to master: https://git.io/vPHIG
[21:49] <GitHub198> scummvm/master 5013eae Hein-Pieter van Braam: WIN32: re-sort migration.txt...
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[21:50] <wjp> Appreciated :-)
[21:51] <TMM> they really give every yahoo commit access these days
[21:55] <TMM> need to come up with a way to fix that other random 'return' in that UI:Start method of sparkle
[21:55] <TMM> that's just confused users waiting to happen
[21:55] <TMM> or at least allow it to fail so we can either just ignore it or present a ui dialog of our own
[21:56] <TMM> instead of just sitting there looking like an asshole :P
[21:56] <TMM> even crashing would be better than just freezing
[21:57] <TMM> or... even better port winsparkle to native win32 dialogs :P
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[23:02] <snover> TMM: yes, sq6
[23:03] <TMM> snover, novel? solution, I guess? :P
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[23:31] <snover> i dont understand
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[23:34] <snover> it makes this z-index change and then calls doit on the global cast
[23:35] <snover> im having trouble making a workable breakpoint since it is done in a local procedure
[23:41] <snover> so it should end up at Actor::doit
[23:45] <snover> hm. the Visible -info- flag is not set on any of these actors. i wonder if that means the renderer shouldnt be drawing them or if it means that there is a problem where that flag is not getting set (doit doesnt do much without it)
[00:00] --- Thu Oct 20 2016