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[00:02] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[00:02] <Scummette> scummvm/master 0547070 Strangerke: M4: RIDDLE: Implementaton of Room818
[00:26] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: Error: database query failed
[00:26] <Scummette> scummvm/master a916f9f dreammaster: M4: RIDDLE: Fix wheel bridge to move when trying to walk over
[01:03] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[01:03] <Scummette> scummvm/master 2580253 Strangerke: M4: RIDDLE: Implementaton of Room860
[01:11] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: Error: database query failed
[01:11] <Scummette> scummvm/master 916cc12 dreammaster: M4: RIDDLE: Fix spinning bridge wheel
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[03:03] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: Error: database query failed
[03:03] <Scummette> scummvm/master 70eb812 dreammaster: M4: RIDDLE: Fixes for wheel crank/slot and shovel
[03:03] <Scummette> scummvm/master bbc8c26 dreammaster: M4: RIDDLE: Fix solving wheel bridge puzzle
[03:03] <Scummette> scummvm/master 3d1bce2 dreammaster: M4: RIDDLE: Fix leaving Bridge room
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[05:04] <Scummette> [scummvm] dreammaster pushed 4 new commits to master: Error: database query failed
[05:04] <Scummette> scummvm/master a90b876 dreammaster: M4: RIDDLE: Fix Mei disappearing on loading room 209 savegame
[05:04] <Scummette> scummvm/master a41b843 dreammaster: M4: RIDDLE: Mei fixes in room 809
[05:04] <Scummette> scummvm/master 578f7f5 dreammaster: M4: RIDDLE: Fix direction exit in room 809
[05:45] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: Error: database query failed
[05:45] <Scummette> scummvm/master 1864637 dreammaster: M4: RIDDLE: Ending sequence fixes
[05:46] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: Error: database query failed
[05:46] <Scummette> scummvm/master d1185b1 dreammaster: M4: RIDDLE: Added Strangerke to credits.pl
[05:50] <grogbot> [discord] <dreammaster> After all these months, the first playthrough of Ripley's The Riddle of Master Lu within ScummVM is now officially complete. 🎉 Believe it, or not. 😄 With much thanks going to @strangerke for continuing to work on the remaining room scripts whilst I enjoyed myself working on God of Thunder over the holiday period, and even today staying up late today to help finish the remaining ones.
[05:50] <grogbot> [discord] <dreammaster> https://cdn.discordapp.com/attachments/581224061091446795/1338386511548121089/scummvm-riddle-00003.png?ex=67aae512&is=67a99392&hm=651ee3a42d0198ab35e9c71f8abf8e04faf97217432ea55f237e77eff993c869&
[05:51] <grogbot> [discord] <dreammaster> Next, for completeness, will be implementing the original's options menu and savegame dialogs. Not to mention a more serious play-through to try various things other than just the actions needed from a walkthrough. Plus, like God of Thunder, there's also music player code to figure out, if someone feels like contributing
[05:54] <grogbot> [discord] <dreammaster> What the heck Strangerke. You're meant to be sleeping. I hope you got at least some sleep since we talked 😛
[05:55] <grogbot> [discord] <strangerke> I slept 4h... Good enough
[05:55] <grogbot> [discord] <dreammaster> Oh, has it been 4h already. Damn. Time just sped by. That's alright then
[05:55] <grogbot> [discord] <strangerke> I even regret having slept considering room 861 😉
[05:56] <grogbot> [discord] <dreammaster> It ended up being a straightforward cutscene, so not a lot to implement.
[05:56] <grogbot> [discord] <strangerke> Now I wonder how many SLOC has this hardcoded logic
[05:57] <grogbot> [discord] <strangerke> Yep I know, I looked at it before giving up 😉
[05:58] <grogbot> [discord] <dreammaster> The end of the game was a nice little twist. I mean, I knew there was going to be a cliche confrontation at the end, but it still ended up surprising me.
