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[00:11] <GitHub186> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vPNni
[00:11] <GitHub186> scummvm/master 3852d14 Paul Gilbert: TITANIC: Match the CWaveFile duration method closer to original
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[01:35] <GitHub108> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vPNWa
[01:35] <GitHub108> scummvm/master 7e5842f Paul Gilbert: TITANIC: Fix showing multiple NPC animations as Doorbot speaks
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[01:36] <snover> dreammaster: have i mentioned yet today how excited i am for titanic :)
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[01:43] <dreammaster> Not yet :)
[01:43] <snover> what a careless oversight on my part!
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[01:44] <dreammaster> I'm definitely making progress now that I debug things.
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[01:45] <dreammaster> The Doorbot finishes the first speech fragment with full animation. I just need to figure out why he then stops entirely. Once I fix that, it'll likely run to the point where you finally get given the PET \o/
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[01:52] <snover> ah, also exciting. :)
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[02:05] <GitHub81> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vPNla
[02:05] <GitHub81> scummvm/master 2640b87 Paul Gilbert: TITANIC: Fix freeze in Doorbot conversation
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[02:06] <Lightkey> what? a Commodore PET? :-)
[02:06] <dreammaster> A Personal Entertain Thing
[02:06] <dreammaster> Thingy :)
[02:06] <snover> electronic thingy :)
[02:06] <Lightkey> is that a yes? :-)
[02:07] <dreammaster> With that latest fix, the PET is now showing. Though a bit too early, and with no text in it yet. But with every commit, things get a little further along.
[02:08] <dreammaster> I'll be happy when I'm finally out of this initial cutscene and onto the ship. At least then I'll be able to create savegames and test singular actions. At the moment, I'm letting the entire game start/using computer/crash sequence replay again and again.
[02:09] <snover> hey, it has a cursor
[02:09] <snover> and it accepts input
[02:10] <snover> and the doorbot has some psychedelic antialiasing right now :)
[02:11] <dreammaster> Yes. There obviously seems something wrong in our AVI decoder. Maybe the AVIs are an older version which aren't quite hadnled correctly.
[02:11] <snover> yeah, i do notice various bits of corruption in the videos
[02:11] <dreammaster> Either that or the Indeo decoder I rewrote from ffmpeg
[02:12] <dreammaster> Or both of them. The doorbot closeup is an Indeo video, but all the backgrounds are standard whatever codec. So that the backgrounds are sometimes glitchy like that could well mean something wrong with applicable existing codec
[02:26] <dreammaster> In any case, that'll do for tonight. I'm happy that it's to a point where the PET is showing. Having it properly populated can wait until tomorrow.
[02:26] <snover> good work. good night :)
[02:26] <dreammaster> Thanks. Likewise
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[08:57] <GitHub141> [scummvm] sev- pushed 3 new commits to master: https://git.io/vPNXR
[08:57] <GitHub141> scummvm/master 047e0b9 Eugene Sandulenko: BASE: Add command line for specifyong Director start movie
[08:57] <GitHub141> scummvm/master af783c7 Eugene Sandulenko: DIRECTOR: Added D4 generic target
[08:57] <GitHub141> scummvm/master 012cf1b Eugene Sandulenko: DIRECTOR: Run start movie specified in the command line
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[11:49] <waltervn> my internet connection has been such a disaster lately
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[16:26] <m_kiewitz> uh oh
[16:26] <m_kiewitz> http://www.ebay.com/itm/131980174335?ul_noapp=true
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[16:49] <Harekiet> 900 bucks for a game :)
[16:59] <m_kiewitz> and I let a "like new" copy slide 1 or 2 years ago
[16:59] <m_kiewitz> for like 30-40 EUR
