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[00:11] <grogbot> <GeekOB> I'm not sure when the daily builds for windows are created @Aotrs Commander
[00:11] <grogbot> <GeekOB> Are you on windows 10?
[00:19] <grogbot> <Aotrs Commander> I am, 64 bit.
[00:20] <grogbot> <Aotrs Commander> I can perhaps try again later or tomorrow morning. I suppose it is possible it donwloaded the same build as yesterday if I caught it wrong...?
[00:27] <grogbot> <GeekOB> Yes. It's possible
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[01:43] <grogbot> <Aotrs Commander> Hmm. Tried downloading it again, looking at the files "modified" date, it's the same as earlier (as is the code in the folder name) and checking on yesterday's it's different. So it would apear, unfortunately, that no, today's fix does not work on the Gog version.
[01:44] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JTdj3
[01:44] <Scummette> scummvm/master 963ceec : I18N: Update translation (French)
[01:44] <grogbot> <SupSuper> the date that matters is the one in the scummvm screen
[01:55] <grogbot> <SupSuper> anyways i would try again tomorrow, i dunno how long the builds take. sadly i don't have the gog version, so if the issue still isn't fixed, i would report it on our bug tracker
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[03:54] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JTFL3
[03:54] <Scummette> scummvm/master 2e5d5ba dreammaster: GLK: COMPREHEND: Workaround for crash trying to get non-items
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[05:49] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JTFs0
[05:49] <Scummette> scummvm/master a5c6ea8 dreammaster: NUVIE: Fixes for using townsdir configuration entry
[05:49] <Scummette> scummvm/master 7775330 dreammaster: COMMON: Ignore string erase calls when the passed length is zero
[07:10] <Scummette> [scummvm] SupSuper closed pull request #2526: CREATE_PROJECT: Put detection in a separate project (master...detectProject) https://git.io/JTYgd
[07:10] <Scummette> [scummvm] SupSuper pushed 2 new commits to master: https://git.io/JTFCK
[07:10] <Scummette> scummvm/master 803d8f1 henke37: CREATE_PROJECT: Put detection in a separate project
[07:10] <Scummette> scummvm/master b58abb6 SupSuper: CREATE_PROJECT: Only create detection project if feature is enabled
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[08:48] <eriktorbjorn> Myst III fails to start for me, because it claims "Arial Narrow" is an unknown subtitles font face. Is this some fallout from the recent string changes? I'm not sure what's happening, but it seems when it compares _fontFace to "Arial Narrow" and it gets to the equals() method, one of the strings has _size 12 and the other _size 13. So one counts the string terminator and the other one doesn't?
[08:49] <eriktorbjorn> It seems to be _fontFace that has size 13.
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[10:14] <grogbot> <phcoder> eriktorbjorn: Let me make a patch for you
[10:16] <eriktorbjorn> phcoder: Ok. By the way, I already filed a bug report about it if you need to refer to one: https://bugs.scummvm.org/ticket/11942
[10:16] <grogbot> <phcoder> http://paste.debian.net/1169751/
[10:16] <grogbot> <phcoder> eriktorbjorn: ^
[10:18] <eriktorbjorn> Seems to work. The game starts, and I get subtitles.
[10:18] <eriktorbjorn> Thanks!
[10:20] <grogbot> <phcoder> Engine code is still wrong but it appear than it happens in several places
[10:22] <Scummette> [scummvm] phcoder pushed 1 new commits to master: https://git.io/JTFrt
[10:22] <Scummette> scummvm/master 54b0b4a phcoder: COMMON: Restore old behaviour for appending char to string
[10:22] <grogbot> <phcoder> eriktorbjorn: Pushed the fix. You can close the bug
[10:38] <eriktorbjorn> Ok. Just a moment.
[10:41] <m_kiewitz> Is rembyle or ZvikaZ here?
[10:41] <m_kiewitz> Trembyle
[10:42] <eriktorbjorn> phcoder: There. Out of curiosity, what was the other engine where it happened?
[10:44] <grogbot> <phcoder> eriktorbjorn: The long journey
[10:45] <eriktorbjorn> Ah.