[05:58] <grogbot> [discord] <strangerke> That's a relief it's finally over
[05:59] <grogbot> [discord] <.eriktorbjorn> As they say in every Friday the 13th movie...
[06:00] <grogbot> [discord] <dreammaster> Just the sinking feeling remains that given the number of bugs I had to fix for just the necessary actions to finish the game, just how many non-essential bugs are left to find. 😅
[06:01] <grogbot> [discord] <strangerke> I didn't want to mention that, but I had it in mind too :/
[06:03] <grogbot> [discord] <dreammaster> Heh. At least the pressure isn't there as much not that the first play-through is complete, since at the very least players can complete the game. Probably. Presuming some of my bugfixes didn't screw something up
[06:03] <grogbot> [discord] <strangerke> True, true
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[07:43] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[07:43] <Scummette> scummvm/master 37f655f Strangerke: M4: RIDDLE: Fix some calls to ws_demand_facing in riddle's rooms
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[08:26] <grogbot> [discord] <eientei> time to start playing and finding stuff that doesn't work
[08:35] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[08:35] <Scummette> scummvm/master 97cf858 Strangerke: M4: RIDDLE: Fix calls to ws_demand_location in room group 6
[08:41] <grogbot> [discord] <strangerke> Which makes me think... Maybe it's missing config in Trac. Checking.
[08:45] <grogbot> [discord] <strangerke> Riddle added to Trac 🙂
[08:53] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[08:53] <Scummette> scummvm/master 1190b46 Strangerke: M4: RIDDLE: Fix calls to ws_demand_location in room group 4 and 5
[08:57] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[08:57] <Scummette> scummvm/master 7c873e3 Strangerke: M4: RIDDLE: After an extra check in the IDB, fix 4 more calls to ws_demand_location in rooms 402 and 403 (no facing)
[09:00] <Scummette> [scummvm] einstein95 opened pull request #6426: MEDIASTATION: Fix lionking 2.0GB copy-paste mistake (master...mediastation_det) Error: database query failed
[09:06] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: Error: database query failed
[09:06] <Scummette> scummvm/master 5b73768 Strangerke: M4: RIDDLE: Fix calls to ws_demand_location in room group 2 and 3
[09:18] <grogbot> [discord] <eientei> Only 1 warning from clang:
[09:18] <grogbot> [discord] <eientei> ```
[09:18] <grogbot> [discord] <eientei> ../engines/m4/adv_r/conv_io.cpp:394:8: warning: variable 'prev_size' set but not used [-Wunused-but-set-variable]
[09:18] <grogbot> [discord] <eientei> ```
[09:27] <grogbot> [discord] <eientei> Copying files from the disc, `ripley.hag` is in `OPTION1`, noticed that the NYUK demo has OPTION1 to 3 folders with the files that are/n't copied depending on how big the installation is set
[09:27] <grogbot> [discord] <eientei> If it isn't in the same folder as the *.HAG files, scummvm complains it couldn't find it
[09:30] <grogbot> [discord] <eientei> Also @strangerke in the first room, when Robert faces the camera in the animation after killing the snake, it shows him in an expedition outfit instead of his suit
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[10:44] <grogbot> [discord] <bobblen> Hello all, I've been putting Little Big Adventure through its paces and have been thoroughly enjoying the double resolution and ability to resume a game instantly. What luxury! 😄 I've also been keeping a note of any little differences I notice from the original as I go along. Nothing game breaking, just small things mostly related to control and sound. Is the bug tracker still the place to put things like that?
[10:46] <grogbot> [discord] <bosca_bo> Hi! Yes, the tracker is the perfect place to log all these differences 🙂 thank you in advance for your contribution in documenting these differences!
[10:56] <grogbot> [discord] <bobblen> Could I ask what is possibly a daft question. Where a game has different versions, perhaps with slightly different behaviour. Is the objective that each version should retain its own unique behaviour when played or are the files just used as a source for a single 'scummvm version'?
