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[02:24] <Grogbot> <markamiga500> Hi Bastik
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[06:47] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/fjp30
[06:47] <Scummette> scummvm/master a37f356 digitall: XEEN: Add Virtual Destructor to SpritesDrawer Base Class
[06:57] <Grogbot> <rootfather> Good morning folks 🙂
[06:58] <Grogbot> <markamiga500> Good Morning rootfather 🙂
[07:15] <LePhilousophe> good morning
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[07:58] <Grogbot> <rootfather> HI LePhilousophe
[08:06] <Grogbot> <markamiga500> well its bed time for me , see ya later
[08:12] <Begasus> scummvm got some attention when Bryan Lunduke made a review on the Beta1 release for haiku :)
[08:35] <Scummette> [scummvm] peterkohaut closed pull request #1825: BLADERUNNER: Allow using any 16-bit pixel format for the screen (master...bladerunner-16bit) https://git.io/fjxnB
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[13:44] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fjpnA
[13:44] <Scummette> scummvm/master fd7fd3a antoniou79: BLADERUNNER: Isolate new frame limiter code in new class
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[15:50] <bgK> so, I tested the newest BR changes on my PS3. Frame times are down to 16-17 ms in average. Well done. Here is a release build: https://ufile.io/xpl1qujf
[15:51] <bgK> (I also implemented the SDL changes to make bilinear filtering work)
[16:13] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/fjpW3
[16:13] <Scummette> scummvm/master 537280c ccawley2011: STARTREK: Simplify call to initGraphics()
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[16:28] <Grogbot> <markamiga500> Hi
[16:33] <Grogbot> <markamiga500> just want to mention the game : Dracula the vampire strikes back dont work on my scummvm on ps3 , i tested all the other available here and they work just fine , so i wonder why. when i try to add the game in the scummvm menu i got this message : ScummVM n'a pas trouve de jeu dans le repertoire selectionne (ScummVm dont see/dont find any game in the file)
[16:34] <Grogbot> <markamiga500> i took it here : https://www.scummvm.org/games/
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[17:03] <Grogbot> <rootfather> @markamiga500, the French version is just an addon, you need to download the English version and the French addon and put all files in one folder
[17:03] <Grogbot> <rootfather> then you can add the game and select the language.
[17:04] <Grogbot> <rootfather> I'd also recommend to download a Music AddOn if you want to have background music ingame 😉
[17:05] <Grogbot> <markamiga500> ohh i understand now lol
[17:05] <Grogbot> <markamiga500> thanks rootfather 😉
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[17:11] <Grogbot> <markamiga500> Did we have an updated PS3 scummVM version to test blade runner today ?
[17:12] <Grogbot> <rootfather> yup, it's at https://ufile.io/xpl1qujf
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[17:14] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fjplk
[17:14] <Scummette> scummvm/master 3996783 dreammaster: XEEN: Fix searches resulting in misc items
[17:14] <Grogbot> <markamiga500> great ! 🙂 I will test that with a good cup of hot coffee
[17:14] <Grogbot> <markamiga500> thanks rootfather
[17:16] <Grogbot> <markamiga500> P.S. wich music add-on you suggest me to have in the Dracula Vampire Strikes back files for my PS3 : Mp3 , Flac or OGG ?
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[17:16] <Grogbot> <rootfather> ogg should be just fine
[17:17] <Grogbot> <rootfather> I'm not sure if the others are supported by PS3
[17:18] <Grogbot> <markamiga500> I need to have the ogg files inside a folder inside the game folder or the files can mixed together with the game files ?
[17:18] <Grogbot> <markamiga500> I never do this of my life (i know...)
[17:19] <Grogbot> <markamiga500> lol
[17:19] <Grogbot> <rootfather> just copy the "audio" folder in the same folder as the other files
[17:19] <Grogbot> <markamiga500> ok thanks
[17:20] <Grogbot> <markamiga500> question , I realized last night that the scummvm update/version are automatically performed by bots ? is that true ?
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[17:21] <Grogbot> <markamiga500> somes update i guess.....if its true , i found that jaw dropping , im totally in another era right now..... ?
[17:22] <Grogbot> <rootfather> The code is still written by actual human beings 😉 But the source code is periodically built by the buildbot
[17:22] <Grogbot> <markamiga500> unbelievable....
