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[00:01] <Grogbot> <SupSuper> i think stuff like "mouse emulation" would make more sense at the mapper level (eg. have a default mapper for converting touch to mouse, one for converting controller to mouse, backends could customize them, etc) but if they can't work in tandem, that kinda kills the whole idea
[00:08] <Grogbot> <rsn8887> so to be pragmatic, which games need remapping?
[00:08] <Grogbot> <rsn8887> LOL, EOB, XEEN is that it, right?
[00:08] <Grogbot> <rsn8887> So those are the first person games.
[00:24] <Grogbot> <rsn8887> So it might work to just visit those few engines, and use @ccawley2011 PR there to remap controls.
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[00:35] <Grogbot> <rsn8887> I think it would be good to keep R shoulder always as "slow mouse" modifier for now. Since mouse pointer is very hard to control without that.
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[04:11] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> It seems that the F5 key only shows that screen while playing. F5 does nothing if we are on the F1 F2 F3 F4 or F6 screens. ^^;
[04:11] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> https://cdn.discordapp.com/attachments/581224061091446795/590393138527338518/unknown.png
[04:13] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> (the screenshot is a little yellow / orange because of the"f.lux" software, do not pay attention)
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[05:09] <Grogbot> <Praetorian> @💾 𝕲𝖎𝖒𝖑𝖆𝖔 well spotted. thanks for the feedback
[05:23] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fja7P
[05:23] <Scummette> scummvm/master d9c8444 antoniou79: BLADERUNNER: Fix F5 key behavior for KIA
[05:28] <Scummette> [scummvm] bluegr closed pull request #1682: SLUDGE: implement `random` built-in (master...sludge-random) https://git.io/fja9K
[05:28] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fja71
[05:28] <Scummette> scummvm/master bbed50f dos1: SLUDGE: implement `random` built-in
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[07:59] <Grogbot> <Antonivs> Hi fellas, we are looking for console modders/hackers, arcade builders and retro gaming fans in general to join our server. Thanks ! https://discord.gg/p3DbHtj
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[09:53] <Grogbot> <nipung> Good morning
[10:01] <Grogbot> <Praetorian> good morning @nipung and everyone
[10:02] <Grogbot> <nipung> Hi @Praetorian
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[10:42] <Grogbot> <Praetorian> Are there any Android port people around? I got someone on reddit saying that ScummVM complains that their Android phone is too new to run ScummVM. Which sounds weird.
[10:42] <Grogbot> <Praetorian> They seem to be running the latest Oxygen OS on a One Plus 6T device (so I guess Android Q?)
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[14:04] <Grogbot> <Mataniko> Could be right, the Android port needs a new maintainer
[14:04] <Grogbot> <Mataniko> same for iOS
[14:05] <Grogbot> <Mataniko> it'd be more helpful if the person on reddit opens a ticket
[14:07] <Grogbot> <DarthStaalwart> Good morning, Scumm people!
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[14:10] <Grogbot> <criezy> Welcome to the Scumm Bar.
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[14:24] <Grogbot> <Acidule> Heya, i wanted to try Blade Runner on the psp version of scummvm (just for kicks, really), but despite using the same dev version as the windows one the psp version doesn't recognize the game files. Am i missing something?
[14:29] <Grogbot> <Praetorian> @Acidule did you download a development or a stable nightly?
[14:29] <Scummette> [scummvm] ccawley2011 opened pull request #1683: BLADERUNNER: Enable engine by default (master...ccawley2011-patch-1) https://git.io/fjVeO
[14:30] <Grogbot> <Acidule> dev nightly, r5794 on both psp and mingw (windows) versions
[14:30] <Grogbot> <Acidule> windows version recognizes the game without issue, psp doesn't
[14:30] <Grogbot> <Mataniko> I think PSP is not built with experimental engines
[14:30] <Grogbot> <Acidule> bummer
[14:33] <Grogbot> <Mataniko> should work on Vita tho
[14:33] <Grogbot> <Acidule> don't have one, unfortunately
[14:34] <Grogbot> <Praetorian> so if the above Pull Request by ccawley2011 gets merged in theory you'll be able to use the nightly dev build with PSP (is that right @Mataniko ?)
