[00:00] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [00:00] sev (~sev@81-205-47-249.fixed.kpn.net) joined #scummvm. [00:00] sev (~sev@81-205-47-249.fixed.kpn.net) left irc: Changing host [00:00] sev (~sev@scummvm/sev) joined #scummvm. [00:00] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [00:06] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [00:17] borosky (~borosky@213-134-187-71.dynamic.play.pl) left irc: Ping timeout: 245 seconds [00:49] dgriffi (~dave@hermes.661.org) joined #scummvm. [00:57] [discord] Pretty niche question, but does anyone know what the story is with the hidden "high quality panoramas" option in Zork Nemesis/zvision engine is? [00:57] [discord] Pretty niche question, but does anyone know what the story is with the hidden "high quality panoramas" option in Zork Nemesis/zvision engine? (edited) [00:58] [discord] Through a long and convoluted process I came to learn that there's functionality in the engine to perform bilinear filtering on the panoramas in that engine, but there's no toggle in the ScummVM UI. It can however be re-enabled by modifiying the source code and building a new version. [01:00] [discord] It seems to work just fine, and it greatly reduces the shimmer when panning, and smooths out the chunky stair-stepping when still. I'm curious why it's disabled by default, if anyone knows. [01:55] [discord] Here's some quick comparison shots between the unfiltered (current ScummVM) and bilinear filtered (custom build) [01:55] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415516178587189289/unfiltered_a.png?ex=68c37dab&is=68c22c2b&hm=d1a3aafffaeea05307a5ab20b040e6d2b5d88c02422c69faa4a32ccf6b695734& [01:55] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415516178977394780/bilinear_a.png?ex=68c37dac&is=68c22c2c&hm=57c4488f53db3297a3edf75c896fd43bd9add6602a5739f457cb8bf9821d9792& [01:56] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415516253963030600/unfiltered_b.png?ex=68c37dbd&is=68c22c3d&hm=67b255033319f47d55968fcafaa384920f0e159f1a1cf3f2fb36321125e9d01f& [01:56] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415516254449696930/bilinear_b.png?ex=68c37dbe&is=68c22c3e&hm=84c6c77c0d452b19526947bc5ea2d4178a9f5626f26e53de850d6508cbb59d80& [02:37] [discord] If anyone wants to replicate, this was all it took: [02:37] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415526549339377755/image.png?ex=68c38754&is=68c235d4&hm=e51c825ee145441129a6ba9f4fb24477c392e06f6f7de36262c4c5ad53674dd9& [02:56] dgriffi (~dave@hermes.661.org) left irc: Quit: leaving [03:46] [discord] I reimplemented the high-quality panorama option for Zork Grand Inquisitor using bilinear filtering some months ago, at the same time as I modified it to better support widescreen displays; Nemesis never originally had such an option in-game, but it can now be applied to that game too if you set the checkbox in the game launcher before starting. The rework of the ZVision engine hasn't yet passed into any of the official releases, h [03:47] Last message repeated 1 time(s). [03:47] [discord] Oh cool, so this was a pretty recent development? I'd always hoped to one day see some improvements to the panorama quality, so this is exciting to learn! [03:48] [discord] Looking forward to seeing it eventually make its way into the main release builds! [03:50] [discord] I'm still working on a few other little tweaks, bugfixes and other improvements to ZVision (I think I've managed to improve the realism of the 3D sound somewhat), but it's not all finished yet. [03:51] [discord] That's fantastic to hear. Nemesis and GI hold a special place in my heart, so it's wonderful to know that folks like yourself are still working on improving those experiences. [03:57] [discord] Aw, thanks! They're some of my favourite games, too! Though I did make one slightly sad discovery whilst exploring the game script files for Nemesis; turns out that originally there was a gigantic third act planned that, for