[16:59] <m_kiewitz> and it was even the Asian release, with a proper box that isn't prone to damage
[16:59] <m_kiewitz> the qfg4 floppy box likes to break down and look like crap after that
[17:01] <m_kiewitz> they probably used bad material
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[17:06] <GitHub112> [scummvm] sev- pushed 1 new commit to master: https://git.io/vPAxo
[17:06] <GitHub112> scummvm/master 31ffd4d Eugene Sandulenko: DIRECTOR: Load shared cast only when it exists
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[17:43] <GitHub85> [scummvm] madmoose pushed 6 new commits to master: https://git.io/vPxvM
[17:43] <GitHub85> scummvm/master ec880c5 Thomas Fach-Pedersen: BLADERUNNER: Fix resource leak (CID 1364202)
[17:43] <GitHub85> scummvm/master c64767b Thomas Fach-Pedersen: BLADERUNNER: Fix null pointer dereference (CID 1364205)
[17:43] <GitHub85> scummvm/master 4b6e0f0 Thomas Fach-Pedersen: BLADERUNNER: Fix out-of-bounds read (CID 1364207)
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[17:49] <Harekiet> weird I seem to have a cd case with qfg4 but not the box, how'd that happen :(
[17:51] <m_kiewitz> qfg4 on cd in a box didn't have that problem
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[17:51] <m_kiewitz> it's just the purple box (w/ floppies)
[17:53] <Harekiet> wonder if it came in some multi game bundle
[17:54] <m_kiewitz> qfg4 on CD was in a white box
[17:54] <m_kiewitz> yes, there's also quest of glory anthology
[17:54] <m_kiewitz> which contains qfg1-4
[17:54] <m_kiewitz> http://www.vintage-sierra.net/qfg/qfg4v2.php
[17:54] <m_kiewitz> ^^ that's the CD version, which I already own
[17:57] <Harekiet> yeh must have picked it up sometime, never really played any of the qfg ones
[17:59] <m_kiewitz> you definitely should
[17:59] <m_kiewitz> but start with qfg1 ega, not the vga remake
[18:00] <Harekiet> hehe tried that one but meh, just didn't get me hooked, all that walking about int he larger areas and I read something about action sequences with clunky controls
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[18:56] <_sev> yay
[18:57] <clevercaviar> hello all. For the new BLADERUNNER engine additions, does the game data need to be organised in any specific manner? I've currently got it pointing at the `/data` folder, where the `STARTUP.MIX` archive lives.
[18:57] <_sev> I just published ScummVM on OUYA/Razer Forge TV store
[18:57] <_sev> clevercaviar: it is extremely early
[18:58] <_sev> clevercaviar: at this point you have to run the original setup
[18:58] <clevercaviar> and yes, I'm aware nothing works with it and might be years away and there be dragons etc
[18:58] <_sev> clevercaviar: which will merge all CDs into one big HD file
[18:59] <_sev> clevercaviar: the file name is hdframes.dat
[19:00] <clevercaviar> _sev ah, I see. I'll have to send the files to my windows machines then. Thanks! Last I remember, installing it was OK, running it was another ball of wax entirely, I don't think I managed to cajole it into life. This was Windows 7 I think
[19:00] <_sev> clevercaviar: here it worked well under wine
[19:01] <clevercaviar> _sev the game worked well through wine? or the installer?
[19:01] <_sev> clevercaviar: the installer
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[19:02] <clevercaviar> _sev ok, cool. Thanks for the info.
[19:02] <madmoose> clevercaviar: The quick guide: From CD 1, copy *.TLK, *.MIX, *.DAT from the directories BASE and CD1 into a new directory. Rename CDFRAMES.DAT to HDFRAMES.DAT.
[19:02] <_sev> clevercaviar: just make sure you select "install all" or something like that
[19:02] <omer_mor> hi
[19:03] <omer_mor> why does simon the sorcerer is not using scummvm's save-game engine?
[19:03] <_sev> madmoose: is renaming work? As I remember, there was a routine for merging and reindexing
[19:03] <omer_mor> i.e. I can't load/save from scummvm's menus
[19:03] <_sev> omer_mor: because they may produce borken saves
[19:03] <madmoose> _sev: Renaming works, at least until we can reach stuff that's not on CD1
[19:03] <_sev> clevercaviar: well, it could be OK for your purposes then...