[17:22] <Grogbot> <markamiga500> A.I. coming fast our way
[17:23] <Grogbot> Command sent by markamiga500
[17:23] <Grogbot> ....I feel like a caveman from the jurassik.... wow
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[17:30] <Grogbot> <Henke37> @Praetorian nice to see the code being DRY. not sure about the need for the framerate enum tho. it seems to add no value, since all of the enum members are just numbers. And should this be an engine specific class? Seems like something that many engines would benefit from, so common? Also, does every subsystem need to use a pointer in the engine class? Is there a rule against real subobjects? Finally, does every user of the class want a
[17:30] <Grogbot> copy of its own? It seems like there would be a reset of the framelimiter data as the game switches between screens.
[17:31] <Grogbot> <Henke37> in general, is there a point to nearly all engines having pointers to subobjects instead of actually containing the subobjects?
[17:47] <Grogbot> <Praetorian> @Henke37 , the code is still a first pass. I am not sure if it's worth keeping the enum either; it's there because the current goal is for me to also put a dropdown in engine tab for Blade Runner and have to user select one of the desired fps limiters or to disable it, at least so we can evaluate / test performance gains faster.
[17:48] <Grogbot> <Praetorian> The reason that many submodules have their own framelimiter was/is to keep the code close to how it originally worked, and those modules kept track of time on their own. This could also be changed in a second pass if there are no side-effects
[17:50] <Grogbot> <Praetorian> I am also unsure of whether I should move the frame limiter to common right away. Probably at some point.
[17:51] <Grogbot> <rootfather> dropping the delayMillis globally?
[17:52] <Grogbot> <Praetorian> that sounds very radical
[17:53] <Grogbot> <Praetorian> I do have a flag to enable the frame limiter working with delayMillis like they do in ResidualVM Stark
[17:53] <Grogbot> <peterkohaut> Dont drop delaymillis, lot of implementations are just giving control to os instead of using empty loop and hence saving cpu/battery
[17:53] <Grogbot> <Praetorian> But I disabled it because I don't get smooth results for some reason
[17:54] <Grogbot> <Praetorian> @peterkohaut the current commits may have caused a regression for your fix when McCoy gets poisoned and has to get up.
[17:55] <Grogbot> <Praetorian> It's possible, but I think it got difficult again :/
[17:55] <Grogbot> <Praetorian> Also another side-effect that I'm currently looking into is that the maze targets stopped spinning as much as the used to when shot
[17:58] <Grogbot> <peterkohaut> ill check, but i remember the ai's update call was fixed to limit it to 60 times/second
[18:04] <Grogbot> <peterkohaut> works fine
[18:06] <LePhilousophe> bgK: I just pushed to my repo the toolchain Dockerfile (and worker one) for PS3 if you want to take a look
[18:07] <LePhilousophe> up to date with your last change on SDL_psl1ght :)
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[18:09] <LePhilousophe> @peterkohaut: I just read your changes on BR about best screen format and I wonder, did the original game implement the same logic and had different qualities of assets?
[18:10] <LePhilousophe> I would like to know if I need to implement a new engine for a 16-bits game if I will need to handle color conversions myself
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[18:15] <Grogbot> <peterkohaut> they have all assets in rgba5551. on runtime they will choose default 16bit format provided by directx (555, 565, ...) and then they use different routines for video + precomputed palettes for models and fonts
[18:16] <bgK> LePhilousophe: the PS3 image looks good though I did not try it yet. Also see that commit adding liba52 / mpeg2dec to the previous PS3 image: https://github.com/bgK/scummvm-docker/commit/d9a1f77b21d86a0c38c9d43ecebaba7f88b9b2fb
[18:16] <LePhilousophe> hum ok and you do the same so
[18:16] <LePhilousophe> bgK: oh cool thanks for the link
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[18:29] <Grogbot> <peterkohaut> nah, i havent implemented the palette support and yesterday added support to all formats, everything is done via scummvm's pixel format conversions
[18:34] <Grogbot> <markamiga500> bgk , tu parle francais ? j'aimerais discuter avec toi concernant le PS3 ResidualVm
[18:34] <Grogbot> <markamiga500> bgk , you speak french ? i would like to talk with you about the PS3 ResidualVm
[18:38] <Grogbot> <markamiga500> I see many binaries : https://www.residualvm.org/downloads/ but i wonder why the PS3 version is not availble and why specifically , is there a technical reason to it ?
[18:38] <Grogbot> <markamiga500> other guys can answer me too as well 😉
[18:38] <bgK> @markamiga500: Yes, I'm French. However this is an English channel, and as we are not using the same chat software we can't to private messages.
