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[02:52] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://is.gd/FF7DqJ
[02:52] <Scummette> scummvm/master 051ad9f dreammaster: M4: RIDDLE: Fix loading inventory list
[02:52] <Scummette> scummvm/master 248ecea dreammaster: M4: RIDDLE: Fix palette range indexes for Riddle
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[04:28] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/SRM2dK
[04:28] <Scummette> scummvm/master e2c352d dreammaster: M4: RIDDLE: Fix leaving inventory close-ups
[05:35] <Scummette> [scummvm] bluegr closed pull request #6179: SCI: move KQ6 Windows graphics code into new gfx driver class and various improvements (master...sci-kq6-gfx) https://is.gd/XvljDt
[05:35] <Scummette> [scummvm] bluegr pushed 13 new commits to master: https://is.gd/xurcAO
[05:35] <Scummette> scummvm/master 6e59e0a athrxx: SCI: add some asserts to gfx drivers
[05:35] <Scummette> scummvm/master 70414a0 athrxx: SCI: make upscaled gfx driver for KQ6 Windows
[05:35] <Scummette> scummvm/master 71a2af0 athrxx: SCI: more accurate KQ6 video handling
[05:35] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/plZguf
[05:35] <Scummette> scummvm/master e9af65f weblate: I18N: Update translations templates
[05:55] <Scummette> [scummvm] lephilousophe pushed 1 new commits to master: https://is.gd/2j5G3F
[05:55] <Scummette> scummvm/master 64ae935 lephilousophe: TWINE: Fix int32 discrepancy
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[08:24] <ScummBot> Build [#4876](https://buildbot.scummvm.org/#/builders/180/builds/4876) of `master-miyoo` failed.
[08:26] <Scummette> [scummvm] BJNFNE opened pull request #6183: GOB: remove detection headers from POTFILES (master...potfiles-gob) https://is.gd/STR1nE
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[08:33] <ScummBot> Build [#12127](https://buildbot.scummvm.org/#/builders/87/builds/12127) of `master-nds` failed.
[08:47] <ScummBot> Build [#8829](https://buildbot.scummvm.org/#/builders/163/builds/8829) of `master-opendingux-beta-lepus` failed.
[08:50] <ScummBot> Build [#5477](https://buildbot.scummvm.org/#/builders/179/builds/5477) of `master-opendingux-beta-rs90` failed.
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[09:51] <Scummette> [scummvm] mgerhardy pushed 5 new commits to master: https://is.gd/yJbhFU
[09:51] <Scummette> scummvm/master 8a1aa15 mgerhardy: TWINE: renamed palette members and functions to match the original sources
[09:51] <Scummette> scummvm/master 43d1871 mgerhardy: TWINE: renaming (fla) to match the original sources
[09:51] <Scummette> scummvm/master 6be51ef mgerhardy: TWINE: renamed to match original sources
[10:21] <Scummette> [scummvm] bluegr closed pull request #6183: GOB: remove detection headers from POTFILES (master...potfiles-gob) https://is.gd/STR1nE
[10:21] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://is.gd/B2p7hC
[10:21] <Scummette> scummvm/master 95d32ca BJNFNE: GOB: remove detection headers from POTFILES
[10:21] <Scummette> scummvm/master b9d1635 BJNFNE: GOB: add englishfever to Games using this Engine list
[10:44] <ScummBot> Build [#12300](https://buildbot.scummvm.org/#/builders/58/builds/12300) of `master-amigaos4` completed successfully.
[10:46] <Scummette> [scummvm] neuromancer pushed 3 new commits to master: https://is.gd/rgO2g3
[10:46] <Scummette> scummvm/master 0c4cc3d neuromancer: FREESCAPE: more precise implementation of nested if/else/endif handling
[10:46] <Scummette> scummvm/master 6ae98fd neuromancer: FREESCAPE: adjusted interaction distance for castle
[10:46] <Scummette> scummvm/master d7a2863 neuromancer: FREESCAPE: avoid crash in dungeon level of castle
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[11:14] <enthusi> .
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[12:10] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/jAkObi
[12:10] <Scummette> scummvm/master 0298a79 Strangerke: M4: RIDDLE: WIP room 801
[15:53] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://is.gd/2jgfKo
[15:53] <Scummette> scummvm/master 2c110fd sluicebox: SCI: Initialize various members
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[18:18] <grogbot> [discord] <ogarvey> Managed to adapt the C++ from https://github.com/scummvm/scummvm/blob/2c110fd12ad287dcb92e8a1004bc04ba7db11fd4/engines/saga/image.cpp#L101 for conversion, not looked at sprites yet but that's the 10th file I get in the output from my earlier c# method, using Scream.RES
[18:18] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293638728522272878/decoded.png?ex=67081a73&is=6706c8f3&hm=e9e72ce2231dc561bb4f37acd2b7c03487d5c72413456a95469d5fd6018c53ef&
[18:18] <grogbot> [discord] <kevansevans> Oh nice!