[19:04] <_sev> omer_mor: the original saves are script-lead
[19:04] <omer_mor> _sev: but still, why not use the game's save logic, but display the list of save games in scummvm launcher?
[19:04] <_sev> omer_mor: because it was not trivial to make it work?
[19:05] <omer_mor> I have to launch the game, skip about 6 cut-sequences, and only then be able to restor
[19:05] <omer_mor> restore*
[19:05] <_sev> omer_mor: there are zillions of game variants
[19:05] <_sev> omer_mor: enjoy the original game behaviour :P
[19:06] <omer_mor> _sev: is there a technical problem restricting you from doing listing the saved games and restoring from the laucnher? or was this simply never implemented?
[19:07] <_sev> omer_mor: on the contrary, this is how it worked, and then we switched to the current schema, AFAIR
[19:07] <omer_mor> :(
[19:08] <omer_mor> _sev: same game; would it be possible to keep the subtitle displayed until '.' is used to skip it? (same as later scumm games)
[19:09] <clevercaviar> cool. got a VK test showing...
[19:09] <omer_mor> I'm playing the Hebrew version of this game with my son, but the subtitles are shown too fast
[19:09] <_sev> omer_mor: maybe. I have no idea about the engine internals
[19:09] <_sev> omer_mor: I believe there was a subtitle speed setting
[19:10] <omer_mor> yes, it doesn't seem to work for me. at least - the slowest setting is too fast
[19:10] <omer_mor> maybe it only worked in the non-talkie version. I did try to disable speech, but it didn't affect the subtitle duration
[19:11] <_sev> right, the sources do not even read that setting
[19:11] <clevercaviar> madmoose thanks. I just copied the files over via the term and now there's BladeRunner on the Mac.
[19:11] <omer_mor> _sev: then I guess that setting should not be displayed for this game
[19:11] <_sev> omer_mor: it looks that subtitles are also governed by the game scripts
[19:12] <_sev> so, there is a little chance you can do something generic
[19:12] <omer_mor> the README says "F1 - F3 - Text speed, faster - slower"
[19:12] <_sev> that is script-governed
[19:13] <_sev> case Common::KEYCODE_F3:
[19:13] <_sev> if (getGameType() == GType_SIMON2) {
[19:13] <_sev> vcWriteVar(5, 125);
[19:13] <_sev> vcWriteVar(86, 2);
[19:13] <_sev> } else if (getGameType() == GType_SIMON1) {
[19:13] <_sev> vcWriteVar(5, 100);
[19:13] <_sev> vcWriteVar(86, 2);
[19:13] <_sev> }
[19:13] <_sev> 2 is the speed
[19:15] <omer_mor> maybe it's not the right var for the Hebrew version?
[19:15] <omer_mor> I'll try to test with an english version
[19:15] <_sev> could be
[19:15] <_sev> though I see number of Hebrew version-specific code patches
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[19:17] <madmoose> clevercaviar: Fantastic! You can't do much for now, though :)
[19:22] <_sev> well, there are several entertaining ways to crash the ScummVM
[19:28] <omer_mor> _sev: I can confirm the Hebrew CD version ignores the F1/F3 subtitles duration setting and the English floppy version works correctly.
[19:28] <omer_mor> I'll open a bug
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[19:28] <GitHub132> [scummvm] madmoose pushed 1 new commit to master: https://git.io/vPxcm
[19:28] <GitHub132> scummvm/master 94b1528 Thomas Fach-Pedersen: BLADERUNNER: Fix null pointer dereference (Actually CID 1364205)...
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[19:28] <_sev> omer_mor: then I recommend to send a mail to Kirben, he could be interested
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[19:29] <omer_mor> I'll start with a bug, and then I'll email him
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[19:33] <GitHub42> [scummvm] madmoose pushed 1 new commit to master: https://git.io/vPxCc
[19:33] <GitHub42> scummvm/master d93847b Thomas Fach-Pedersen: BLADERUNNER: Typo in SetEffects::setFadeColor (CID 1364307)
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[19:43] <omer_mor> _sev: done & done.