[10:53] <Scummette> [scummvm] phcoder opened pull request #2594: ANDROID: Fix android3d compilation (master...fix3d) https://git.io/JTF6q
[10:54] <Scummette> [scummvm] aquadran closed pull request #2581: WINTERMUTE: Flat shadows (master...flat-shadows) https://git.io/JTMO9
[10:54] <Scummette> [scummvm] aquadran pushed 4 new commits to master: https://git.io/JTF6W
[10:54] <Scummette> scummvm/master 45cfe46 : WINTERMUTE: Add position data render function for .X models
[10:54] <Scummette> scummvm/master a2b68b2 : WINTERMUTE: Implement flat shadow rendering with gles 2 shaders
[10:54] <Scummette> scummvm/master af97483 : WINTERMUTE: Enable flat shadows once an actor is created
[11:02] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://git.io/JTF6j
[11:02] <Scummette> scummvm/master 8c6d690 aquadran: DISTS: Added new wme shaders for windows target
[11:36] <Scummette> [scummvm] phcoder closed pull request #2594: ANDROID: Fix android3d compilation (master...fix3d) https://git.io/JTF6q
[11:36] <Scummette> [scummvm] phcoder pushed 1 new commits to master: https://git.io/JTF10
[11:36] <Scummette> scummvm/master a1a53eb phcoder: ANDROID: Fix android3d compilation (#2594)
[11:48] <Scummette> [scummvm] phcoder opened pull request #2595: ANDROID: Merge few files between android and android3d (master...mergeand) https://git.io/JTFMl
[12:06] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JTFye
[12:12] <Scummette> scummvm/master 8297564 weblate: I18N: Update translation (Chinese)
[12:12] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JTFyK
[12:16] <clort> asoidn
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[13:35] <grogbot> <trembyle> @m_kiewitz I'm awake now. I'll be more present in a bit.
[13:43] <grogbot> <GeekOB> hey @Aotrs Commander, I've tested the latest development build for Win10 and it works with The Longest Journey
[13:44] <grogbot> <GeekOB> Download this one
[13:45] <grogbot> <GeekOB> https://cdn.discordapp.com/attachments/581224061091446795/773180930625896478/unknown.png
[13:45] <grogbot> <GeekOB> I usually open the compressed file immediately:
[13:45] <grogbot> <GeekOB> https://cdn.discordapp.com/attachments/581224061091446795/773181039954100244/unknown.png
[13:46] <grogbot> <GeekOB> as soon as it opens, drag the "mingw-w64..." folder to your desktop (for now)
[13:46] <grogbot> <GeekOB> https://cdn.discordapp.com/attachments/581224061091446795/773181280807550996/unknown.png
[13:46] <grogbot> <GeekOB> Open it and execute scummvn.exe
[13:46] <grogbot> <GeekOB> https://cdn.discordapp.com/attachments/581224061091446795/773181400189763624/unknown.png
[13:47] <grogbot> <GeekOB> add the game as per usual and point the location to the folder where your TLJ files are, you see here that my files are the same as yours except for the HD mod
[13:47] <grogbot> <GeekOB> https://cdn.discordapp.com/attachments/581224061091446795/773181610269868032/unknown.png
[13:50] <Scummette> scummvm/master 2dc72c3 sev-: I18N: Update translation (Russian)
[13:50] <Scummette> [scummvm] phcoder closed pull request #2595: ANDROID: Merge few files between android and android3d (master...mergeand) https://git.io/JTFMl
[13:50] <Scummette> [scummvm] phcoder pushed 1 new commits to master: https://git.io/JTFAK
[13:50] <Scummette> scummvm/master e07fc52 phcoder: ANDROID: Merge few files between android and android3d (#2595)
[13:53] <grogbot> <GeekOB> no cache to clear, no overwriting, this is a clear run from a net new version
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[14:13] <grogbot> <Aotrs Commander> Okay, did exactly what you said. (I apparently did download the right build - twice! - since it came up a (3) in the downloads folder.) However, apparently not putting it in the same place as the previous ones (on the desktop, as instructed, and not in the 2.2.0 initial install folder in Programs/ScummVM) seemed to work, since it fired up (and was noticably the HD mod version this time, so that's a good start). Aspect ratio
[14:13] <grogbot> still looks skewed, but I ought, now that it's operational, be able to play with the settings a bit, see if I can do anything with that! I'll move (drag!) the folder off the desptop and put it in an entirely different place (I have a folder for Misc apps just on C:, should be fine there. Many thanks!
[14:13] <grogbot> <Aotrs Commander> I can only assume that putting the stable, or previous daily, versions overwritten in the same spot was somehow causing issues (even though I made a specific point of deleting the ScummVM folder contents before putting the next version in.) But I'm not a coder, by any means, so I can only postulate wildly (and report exactly what I did to the folk that might make sense of it!) (I mean, I even tried uninstalling, so...!)
