[01:05] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [01:21] [scummvm] whoozle opened pull request #7185: PhoenixVR Engine (master...phoenixvr) https://is.gd/uPr1uh [02:49] @artu_ditu Yes, Cosmology of Kyoto probably works a lot better in ScummVM 2026.1 than ScummVM 2.9.1 -- particularly the menu system and text entry. [02:51] dos (~dos@dosowisko.net) left irc: Quit: Kabum! [02:51] dos (~dos@dosowisko.net) joined #scummvm. [04:17] ccawley2011 (~ccawley20@195.180.35.228) left irc: Ping timeout: 240 seconds [06:18] [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/nlfKbw [06:18] scummvm/master ccf6fea dreammaster: BAGEL: MFC: Fix using Enter key to close info dialogs [06:32] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/HHbzoE [06:32] scummvm/master 874ee60 SegMash: SCI: Add detection for the Hebrew fan translation of KQ4 [06:32] [scummvm] bluegr closed pull request #7184: SCI: Adding Hebrew translation for KQ4 (master...kq4-hebrew-translation) https://is.gd/49Gpt2 [06:32] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/VHeEll [06:32] scummvm/master 7473967 weblate: I18N: Update translations templates [06:33] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/KRUnwI [06:33] scummvm/master aa5547d weblate: I18N: Update translation files [06:36] [scummvm] bluegr closed pull request #7183: GUI: Lists clear and cls in the gui console debugger's instructions (master...patch-1) https://is.gd/gZLSCl [06:36] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/T99co3 [06:36] scummvm/master a1bf80d lwcorp: GUI: Add 'clear' and 'cls' to the debugger's help text [06:47] TAS_2012v (~2012@h-98-128-246-108.A498.priv.bahnhof.se) left irc: Remote host closed the connection [06:54] Smedles_ (~quassel@smedley.org) left irc: Ping timeout: 265 seconds [06:55] Smedles (~quassel@smedley.org) joined #scummvm. [07:14] TAS_2012v (~2012@h-98-128-246-108.A498.priv.bahnhof.se) joined #scummvm. [07:19] DominusExult (~dominus@exult/developer/dominus) joined #scummvm. [07:22] ldevulder (~ldevulder@82.66.145.28) joined #scummvm. [07:23] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 260 seconds [07:23] Nick change: DominusExult -> Dominus [07:45] [scummvm] Helco pushed 1 new commits to master: https://is.gd/g24ydZ [07:45] scummvm/master 31db311 Helco: ALCACHOFA: Add russian variant of aventuradecine-remastered [08:01] [scummvm] antoniou79 pushed 3 new commits to master: https://is.gd/bCp04m [08:01] scummvm/master a30df00 antoniou79: MYST3: Fixes for scripted movie playback [08:01] scummvm/master f66baeb antoniou79: MYST3: Fix for rotation of left turntable track [08:01] scummvm/master c4bafa1 antoniou79: MYST3: Track unused state variables in scripted movies [08:01] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/Goq26E [08:01] scummvm/master 775e469 weblate: I18N: Update translations templates [08:02] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/22N2gb [08:02] scummvm/master 67457a3 weblate: I18N: Update translation files [08:10] [scummvm] dreammaster opened pull request #7186: BAGEL: MFC: Move MFC into common/ (master...mfc) https://is.gd/d90z72 [08:15] borosky (~borosky@213-134-187-71.dynamic.play.pl) joined #scummvm. [09:31] [scummvm] dreammaster pushed 1 new commits to master: Error: database query failed [09:31] scummvm/master 7d047c1 dreammaster: BAGEL: MINIGAMES: Fix shell animations in Mankala [09:56] [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/BYu5cz [09:56] scummvm/master 4fe1a62 dreammaster: BAGEL: MINIGAMES: Fix evolution logic for Game of Life [11:21] Smedles (~quassel@smedley.org) left irc: Quit: http://quassel-irc.org - Chat comfortably. Anywhere. [11:22] Smedles (~quassel@smedley.org) joined #scummvm. [12:52] ccawley2011 (~ccawley20@195.180.35.228) joined #scummvm. [12:52] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [14:34] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/oaIqFK [14:34] scummvm/master e31ac3f Strangerke: M4: BURGER: Fix a glitch in the hardcoded logic of room 140/141 (thanks to PVS Studio V1048, fixed) [15:28] ccawley2011 (~ccawley20@195.180.35.228) left irc: Read error: Connection