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[00:50] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/5B63mc
[00:50] <Scummette> scummvm/master f5e9f41 sev-: VIDEO: DXA: Check boundaries when processing coded 13 motion vectors
[00:50] <Scummette> scummvm/master 341b12c sev-: NEWS: Mention Sword2 DXA fix
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[01:06] <Scummette> [scummvm] tunnelsociety opened pull request #7334: BUILD: Drop clang -Wno-sign-compare (master...clang-warning) https://is.gd/7b23w9
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[01:33] <grogbot_> [discord] <startropic1> Sadly, Michael Berlyn passed away
[02:02] <grogbot_> [discord] <eientei> Damn, that sucks. He'll forever be missed by fans of adventures and bobcats alike
[03:18] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/s5Hz8X
[03:18] <Scummette> scummvm/master 783288b Purple T: I18N: Update translation (French)
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[08:39] <grogbot_> [discord] <mduggan> Please do! The collision/floor mechanics is a bit of a nightmare. We tried to make the same codepath work for both Crusader and U8, Crusader has weird things like the yellow/black high vis marks being z of 1 higher and that breaks the U8 walk code (avatar starts "falling").. and then U8 has fun things that break Crusader elevators for example. I probably should have given up long ago and just made 2 different classes with their own
[08:40] <grogbot_> [discord] <mduggan> they are the "same" engine but the subtle differences really bite. And collision stuff was hand-optimised asm I think, it really does not decompile well
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[09:02] <Scummette> [scummvm] colus001 opened pull request #7335: KYRA: Add Korean fan translation support for Hand of Fate (master...kyra2-korean-fan-translation) https://is.gd/pKtPpC
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[11:50] <grogbot_> [discord] <agustin> Yeah, I see what you mean. Just walking near this wooden railing made me sink into the water 😂
[11:50] <grogbot_> [discord] <agustin> A collision issue indeed. Could be the same issue as the trough: attempting to jump from several positions made the Avatar refuse, but one particular distance messes with the threshold.
[11:50] <grogbot_> [discord] <agustin> The original game was never easy to control to begin with, but yeah, you can feel the pathfinding is more finicky here. Quite noticeable when going through doors. Still, very playable.
[11:50] <grogbot_> [discord] <agustin> I'll collect notes and prepare those tickets!
[11:50] <grogbot_> [discord] <agustin> https://cdn.discordapp.com/attachments/581224061091446795/1484157134773158028/scummvm-ultima8-00000.png?ex=69bd348b&is=69bbe30b&hm=120956a32e22aa4a1f37d3b151dc0317de218a5e5dc6c4ffc4bb5f2c0e4bdd10&
[12:00] <grogbot_> [discord] <agustin> In other good news, just wrapped up Rise of the Dragon and I'm happy to report support is almost **Excellent** :Check:
[12:00] <grogbot_> [discord] <agustin> In addition to the mentioned glitch during the "Meanwhile" transition in cutscenes, I noticed these minor things:
[12:00] <grogbot_> [discord] <agustin> - Some text boxes go away too fast, not honoring the Text Speed setting (be it in-game or GUI subtitle speed settings). This is very noticeable in cutscenes too.
[12:00] <grogbot_> [discord] <agustin> - Can't remember if the original game did this, but sometimes picking items requires messing around with the inventory. For example, to pick the Kevlar vest, I had to drop most items even though the was enough space.
[12:00] <grogbot_> [discord] <agustin> - Some item hotspots are weirdly placed. Picking the bunch of wires near the end took me several attempts.
[12:00] <grogbot_> [discord] <agustin> I'll move these comments to a ticket.
[12:00] <grogbot_> [discord] <agustin> (also, should I post reports like this in #development?)
[12:00] <grogbot_> [discord] <agustin> https://cdn.discordapp.com/attachments/581224061091446795/1484159519792697394/image.png?ex=69bd36c3&is=69bbe543&hm=e53e9ba8a028cfe9b98e8c87f4e9412d644196eefacd1cfe257ce3b31201197a&
[12:00] <grogbot_> [discord] <agustin> In other good news, just wrapped up Rise of the Dragon and I'm happy to report support is almost **Excellent** :Check:
[12:00] <grogbot_> [discord] <agustin> In addition to the mentioned glitch during the "Meanwhile" transition in cutscenes, I noticed these minor things:
[12:00] <grogbot_> [discord] <agustin> - Some text boxes go away too fast, not honoring the Text Speed setting (be it in-game or GUI subtitle speed settings). This is very noticeable in cutscenes too.