[10:59] <grogbot> [discord] <supsuper> depends on the differences. if different versions have different features we try to support each one, if they're bugs then no 😛
[11:00] <grogbot> [discord] <bobblen> What I'm getting at is that little big adventure has been repackaged about a million times. CD, floppy, dotemu had a go, then 2.21 had another go. Both digital versions had a few minor changes. But I shouldn't expect those changes if I play the floppy disk version for example.
[11:00] <grogbot> [discord] <bobblen> I guess when it all gets a bit murky like that it's up to the developer of the engine
[11:04] <grogbot> [discord] <supsuper> i guess @mgerhardy would be the authority on that. if they depend on game files they will be locked to that specific version. otherwisew they might be turned into optional "enhancements". or it might not be worth the trouble maintaining every single difference
[11:04] <grogbot> [discord] <bosca_bo> that's true, but an example where this matters for example is Broken Sword 1 (it had a Windows executable and a DOS executable, and I put a checkbox in the options to activate the audio engine from the Windows version because it's slightly different)
[11:05] <grogbot> [discord] <bosca_bo> also this, absolutely
[11:05] <grogbot> [discord] <supsuper> i guess @mgerhardy would be the authority on that. if they depend on game files they will be locked to that specific version. otherwise they might be turned into optional "enhancements". or it might not be worth the trouble maintaining every single difference (edited)
[11:10] <grogbot> [discord] <bobblen> Thanks both
[11:19] <Scummette> [scummvm] sev- pushed 3 new commits to master: Error: database query failed
[11:19] <Scummette> scummvm/master 0c482fa sev-: DIRECTOR: XTRAS: Clarify/unstub some of the basic QTVR methods
[11:19] <Scummette> scummvm/master 3e2b369 sev-: JANITORIAL: Whitespace formatting
[11:19] <Scummette> scummvm/master 3b5d67c sev-: DIRECTOR: XTRAS: Stretch QTVR image when needed
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[15:50] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/8MIw9J
[15:50] <Scummette> scummvm/master 636a751 dreammaster: GOT: Mark detections as testing
[15:53] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/4q0qih
[15:53] <Scummette> scummvm/master dfdcc4b dreammaster: GOT: Turn on build by default
[16:19] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://is.gd/c2E1Y3
[16:19] <Scummette> scummvm/master 7e66500 : I18N: Update translation (Hungarian)
[16:19] <Scummette> scummvm/master 23a9da7 DDinghoya: I18N: Update translation (Korean)
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[16:31] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/U9NJwc
[16:31] <Scummette> scummvm/master a1a5d53 sev-: CREDITS: Update
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[17:22] <grogbot> [discord] <dreammaster> That's one of serveral bugs likely due to minor engine differences, that will need to be looked into. FYI: The other worst offenders are:
[17:22] <grogbot> [discord] <dreammaster> - In a few specific places Ridley isn't properly erased, and starts leaving after images. I'm unaware of what handles that. Maybe some sizing code isn't setting his bounding area big enough.
[17:22] <grogbot> [discord] <dreammaster> - The grey-shading needs to be actually be grey rather than the Orion Burger green
[17:22] <grogbot> [discord] <dreammaster> - There's several shadowed rooms where Ripley is completely screwed up. There's likely a shadow map that isn't been set up correctly
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[17:51] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://is.gd/Njy75r
[17:51] <Scummette> scummvm/master d6e9afa athrxx: SCI: (ECOQUEST2/Windows) - enable 16 colors mode
[17:51] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/wybzp0
[17:51] <Scummette> scummvm/master 93573f9 weblate: I18N: Update translations templates
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[17:54] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/xEze68
[17:54] <Scummette> scummvm/master 28f8a74 weblate: I18N: Update translation files
[18:21] <grogbot> [discord] <mgerhardy> Oh nice. thanks a lot. As Bosca said - please document them on the tracker and i'll have a look at them asap.
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[18:32] <Guest97> is there any chance of dialog skipping to get added to Ripley as an enhancement?
