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[00:16] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JvZbI
[00:16] <Scummette> scummvm/master 1922dce tag2015: I18N: Update translation (Italian)
[00:16] <Scummette> scummvm/master 568523f DinoWattz: I18N: Update translation (Portuguese (Brazil))
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[01:24] <Scummette> [scummvm] antoniou79 pushed 3 new commits to master: https://git.io/JvZNc
[01:24] <Scummette> scummvm/master 9d3658a antoniou79: DEVTOOLS: BLADERUNNER: Further optimizations to glyphs by IlDucci
[01:24] <Scummette> scummvm/master ea086a8 antoniou79: DEVTOOLS: BLADERUNNER: Switch to SUBTLS font for version sheet in MIX file
[01:24] <Scummette> scummvm/master 602600b antoniou79: BLADERUNNER: Removed crowded startup debug messages
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[02:29] <grogbot> <rsn8887> Where can I talk to bgk?
[02:34] <grogbot> <rsn8887> I don't understand the new controller mappings.
[02:37] <grogbot> <rsn8887> And why was that not discussed?
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[02:37] <grogbot> <rsn8887> https://github.com/scummvm/scummvm/commit/32174c90679c0a9d7234bb5befabdf5aef39a8b4#commitcomment-37165014
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[02:39] <Lightkey> Don't worry - hE WIlL fInD yOU.
[02:39] <grogbot> <rsn8887> Also is the keymapper now enabled by default?
[02:39] <grogbot> <rsn8887> The custom one I mean?
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[02:49] <grogbot> <rsn8887> Can anyone explain to me how I map "Skip" "Interact" etc? It is nowhere to be seen in the keymapper GUI.
[03:23] <grogbot> <rsn8887> I found it in the per game settings.
[03:24] <grogbot> <rsn8887> Well it doesn't look so bad, just some mappings from before seem to be missing.
[03:35] <grogbot> <rsn8887> I guess I just missed a few weeks of discussions.
[03:39] <grogbot> <rsn8887> I was busy at work.
[03:39] <grogbot> <rsn8887> Hmm the keymapper actually seems quite glorius.
[03:40] <grogbot> <rsn8887> Although I don't see how it works with hard mappings like PSP2 etc.
[03:40] <grogbot> <rsn8887> Oh I guess it will work.
[03:40] <grogbot> <rsn8887> Because those hardmappings generate keyboard events.
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[04:13] <bgK> @rsn8887, I'm right here on the light side
[04:13] <bgK> so, yes the hardcoded joystick button mappings have been replaced by the keymapper
[04:13] <bgK> there might be a bit of disruption, but it's for the best in the long run
[04:14] <bgK> you'll probably want to update your ports so the appropriate button names are used in the keymaps tab, and any changes to the default keymaps
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[07:02] <grogbot> <criezy> @rsn8887 In case you have not seen it, bgK also added a page on the wiki that could answer some of your questions: https://wiki.scummvm.org/index.php?title=Keymapper
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[07:24] <Scummette> [scummvm] bluegr closed pull request #2043: ENGINES: Display a GUI error message when loading / saving failed (master...engine-save-load-dialog-error-checking) https://git.io/JvGhx
[07:24] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/Jvnvd
[07:24] <Scummette> scummvm/master 35e0b72 bgK: ENGINES: Display a GUI error message when loading / saving failed
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[14:08] <grogbot> <rsn8887> Yeah Vita and Switch already use SDL so should be fine. But the new default keymap seems to miss some mappings that were there previously thats all.
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[15:54] <grogbot> <xeros> Hi, sorry if this has been answered somewhere already, but I've searched here on discord, FAQ, Wiki & source code and haven't found answers. Is there a source code of Datafiles? How do you maintain changes in them? I see they are stored as binaries in github.
[15:55] <grogbot> <xeros> I have Polish versions of Legend of Kyrandia 1 & 2 and there are still some translated strings in main executables, which I'd like to add to kyra.dat.
[15:55] <grogbot> <Mataniko> under devtools
[15:55] <grogbot> <Mataniko> create_whatever
[15:56] <grogbot> <Mataniko> in your case, devtools/create_kyra
[15:56] <grogbot> <xeros> Thanks!