[12:00] <grogbot_> [discord] <agustin> - Can't remember if the original game did this, but sometimes picking items requires messing around with the inventory. For example, to pick the Kevlar vest, I had to drop most items even though there was enough space.
[12:00] <grogbot_> [discord] <agustin> - Some item hotspots are weirdly placed. Picking the bunch of wires near the end took me several attempts.
[12:00] <grogbot_> [discord] <agustin> I'll move these comments to a ticket.
[12:00] <grogbot_> [discord] <agustin> (also, should I post reports like this in #development?) (edited)
[12:00] <grogbot_> [discord] <agustin> https://cdn.discordapp.com/attachments/581224061091446795/1484159519792697394/image.png?ex=69bd36c3&is=69bbe543&hm=e53e9ba8a028cfe9b98e8c87f4e9412d644196eefacd1cfe257ce3b31201197a&
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[12:44] <Scummette> [scummvm] Strangerke pushed 115 new commits to master: https://is.gd/RYQJC0
[12:44] <Scummette> scummvm/master a4293ed johndoe123: WAYNESWORLD: Add skeleton engine class
[12:44] <Scummette> scummvm/master c94f90c johndoe123: WAYNESWORLD: Add WWSurface and Screen classes; Image loading
[12:44] <Scummette> scummvm/master a348a91 johndoe123: WAYNESWORLD: Add various drawImage methods
[12:49] <grogbot_> [discord] <strangerke> ok, I fucked up
[12:49] <grogbot_> [discord] <strangerke> damn it
[12:49] <grogbot_> [discord] <strangerke> I accidentally pushed Wayne's World engine while trying to create a PR
[12:50] <grogbot_> [discord] <strangerke> If someone has a suggestion of how to fix that ...
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[12:56] <ScummBot> Build [#17144](https://buildbot.scummvm.org/#/builders/73/builds/17144) of `master-3ds` failed: failed compile (failure)
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[13:18] <ScummBot> Build [#17135](https://buildbot.scummvm.org/#/builders/75/builds/17135) of `master-debian-x86-64-nullbackend` failed: compile (failure)
[13:23] <ScummBot> Build [#16376](https://buildbot.scummvm.org/#/builders/111/builds/16376) of `master-debian-x86-64-sdl1.2` failed: compile (failure)
[13:29] <grogbot_> [discord] <mdv> timetravel
[13:30] <grogbot_> [discord] <strangerke> I don't run fast enough :/
[13:30] <ScummBot> Build [#16876](https://buildbot.scummvm.org/#/builders/95/builds/16876) of `master-dreamcast` failed: compile (failure)
[13:31] <ScummBot> Build [#16723](https://buildbot.scummvm.org/#/builders/104/builds/16723) of `master-debian-x86-64-plugins` failed: compile (failure)
[13:39] <ScummBot> Build [#15132](https://buildbot.scummvm.org/#/builders/49/builds/15132) of `master-gamecube` failed: failed compile (failure)
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[13:47] <ScummBot> Build [#9730](https://buildbot.scummvm.org/#/builders/180/builds/9730) of `master-miyoo` failed: failed compile (failure)
[13:48] <ScummBot> Build [#16984](https://buildbot.scummvm.org/#/builders/87/builds/16984) of `master-nds` failed: failed compile (failure)
[13:59] <ScummBot> Build [#17124](https://buildbot.scummvm.org/#/builders/19/builds/17124) of `master-psp` failed: compile (failure)
[14:01] <ScummBot> Build [#12262](https://buildbot.scummvm.org/#/builders/171/builds/12262) of `master-riscos` failed: compile (failure)
[14:03] <grogbot_> [discord] <Digitall> It would be possible to remove the commits with rebase and then force push the result ... even easier with no other commits on top, you can reset and force push ... but the scummvm/scummvm master branch has protection enabled so I can't force push. Needs someone with admin privs on github to disable the force push protection to fix it
[14:05] <ScummBot> Build [#12264](https://buildbot.scummvm.org/#/builders/173/builds/12264) of `master-riscos-vfp` failed: compile (failure)
[14:06] <grogbot_> [discord] <strangerke> It's surrealistic that I managed to push to master while trying to pull from my fork
[14:07] <grogbot_> [discord] <Digitall> I have my checkout setup so origin is my clone and then I can push to scummvm/scummvm as upstream remote ...