reset by peer [16:19] sev (~sev@scummvm/sev) joined #scummvm. [16:19] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [17:52] ccawley2011 (~ccawley20@195.180.35.228) joined #scummvm. [17:52] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [18:00] sev (~sev@scummvm/sev) left irc: Quit: Leaving [18:08] dgriffi_ (~dave@hermes.661.org) left irc: Ping timeout: 240 seconds [18:08] dgriffi (~dave@hermes.661.org) joined #scummvm. [18:15] ny00123 (~ny00123@5.29.10.114) joined #scummvm. [18:30] [discord] Good Afternoon, [18:30] [discord] We have been seeing issues with Backyard Baseball 2001 via SCUMMVM. When trying to use Online play when you try to log in using you BYB online user and password it is giving a Login failed for people using Windows 10 and newer. Has this been addressed and fixed for the [18:31] [discord] Good Afternoon, [18:31] [discord] We have been seeing issues with Backyard Baseball 2001 via SCUMMVM. When trying to use Online play when you try to log in using you BYB online user and password it is giving a Login failed for people using Windows 10 and newer. Has this been addressed and fixed in the NEW update for SCUMM VM? (edited) [18:45] sev (~sev@81-205-47-249.fixed.kpn.net) joined #scummvm. [18:45] sev (~sev@81-205-47-249.fixed.kpn.net) left irc: Changing host [18:45] sev (~sev@scummvm/sev) joined #scummvm. [18:45] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [18:46] [discord] I think, we had some issues like this in the past [18:47] [discord] you may talk to the devs of the multiplayer in #πŸ€engine-scumm-multiplayer [19:11] [discord] You need to test I'd say, we never tracked down the issue [19:41] [discord] maybe a high debug level like say 8 (?) would provide some more info on the issue? [19:41] [discord] (if it still persists that is) [19:43] [discord] I have the Steam version, but that one has more issues I think, and iirc we don't fully support that one --or we support it and they break it with updates. [20:04] [discord] Standing ovation for the new ZGI implementation. I don't know if the devs who did this are here, but this is a sublime effort. Nearly a remaster. Pairs very well with the Hyllian shader in 4K. [20:04] [discord] It's like playing the game for the first time πŸ₯² [20:04] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1468336262732710032/IMG_4126.mov?ex=6983a635&is=698254b5&hm=f0eb488b6d3f369e15602f3547e85a76f03eb58d621c1921d843ab11b68eeff1& [20:05] [scummvm] bluegr closed pull request #7129: IMAGE: Improve support for writing image files with palettes (master...write-image-palette) https://is.gd/Quf2Jd [20:05] [scummvm] bluegr pushed 5 new commits to master: https://is.gd/UwrApM [20:05] scummvm/master 0a34752 ccawley2011: IMAGE: Combine writeBMP() and writePalettedBMP() [20:05] scummvm/master 9b41a94 ccawley2011: IMAGE: Support creating PNG images with palettes [20:05] scummvm/master 7dd583c ccawley2011: IMAGE: Avoid writing alpha channels to PNG files if not required [20:12] [discord] @tommcewan. was working on ZGI, they added some cool feature recently. [20:12] [discord] @tommcewan. was working on ZGI, they added some cool features recently. (edited) [20:13] [discord] It's also a great honor to have you in the server @agustin πŸŽ‰ [20:14] [discord] Aww, thanks. I've been a user of ScummVM for as long as I can remember. I'll start working on a Scratches port this year. Been teasing that for a while now. [20:18] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/j38uHu [20:18] scummvm/master 7294569 sev-: I18N: Update translation (Russian) [20:19] [scummvm] sev- pushed 1 new commits to master: https://is.gd/x5nVFP [20:19] scummvm/master c5fba54 sev-: MAEMO: Normalized keymapper action names [20:19] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/1xnpTx [20:19] scummvm/master 497d236 weblate: I18N: Update translations templates [20:20] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/wF8e7a [20:20] scummvm/master f43f894 weblate: I18N: Update translation files [20:48] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/rIa8KX [20:48] scummvm/master ad40dad bluegr: IMAGE: Fix signed/unsigned