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[16:47] <grogbot> <rsn8887> is there an example of a custom platform specific keymap where the buttons are renamed?
[16:48] <grogbot> <rsn8887> for the backend I mean
[16:48] <grogbot> <rsn8887> It would be cool if Vita buttons appeared as Joy_Cross Joy_Circle etc. in the keymapper, yet not strictly necessay
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[16:51] <bgK> rsn8887, take a look at ps3.cpp
[16:53] <bgK> also if it's not possible to connect a keyboard (bluetooth or usb on the vita, you can omit the KeyboardHardwareInputSet so the default keyboard action mappings are not shown in the keymaps tab)
[16:59] <grogbot> <rsn8887> It is possible to connect mouse/keyboard on Vita and Switch
[17:00] <grogbot> <rsn8887> If I override OSystem_SDL::getHardwareInputSet()
[17:00] <grogbot> <Scorp> vita does support mouse?
[17:00] <grogbot> <Scorp> i thought it does not have it in kernel
[17:01] <grogbot> <rsn8887> Yes it does, even via SDL, already supported.
[17:02] <grogbot> <Scorp> nice
[17:02] <grogbot> <rsn8887> If I override OSystem_SDL::getHardwareInputSet() is that enough to change button names that appear in keymapper gui?
[17:03] <bgK> yes
[17:03] <bgK> you can also add extra buttons and the like
[17:03] <bgK> but if you change thebuton's
[17:03] <grogbot> <Scorp> https://bugs.scummvm.org/ticket/7873
[17:04] <grogbot> <Scorp> will it work?
[17:04] <bgK> names the defaults bindings won't work
[17:04] <grogbot> <rsn8887> Ah PS3 is the perfect example!
[17:04] <grogbot> <Scorp> also this https://bugs.scummvm.org/ticket/11227
[17:04] <grogbot> <Scorp> will be fixed?
[17:04] <grogbot> <rsn8887> But in PS3 this is used { "JOY_A", Common::JOYSTICK_BUTTON_A, _s("Cross") },
[17:05] <grogbot> <rsn8887> So it will appear as "cross" in the gui, but still use default mapping for JOY_A?
[17:05] <bgK> yes
[17:05] <grogbot> <rsn8887> So default mappings will still work, right?
[17:05] <bgK> yes, they will
[17:05] <grogbot> <rsn8887> Can I add to default mapping without overwriting the whole mapping?
[17:06] <grogbot> <rsn8887> Let's say I want to map dot to ZR on Switch. Can I add that one entry to default?
[17:06] <grogbot> <rsn8887> Everything else the same as default.
[17:06] <bgK> yes, override getKeymapperDefaultBindings
[17:07] <bgK> see for example 3ds/osystem-events.cpp
[17:07] <grogbot> <rsn8887> Sweet!
[17:08] <grogbot> <rsn8887> And the ordering of HardwareInputTableEntry doesn't matter?
[17:08] <bgK> not at all
[17:10] <grogbot> <rsn8887> should be straightforward then.
[17:13] <grogbot> <rsn8887> Something that bothers me in c++. If I override a function, I can call the parent, and add some instructions before or after. But if I need to add instructions "in the middle" I have to copy paste the complete code of the parent. This seems to lead to a lot of code duplication just depending on how the parent function operates.
[17:14] <grogbot> <rsn8887> if overriding requires a copy/paste of the parent code, then if the parent code is changed, it has to be changed in all children, which is not really scalable.
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[17:15] <grogbot> <rsn8887> I have seen this multiple times in ScummVm, where a small change required touching ALL backends because of such problems.
[17:15] <grogbot> <rsn8887> Basically refactoring anything requires going through the complete inheritance chain. Seems bad.
[17:16] <grogbot> <rsn8887> For example in recent work by CCawley where he had to make tons of changes to files even though it was a small code change.
[17:18] <bgK> it's best to favor composition over inheritance when designing APIs. Use parent classes as interfaces.