[14:15] <grogbot> <GeekOB> so the game runs for you now?
[14:20] <grogbot> <Aotrs Commander> It does, again many thanks! (At least as far as getting into the game far enough to begin a game and get to the first point I can save, which one feels is probably a good sign!) And funnily enough, flicking the "aspect rastio button" in ScummVM under edit game fixes the aspect ratio. (Which you would sort of hope, but you never know until you try! Can't actually play it right now, 'cos strictly speaking, this is work-time (but
[14:20] <grogbot> the advantage of working for yourself means you can snatch a few minutes to do tests for this sort of thing at least! But with all that done, it runs, in HD mode (and the difference is stunning, it now looks gorgeous, just on that first screen with her standing on the cliff), so I should be able to have a proper crack tonight!
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[14:39] <grogbot> <aquadran> @Aotrs Commander not sure if you aware, you can also enable 16 antialiasing in gfx options
[14:45] <grogbot> <Aotrs Commander> I have it set to x4, as per the HD mod's instructions. (As I don't have enough knowledge to be able to do more than follow said recommendations.) I can certainly try x16 later, if you think that would be better.
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[14:55] <grogbot> <aquadran> it's about how smooth 3d will be
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[16:14] <trembyle> my vpn kicked me off irc
[16:15] <trembyle> https://anonfiles.com/n127vcm2p9/kq1-jx.2_jpg
[16:15] <trembyle> https://anonfiles.com/z92fv6m2p4/SCI-Jap-phant-demo-win-jp-disc_jpg
[16:16] <grogbot> <trembyle> disregard ...
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[17:31] <Scummette> [scummvm] mgerhardy pushed 26 new commits to master: https://git.io/JTbWi
[17:31] <Scummette> scummvm/master f68fbea mgerhardy: TWINE: added return vales to music play methods
[17:31] <Scummette> scummvm/master 6569e84 mgerhardy: TWINE: init audio cd
[17:31] <Scummette> scummvm/master 55ef559 mgerhardy: TWINE: use better sound type
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[17:36] <Strangerke> hi guys
[17:38] <grogbot> <Sonnenscheinquartett> Hi. Just found the ScummVM Discord. Jepeee. 🙂
[17:40] <criezy> Welcome Sonnenscheinquartett
[17:46] <grogbot> <antoniou79> Hi Strangerke!
[17:47] <grogbot> <rootfather> Hi everyone 🙂
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[17:57] <grogbot> <Henke37> seennick henke37
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[18:13] <grogbot> <criezy> It only works on the IRC side 😄
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[18:15] <LePhilousophe[m]> and on Matrix side too (although there is lag) :)
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[18:44] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JTb0f
[18:44] <Scummette> scummvm/master 75a09f5 sev-: I18N: Update translation (Ukrainian)
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[19:25] <plaes> heya, it seems that Lilliput engine wiki page could be updated
[19:31] <plaes> looking at git commit history, there seems to be at least preliminary music support
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[20:08] <criezy> I don't think there is any sound or music support in that engine. Looking at the code it seems to be just stubs.
[20:23] <plaes> Music works, just tested
[20:23] <criezy> Oh wait... the engine was merged!
[20:23] <criezy> This page is indeed outdated!
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[21:28] <Strangerke_> hum... not so sure for music
[21:29] <Strangerke_> there's music in the intro, but it doesn't count
[21:29] Nick change: Strangerke_ -> Strangerke
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[21:34] <Scummette> [scummvm] mgerhardy pushed 6 new commits to master: https://git.io/JTbKP
[21:34] <Scummette> scummvm/master 15cb01c mgerhardy: TWINE: fixed memory leak in holomap location loading
[21:34] <Scummette> scummvm/master d2d49d3 mgerhardy: TWINE: replaced magic number with constant and leave a todo comment
[21:34] <Scummette> scummvm/master a45fa2d mgerhardy: TWINE: prepare to move the life script parsing to stream
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[22:30] <vasc> hi, i noticed bluegr's refactoring of the dgds port
[22:31] <vasc> i perused the code, just in case he's reading this, yep, i hardcoded somethings just to get the text bubbles working in the rise of the dragon intro
[22:32] <vasc> but i got some info about the SDS file format recently which may help me unhardcode that
[22:33] <Strangerke> nice :)
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[22:47] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JTb13
[22:47] <Scummette> scummvm/master b855b69 sev-: GUI: Fix memory overrun
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[00:00] --- Wed Nov 4 2020