warnings [20:50] [scummvm] chkuendig closed pull request #7041: AGS: Try to fetch game title from WinResources during fallback detection (master...pr/ags-detection) https://is.gd/CHDOAJ [21:10] ldevulder_ (~ldevulder@82.66.145.28) joined #scummvm. [21:12] ldevulder (~ldevulder@82.66.145.28) left irc: Ping timeout: 240 seconds [21:20] [discord] Thank you so much! [21:21] [discord] Thank you so much! It's not really a new implementation, though, I just polished the old one up a bit πŸ™‚ (edited) [21:25] [discord] Then I polished it a bit more, and the next thing I knew, ten months had passed. [21:29] [discord] Sounds familiar! [21:29] [discord] It's flawless and plays great. All the added features make a great difference. [21:29] [discord] By the way, the engine upgrade works on Zork Nemesis, too [21:29] [discord] Yes, I'm playing that one too. Another big upgrade. These games are underrated classics, hopefully more people play them now. [21:30] [discord] I'm actually working on one other little extra for the ZVision games, but it's not finished yet. [21:31] [discord] I know it's a long shot, but if it's the deinterlacing support for ZGI, that would be huge. [21:31] [discord] OK, actually I was working on that as well [21:31] [discord] Hahaha [21:31] [discord] Yeah, that's the big one. The videos are just fantastic in VLC, but I know that's a hugely complicated task. If it happens, amazing! [21:35] [discord] Actually you don't have to wait for that one if you don't want to, you can just run the existing mpeg videos through ffmpeg to deinterlace them manually and give them the same filenames, and the engine should happily play them (just make sure to deinterlace to 30fps, 60fps won't work). All I'm planning to do is write a script to automate that process and include it in scummvm-tools. [21:37] [discord] Ah, of course. That's clever, yeah. All done via script, less work. I guess upscaling is out of the question, right? Resolution must stay the same, standard NTSC. [21:38] [discord] The videos are surprisingly strong quality, they could handle some responsible upscaling [21:38] [discord] Yes, same resolution. [21:39] [discord] OK, thought so. But I'm trying that right away! [21:39] [discord] Thanks for the tip [21:39] [discord] Enjoy! [21:42] ldevulder__ (~ldevulder@82.66.145.28) joined #scummvm. [21:43] ldevulder__ (~ldevulder@82.66.145.28) left irc: Remote host closed the connection [21:45] ldevulder_ (~ldevulder@82.66.145.28) left irc: Ping timeout: 255 seconds [21:57] [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/sU2AVN [21:57] scummvm/master 927e00e Strangerke: M4: BURGER: Fix a glitch in the hardcoded logic of room 406 [21:59] [discord] @tommcewan. this had yielded very good results. Tested in-game, the difference is shocking: [21:59] [discord] `ffmpeg -i pe1ed012.vob -vf w3fdif -c:v mpeg2video -b:v 6000k -target ntsc-dvd -c:a copy output.vob` [21:59] [discord] That seems to be the best filter readily available, but I'll experiment a bit more later. [21:59] [discord] @tommcewan. this has yielded very good results. Tested in-game, the difference is shocking: [21:59] [discord] `ffmpeg -i pe1ed012.vob -vf w3fdif -c:v mpeg2video -b:v 6000k -target ntsc-dvd -c:a copy output.vob` [21:59] [discord] That seems to be the best filter readily available, but I'll experiment a bit more later. (edited) [22:00] [discord] I settled on -filter:v bwdif=mode=0 -q:v 3 -c:a copy -q:a 0 [22:01] [discord] I'll run some comparisons [22:06] [discord] My settings might not produce the most perfect possible image; I was trying to find a setting that would give adequate quality without producing files drastically larger than the originals, out of consideration for our users on systems with limited storage. [22:07] [discord] My settings might not produce the most perfect possible image; I was trying to find a balance that would give adequate quality without producing files drastically larger than the originals, out of consideration for our users on systems with limited storage. (edited) [22:08] [discord] My settings might not produce the most perfect possible