[18:39] <Grogbot> <markamiga500> ok no problem
[18:39] <Grogbot> <markamiga500> did you think a PS3 version of ResidualVm could work ?
[18:39] <bgK> ResidualVM uses OpenGL to do hardware accelerated rendering for its game engines. The PS3 does not offer that API.
[18:40] <Grogbot> <markamiga500> 😦
[18:40] <Grogbot> <markamiga500> PS4 does i presume ?
[18:40] <bgK> So to have hardware accelerated rendering one would need to rewrite the rendering parts of the game engines using the PS3 graphics API.
[18:41] <bgK> ResidualVM also has a software renderer but it is not working at full speed on the PS3.
[18:41] <bgK> PS4 does not support OpenGL either, it's a custom API like the PS3.
[18:41] <Grogbot> Command sent by markamiga500
[18:41] <Grogbot> ...damn 😦
[18:42] <bgK> (unless someone ported an OpenGL driver for it)
[18:42] <Grogbot> <markamiga500> sad , really sad about it , but will survive
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[18:42] <Grogbot> <markamiga500> that would be fesable ?
[18:42] <Grogbot> <markamiga500> if yes , i can fund part of the project if necessary
[18:42] <Grogbot> Command sent by markamiga500
[18:42] <Grogbot> !
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[18:48] <bgK> actually looks like I'm mistaken and the PS4 does have an OpenGL ES2 implementation, interesting.
[18:49] <Grogbot> Command sent by markamiga500
[18:49] <Grogbot> ...i dont have the knowledge , if someone like you tell me its NOT fesable , i will understand and forget this dream , but if you say it COULD be fesable , then im ready to test and even fund this project
[18:49] <Grogbot> <markamiga500> ohhh... 😉
[18:50] <Grogbot> <markamiga500> good news then , hope it can have hope for the PS3 system
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[18:58] <Grogbot> <markamiga500> playing Blade Runner & Grim Fandando on my PS3 is my ultimate & will be my last request
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[18:59] <Grogbot> <markamiga500> i hope its possible....since i dont have enough money to buy a PS4 (and anyway PS4 will not play my PS3 discs)
[18:59] <Grogbot> <markamiga500> please give me hope
[19:00] <Grogbot> <markamiga500> you can even contact me directly via email if i can give it to you
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[19:03] <Dark-Star> dreammaster: thanks for fixing that search bug. Do you think that this might also be the cause for the garbled "Misc" inventory in that other bug (#11063)?
[19:03] <Scummette> [scummvm] jepael opened pull request #1827: XEEN: Fix compiler warning (master...master) https://git.io/fjp8D
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[19:23] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fjp4q
[19:23] <Scummette> scummvm/master 6d14b6f antoniou79: BLADERUNNER: Framelimiter fixes for delayMillis case
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[19:39] <Grogbot> <rootfather> I just read an article on eurogamer.net regarding Blade Runner. Howly cow, the game has 13 endings and a quite random storyline due to the fact that you never now who is human and who is replicant? I really really need to play this game.
[19:40] <Grogbot> <Praetorian> 😄
[19:45] <Scummette> [scummvm] bluegr closed pull request #1827: XEEN: Fix compiler warning (master...master) https://git.io/fjp8D
[19:45] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjp4V
[19:45] <Scummette> scummvm/master b1b03b1 jepael: XEEN: Fix compiler warning
[19:47] <Scummette> [scummvm] bluegr closed pull request #1808: TTS: Text to speech support (master...tts) https://git.io/fj5bl
[19:47] <Scummette> [scummvm] bluegr pushed 95 new commits to master: https://git.io/fjp4r
[19:47] <Scummette> scummvm/master f78fc85 vyzigold: TTS: Create a TTS skeleton
[19:47] <Scummette> scummvm/master 39e74b0 vyzigold: TTS: Add part of linux TTS
[19:47] <Scummette> scummvm/master 8c44b03 vyzigold: TTS: Resolve segfault when exiting scummvm
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[20:57] <Grogbot> <peterkohaut> @rootfather and on top of it, you as a player outside of game need to connect the strings and decide what to do without any hints or logic in the game
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[22:28] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fjpR1
[22:28] <Scummette> scummvm/master b0776c8 dreammaster: XEEN: Fix crash loading Great Pyramid Level 3
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[22:56] <Scummette> [scummvm] SupSuper opened pull request #1828: COMMON: Don't include win32.h in common/encoding.h (master...encoding-msvc) https://git.io/fjp0k
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[00:00] --- Mon Sep 2 2019