[17:21] <grogbot> <Henke37> if you forsee this then you should have the parent class code call the child class code. just add in a virtual function and call that
[17:21] <grogbot> <Henke37> i think it's even a G4 design pattern
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[17:33] <Scummette> [scummvm] bgK pushed 6 new commits to master: https://git.io/JvnZ3
[17:33] <Scummette> scummvm/master bb27669 bgK: COMMON: Refill the stream buffer after making a large read
[17:33] <Scummette> scummvm/master b1f95cf bgK: MOHAWK: RIVEN: Don't accept keyboard actions while the mouse is down
[17:33] <Scummette> scummvm/master 36ef316 bgK: BACKENDS: Allow to configure the stdio buffer size
[17:36] <Scummette> [scummvm] bgK closed pull request #2021: 3DS: Implement dynamic graphics modes to improve performance (master...3ds_graphicmodesfinal) https://git.io/JvmfS
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[17:45] <grogbot> <DreamMaster> @Harsh As before, you can try manually editing create_msvc.bat to add --disable-engine=pegasus,sword25,wintermute to the create_project lines and then regenerate the solution. It may also help to post a screenshot of your environment variables list that shows what the folder is for SCUMMVM_LIBS, and a screenshot of Windows explorer when viewing that folder, so we can see that you have the correct data unzipped there
[18:05] <grogbot> <antoniou79> @sev Can we upload the new version for subtitles for Blade Runner on the web site? These now include Spanish support by @GeekOB and @IlDucci and it would be good to have the up along with the current running sale on GOG so that more people can get the latest version
[18:06] <grogbot> <antoniou79> (I've sent the zip file on the e-mail today)
[18:07] <grogbot> <GeekOB> Thanks for the credit @antoniou79, but I did very little, mostly intro and a couple of scenes. Most of the work was done by @IlDucci 👍
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[18:08] <grogbot> <antoniou79> You both get credit. Any help is appreciated
[18:20] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JvnnN
[18:21] <Scummette> scummvm/master 9b3ca64 sev-: GRAPHICS: MACGUI: Adding style to menu items
[18:21] <Scummette> scummvm/master fa9b0e9 sev-: DIRECTOR: Proper check for script presense in the movie text
[18:26] <grogbot> <Scorp> @antoniou79 so language switch is integrated? i can play french version with spanish subs?
[18:28] <grogbot> <Henke37> languages are a bit of a mess in scummvm
[18:28] <grogbot> <Henke37> or rather, they ignore the mess that reality is
[18:28] <grogbot> <Henke37> audio, gameplay, text, all of it is grouped into one setting.
[18:29] <grogbot> <DreamMaster> LOL: "The guide is definitive. It is reality that is frequently inaccurate". Douglas Adams
[18:43] <grogbot> <antoniou79> @Scorp not yet. Still a long way from when that happens. As I suspected before, it is not as simple as just switching the text language. Different versions may split some dialogues differently, there are a few occasions where some quotes are different or say extra stuff for some localizations. Even cases of characters having speech in some langugages and no speech in others (this last one is only an issue for restored content mode)
[18:48] <grogbot> <GeekOB> Yes, I initially tried to use a different spanish localization and it turned out a whole mess
[18:52] <grogbot> <Scorp> so basically you can use only english version with different subs
[18:52] <grogbot> <rsn8887> what is the difference between virtual f() override;
[18:52] <grogbot> <rsn8887> and f() override.
[18:53] <grogbot> <rsn8887> I thought it should be virtual f() override in the child.
[18:53] <grogbot> <rsn8887> ps3.h: class OSystem_PS3 : public OSystem_SDL { public: void init() override; void initBackend() override; Common::HardwareInputSet *getHardwareInputSet() override;
[18:53] <grogbot> <rsn8887> psp2.h:class OSystem_PSP2 : public OSystem_SDL { public: virtual void init() override; virtual void initBackend() override; virtual bool hasFeature(Feature f) override; virtual void setFeatureState(Feature f, bool enable) override; virtual bool getFeatureState(Feature f) override; virtual void logMessage(LogMessageType::Type type, const char *message) override; virtual Common::HardwareInputSet
[18:53] <grogbot> *getHardwareInputSet() override;
[18:54] <grogbot> <rsn8887> virtual in one, not virtual in the other ?!?!
[18:54] <grogbot> <Henke37> virtual is only required in the base class.
[18:54] <grogbot> <Henke37> it's optional and does nothing in the subclass
[18:54] <grogbot> <rsn8887> It increases readability maybe?