[14:35] <Grogbot> <Mataniko> I don't think so, the psp nightly runs with --disable-all-unstable-engines
[14:36] <Grogbot> <Praetorian> hmmm
[14:37] <Grogbot> <Mataniko> unless both flags are tied
[14:38] <Grogbot> <Mataniko> actually, yeah it would build
[14:38] <Grogbot> <Mataniko> engine_disable_all_unstable() { for engine in $_engines; do engine_build_default=`get_engine_build_default $engine` if test $engine_build_default = no ; then set_var _engine_${engine}_build "no" fi done }
[14:38] <Grogbot> <Mataniko> @Acidule try tomorrow
[14:39] <Grogbot> <Acidule> if i downloaded the psp sdk from https://wiki.scummvm.org/index.php?title=Compiling_ScummVM/PlayStation_Portable and try manually building without that flag, would that work?
[14:39] <Grogbot> <rsn8887> @Praetorian : https://twitter.com/rsn8887/status/1140991012854214656?s=21
[14:39] <Grogbot> <Mataniko> you can definitely build it yourself
[14:40] <Grogbot> <rsn8887> Psp is way to slow to run blade runner at playable speed
[14:40] <Grogbot> <rsn8887> No need to try
[14:40] <Grogbot> <rsn8887> Vita already slows the game down quite a bit
[14:40] <Grogbot> <rsn8887> But on Switch it runs perfectly smooth
[14:40] <Grogbot> <Acidule> aw come on, just for the kicks of running it :P
[14:41] <Grogbot> <rsn8887> Well the engine will be marked stable very soon, so then it will be in psp nightlies also.
[14:42] <Grogbot> <rsn8887> The psp build crashes on adding games when unstable engines are included
[14:42] <Grogbot> <rsn8887> Thats why they are disabled
[14:42] <Grogbot> <rsn8887> On psp
[14:42] <Grogbot> <Acidule> aaaw
[14:42] <Grogbot> <rsn8887> One of them or several cause the crash.
[14:43] <Grogbot> <rsn8887> I dont think it was blade runner though that caused the crash. I did some testing a while ago. Problem is, that crash only happens on real hardware not on ppsspp emulator. And the crash is a hard one (requires removing battery) so testing is highly annoying
[14:44] <Grogbot> <Mataniko> it was GLK
[14:44] <Grogbot> <Mataniko> i think
[14:44] <Grogbot> <rsn8887> Are you sure? I dont think glk even existed when I first noticed the crash.
[14:44] <Grogbot> <Acidule> "removing battery" even? geez
[14:44] <Grogbot> <Mataniko> we had to put a --disable-glk flag in addition to stable
[14:45] <Grogbot> <rsn8887> I think that was because there was a different problem with glk
[14:45] <Grogbot> <Acidule> ok, i'm just gonna stop here then. using a psp go, so battery removal is not as convenient
[14:45] <Grogbot> <Mataniko> shrug
[14:46] <Grogbot> <rsn8887> The old gcc Compiler Version of pspsdk didnt like some code in glk. Didnt compile.
[14:46] <Grogbot> <rsn8887> @Acidule you can always wait 4 hours for the battery to drain while you stare at a crashed ScummVM add game dialog 😉
[14:47] <Grogbot> <Acidule> naaah
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[14:53] <Grogbot> <rsn8887> When should the PR to make Blade Runner stable be merged? It seems pretty stable to me?!?
[15:00] <Grogbot> <Praetorian> It seems to have failed the OSX compilation for some reason *sdl-config missing?"
[15:04] <Grogbot> <ccawley2011> @Praetorian It's refusing to install the necessary Homebrew packages with the message "Error: Your Homebrew is outdated. Please run brew update."
[15:04] <Grogbot> <Praetorian> ah, ok
[15:05] <Grogbot> <ccawley2011> I previously disabled running brew update since it would update a number of packages we don't need, which adds about 10-15 minutes to the build time.