[18:19] <grogbot> [discord] <kevansevans> Really appreciate you doing this for me
[18:19] <grogbot> [discord] <ogarvey> I assume the magenta? is replaced with transparency
[18:19] <grogbot> [discord] <kevansevans> That or the mug shots cover up the magenta
[18:20] <grogbot> [discord] <kevansevans> Probably covering it up, because RLE is pointless if youre not using transparency
[18:20] <grogbot> [discord] <sev____> Correct
[18:20] <grogbot> [discord] <ogarvey> CD-i would beg to disagree 😉
[18:20] <grogbot> [discord] <sev____> Thats how the engine word
[18:20] <grogbot> [discord] <sev____> Thats how the engine works (edited)
[18:20] <grogbot> [discord] <kevansevans> Thats a fair point, lmao
[18:21] <grogbot> [discord] <ogarvey> Usually the first or last colours in a palette I find for transparency
[18:23] <grogbot> [discord] <ogarvey> Best thing about CD-i is once you actually get the data, at least for backgrounds, it's usually either simple RLE where all games use the same, or CLUT. Sprites, for the most part were an absolute pain, had to rig a 68k interpreter together to load the sprite code in as asm and run it to spit the sprite out
[18:37] <Scummette> [scummvm] AndywinXp opened pull request #6184: [WIP] SCUMM: Implement Mac graphical features for Mac versions (master...mi1mac) https://is.gd/HSWD7Z
[18:55] <grogbot> [discord] <ogarvey> Some sort of mask I guess?
[18:55] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293647968854868058/154.png?ex=6708230e&is=6706d18e&hm=be2875ed5a5cd25d0de38fc90d47e70cbc595282c727a6b016a9181b3e19df9b&
[19:09] <grogbot> [discord] <ogarvey> Images look better when I don't leave the hardcoded width and height from the test image...
[19:09] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293651676900622387/950.png?ex=67082682&is=6706d502&hm=32bb0956757d0809b87d2c18be4333eeb26d69ddc1e079e9fddb609920173836&
[19:37] <grogbot> [discord] <jackichad> Hi all. Love the ScummVM software so much as it has been allowing me to replay games I remember so fondly from my younger (better) days. I just have a quick question and I think it might be a simple setting I'm just missing. Been playing through King's Quest 1 and 2 (the original AGI ones), and when I press F5 /F7 to save/load is there a way I can continue to use the arrow keys to select the save/load slot I want? It's a nice fl
[20:16] <grogbot> [discord] <sev____> There is a possibilty that nobody ever implemented that
[20:16] <grogbot> [discord] <sev____> we, in fact, thought that mouse-driven interface (originally implemented in Amiga version) was an improvement
[20:17] <grogbot> [discord] <sev____> do you play these games just with the keyboard?
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[20:20] <grogbot> [discord] <sev____> hmmm, actually, in the original save/load dialog in the AGI engine, the arrows navigation is indeed implemented
[20:35] <grogbot> [discord] <jackichad> oh really? so do I just need to checkmark the box to use original save/load?
[20:40] <grogbot> [discord] <jackichad> okay, doing that does work. I apologize, I should have tried that first. I incorrectly recalled that in the original save/load of these old games you could only have 1 save slot.
[20:47] <grogbot> [discord] <supsuper> it would be nice if the scummvm GUI could also be keyboard operated in the future
[20:49] <grogbot> [discord] <ogarvey> `// IHNM sprites are upside-down, for reasons which i can only
[20:49] <grogbot> [discord] <ogarvey> // assume are perverse.` - LMAO
[20:51] <grogbot> [discord] <baconicsynergy> This would be great for handhelds like the steam deck
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[21:16] <grogbot> [discord] <sev____> Backing for Gobliin6: https://www.ulule.com/gobliins6
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[21:36] <grogbot> [discord] <sev____> and judging by the WIP trailer, it is still made in AGS, so will be supported by ScummVM 😄
[21:42] <grogbot> [discord] <supsuper> surprised it performs well with high-res assets
[21:54] <Scummette> [scummvm] dwatteau opened pull request #6185: AGS: Fix lzwexpand on strict-alignment platforms (master...fix/ags-lzwexpand-sigbus-strict-alignment-devices) https://is.gd/WAPclL
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[22:12] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293697504361185331/Disk_animation_2.gif?ex=67085130&is=6706ffb0&hm=1dfdd136f5521402ed019c594a06804122ab81ea6984522cb94f08459ca78863&
[22:12] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293697504843661322/Items.png?ex=67085130&is=6706ffb0&hm=c59a1921089fa99bdfef6a7ee59fad26657669f14fbaa472ffe6edd06a132b0d&
[22:12] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293697505074217052/Face_45_animation.gif?ex=67085130&is=6706ffb0&hm=c566339d190247fad39396a9b16a24e508f29ce6f1d9c3f38827b21266f3fae2&
[22:12] <grogbot> [discord] <ogarvey> @kevansevans sprites working now
[22:12] <grogbot> [discord] <kevansevans> woah!
[22:31] <grogbot> [discord] <ogarvey> First actual character sprite
[22:31] <grogbot> [discord] <ogarvey> https://cdn.discordapp.com/attachments/581224061091446795/1293702317220302879/46_animation.gif?ex=670855ac&is=6707042c&hm=7b63a5e89afd9839fc240b071c996dd8e4a29aabe4356d2fd098308261df8c08&
[22:35] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/Lixo0l
[22:35] <Scummette> scummvm/master 2d27ebc Strangerke: M4: RIDDLE: Implement parser in room 996
[22:36] <grogbot> [discord] <strangerke> Scene group 9 is now complete. Progressing slowly on group 8.
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[23:10] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://is.gd/MIVF1a
[23:10] <Scummette> scummvm/master 389b51e athrxx: SCI: (KQ6Win Gfx driver) - fix glitch when in rgb rendering mode
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[23:24] <grogbot> [discord] <dreammaster> I fixed some further issues last with the user interace so, for example, you can now properly look at the closeups of items in the inventory. I think I'm reaching the point where I could actually try playing the first in game scene and use the snake catcher to trigger the cutscene and "complete" the scene.
[00:00] --- Thu Oct 10 2024