whatever reason, was either never produced, or was almost totally cut from the released game; you can still see a few traces of what might have been left over in the script files - empty scripts for intriguing [03:59] Last message repeated 1 time(s). [03:59] [discord] Man, that's a bummer! But it's also why I love this kind of digital archeology. Must have been exciting to dredge up lost material like that. [04:01] [discord] Looks like the Irondune location might have been a bit of a rush job too, actually; you know those mysterious doors between the two bedrooms and the games room? There are just a few leftover assets suggesting those doors were originally openable, but not why. [04:03] [discord] Super interesting; pretty wild to be hacking parts out of an adventure game that deep into development, when often those kinds of puzzles are interlinked [04:03] [discord] I wonder if they developed the different worlds in parallel, or one after another. [04:08] [discord] Not sure, but apparently they had some trouble developing Nemesis; I think the official story goes that they spent longer than planned developing the engine, then had to rush the production of the actual game a bit. Some of the original design docs were available online at the Zork Library until fairly recently (the non-existent locations I found in the data files correspond with some of the earlier revisions of the game's screenpl [04:10] [discord] I'd heard that something was going on with TZL; hopefully someone with know-how has made some archives. It'd be a terrible shame to lose that site. One of the last major Zork resources left. [04:13] [discord] Well, anyway, regardless of what was originally planned by the game devs, I can only work with the datafiles that actually exist on the published discs, and I've done my best to polish the way the engine presents them; I hope it improves your enjoyment of the game! [04:14] [discord] Mine and many others I'm sure. I'll be keeping an eye on the ScummVM changelogs. [04:15] [discord] If I may ask, could you elaborate on how the new options seemed to be "hidden" in the UI? That's not supposed to happen. [04:16] [discord] If I may ask, could you perhaps elaborate a little more on how the new graphics options seemed to be "hidden" in the UI? That's not supposed to happen. [04:16] [discord] i think you need to re-add games for new options to appear [04:18] [discord] That may just be related to which builds of ScummVM I've been testing, as I generally stick to the stables. Should those improved pano/improved widescreen options be visible in the dailies? [04:19] [discord] Ah, I remember now. I think I did notice some intermittent effects like that when I was working on it. If I recall correctly, if you boot up an older version of ScummVM that doesn't have the extra options, obviously they vanish, then if you boot the new version that does have them, they don't always reappear in the UI until you've actually launched the game itself at least once. [04:19] [discord] Here's the latest daily version with my Nemesis settings: [04:19] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415552211420971088/image.png?ex=68c39f3a&is=68c24dba&hm=886bb2b721e1c6b5e750eb10548fa8b59bad36fba3e941e14a4536f8414ebdf3& [04:20] [discord] Ah, I remember now. I think I did notice some intermittent effects like that when I was working on it. If I recall correctly, if you boot up an older version of ScummVM that doesn't have the extra options, obviously they vanish, then if you boot the new version of the launcher that does have them, they don't always reappear in the UI for a game until you've actually launched that game itself at least once. (edited) [04:21] [scummvm] kelmer44 pushed 1 new commits to master: https://is.gd/pvef44 [04:21] scummvm/master e37510c kelmer44: TOT: Fix glitch when clearing text on FLI anims [04:23] [discord] If you haven't done it yet, BTW, please also give the "widescreen support" option a try too (assuming you're not on a 4:3 monitor, of course), and let me know what you think of it - opinions, suggestions, etc! [04:24] [discord] I will if I can get the option to appear! 