[15:24] <Grogbot> <PittStone> Hi, how is the abbreviation of the newly compatible "Blade Runner"? "Broken Sword" it is "Sword1"
[15:26] <Grogbot> <Henke37> it is quite fine.
[15:27] <Grogbot> <rsn8887> Speaking of Blade Runner, what about zooming around a corner in the 2D photograph in the move? Has there ever been any explanation of that?
[15:27] <Grogbot> <rsn8887> It was always so illogical to me.
[15:30] <Grogbot> <Praetorian> I akways assumrd thode Polaroids stored more info
[15:30] <Grogbot> <Praetorian> Always assumed *
[15:39] <Scummette> [scummvm] ccawley2011 opened pull request #1684: CONFIGURE: Add --enable-all-unstable-engines option (master...enable-all-unstable-engines) https://git.io/fjVvK
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[15:40] <Grogbot> <Henke37> i thought scummvm was able to load in engines as dynamic modules
[15:40] <Grogbot> <Henke37> you know, to avoid the issue of too large executables
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[15:41] <Grogbot> <rootfather> It is
[15:41] <Grogbot> <ccawley2011> @Henke37 It's not supported on all platforms.
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[15:41] <Grogbot> <rootfather> Oh, they are platforms where the plugin system doesnt work?
[15:41] <Grogbot> <rootfather> I wasnt aware of that
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[16:05] <Grogbot> <criezy> @PittStone: I think the game id is "bladerunner"
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[16:50] <Grogbot> <PittStone> @criezy Thanks i will check.
[16:57] <Scummette> [scummvm] lolbot-iichan opened pull request #1685: WINTERMUTE: Fix Split() method of ext_string (master...wme_bug10432) https://git.io/fjVJP
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[17:33] <Grogbot> <peterkohaut> should we wait for testing to be complete before marking blade runner stable and build by default?
[17:46] <Grogbot> <criezy> My understanding is that when you start testing you should replace the ADGF_UNSTABLE by ADGF_TESTING (so not stable yet) and set the engine to be built by default.
[17:47] <Grogbot> <peterkohaut> ah, ok then 😃 there are two pr for both changes
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[18:20] <Scummette> [scummvm] bluegr closed pull request #1685: WINTERMUTE: Fix Split() method of ext_string (master...wme_bug10432) https://git.io/fjVJP
[18:20] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjVTW
[18:20] <Scummette> scummvm/master a7efc8a lolbot-iichan: WINTERMUTE: Fix Split() method of ext_string
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[18:35] <travis-ci> scummvm/scummvm#9104 (master - a7efc8a : lolbot-iichan): The build was broken.
[18:35] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/bbed50ff27a1...a7efc8afd8f4
[18:35] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547361866
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[18:47] <Grogbot> <criezy> Should we remove again the macOS travis builds?
[18:47] <Grogbot> <criezy> Or add back the brew update?
[18:48] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/fjVT9
[18:48] <Scummette> scummvm/master 6a52a98 ccawley2011: TRAVIS: Re-add brew update
[18:48] <Grogbot> <criezy> I guess that answers my question 😃
[18:49] <Grogbot> <SupSuper> in my experience travis osx builds fail completely at random and it's better to just let it do its thing
[18:49] <Grogbot> <ccawley2011> In the long term, I should figure out how to cache homebrew packages.
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[18:54] <Grogbot> <SupSuper> i think you can cache the downloads but it's kind of a hassle caching the whole thing
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[19:18] <travis-ci> scummvm/scummvm#9105 (master - 6a52a98 : Cameron Cawley): The build has errored.