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[18:35] <grogbot> [discord] <dreammaster> Hmm.. I'm inclined not to think so. There are multiple places in the game script which coordinate speech playback with animations playing. Just skipping the speech wouldn't cause the animations to speed up, and would result in the animation continuing without any speech.
[18:36] <grogbot> [discord] <dreammaster> In fact, even using the space bar to "teleport" to the end of walk paths, which the original supports, has related in a few places where doing so breaks the automatic exiting of game rooms. As you can imagine, it's a feature I used a lot during development 🙂
[18:36] <Guest97> makes sense. thanks!
[18:38] <grogbot> [discord] <bobblen> @mgerhardy you did a great job with it. I stuck a couple on the tracker. Nothing earth shattering, just things I noticed.
[18:38] <grogbot> [discord] <bobblen> One I haven't put on there is that there's definitely something funky about cancelling attacks, sometimes attacks get stuck and carry on longer than they should. Don't have a repeatable test case for that yet though.
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[18:41] <grogbot> [discord] <bobblen> It's something to do with holding down multiple keys I think
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[18:57] <grogbot> [discord] <mgerhardy> Yes - i have a commit lurking around here for some time about input issues. I just did not yet had the time to test it properly
[19:08] <grogbot> [discord] <nmierror> I might take a look at those when Im done with Dark Seed
[19:12] <grogbot> [discord] <dreammaster> Any help welcome. The music player is also still missing from Ripleys. Help with it would definitely be appreciated 🙂
[19:15] <grogbot> [discord] <bosca_bo> Is it using digital music or MIDI?
[19:19] <grogbot> [discord] <dreammaster> I'm not actually sure. Orion Burger never had any separate music - everything was digital samples. So when I/Strangerke worked on Ripley's, it was left as a stubbed TODO that hasn't really been looked into. Fingers crossed that it is a known format. I'll have a look-see tonight to see if I can find out more.
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[19:27] <grogbot> [discord] <bosca_bo> what's the full name of the game? I'll look it up, just to have a peek
[19:29] <grogbot> [discord] <bosca_bo> oh, okay, it's the Master Lu game
[19:32] <grogbot> [discord] <dreammaster> Yep. Honestly, I'd have been disinclined to have ever worked on it, considering how long the logic took to implement. But it would have bugged me even more to leave the m4 engine incomplete, particularly since Orion Burger was the first game I worked on collaboratively with other team members way back when along with Rex Nebular, even if neither ended up being finished at the time. 😛
[19:32] <grogbot> [discord] <bosca_bo> argh, it seems to be MIDI, at least from what I'm hearing on youtube
[19:33] <grogbot> [discord] <bosca_bo> the video I'm watching uses some kind of FM synth, so I'm guessing any variation of OPL compliant card?
[19:33] <grogbot> [discord] <dreammaster> One of these days, I'll have to get back to working further on the remaining games of the MADS engine: Return of the Phantom, Dragonsphere, the Geekwad games, and maybe Once Upon a Forest.
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[19:34] <grogbot> [discord] <dreammaster> Cool. I so, maybe I can just try instantiating a MidiParser_SMF or some such, and use the example of another engine to try dumping the data into it
[19:35] <grogbot> [discord] <bosca_bo> anyhow I'm shocked at the amount of hardcoded logic you and Strangerke have successfully disassembled and reimplemented, kudos 🙂
[19:35] <grogbot> [discord] <bosca_bo> I would have given up on week 2
[19:37] <grogbot> [discord] <bosca_bo> https://www.vogons.org/viewtopic.php?t=70361 (slightly more info here)
[19:37] <grogbot> [discord] <dreammaster> Appreciated. Like Terry Pratchett would say, "The universe works on sheer bloody-mindedness". So I am at one with the universe 😉
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[20:13] <grogbot> [discord] <strangerke> I'd love to work on OUAF
[20:14] <grogbot> [discord] <strangerke> (and, speaking of hardcoded logic, on geekwad titles...)
[20:15] <grogbot> [discord] <strangerke> If that doesn't tell how masochist I am, nothing will do
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[21:18] <grogbot> [discord] <.eriktorbjorn> Except for one annoying puzzle, I remember Dragonsphere as being fairly good.
