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[00:03] <grogbot> <Thunderforge> I've merged some PRs converting some of the https://scummvm.org/ website data. Everything should continue to function well, but in case I messed up something in the data transfer, please let me know so I can fix it!
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[03:25] <Scummette> [scummvm] stevenhoefel pushed 1 new commits to master: https://git.io/JvNJP
[03:25] <Scummette> scummvm/master cb22486 stevenhoefel: GRAPHICS: MACGUI: Align text to bottom if font-size changes during chunk.
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[05:10] <Scummette> [scummvm] mduggan pushed 2 new commits to master: https://git.io/JvNIe
[05:10] <Scummette> scummvm/master 08abb8f mduggan: ULTIMA8: Small const correctness fixes for ECode
[05:10] <Scummette> scummvm/master a768e0a mduggan: ULTIMA8: Sanity asserts in Process::waitFor
[05:16] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JvNIT
[05:16] <Scummette> scummvm/master 6609c70 mduggan: ULTIMA8: Remove some unused code in SoftRenderSurface
[05:41] <grogbot> <aryanrawlani28> > any msvc users here? @SupSuper me
[06:42] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JvNtF
[06:42] <Scummette> scummvm/master bbc4af5 mduggan: ULTIMA8: Remove dead and duplicate code from ItemSorter
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[07:59] <grogbot> <rootfather> err, Ctrl+Z for closing ScummVM in Windows is ugly.
[08:00] <grogbot> <rootfather> maybe we should re-map that to Ctrl+Q
[08:02] <grogbot> <rootfather> I think I'll add WIN32 to defined(POSIX) so the default Ctrl+Z won't work again
[08:02] <grogbot> <rootfather> in case we don't decide to move away from Ctrl+Z altogether
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[08:39] <bgK> we could make the keybinding unmapped by default. It's handy for devs when iterating, but dangerous for end users.
[08:43] <Lightkey> Where does Ctrl-z come from anyway?
[08:44] <Lightkey> Are there platforms where Ctrl-q is a problem?
[08:44] <grogbot> <rootfather> I don't know where it got introduced originally, currently it's just specified as a "fallback" solution if it's neither a posix or macos system
[08:44] <grogbot> <rootfather> and since there's no exception for win32, ctrl+z applies there too
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[09:29] <simion314> Hi, I conpiled scummvm from github master, I enabled accesibility TTS and the application interface is using TTS, but when I try a game the dialog is not spoken (I tried Indiana Jones and The Last Crusade. My question is if this is a work in progress, I am doing something wrong, where can I get mroe information about TTS features , is there a dev brach for this feature I could check? In the case this was not implemented yet do
[09:29] <simion314> you know if this games use the same functions to draw dialogs? functions I could modify and add TTS to them?
[09:33] <grogbot> <Henke37> the same function as what?
[09:33] <grogbot> <Henke37> the launcher ui text drawing? no, i don't think so.
[09:33] <grogbot> <Henke37> as for a branch, i am not aware of such a branch
[09:34] <grogbot> <Henke37> development work tends to happen on master in this project, only pull requests use separate branches
[09:40] <Strangerke> simion314 : The first one which had this feature added was Mortville Manor
[09:41] <Strangerke> adding TTS to the scumm engine may be very, very difficult
[09:42] <grogbot> <antoniou79> It's been also added for narrating descriptions in Sherlock engine (The Case of Serrated Scalpel), LULA (Lure of the Temptress) and MADS (Rex Nebular)
[09:43] <grogbot> <antoniou79> But yeah, no work done yet for the scumm engine. Although it should be possible
[09:44] <grogbot> <antoniou79> Here's the aforementioned PRs if it helps any: https://github.com/scummvm/scummvm/pull/1953 https://github.com/scummvm/scummvm/pull/1977 https://github.com/scummvm/scummvm/pull/1983
[09:49] <grogbot> <Henke37> the scumm engine is kinda infamous for how much control individual games have
[09:51] <simion314> Any idea if the majority of the game use something like drawText(string) to put text on screen? or each game implements it's own drawing function? for some video games I can use OCR but this old games have sometimes weird fonts so OCR can fail or take a long time
[09:52] <grogbot> <Henke37> each game does its own thing
[09:52] <grogbot> <Henke37> i mean, there is probably an underlying text rendering function that they share, but who knows what shenanigans each game is up to?