[19:18] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/a7efc8afd8f4...6a52a98f889b
[19:18] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547373206
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[19:54] <Grogbot> <md5> This is simply stunning... brought back so many memories
[19:54] <Grogbot> <md5> https://youtu.be/xHJlIhpNS2I
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[20:14] <Grogbot> <sirlemonhead> I still can't get past about an hour into the Dig. It's so boring
[20:14] <Grogbot> <sirlemonhead> and I really, really want to like it
[20:14] <Grogbot> <Mataniko> that's ok
[20:14] <Grogbot> <Mataniko> it's not for everyone
[20:21] <Grogbot> <Mataniko> that was cool, didn't dig the hand drawn art style
[20:22] <Grogbot> <Mataniko> TIL that Orson Scott Card wrote for The Dig tho
[20:24] <Grogbot> <Mataniko> approach it as a book instead of a game and you'll have a much better time with it
[20:30] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> The Dig is my favorite game of all time ^^;
[20:36] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> I even sent my French disc as an ISO file to GOG
[20:36] <Grogbot> <💾 𝕲𝖎𝖒𝖑𝖆𝖔> https://cdn.discordapp.com/attachments/581224061091446795/590640913328373770/image0.png
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[20:44] <Grogbot> <madmoose> @peterkohaut https://www.jwz.org/blog/2019/06/happy-third-birthday-zhora-salome/
[20:47] <Scummette> [scummvm] peterkohaut pushed 1 new commits to master: https://git.io/fjVIp
[20:47] <Scummette> scummvm/master eeddcfe peterkohaut: BLADERUNNER: Fixed actors update timer
[20:48] <Grogbot> <peterkohaut> nice! reminds me of https://github.com/scummvm/scummvm/commit/5e279ac055b8185406ca886a11f6e00793b1ab3c
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[21:04] <Grogbot> <Henke37> so, is there a list or table or something where i can see which platforms support plugins?
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[21:05] <Scummette> [scummvm] bluegr closed pull request #1683: BLADERUNNER: Enable engine by default (master...ccawley2011-patch-1) https://git.io/fjVeO
[21:05] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjVLt
[21:05] <Scummette> scummvm/master f7110bf ccawley2011: BLADERUNNER: Enable engine by default
[21:05] <Grogbot> <DreamMaster> https://wiki.scummvm.org/index.php?title=Platforms
[21:06] <Grogbot> <Henke37> i was afraid it was that easy
[21:06] <Grogbot> <DreamMaster> No worries ;P
[21:06] <Grogbot> <SupSuper> why is windows "mingw only"
[21:06] <Grogbot> <DreamMaster> Because we also have Visual Studio that can be used to build Windows executables
[21:07] <Grogbot> <SupSuper> i'll rephrase: what's wrong with plugins in visual studio
[21:07] <Grogbot> <Henke37> for one thing, create_project.bat doesn't have an option to enable plugins. at least none obvious one
[21:08] <Grogbot> <DreamMaster> Different objec/linker system.. guess no-one has been able to figure out a clean way to do. Or no-one's bothered to try.. Most of us using Visual Studio to compile aren't too worried about the size of the resulting executable.
[21:08] <Grogbot> <Henke37> yeah, the windows loader is rather smart. it won't even page in the code for unused engines
[21:08] <Grogbot> <SupSuper> sounds like a challenge 😛
[21:09] <Grogbot> <DreamMaster> Plus, of course, with MinGW it seems supporting it, thee's not as much need for VS to also support it
[21:09] <Grogbot> <DreamMaster> Feel free if tickles your fancy
[21:10] <Grogbot> <SupSuper> @Henke37 it would be nice to have a universal build system but automake pretty much makes that a no-go
[21:10] <Grogbot> <SupSuper> the c++ tide seems to have gone with cmake instead
[21:12] <Grogbot> <Henke37> if you want to kill some time and do it, it shouldn't be a big task. tell the project creator to create dlls instead of just libs, ensure that the detection parts end up in the main executable (main project or a dedicated detection one) and ensure that the actual dll loading works just as well as it does with mingv
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[21:14] <Grogbot> <SupSuper> speaking of msvc, would appreciate if other devs could check if this doesn't just Work On My Computer": https://github.com/scummvm/scummvm/pull/1666
[21:15] <Scummette> [scummvm] bluegr closed pull request #1666: MSVC: Use determinstic UUIDs for project files (master...msvc-uuid) https://git.io/fjaTr
[21:15] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjVLW
[21:15] <Scummette> scummvm/master 558b075 SupSuper: CREATE_PROJECT: Use name-based UUIDs for MSVC projects
[21:16] <Grogbot> <DreamMaster> Huh.. now that's what I call service 😃
[21:16] <Grogbot> <DreamMaster> And here I was about to volunteer when I got home from work in another 5 hours or so
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[21:17] <travis-ci> scummvm/scummvm#9106 (master - eeddcfe : Peter Kohaut): The build failed.