image; I was trying to find a balance that would give adequate quality without making the files drastically larger, out of consideration for our users on systems with limited storage. (edited) [22:13] borosky (~borosky@213-134-187-71.dynamic.play.pl) left irc: Ping timeout: 260 seconds [22:21] [discord] Certainly, the original files boast a large bitrate. That can be easily reduced. [22:21] [discord] This is how the sizes are looking with my tests. It's possible to reduce macroblocking (see Jack's chin) and produce better deinterlace results (note the sign behind him) while keeping around the same size. But I admit this borderline obsessive 😬 [22:21] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1468370730558165145/image.png?ex=6983c64f&is=698274cf&hm=c8dbac4536041a9e784a0ad86263e13d6442e1d8f35d1e335ed9873375620da2& [22:21] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1468370731028189397/bwdif.png?ex=6983c64f&is=698274cf&hm=d62745f30765cf90d0c8f456d73014b3cc5e98a5d932b51917431d6c764070b0& [22:21] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1468370731447353579/w3fdif.png?ex=6983c64f&is=698274cf&hm=30ed2e6218318b61f5553abe9fc1b4a4c69dec45e3622275dbfa4fdd19af43ef& [22:21] [discord] This is a great idea and a very elegant solution πŸ‘ [22:22] [discord] Well, thanks, but it was really my only option, I don't know anything about video codec programming πŸ˜› [22:23] [discord] Maybe I'll learn one day, then I could contribute to support for the MPEG version of Return to Zork [22:23] [discord] It's painful and extremely time consuming. And ffmpeg is already the best there is out there, so this makes sense. [22:24] [discord] Yes, I played that one via DOSBox Staging. It's a big upgrade. [22:26] [discord] For a good 20 years I had no idea a better version of the game existed than the vanilla DOS CD-ROM. So many of the odd design decisions in the interface make perfect sense when you realise it was designed for ReelMagic, which was virtually a proto-3DO kind of system. [22:27] [discord] For a good 20 years I had no idea a better version of the game existed than the vanilla DOS CD-ROM. So many of the odd design decisions (most particularly the conversation system) in the interface make perfect sense when you realise it was designed for ReelMagic, which was virtually a proto-3DO kind of system. (edited) [22:27] [discord] For a good 20 years I had no idea a better version of the game existed than the vanilla DOS CD-ROM. So many of the odd design decisions (most particularly the conversation system) in the interface suddenly make perfect sense when you realise it was designed for ReelMagic, which was virtually a proto-3DO kind of system. (edited) [22:28] ny00123 (~ny00123@5.29.10.114) left irc: Quit: Leaving [22:29] [discord] It's been ages since I played it but I've always been so fond of it, bizarre dead ends and all included. I didn't notice how the ReelMagic interface improved the design itself, but now that you mention it, I'll compare that. [22:29] [discord] All 3 games are worthy graphical Zorks in their own way. [22:31] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current is presumably because it then has to cue up the next video stream according to what stance. [22:31] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current is presumably because it then has to cue up the next video stream according to what stance you pick. (edited) [22:31] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream according to what stance you pick. (edited) [22:32] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream according to what stance you pick. The minecart ride probably works the way it does for the same reason. (edited) [22:33] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream according to what stance you pick. The minecart ride probably works the way it does for the same reason. Playing the plain DOS version which just has audio files and crude mouth animations, there seemed no reason to have to do the wh [22:33] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream according to what stance you pick. The minecart ride