[18:55] <grogbot> <rsn8887> is override mandatory?
[18:55] <grogbot> <rsn8887> Again I know nothing about c++ amazing I could ever work on ScummVM source 😉
[18:55] <grogbot> <rsn8887> Copy/paste goes a long way
[18:56] <grogbot> <Henke37> override is never mandatory
[18:56] <grogbot> <Henke37> it was introduced late and all it does is ensures that you really are overriding a member function
[18:56] <grogbot> <rsn8887> So if I use neither virtual nor override than how do I know that I am overriding a baseclass? From looking at the child?
[18:56] <grogbot> <rsn8887> I guess it is impossible to tell then
[18:57] <grogbot> <rsn8887> I have to look at the parent and search whther the method is declared virtual there.
[18:58] <grogbot> <antoniou79> @Scorp no, I can't say that that is easy either, for the same reasons. And transcripts for the official versions are made based on the localized version, not translating the English transcript. This will probably differ for new localizations that will be based off the English script -- eg Greek, Hebrew, Polish etc
[18:58] <grogbot> <antoniou79> But we don't have those yet
[18:59] <grogbot> <antoniou79> although Greek at least is WIP (by me) and I think Chinese too
[19:02] <grogbot> <rsn8887> @bgK : What if my controller has additional buttons not in Common?
[19:02] <grogbot> <rsn8887> E.g. L2/R2?
[19:03] <grogbot> <rsn8887> e.g. SDL Gamecontroller actually supports L2/R2: case SDL_CONTROLLERAXISMOTION: switch (event.caxis.axis) { case SDL_CONTROLLER_AXIS_TRIGGERLEFT: if (event.caxis.value < 8192) { // 25% pressed sgbTriggerLeftDown = false; } if (event.caxis.value > 16384 && !sgbTriggerLeftDown) { // 50% pressed sgbTriggerLeftDown = true; return
[19:03] <grogbot> ControllerButton::AXIS_TRIGGERLEFT; } return ControllerButton::NONE; case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: if (event.caxis.value < 8192) { // 25% pressed sgbTriggerRightDown = false; } if (event.caxis.value > 16384 && !sgbTriggerRightDown) { // 50% pressed sgbTriggerRightDown = true; return ControllerButton::AXIS_TRIGGERRIGHT;
[19:03] <grogbot> } return ControllerButton::NONE; } break;
[19:03] <grogbot> <rsn8887> But they are not buttons, they are axes.
[19:03] <grogbot> <rsn8887> The above code is from DevilutionX
[19:06] <grogbot> <rsn8887> They could be called Common::JOYSTICK_BUTTON_RIGHT_TRIGGER and Common::JOYSTICK_BUTTON_LEFT_TRIGGER
[19:06] <Scummette> [scummvm] jepael opened pull request #2045: COMMON: Fix compiler warning (master...master) https://git.io/Jvncp
[19:10] <grogbot> <Henke37> but what about Streamer Q Public who wants to play using a dance mat? bongo drums?
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[19:10] <grogbot> <madmoose> Nintendo Power Glove is the ultimate input device.
[19:11] <grogbot> <Henke37> it really was good tech. but it required custom game code to have any chance of being good
[19:20] <grogbot> <DreamMaster> Speaking of joysticks, Nuvie for Ultima VI supports joystick motion to move the party, but the motion events get remapped to be mouse movement. I dunno, maybe we need a feature flag for engines to specify they want joystick motion events directly. And maybe backends that really need joystick to be mapped to mouse movement could just ignore it.
[19:24] <grogbot> <Scorp> @antoniou79 so spanish translation is for spanish version as well?
[19:42] <grogbot> <rsn8887> I think I implemented left/right trigger support, just need to test on Switch with ZL/ZR
[19:42] <grogbot> <rsn8887> for SDL Gamecontrollers.
[19:42] <grogbot> <rsn8887> You could use the dpad or HAT to move the party in Ultima?
[19:43] <grogbot> <rsn8887> One could also add a GUI button to enable/disable mouse emulation.
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[19:51] <grogbot> <Scorp> @rsn8887 is there support for touch gestures on switch?