[09:54] <simion314> yeah, for games I use TTS I modify them to call my python script, then this python script might do cleanups then call the TTS
[09:55] <simion314> I mean games in other engines like Javascript based games or Python games, though I have luck with OpenMw engine too
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[11:37] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvN30
[11:37] <Scummette> scummvm/master 9077c48 sev-: Revert "DIRECTOR: Plug memory leak in MacArchive"
[11:43] <grogbot> <sev> yes, there is always a convenient underlying text rendering function
[11:43] <grogbot> <sev> and plugging TTS into SCUMM engine would be relatively straightforward if someone accepts a single voice
[11:44] <grogbot> <sev> multi-voice could be possible in some games, as they use colors for different actors
[11:50] <simion314> if you can tell me the name of the function/ file where I can check , I would try to make a proof of concept, I will look into the existing TTS code, I would like to change the default speech engine to a custom script
[12:06] <Scummette> [scummvm] stevenhoefel pushed 1 new commits to master: https://git.io/JvNss
[12:06] <Scummette> scummvm/master c08f7c4 stevenhoefel: DIRECTOR: Init and Render D3 Buttons, Checkboxes and Radio Toggles.
[12:07] <Scummette> [scummvm] stevenhoefel pushed 1 new commits to master: https://git.io/JvNsZ
[12:07] <Scummette> scummvm/master 1c32aa7 stevenhoefel: DIRECTOR: Load full strings for D3 and listen to MouseDown events.
[12:07] <Scummette> [scummvm] stevenhoefel pushed 1 new commits to master: https://git.io/JvNsc
[12:07] <Scummette> scummvm/master 4f98a64 stevenhoefel: DIRECTOR: Don't try and play a null sound cast member.
[12:29] <grogbot> <Henke37> there are probably several spots.
[12:29] <grogbot> <Henke37> the scumm engine is notoriously script driven.
[12:30] <grogbot> <_athrxx> you need the full sentences, right? not the charset rendering?
[12:31] <grogbot> <_athrxx> for the actors you could try ScummEngine::actorTalk() in actor.cpp (and ScummEngine_v7::actorTalk()). The text color is in the Actor struct which you can also access from there.
[12:33] <grogbot> <Henke37> uint16 _talkScript. Let's hope that one is just for when the player initiates a conversation with them.
[12:36] <grogbot> <Henke37> negatory. it's for when they have a line to say.
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[12:50] <grogbot> <sev> @Henke37 I do not understand what you're talking about
[12:50] <grogbot> <sev> simon314: the subtitle display is ScummEngine::CHARSET_1() in engines/scumm/string.cpp
[12:50] <grogbot> <sev> SCUMM engine has talking opcodes
[12:51] <grogbot> <sev> and of course, void ScummEngine::drawString(), but if I remember correctly, that one is also used for inventory drawing
[12:53] <grogbot> <sev> also, there is drawBlastTexts() for on-screen messages
[12:53] <grogbot> <sev> for SCUMM v7+ it is easier
[12:54] <grogbot> <sev> you may distinguish the source of the blast texts as coming via addSubtitleToQueue()
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[13:01] <grogbot> <Henke37> i'm just saying that the scumm engine has a lot of logic in game scripts. even stuff you'd think was hardcoded in the engine
[13:08] <Scummette> [scummvm] stevenhoefel closed pull request #2179: CREATE_PROJECT: Windows: Add ignore flag for byte packing (master...msvc-2019-fix) https://git.io/Jvbwj
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[14:19] <simion314> what is the best way to write debug messages to stdout? can you also print variables ?
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[17:48] <grogbot> <SupSuper> simion314: you can use the debug functions: https://github.com/scummvm/scummvm/blob/master/common/debug.h
[17:50] <grogbot> <waltervn> what's the reason behind adding TTS support to engines?
[17:52] <simion314> I have an illness and reading text is super hard for me, for coding I can use larger fonts, contrast and zoom application but for games is hard, some games capture the mouse and you can't move the zoom apps, some games have the text move very fast so the zoom is not good enough, so the purpose is accessibility not to add it for the cool factor
[17:54] <grogbot> <waltervn> I see
[17:54] <simion314> Btw so far I managed to have the game dialog spoken, the dialog choices not yet ... I could not find yet where the code is that initializes/comunicates with my Linux native speech engine ... I want tpo configure what application is used,
[17:55] <simion314> the feature could be usefull for people that have good eyes but have trouble reading, especially with games fonts, like in some games you have various kind of fonts like handwriting or pixelated fonts
[17:56] <grogbot> <waltervn> Thanks for the input.
[17:57] <grogbot> <Strangerke> waltervn : that was also the 2nd objective of the student task last year 🙂
[17:57] <grogbot> <waltervn> I wasn't sure because I think originally this stuff was added to replace an old TTS system in an old game?
[17:57] <grogbot> <waltervn> So I guess I should be adding this to ADL as well then?
[17:58] <criezy> simion314: on Linux ScummVM uses speech dispatcher. Speech dispatcher itself can be configured to use various speech engines.