probably works the way it does for the same reason. Playing the plain DOS version which just has audio files and crude mouth animations for the conversations, there seemed no reaso [22:35] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream from the CD drive according to what stance you pick. The minecart ride probably works the way it does for the same reason. Playing the plain DOS version which just has audio files and crude mouth animations for the conversations, the [22:37] [discord] Well, yes, the oddball way you have to change your conversational tone *before* the character has finished speaking their current line is presumably because it then has to cue up the next video stream from the CD drive according to what stance you pick, without letting the drive spin down between streams. The minecart ride probably works the way it does for the same reason. Playing the plain DOS version which just has audio files [22:43] [discord] That's seriously interesting and cleverly observed. I can't help myself and will compare both versions now 😬 [22:43] [discord] I always thought the dialogue system was clever but so-so implemented at the time. However, I didn't pay attention to how it worked while playing the ReelMagic version. Perhaps it's one of those things that you take for granted because you always *perceived* it worked that way. [22:45] [discord] Real shame they never implemented subtitles for that one 😩 [22:45] [discord] Well, there's always a chance we can do that one day, too... [22:46] [discord] I'm lighting the candles already [22:48] [discord] It probably helps that I happen to have read about the development of LaserDisc games like Dragon's Lair, which similarly had to have choose-in-advance gameplay design to accommodate the spooling limitations of the optical drive, and whose story is quite well documented. Once you know about that, it's fairly easy to spot the same pattern in RTZ. [22:49] [discord] It probably helps that I happen to have read about the development of LaserDisc games like Dragon's Lair, which similarly had to have choose-in-advance gameplay design to accommodate the spooling limitations of the optical drive, and whose history is quite well documented. Once you know about that, it's fairly easy to spot the same pattern in RTZ. (edited) [22:51] [discord] Neat! [22:51] [discord] I happen to have an actual ReelMagic, so let me know when (if ever) you're ready to test that feature. I can compare with the actual hardware. [22:54] [discord] Probably not for a while, I've got a lot on the go (and I'm exhausted after the ZVision rework and subsequent bug-hunting, plus there's the other extra project I'm working on for that), but that's a very kind offer and very much appreciated; I will certainly get in touch if and when I'm able to dive into RTZ! [22:54] [discord] Thanks! [22:57] [discord] By the way, I loved the atmosphere you conjured up in Scratches. That deeply eerie half-awake-in-the-middle-of-the-night feeling was probably hard to capture, and you absolutely nailed it! [22:59] [discord] For a good 20 years I had no idea a better version of the game existed than the vanilla DOS CD-ROM. So many of the odd design decisions (most particularly the conversation system) in the interface suddenly make perfect sense when you realise it was designed for ReelMagic, which was virtually a proto-3DO kind of system. (edited) [23:16] [discord] Thanks! It's safe to say that Nemesis, among many others, played a big role in how the Scratches atmosphere unfolded. I owe these classics a great deal in inspiring the game. [23:16] [discord] And yeah, totally understandable. This is a major rework and very much appreciated. Believe me, I'm rediscovering these games πŸ˜„ [23:24] [scummvm] antoniou79 pushed 1 new commits to master: https://is.gd/3E2aKc [23:24] scummvm/master 340c91c antoniou79: MYST3: Remove hack for autocorrecting looping scripted movies [23:26] [discord] Well, I'm glad I was able to help you revisit the Great Underground Empire once again; thanks for the positive feedback and stimulating conversation! πŸ™‚ [00:00] --- Wed Feb 4 2026