[21:19] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/obV5HX
[21:19] <Scummette> scummvm/master 8e64933 sev-: VIDEO: QTVR: Stretch object movies when requested
[21:19] <Scummette> scummvm/master d315e2b sev-: DIRECTOR: XTRAS: Do not stretch image coming from QTVR object
[21:19] <grogbot> [discord] <.eriktorbjorn> I hear there's also hard-coded logic in The Last Express. Unfortunately.
[21:21] <grogbot> [discord] <dreammaster> Plus Dragonsphere was available as freeware on GOG for many years. And even though it's not now, at least it and Return of the Phantom are still available for sale, making it easy for people to buy.
[21:21] <grogbot> [discord] <strangerke> Yep, though iirc the last refactoring broke everything, so the main issue may not be the hardcoded logic
[21:21] <grogbot> [discord] <dreammaster> Oh yes, isn't the hard-coded logic in the Last Express the whole problem of why it isn't supported yet. Everything is time-based, which has made it very had to debug the game properly.
[21:23] <grogbot> [discord] <strangerke> It's so old I can't remember
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[22:52] <grogbot> [discord] <eientei> After installing the NYUK demo multiple times (for each size option), I can say it's definitely MIDI as it has options for setting up the music device as well as digital playback
[22:53] <grogbot> [discord] <dreammaster> Bonza. That takes a weight off my mind.
[22:53] <grogbot> [discord] <eientei> Also was surprised to see the German and French versions I tried just working out of the box
[22:54] <grogbot> [discord] <dreammaster> Good. Though, as with Orion Burger, it won't be translating inventory item names until we can extract their text from the executables.
[22:54] <grogbot> [discord] <eientei> Interesting VA differences, like how FR has Rodger's internal voice more echo-y
[22:55] <grogbot> [discord] <eientei> Let me know where to read them from and I'll rip em for ya
[22:55] <grogbot> [discord] <strangerke> I have a Spanish version of Ripley and a German one
[22:55] <grogbot> [discord] <dreammaster> You could help with that if you like. If you take one of item names as a guide, and locate it in the executable with a text editor, you could copy out all the names and we can add it into riddle/inventory.cpp
[22:55] <grogbot> [discord] <strangerke> I haven't bought a FR yet
[22:55] <grogbot> [discord] <dreammaster> We just need to add extra fields for each language, like we do in burger/inventory.cpp
[22:56] <grogbot> [discord] <strangerke> Though I have to find a CD drive able to read the Spanish variant... it doesn't seem to cooperate so far
[22:58] <grogbot> [discord] <dreammaster> Sorry, I meant a "hex editor", not text editor earlier 😛
[23:16] <Scummette> [scummvm] elasota opened pull request #6427: VIDEO: QTVR: Fix hotspot inverse projection (master...qtvr-math) https://is.gd/1LyLzY
[23:18] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/ZizEyi
[23:18] <Scummette> scummvm/master dae310e Strangerke: M4: RIDDLE: Remove useless assignments in conv_io, reduce some variable scopes
[23:18] <Scummette> scummvm/master 05f3c1d Strangerke: M4: RIDDLE: Fix calls to ws_walk in room group 6 and 8
[23:24] <Scummette> [scummvm] sev- closed pull request #6427: VIDEO: QTVR: Fix hotspot inverse projection (master...qtvr-math) https://is.gd/1LyLzY
[23:24] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/lePB4I
[23:24] <Scummette> scummvm/master d0fce7b elasota: VIDEO: QTVR: Fix hotspot inverse projection
[23:57] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/rGxyrZ
[23:57] <Scummette> scummvm/master a85bb5c sev-: TESTBED: (temporarily) enforce QT palette when drawing QTVR
[23:57] <Scummette> scummvm/master 1731899 sev-: VIDEO: QTVR: Draw hotspots instead of panorama for testing purposes
[00:00] --- Tue Feb 11 2025