[21:17] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/6a52a98f889b...eeddcfeffc90
[21:17] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547419647
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[21:17] <Grogbot> <SupSuper> lol, someone watching in the shadows i see
[21:17] <Grogbot> <SupSuper> is bluegr actually here? because if not you might need to promote him to psychicdev
[21:17] <Grogbot> <DreamMaster> https://www.youtube.com/watch?v=ck9QOmCeN94
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[21:34] <Grogbot> <Zadroter> ScummVM not detecting GOG version of Lands of Lore 1, said it's not known version for him 🤔
[21:37] <Grogbot> <Henke37> since we are talking about the build system, i have a minor annoyance with the msvc build.
[21:37] <Grogbot> <Henke37> 73>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp.WindowsSDK.targets(46,5): error MSB8036: The Windows SDK version 8.1 was not found. Install the required version of Windows SDK or change the SDK version in the project property pages or by right-clicking the solution and selecting "Retarget solution".
[21:39] <Grogbot> <Henke37> just hitting the retarget command solves the issue, but it's annoying having to do it each time i've generated the projects
[21:40] <Grogbot> <DreamMaster> Is this just a new problem with the new "merged" create_msvc.bat file, or did it happen back when there were separate batch files for each VS version? And double-check when you run create_msvc.bat that it says that it's making the project for the version of Visual Studio that you're using.
[21:41] <Grogbot> <Henke37> i think it happened before the merge too
[21:41] <Grogbot> <DreamMaster> No real suggestions other than that sorry
[21:42] <Grogbot> <Henke37> Visual Studio 15 detected and the vs about dialog says 15.8.6
[21:42] <Grogbot> <Henke37> seems like a match to me
[21:43] <Grogbot> <SupSuper> sdk and toolset are different things
[21:43] <Grogbot> <DreamMaster> Hmmm.. from the actual error it kind of sounds like the SDK version it's defaulting to is the problem
[21:43] <Grogbot> <SupSuper> you can just install the 8.1 sdk if you don't wanna retarget for 10.0 everytime 😛
[21:44] <Grogbot> <SupSuper> there's no "any sdk available" default (just getting it to default to any toolset was a headache)
[21:45] <Grogbot> <Henke37> perhaps the result of a retarget will be enough to diagnose the issue
[21:45] <Grogbot> <Henke37> https://cdn.discordapp.com/attachments/581224061091446795/590658294276685844/Skarmklipp.PNG
[21:47] <Grogbot> <SupSuper> sdk version isn't specifically tied to a vs version so we can't just add an appropriate sdk tag based on that. "8.1" is just kinda the oldest, which i assume isn't installed by default on new vs anymore
[21:52] <Grogbot> <peterkohaut> you can override sdk used with msbuild parameters "msbuild scummvm.sln /p:TargetPlatformVersion=10.0.17763.0 /p:platform=x64" (i'm using vscode + msbuild so i dont know how is done in normal vs)
[21:53] <Grogbot> <tsoliman> @peterkohaut I fixed the ADGF flags as requested 😃
[21:53] <Grogbot> <tsoliman> sorry for the delay - timezones
[21:53] <Grogbot> <peterkohaut> yaay! let me approve that 😃
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[21:54] <travis-ci> scummvm/scummvm#9107 (master - f7110bf : Cameron Cawley): The build failed.