[17:59] <criezy> The scummvm code to interface with speech dispatcher is in backends/text-to-speech/linux/linux-text-to-speech.cpp, but hopefully you will not have to change that code.
[18:05] <simion314> criezy: thanks, I will have a look and see if I can udnerstand it better. I use an app named jovie that also used speech-dispatcher, the nice thing about jovie is I have global keyboard shortcuts to control it, for other games I used a python script that can do cleanups and then calls jovie , though so from I see the TTS code is advanced so I might not need to change it, I am not sure if those voices you can chose are
[18:05] <simion314> defined on my system and I can change the spped/pitch in my system config or they are initialized with default vaules from inside scrummvm. Is the community interested in having the dialogs spoken? I am not sure how hard would be to make such a commit that would be acceptable from quality point of view
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[19:02] <Lightkey> This compatibility page redesign is itching me to suggest MOAR columns (and I don't care for mobile users, they can damn well use landscape mode 😛), what comes to mind is year, genre (there are enough even without Glk), age rating (PEGI or equivalent), freeware/hobby project, game features (text parser/mouse, graphic level, resolution, talkie)..
[19:04] <grogbot> <SupSuper> that's what the wiki is for 😛
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[19:13] <grogbot> <ZvikaZ> Hi. Remember we had a discussion regarding github-travis integration? Now I have an opposite (sort-of...) problem. I do see the travis run in my PR, but the information isn't correct...
[19:13] <grogbot> <ZvikaZ> In https://travis-ci.org/github/scummvm/scummvm/builds/671193186?utm_source=github_status&utm_medium=notification we can see that all 3 builds have passed
[19:14] <grogbot> <ZvikaZ> But in the PR itself, it seems like it's still pending: https://github.com/scummvm/scummvm/pull/2177
[19:14] <grogbot> <ZvikaZ> https://cdn.discordapp.com/attachments/581224061091446795/696438002586747041/unknown.png
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[19:14] <grogbot> <ZvikaZ> https://cdn.discordapp.com/attachments/581224061091446795/696438118781419600/unknown.png
[19:15] <grogbot> <SupSuper> not much we can do. it's a free service, we get what we pay for 😛
[19:16] <grogbot> <ZvikaZ> makes sense... But at least we all should be aware that the info isn't accurate - so when we send PRs, check the travis build page, and don't count on the info in the PR (for better of for worse). And also as PR reviewers - it might be good to double check in the travis build page, and see that the build has really passed
[19:30] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JvNEp
[19:30] <Scummette> scummvm/master 507280c antoniou79: CONFIGURE: Fix raspberry pi cross-compilation
[19:30] <grogbot> <antoniou79> Hurray! I got scummvm to run on my new raspberry pi 3b 🙂 Blade Runner runs quite smoothly
[19:31] <grogbot> <antoniou79> But it seems to report an error on exiting the game (free on invalid pointer)
[19:31] <grogbot> <antoniou79> otherwise it runs quite ok
[19:31] <grogbot> <SupSuper> @ZvikaZ i've read that migrating to travis.com might fix it, but also we have so much random bugs with travis, it might be better to migrate to something else entirely
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[19:34] <grogbot> <ZvikaZ> @SupSuper , we once had requirement from some customers, not to fix some bugs in our new ASIC version. They said that they know how to handle those bugs, and assumed that if we'll fix them, we'll introduce new bugs, that they are not familiar with 😂 Well, I'm an adventurous guy, and would prefer to try to knew ways, but it makes sense that eventually we'll just encounter another set of bugs...
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[19:43] <grogbot> <Henke37> that's when you fork off a LTS branch and stick the problem customer on it.
[19:49] <grogbot> <ZvikaZ> @Henke37 it wasn't a software company, we built ASICs - chips. You can't afford having too many versions in parallel.
[19:52] <grogbot> <Henke37> i know what an asic is. or at least that it's hardware.
[19:53] <grogbot> <ZvikaZ> well, I don't know what you know, just wanted to made sure that it's clear...
[19:55] <grogbot> <Henke37> fair enough. not everyone deals with this specialized tech
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[20:57] <Scummette> [scummvm] rvanlaar pushed 1 new commits to rvanlaar/getAt: https://git.io/JvNg0
[20:57] <Scummette> scummvm/rvanlaar/getAt 445b951 rvanlaar: DIRECTOR:LINGO: Implement getAt
[20:58] <Scummette> [scummvm] rvanlaar opened pull request #2181: DIRECTOR:LINGO: Implement getAt (master...rvanlaar/getAt) https://git.io/JvNgE
[21:24] <Scummette> [scummvm] rvanlaar force pushed 1 new commits to rvanlaar/getAt: https://git.io/JvN2J
[21:24] <Scummette> scummvm/rvanlaar/getAt e30e391 rvanlaar: DIRECTOR:LINGO: Implement getAt
[21:24] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvN2T
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[21:30] <Scummette> scummvm/master b3865a7 sev-: DIRECTOR: LINGO: Support REFERENCE Datum in Lingo::alignTypes()
[21:30] <Scummette> [scummvm] sev- closed pull request #2180: DIRECTOR: Adds debug option to automate tests. (master...rvanlaar/debug) https://git.io/JvbFP
[21:30] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvN2C
[21:30] <Scummette> scummvm/master 565496b rvanlaar: DIRECTOR: Adds debug option to automate tests.