[19:44] <clevercaviar> madmoose just being a nosey parker on github, and something caught my eye. Does the game run at 15fps?
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[19:50] <m_kiewitz> anyone has seen the UK movie "four lions"?
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[19:54] <madmoose> clevercaviar: It runs as fast as it can, but I don't think any of the backgrounds or models are more than 15fps.
[19:56] <madmoose> clevercaviar: But if the different animations don't match the background fps they might update twice before the background changes
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[20:43] <omer_mor> hi
[20:44] <omer_mor> someone from the sci programming forums complained that he's locked out of your forum and can't regenerate a new password: http://sciprogramming.com/community/index.php?topic=1691.msg10358#msg10358
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[20:45] <madmoose> omer_mor: I have the same problem
[20:47] <m_kiewitz> _sev: ^^^
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[20:48] <TMM> evenin'
[20:49] <_sev> m_kiewitz: he is not even mentioning his username
[20:49] <omer_mor> _sev: it's just a rant
[20:49] <m_kiewitz> well, madmoose seems to have the same problem
[20:50] <TMM> anyone want something from barcelona? :)
[20:50] <omer_mor> can I connect him to someone here?
[20:50] <_sev> omer_mor: oh, he has same username. the user is active
[20:50] <_sev> omer_mor: but his IP could be a problem
[20:51] <m_kiewitz> _sev: do we blacklist IPs?
[20:52] <_sev> m_kiewitz: yes, when users ignore the spam warning and retry to post the blacklisted words instead of following the clear call to contact us
[20:52] <_sev> m_kiewitz: afetr 5 attempts it get auto-banned
[20:53] <m_kiewitz> and that's permanent?
[20:54] <_sev> m_kiewitz: no, admins can unblok it, but we need to know the IP
[20:54] <_sev> *unblock
[20:54] <m_kiewitz> wait, so the blacklisted IPs need to get manually unblocked?
[20:54] <m_kiewitz> shouldn't we simply unlock them after a few months automatically?
[20:54] <m_kiewitz> All sorts of people get new IPs every day
[20:55] <m_kiewitz> so banning them permanently will block regular users too just based on bad luck
[20:55] <madmoose> I've had the same ip for a decade or so
[20:55] <_sev> m_kiewitz: probably, just we need to update the forum software
[20:55] <_sev> m_kiewitz: there are not so many addresses blacklisted
[20:56] <m_kiewitz> how many are atm?
[20:56] <_sev> sigh
[20:56] <_sev> why do you ask?
[20:56] <_sev> to provide you with the answer I have to count them manually
[20:57] <_sev> is there specific reason why I should do it?
[20:57] <m_kiewitz> i just want to know, if you need to count it then do not worry about it
[20:57] <m_kiewitz> was simply interested
[20:58] <omer_mor> _sev: what can I do help to help this guy?
[20:58] <_sev> omer_mor: ask him to contact me, providing his IP and username
[20:58] <_sev> omer_mor: after all I can reset his password.
[20:59] <madmoose> I requested a password reset a week and a half ago and the link in the mail didn't work. I did that twice, I believe, with the same result. I just tried to request a new one but I haven't received anything yet.
[21:00] <TMM> password resets didn't work for me either, I got 'authorization required'
[21:00] <_sev> madmoose: interesting. I didn't know that
[21:01] <_sev> unfortunately, our abililites with the forum are quite limited
[21:01] <_sev> it sits on a very old software, and there is no easy access to the logs
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[21:03] <omer_mor> _sev: I emailed you both. thanks for taking care of this.
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[22:12] <GitHub98> [scummvm] Kirben pushed 1 new commit to master: https://git.io/vPxyc
[22:12] <GitHub98> scummvm/master 0a03c98 Kirben: AGOS: Add missing subtitle delay for Simon the Sorcerer 1 (Hebrew DOS CD).
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[22:19] <_sev> omer_mor: any better?
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[22:23] <salty-horse> why is the simon subtitle delay different in the Hebrew version?
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[00:00] --- Tue Oct 25 2016