[21:54] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/eeddcfeffc90...f7110bffd1b5
[21:54] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547427258
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[21:54] <Grogbot> <Henke37> one the topic of build strangeness, why is this line even a thing? 1> Creating library Debug32\scummvm.lib and object Debug32\scummvm.exp
[21:54] <Grogbot> <Henke37> it's not making a dll, it's making an executable
[21:56] <Grogbot> <SupSuper> a library is just a "module unit". it all gets compiled into one whether it ends up put in a dll or an exe at the end
[21:57] <Grogbot> <Henke37> i think that's the job of the linker, not the compiler
[21:58] <Grogbot> <tsoliman> something is weird - ADGF_TESTING is supposed to not show the warning unless --enable-release is on
[22:01] <Grogbot> <SupSuper> hm. actually i don't see any scummvm.lib on mine
[22:01] <Grogbot> <tsoliman> oh .. bladerunner is using its own detector and not the advanced game one??
[22:01] <Grogbot> <SupSuper> let me do a clean build
[22:02] <Grogbot> <Henke37> cpp class BladeRunnerMetaEngine : public AdvancedMetaEngine
[22:04] <Grogbot> <Henke37> i think the game entries for bladerunner are just missing the stability flag
[22:04] <Grogbot> <peterkohaut> what kind of warning?
[22:04] <Grogbot> <tsoliman> https://github.com/scummvm/scummvm/blob/master/engines/bladerunner/bladerunner.cpp#L325
[22:05] <Grogbot> <tsoliman> this call is unique to bladerunner apparently
[22:05] <Grogbot> <tsoliman> the base engine is supposed to have a check
[22:06] <Grogbot> <tsoliman> I shouldn't say the base engine - the advanced game detector 😃
[22:06] <Grogbot> <Henke37> it's over in AdvancedMetaEngine::createInstance
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[22:10] <Grogbot> <criezy> @tsoliman: Indeed that call should not be there. The AdvancedMetaEngine already does it the the proper check on the flags.
[22:11] <Grogbot> <criezy> Maybe it was added because it was missing the ADGF_UNSTABLE flag in the detection entries so the base class was not showing the warning?
[22:11] <Grogbot> <tsoliman> yep
[22:11] <Grogbot> <tsoliman> that makes sense
[22:11] <Grogbot> <peterkohaut> i can remove it asap
[22:12] <Grogbot> <tsoliman> basically the normal behavior is thatADGF_UNSTABLE = always warn .. ADGF_TESTING = warn only when it's a release
[22:12] <Grogbot> <SupSuper> @Henke37 out of curiosity what vs are you using?
[22:13] <Grogbot> <Henke37> 15.8.6
[22:14] <Grogbot> <SupSuper> so 2017? well at least on 2019 it autodetects sdk so you don't need to retarget anymore
[22:15] <Grogbot> <SupSuper> not sure where the .lib comes from though, at least i have other c++ projects without one. and it's only 5k
[22:15] <Grogbot> <Henke37> yes, 2017
[22:16] <Grogbot> <SupSuper> it might just be a dummy since the solution is a collection of projects rather than a single one
[22:16] <Grogbot> <Henke37> i will just update VS anyway.
[22:19] <Scummette> [scummvm] peterkohaut pushed 1 new commits to master: https://git.io/fjVtO
[22:19] <Scummette> scummvm/master 8d4af8a peterkohaut: BLADERUNNER: Removed unnecessary warning about support
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[22:20] <travis-ci> scummvm/scummvm#9108 (master - 558b075 : SupSuper): The build failed.
[22:20] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/f7110bffd1b5...558b07584e83
[22:20] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547431871
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[22:20] <Grogbot> <tsoliman> yep .. with this fix the warning behaves normally now
[22:21] <Grogbot> <tsoliman> tested UNSTABLE (always warns) and TESTING and none (don't warn) .. didn't test release but I assume it works
[22:22] <Grogbot> <SupSuper> @Henke37 ok i've solved the lib mystery. it's generated if there are "exported symbols" and it seems for whatever reason the msvc sdl_net is exposing symbols even when included in the exe
[22:23] <Scummette> [scummvm] criezy closed pull request #1668: BLADERUNNER: Fix detection ADGF flags (master...bladerunner) https://git.io/fja8f
[22:23] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/fjVtn
[22:23] <Scummette> scummvm/master 6feed8a tsoliman: BLADERUNNER: Fix detection ADGF flags
[22:23] <Grogbot> <SupSuper> actually why are using sdl2 with sdl_net? shouldn't it be sdl2_net? the plot thickens 🤔
[22:23] <Grogbot> <Henke37> right. i did some research on my own. it's a catch-22 thing it seems. can't build dlls without accessing stuff from the exe, can't build the exe without the dlls.