😅 [04:25] [discord] Ahh, SupSuper's advice worked, run the game, close, restart. Options are there now [04:25] [discord] Did you do some work on the high-framerate and/or panning as well? Feels lovely and smooth. [04:25] [discord] Awww, you noticed! 😊 [04:26] [discord] I spent half the morning panning the camera around in earlier versions to observe the difference between vanilla and bilinear filtering, so I'm quite refreshed on how choppy it can be haha [04:30] [discord] <.eriktorbjorn> Haven't gotten around to playing Orion Burger yet. What impressed me about Hadean Lands was how it remembers how you solved things the last time, and where you found the objects to do so. By the end of the game, a simple "GO TO " can produce quite a list of remembered actions. [04:30] [discord] Heh, sorry you apparently had to do a lot of detective work, but you did rather stumble upon something that isn't *quite* finished yet; I was waiting to speak to the rest of the team about making an official announcement of the ZVision upgrades until after I'd put the finishing touches to it! [04:32] [discord] I'll keep it under my hat for now! But I'm thrilled to have found out; this all started for me because I was naively poking at the idea of using an LLM to write feature improvements to z-vision, just to see if it was possible. Imagine my delight at finding out that not only it was possible, but that it was pretty much already done! [04:34] [discord] Fortunately, LLM's weren't necessary; a bilinear filter is hardly cutting-edge graphics technology these days, but it really did make a remarkable improvement, honestly better than I'd hoped for! [04:35] [discord] Definitely makes a huge difference, not just for the smoothness in still form, but for how much more stable the image is while panning. [04:51] gsi (~gsi@user/gsi) joined #scummvm. [06:18] DominusExult (~dominus@exult/developer/dominus) joined #scummvm. [06:22] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 245 seconds [06:22] Nick change: DominusExult -> Dominus [06:27] ldevulder (~ldevulder@82.66.145.28) joined #scummvm. [07:03] tsoliman_ (~tsoliman@user/tsoliman) joined #scummvm. [07:04] tsoliman (~tsoliman@user/tsoliman) left irc: Ping timeout: 248 seconds [07:04] Nick change: tsoliman_ -> tsoliman [07:56] borosky (~borosky@213-134-187-71.dynamic.play.pl) joined #scummvm. [08:56] sev (~sev@2a02-a457-5d44-0-6551-804b-4ed-5b1f.fixed6.kpn.net) joined #scummvm. [08:56] sev (~sev@2a02-a457-5d44-0-6551-804b-4ed-5b1f.fixed6.kpn.net) left irc: Changing host [08:56] sev (~sev@scummvm/sev) joined #scummvm. [08:56] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [09:05] [discord] Re: the widescreen support toggle, I was a bit confused at first, because it seemed to not change anything while in fullscreen mode, other than that my mouse cursor seems constrained to the viewport rather than a larger area around the viewport. But after switching to windowed mode and back again it started working, and I was getting a larger viewport that filled much more of a 16:9 display. Great work, no notes! [09:24] JamminUnit (~JU@user/JamminUnit) left irc: Quit: leaving [09:36] JamminUnit (~JU@user/JamminUnit) joined #scummvm. [10:25] [scummvm] sev- pushed 3 new commits to master: https://is.gd/jU6j59 [10:25] scummvm/master 265c08a sev-: DIRECTOR: Added struct for behavior list [10:25] scummvm/master f4c2f32 sev-: ATARI: Sync build script templates with the master [10:25] scummvm/master 4d9e3ce sev-: RELEASE: This is 3.0.0git [11:08] Begasus (~Begasus@d54C05662.access.telenet.be) joined #scummvm. [11:08] Begasus (~Begasus@d54C05662.access.telenet.be) left irc: Changing host [11:08] Begasus (~Begasus@user/Begasus) joined #scummvm. [11:09] Begasus (~Begasus@user/Begasus) left irc: Client Quit [13:06] stanrifkin (~stanrifki@p200300dbcf341a00bcd148ed303bb238.dip0.t-ipconnect.de) joined #scummvm. [13:06] [scummvm] mikrosk pushed 1 new commits to master: https://is.gd/bRJExm [13:06] scummvm/master 64df3f4 mikrosk: JANITORIAL: Nicer title for 3.x.x in Atari readme [13:08] Begasus (~Begasus@d54C05662.access.telenet.be) joined #scummvm. [13:08] Begasus (~Begasus@d54C05662.access.telenet.be) left irc: Changing host [13:08] Begasus (~Begasus@user/Begasus) joined #scummvm. [14:11] mmzero (~mmzero@200.8.27.165) joined #scummvm. [14:15] Hello! Just logging in here because I wanted to know if any work on Visionaire games has been done https://wiki.scummvm.org/index.php?title=Visionaire [15:09] ldevulder (~ldevulder@82.66.145.28) left irc: Ping timeout: 256 seconds [15:30] [scummvm] Helco pushed 6 new commits to master: https://is.gd/82UB4s [15:30] scummvm/master ebc33b9 Helco: TINYGL: Add support for texture environments [15:30] scummvm/master f6cf576 Helco: TINYGL: Add fast-path for default texture environment [15:30] scummvm/master 3567d57 Helco: TESTBED: Add texenv comparisons between TinyGL and OpenGL [15:30] [scummvm] Helco closed pull request #6917: TINYGL: Add support for texture environments (master...tinygl-texenv) https://is.gd/ERvuZ8 [15:43] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [15:44] BaneMind (~banemind@26-116-132-5.ftth.glasoperator.nl) left irc: Ping timeout: 256 seconds [15:45] sev (~sev@scummvm/sev) joined #scummvm. [15:45] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [16:05] ny00123 (~ny00123@77.125.32.98) joined #scummvm. [16:19] ldevulder (~ldevulder@82.66.145.28) joined #scummvm. [16:26] BaneMind (~banemind@26-116-132-5.ftth.glasoperator.nl) joined #scummvm. [16:32] Begasus (~Begasus@user/Begasus) left irc: Quit: Vision[]: i've been blurred! [17:03] tsoliman (~tsoliman@user/tsoliman) left irc: Ping timeout: 260 seconds [17:03] tsoliman (~tsoliman@user/tsoliman) joined #scummvm. [17:08] ldevulder (~ldevulder@82.66.145.28) left irc: Ping timeout: 256 seconds [18:10] Scrutinizer (~Scrutiniz@user/scrutinizer) joined #scummvm. [18:53] Scrutinizer (~Scrutiniz@user/scrutinizer) left irc: Quit: Textual IRC Client: www.textualapp.com [19:05] [discord] mmzero: no, no real work. Only cursory checks [19:06] [discord] would you like to help with the engine? [19:32] witn3ss (~witn3ss@user/witn3ss) joined #scummvm. [19:58] [scummvm] bluegr closed pull request #6931: TWP: Thimbleweed Park should not crash if FBO support is missing (master...fix/twp-check-opengl-fbo-support-before-use) https://is.gd/Zqleyk [19:58] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/AHERp0 [19:58] scummvm/master 870d14c dwatteau: TWP: Thimbleweed Park should not crash if FBO support is missing (Trac#15711) [20:04] [scummvm] sev- closed pull request #6889: DIRECTOR: Load Cast Member Info Despite Cast Member Not Loaded/Supported (master...script_castid_fix) https://is.gd/h3ZMFO [20:16] _sev (~sev@2a02-a457-5d44-0-c833-3deb-eda7-5a2.fixed6.kpn.net) joined #scummvm. [20:16] _sev (~sev@2a02-a457-5d44-0-c833-3deb-eda7-5a2.fixed6.kpn.net) left irc: Changing host [20:16] _sev (~sev@scummvm/sev) joined #scummvm. [20:16] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [20:20] sev (~sev@scummvm/sev) left irc: Ping timeout: 252 seconds [20:30] witn3ss (~witn3ss@user/witn3ss) left irc: Quit: Client closed [20:42] stanrifkin (~stanrifki@p200300dbcf341a00bcd148ed303bb238.dip0.t-ipconnect.de) left irc: Quit: Leaving [20:44] stanrifkin (~stanrifki@p200300dbcf341a00bcd148ed303bb238.dip0.t-ipconnect.de) joined #scummvm. [20:44] stanrifkin (~stanrifki@p200300dbcf341a00bcd148ed303bb238.dip0.t-ipconnect.de) left irc: Remote host closed the connection [21:38] borosky (~borosky@213-134-187-71.dynamic.play.pl) left irc: Ping timeout: 248 seconds [21:51] ny00123 (~ny00123@77.125.32.98) left irc: Remote host closed the connection [21:56] [discord] Early Screenshot Friday: I re-implemented the download progress bar with the regular native