[21:36] <Scummette> [scummvm] rvanlaar force pushed 1 new commits to rvanlaar/getAt: https://git.io/JvN2y
[21:36] <Scummette> scummvm/rvanlaar/getAt 484e1fa rvanlaar: DIRECTOR:LINGO: Implement getAt
[21:44] <grogbot> <Thunderforge> @Grogbot Do you want to help with the compatibility page redesign? The GitHub issue included a link to a spreadsheet for organizing data and cleaning up everything we got now (then outputing to YAML), and that's probably a better approach than what I've done. I spent time last night categorizing engines for games, and we would love to have help if you want to add more stuff.
[21:44] <grogbot> <Thunderforge> No guarantee that genres and such will be added, but at least you can help with what we know we need so far. And some of this could wind up on the Wiki as well.
[21:45] <grogbot> <Henke37> i don't think that bots are very interested in helping with anything beyond what they've been coded to do
[21:46] <grogbot> <Thunderforge> Oops, I meant @Lightkey. He's on IRC.
[21:46] <grogbot> <Thunderforge> Lightkey, see above.
[21:48] <grogbot> <Thunderforge> Responding to your message from earlier.
[21:51] <Lightkey> Currently looking to close shop for the day but unless we change the way the wiki is organised, I will have to duplicate it there anyway for the Infoboxes if I want to make a table there.
[21:59] <Scummette> [scummvm] sev- closed pull request #2181: DIRECTOR:LINGO: Implement getAt (master...rvanlaar/getAt) https://git.io/JvNgE
[21:59] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvNaE
[21:59] <Scummette> scummvm/master eacf8ae rvanlaar: DIRECTOR:LINGO: Implement getAt
[21:59] <grogbot> <Thunderforge> @LightKey Yeah, it's not ideal that data will be duplicated, but I'm not sure there's a way around it. Do you have a Wiki account? If not, we can get you one. Reorganizing the Wiki isn't out of the question, although it's probably good to get consensus first.
[22:01] <Lightkey> I stopped worrying about getting consensus for the wiki, most of the time I've asked for permission, people didn't care, also _sev thankfully gave me an account 14 years ago, so I'm fine, thanks. :-)
[22:05] <grogbot> <sev> on the Wiki there is a pure meritocracy
[22:05] <grogbot> <sev> you do the actual work -> you rule
[22:06] <grogbot> <sev> @Thunderforge looks like it is also your future 😉
[22:07] <grogbot> <Thunderforge> Sounds good! I'm okay with meritocracy!
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[22:13] <grogbot> <Thunderforge> I took a look at the List of Graphic Adventure Games on Wikipedia. For the 1980s, there are 56 games listed and ScummVM supports 31 (55%) of them. https://en.wikipedia.org/wiki/List_of_graphic_adventure_games
[22:13] <grogbot> <Thunderforge> Just thought that was cool and wanted to share.
[22:14] <grogbot> <Thunderforge> We support a good chunk of the 90s as well, but once you hit the 3D era, support is out.
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[22:36] <grogbot> <sev> that's nice
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[22:43] <grogbot> <Thunderforge> What's the status of MacVenture? I see it was a GSoC 2016 project that got merged into main. If we could get to the point where that was supported, we could add 4 more and increase the total to 62.5%.
[22:44] <grogbot> <Henke37> finish off pink and you get another two games
[22:45] <grogbot> <Thunderforge> Those aren't till the 1996 and 1997.
[22:45] <grogbot> <Thunderforge> It would definitely be good to get them supported, it just wouldn't help the goal of 80s games.
[22:47] <grogbot> <Henke37> oh, right.
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[23:22] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JvNwr
[23:22] <Scummette> scummvm/master 5f83a79 sev-: DIRECTOR: Rename Datum::toType() to Datum::makeType() as less confusing
[23:22] <Scummette> scummvm/master fff03c9 sev-: DIRECTOR: Implement Datum::getPrintable() for printing out
[23:45] <grogbot> <sev> @Thunderforge MacVenture is like 95% done. It is still in my todo list to finish it... after pink
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