[14:08] <grogbot_> [discord] <Digitall> so any accidental whoops only happen on my clone copy worst case 🙂
[14:12] <ScummBot> Build [#16335](https://buildbot.scummvm.org/#/builders/67/builds/16335) of `master-wii` failed: failed compile (failure)
[14:15] <ScummBot> Build [#17110](https://buildbot.scummvm.org/#/builders/79/builds/17110) of `master-vita` failed: compile (failure)
[14:22] <ScummBot> Build [#15270](https://buildbot.scummvm.org/#/builders/34/builds/15270) of `fetch-master` failed: failed triggered build-scheduler-master, 26 successes, 13 failures
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[15:04] <Scummette> [scummvm] sluicebox opened pull request #7336: TINSEL: Fix DW1 Sega Saturn graphics (master...tinsel-saturn-graphics) https://is.gd/xpQogm
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[15:23] <Scummette> [scummvm] flipkick opened pull request #7337: WAYNESWORLD: Add detection object (master...fix/waynesworld_add_detection_object) https://is.gd/5oyoX1
[16:35] <Scummette> [scummvm] Strangerke closed pull request #7337: WAYNESWORLD: Add detection object (master...fix/waynesworld_add_detection_object) https://is.gd/5oyoX1
[16:35] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/ssYQot
[16:35] <Scummette> scummvm/master ddefb1d flipkick: WAYNESWORLD: Add detection object (#7337)
[16:41] <ScummBot> Build [#17145](https://buildbot.scummvm.org/#/builders/73/builds/17145) of `master-3ds` completed successfully.
[16:42] <ScummBot> Build [#12263](https://buildbot.scummvm.org/#/builders/171/builds/12263) of `master-riscos` completed successfully.
[16:42] <ScummBot> Build [#17136](https://buildbot.scummvm.org/#/builders/75/builds/17136) of `master-debian-x86-64-nullbackend` completed successfully.
[16:42] <Scummette> [scummvm] bluegr closed pull request #7336: TINSEL: Fix DW1 Sega Saturn graphics (master...tinsel-saturn-graphics) https://is.gd/xpQogm
[16:42] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/ySDcRH
[16:42] <Scummette> scummvm/master ceea9b9 sluicebox: TINSEL: Fix DW1 Sega Saturn graphics
[16:42] <ScummBot> Build [#17111](https://buildbot.scummvm.org/#/builders/79/builds/17111) of `master-vita` completed successfully.
[16:43] <ScummBot> Build [#16377](https://buildbot.scummvm.org/#/builders/111/builds/16377) of `master-debian-x86-64-sdl1.2` completed successfully.
[16:43] <ScummBot> Build [#16724](https://buildbot.scummvm.org/#/builders/104/builds/16724) of `master-debian-x86-64-plugins` completed successfully.
[16:43] <ScummBot> Build [#16877](https://buildbot.scummvm.org/#/builders/95/builds/16877) of `master-dreamcast` completed successfully.
[16:43] <ScummBot> Build [#15133](https://buildbot.scummvm.org/#/builders/49/builds/15133) of `master-gamecube` completed successfully.
[16:44] <ScummBot> Build [#9731](https://buildbot.scummvm.org/#/builders/180/builds/9731) of `master-miyoo` completed successfully.
[16:44] <ScummBot> Build [#16985](https://buildbot.scummvm.org/#/builders/87/builds/16985) of `master-nds` completed successfully.
[16:45] <ScummBot> Build [#17125](https://buildbot.scummvm.org/#/builders/19/builds/17125) of `master-psp` completed successfully.
[16:45] <ScummBot> Build [#12265](https://buildbot.scummvm.org/#/builders/173/builds/12265) of `master-riscos-vfp` completed successfully.