[22:24] <Grogbot> <tsoliman> https://kotaku.com/classic-blade-runner-game-is-about-to-get-a-lot-easier-1835596303
[22:24] <Grogbot> <peterkohaut> thanks for helping with the release! it's my first so i had no idea what to set
[22:25] <Grogbot> <tsoliman> I think you're doing a great job 😄
[22:25] <Grogbot> <tsoliman> it's so exciting
[22:27] <Grogbot> <tsoliman> https://www.vice.com/en_us/article/xwnmjq/dedicated-fans-spent-8-years-making-the-1997-blade-runner-game-run-on-a-modern-pc
[22:28] <Grogbot> <DreamMaster> Nice to see it getting some proper news coverage. Now we just need someone to work on Discworld Noir 😉
[22:29] <Grogbot> <tsoliman> I'm trying to figure out if the restored content is a fan patch or what?
[22:30] <Grogbot> <tsoliman> (I own the regular CD version)
[22:30] <Grogbot> <SupSuper> it's content that was in the CD but unused afaict
[22:30] <Grogbot> <SupSuper> and qol stuff
[22:31] <Grogbot> <peterkohaut> there is some content in original distribution and leftovers in the binaries which were not used and @Praetorian is doing a awesome job putting it back into game again
[22:32] <Grogbot> <Praetorian> 😃
[22:33] <Grogbot> <tsoliman> oh .. so literally just add the game twice .. once as bladerunner and once as bladerunner-final .. I suppose the mass add will add both
[22:34] <Grogbot> <Praetorian> Better to keep the save games separate
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[22:35] <Grogbot> <tsoliman> they're not named after the target?
[22:35] <Grogbot> <DreamMaster> That's the way I intend to do things when I eventually return to work on the Ultimas, and want to provide the option for the different fan tilesets. Better than hiding the option in a custom Engines tab in the launcher or trying to hack a new menu in-game
[22:35] <Grogbot> <DreamMaster> Just have an Ultima 1, and an Ultima 1 (Enhanced) as detected game entries
[22:36] <Grogbot> <SupSuper> @Henke37 i replaced the sdl_net and now the lib is gone! does this change anything? probably not! but now the mystery is solved 😛
[22:37] <Grogbot> <Henke37> i hope this doesn't require me building the support libraries from scratch. because i'm not doing that

[22:37] <Grogbot> <peterkohaut> we agreed on two different entries to avoid mixing of save files between them to reduce confusion and some weird bugs with mixed game states (saves are named differently)
[22:37] <Grogbot> <tsoliman> @Praetorian so for most games, the savegames are named after the "target" (e.g. bladerunner-win or bladerunner-final-win) rather than some hardcoded string
[22:38] <Grogbot> <peterkohaut> they are named like that
[22:38] <Grogbot> <tsoliman> oh ok .. I misunderstood @Praetorian as saying "you better do this" 😃 my bad
[22:38] <Grogbot> <Praetorian> yes. @peterkohaut knows the details but it was done to keep them separate
[22:39] <Grogbot> <Praetorian> It's the better solution I think
[22:39] <Grogbot> <SupSuper> @Henke37 i just downloaded it from sdl website
[22:39] <Grogbot> <Zadroter> I'd love to create custom tileset for ultima! Always wonder why Garriot even in 5th game not did walls like this. And roofs when you are not inside building like in Questron games
[22:39] <Grogbot> <Zadroter> https://cdn.discordapp.com/attachments/581224061091446795/590672052457963523/laser_squad_04.gif
[22:40] <Grogbot> <Zadroter> How will be handeled this custom tielsets? via placing certain files in game folder?