drawing code. So technically this could also be reused on other platforms (somebody asked about AppleTV a few weeks ago), works for HTTP as well as Cloud. Design is not yet 100% perfect and for some reason the cloud icon also broke just as I was recording the video. And the OSD has some odd texture issue with the transparency effect [21:56] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415818417448947712/Screen_Recording_2025-09-11_at_23.48.57-1.mp4?ex=68c49727&is=68c345a7&hm=b11b31b743eb041a3c7665a71db0186adfcc5e55bc3eb91d5343a8f11fd61a9f& [21:57] [discord] Early Screenshot Friday: I re-implemented the download progress bar with the regular native drawing code. So technically this could also be reused on other platforms (somebody asked about AppleTV a few weeks ago), works for HTTP as well as Cloud. Design is not yet 100% perfect and for some reason the cloud activity icon I'm reusing also broke just as I was recording the video. And the OSD has some odd texture issue with the transpare [21:57] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415818417448947712/Screen_Recording_2025-09-11_at_23.48.57-1.mp4?ex=68c49727&is=68c345a7&hm=b11b31b743eb041a3c7665a71db0186adfcc5e55bc3eb91d5343a8f11fd61a9f& [22:00] [discord] Early Screenshot Friday: I re-implemented the download progress bar with the regular native drawing code. So technically this could also be reused on other platforms (somebody asked about AppleTV a few weeks ago), works for HTTP as well as Cloud. Design is not yet 100% perfect and for some reason the cloud activity icon I'm reusing also broke just as I was recording the video. And the OSD has some odd texture issue with the transpare [22:00] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415818417448947712/Screen_Recording_2025-09-11_at_23.48.57-1.mp4?ex=68c49727&is=68c345a7&hm=b11b31b743eb041a3c7665a71db0186adfcc5e55bc3eb91d5343a8f11fd61a9f& [22:02] [discord] Early Screenshot Friday: I re-implemented the download progress bar with the regular native drawing code. So technically this could also be reused on other platforms (somebody asked about AppleTV a few weeks ago), works for HTTP as well as Cloud. Design is not yet 100% perfect and for some reason the cloud activity icon I'm reusing also broke just as I was recording the video. And the OSD has some odd texture issue with the transpare [22:02] [discord] https://cdn.discordapp.com/attachments/581224061091446795/1415818417448947712/Screen_Recording_2025-09-11_at_23.48.57-1.mp4?ex=68c49727&is=68c345a7&hm=b11b31b743eb041a3c7665a71db0186adfcc5e55bc3eb91d5343a8f11fd61a9f& [22:10] [scummvm] ccawley2011 opened pull request #6933: IMGUI: Move MaterialSymbolsSharp.ttf into a separate archive (master...imgui-fonts) https://is.gd/AZtnZZ [22:30] mmzero (mmzero@200.8.27.165) left #scummvm. [22:48] [scummvm] sev- pushed 2 new commits to master: https://is.gd/VhtsKm [22:48] scummvm/master aabc251 sev-: DIRECTOR: DT: Parse and display Sprite Behaviors in Channels window [22:48] scummvm/master f6ec55a sev-: DIRECTOR: DT: Display sprite name in Channels window [23:06] [scummvm] sev- pushed 1 new commits to master: https://is.gd/gL7p1q [23:06] scummvm/master ee8a11c sev-: DIRECTOR: Fix Behavior reading [23:17] [scummvm] ccawley2011 pushed 1 new commits to master: https://is.gd/6nkYow [23:17] scummvm/master f068e74 ccawley2011: 3DS: Fix library link order [23:26] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [23:29] _sev (~sev@scummvm/sev) joined #scummvm. [23:29] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [23:31] _sev (~sev@scummvm/sev) left irc: Client Quit [23:32] _sev (~sev@2a02-a457-5d44-0-c833-3deb-eda7-5a2.fixed6.kpn.net) joined #scummvm. [23:32] _sev (~sev@2a02-a457-5d44-0-c833-3deb-eda7-5a2.fixed6.kpn.net) left irc: Changing host [23:32] _sev (~sev@scummvm/sev) joined #scummvm. [23:32] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [23:48] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [00:00] --- Fri Sep 12 2025