[16:45] <ScummBot> Build [#16336](https://buildbot.scummvm.org/#/builders/67/builds/16336) of `master-wii` completed successfully.
[16:45] <ScummBot> Build [#15271](https://buildbot.scummvm.org/#/builders/34/builds/15271) of `fetch-master` completed successfully.
[17:17] <Scummette> [scummvm] bluegr closed pull request #7329: SCI: Add detection for the Hebrew fanmade translation of KQ5 (master...kq5-hebrew-translation) https://is.gd/7ARCZc
[17:17] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/b8khGQ
[17:17] <Scummette> scummvm/master 7e4dc2c SegMash: SCI: Add detection for the Hebrew fanmade translation of KQ5
[17:17] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/MlCjtW
[17:17] <Scummette> scummvm/master 8b0a03c weblate: I18N: Update translations templates
[17:17] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/88HjPk
[17:17] <Scummette> scummvm/master d98ff57 weblate: I18N: Update translation files
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[17:35] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/uXe2AY
[17:35] <Scummette> scummvm/master e648b63 IlDucci: I18N: Update translation (Spanish)
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[17:43] <Scummette> [scummvm] bluegr closed pull request #7332: SHERLOCK: Fall back to AdLib for General MIDI in Serrated Scalpel (master...sherlock-scalpel-music-fallback) https://is.gd/VX7JLq
[17:43] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/gF5MVL
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[18:07] <Scummette> [scummvm] Strangerke opened pull request #7338: WAYNESWORLD: Add WAYNESWORLD engine (which is accidentally already in Master) (master...waynesworld_fix) https://is.gd/xCFEo4
[18:08] <Scummette> [scummvm] moralrecordings opened pull request #7339: DIRECTOR: Fixes for Journeyman Project (master...d6_features) https://is.gd/NQoO3a
[18:15] <gsish> for the record: there is also git revert which isn't like svn but instead creates more commits that undo earlier commits' activity
[18:16] <gsish> officially records what happened, would be the honest thing to do if you cannot reset and force push, doesn't break anybody else's setup or workflow
[18:16] <gsish> strictly speaking you would not even have to reset before push, because push lets you specify what to push and how to name it remotely
[19:18] <grogbot_> [discord] <eientei> @strangerke
[19:18] <grogbot_> [discord] <eientei> > I found using Google a couple of references of a demo but wasn't able to find it either. Please contact me if you have it!
[19:18] <grogbot_> [discord] <eientei> https://cdn.discordapp.com/attachments/581224061091446795/1484269966441185331/WAYNDEMO.zip?ex=69bd9da0&is=69bc4c20&hm=51205ca27653c152b13befed0113cabc7af2a8aa99560a06c2ab2ecb48a8ea30&
[19:19] <grogbot_> [discord] <strangerke> thanks. gu3 handed me one, I'll check if it's the same... Thanks a lot! 🙂
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[19:44] <grogbot_> [discord] <eientei> There's 2 demos I've found: That one, which predates the final game by ~2 months, and one distributed via Selectware, which came ~2 months after the final game. Only difference is instead of the Paramount logo {and} Selectware pyramid spin, it has the Paramount logo then transitions to this less exciting logo (with a twinkle)
[19:44] <grogbot_> [discord] <eientei> https://cdn.discordapp.com/attachments/581224061091446795/1484276487191265340/ww_000.png?ex=69bda3b3&is=69bc5233&hm=8543ea3954ec20c247a6919630a0c8c274ee49961fc52ca6266cf14285078a1b&
[19:44] <grogbot_> [discord] <eientei> https://cdn.discordapp.com/attachments/581224061091446795/1484276487740981248/selectware_wayne.zip?ex=69bda3b3&is=69bc5233&hm=44399e11663031096c5b5cea7edb7c68872eb374a70d7b3ce252a6ec37a8dc64&
[19:49] <grogbot_> [discord] <strangerke> Both are not interactive, right?
[19:49] <grogbot_> [discord] <strangerke> that looks like a hardcoded nightmare, ... fine 🙂
[19:55] <grogbot_> [discord] <eientei> Yeah, and the intro cutscene has all text at the top instead of the final which has them with Wayne/Garth at the top and the caller at the bottom