[22:41] <Grogbot> <tsoliman> I just looked up Ultima 5 screenshots and it's a nostalgia bomb laced with PTSD
[22:42] <Grogbot> <Zadroter> http://gigi.nullneuron.net/ultima/u1/images/ultima_159.png I always liked people in ultima 1 for some reason thought, lol. Espessialy jesters with arms up and how they move with speaker sound every turn
[22:43] <Grogbot> <tsoliman> "I have the key"
[22:44] <Grogbot> <DreamMaster> Well, there are fan patches of tilesets which do pretty much that. Though I had extra flexibility since I was reimplementing the entire codebase for the game. I was working towards reusing the Ultima 6 tileset, which will include things like properly handling characters and vessels that can cross multiple tiles. My code was even virtualising positioning in the overworld, so I could in theory have 3x3 tiles for every 1 Ultima 1 tile to
[22:44] <Grogbot> give more accurate renderings of mountains and forests, since in U6 trees, for example, took up more than a single tile
[22:46] <Grogbot> <DreamMaster> I'm looking forward to getting back to it eventually, once my work on ScummGlk is done
[22:46] <Grogbot> <Zadroter> You have really big plans! However in therms of first game, 1987 Dos version will be enough for me, I guess.
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[22:49] <Grogbot> <Zadroter> https://www.mobygames.com/images/shots/l/500991-ultima-iv-quest-of-the-avatar-fm-towns-screenshot-the-adventure.png FM Towns version support of Ultima 4 game would be blast thought, it is regular as I know, but intro and ending screens was enchanted dramaticly
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[23:07] <Grogbot> <Zadroter> Tbh about effectivity of porting engines - support "goldenbox" engine and you will have already instant support for like dozen of cult classic games ha ha SSI did hell lot of them
[23:13] <Grogbot> <SupSuper> how do i enable plugins in mingw?
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[23:16] <travis-ci> scummvm/scummvm#9110 (master - 8d4af8a : Peter Kohaut): The build is still failing.
[23:16] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/558b07584e83...8d4af8a0b827
[23:16] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547453914
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[23:20] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to ccawley2011-patch-2: https://git.io/fjVqB
[23:20] <Scummette> scummvm/ccawley2011-patch-2 a7da904 ccawley2011: TRAVIS: Install jack on Mac OS X
[23:20] <Scummette> [scummvm] ccawley2011 opened pull request #1686: TRAVIS: Install jack on Mac OS X (master...ccawley2011-patch-2) https://git.io/fjVq0
[23:21] <Scummette> [scummvm] ccawley2011 pushed 0 new commits to ccawley2011-patch-1: https://git.io/fjVqE
[23:30] <Grogbot> <criezy> @SupSuper: I think there is an option (such as --enable-plugins, or something similar) when you run configure.
[23:34] <Grogbot> <tsoliman> --enable-plugins is correct
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[23:42] <travis-ci> scummvm/scummvm#9111 (master - 6feed8a : Tarek Soliman): The build is still failing.
[23:42] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/8d4af8a0b827...6feed8a18e66
[23:42] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/547454993
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[23:43] <Grogbot> <rophel> hi everyone, im having a weird issue with gamepad support. it was present in 2.0.0, it wasn't there on the latest stable build (i.e. worked fine), but the nightly build has the bug again. Basically, when I'm using a gamepad and i move the cursor to the right side of the screen, about 20% from the edge it resets my cursor to the far LEFT of the screen making certain things impossible to select. Anyone have any ideas? it happens both in
[23:43] <Grogbot> game and in the scummvm interface.
[23:45] <Grogbot> <rophel> i tried deleting my scummvm.ini in appdata and letting it create a new one. didnt resolve it.
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[23:52] <Grogbot> <Henke37> yup, one update later and i no longer need to retarget anything
[23:57] <Grogbot> <criezy> @rophel: This is strange since there is very little difference between 2.0.0 and the latest stable build. I don't really have any idea. Is this on Windows? I think there were some reports of a bug in some versions of SDL on Windows with the mouse cursor jumping around. Maybe this is related.
[00:00] --- Wed Jun 19 2019