[19:54] <Scummette> [scummvm] rsn8887 opened pull request #2046: BACKEND: Allow SDL2 mapping of L2/R2, fix psp2/switch mapping (master...triggersupport) https://git.io/JvnWE
[19:59] <grogbot> <DreamMaster> It looks like the standard SDL backend translates the dpad/hat events into standard joystick button press events, rather than generating a Common::EVENT_JOYAXIS_MOTION event. At least on Windows, from when I experimented the other day with my N64 controller.
[20:02] <grogbot> <rsn8887> @Scorp Yes of course
[20:03] <grogbot> <DreamMaster> I like the idea of a GUI option. Come to that, maybe a little section of "hardware features" whose defaults could be overriden in the GUI or, at worst, the config file. Something I recall is that some years back, the hardcoded IFDEFs that had to be added to the Lure engine to change how the popup action menu worked.. on DOS/Windows, the mouse would disappear, and mouse movement changes the selected option. But this obviously caused
[20:03] <grogbot> an issue for some platforms, so we had to add in an IFDEF for certain platforms to have alternate code handling to still have a mouse. Having a "hardware feature" flag set could have that as an option, as well as whether joystick movement should be remapped to the mouse or not
[20:03] <grogbot> <rsn8887> Why should it generate an Axis Motion event? Dpads are buttons
[20:04] <grogbot> <DreamMaster> Maybe I'm misremembering, I kind of thought the dpad on my controller was generating HAT events, but that ScummVM was then converting it to button presses
[20:05] <grogbot> <rsn8887> I think the HAT is converted to dpad buttons, because some controllers implement their dpad that way. The best solution is to use a SDL Game Controller. There is a custom database, also used by Steam to recognize many controllers as SDL Gamecontrollers. SDL Joystick support is not standardised at all. SDL Game controller support is.
[20:06] <grogbot> <rsn8887> See here: https://github.com/gabomdq/SDL_GameControllerDB
[20:06] <grogbot> <rsn8887> Vita and Switch come with support included in their versions of SDL.
[20:07] <grogbot> <rsn8887> Also many other controllers are supported by SDL internally. The external db is just needed if your controller is not recognized as SDL Game controller.
[20:08] <grogbot> <rsn8887> But with the new keymapper, I think you can remap your SDL Joystick buttons anyways (including dpad), even if it is not recognized as SDL Game controller.
[20:09] <grogbot> <rsn8887> @bgK : I made a PR https://github.com/scummvm/scummvm/pull/2046
[20:10] <grogbot> <DreamMaster> That all makes sense. Interesting, It seems it's a lot more complicated than I thought
[20:15] <bgK> @rsn8887, the idea with the game controller / joystick axes would be to teach the keymapper how to remap them. Backends send EVENT_JOYAXIS_MOTION, the keymapper transforms that into whatever is required in the keymap.
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[20:18] <bgK> @DreamMaster my plan regarding the code that transforms joystick axis motion into mouse movement that is hardcoded into the SDL backend is to move it to the keymapper. That way engines can say in their keymap "I want to allow mapping of joystick axes to mouse motion". If they don't says that they receive raw joystick events.
[20:20] <grogbot> <DreamMaster> Thanks sounds like a good solution
[20:21] <grogbot> <DreamMaster> So long as backends that don't support the mouse at all still have the ability to set up a global default keymapping for joystick to mouse, if that's all they have
[20:28] <grogbot> <rsn8887> That wont work
[20:28] <grogbot> <rsn8887> The joystick mouse is required on many platforms
[20:29] <grogbot> <rsn8887> So it should be default and engines should make an exception whenever they want true joystick events, not the other way round
[20:30] <grogbot> <rsn8887> Otherwise yes
[20:30] <grogbot> <rsn8887> The slow mouse modifier should be remappable as well as a new fast mouse modifier to speed up the joystick mouse
[20:31] <grogbot> <rsn8887> Currently slow mouse is hard coded to R and fast mouse doesnt exist
[20:32] <bgK> yes, I've not made the slow mouse modifier remappable yet as, the work regarding the "keyboard mouse" code is not done yet.
[20:32] <grogbot> <rsn8887> Yes
[20:33] <bgK> It would be amusing mapping the modifier to an axis (say right trigger) and use the value of the axis as the speed modifier for the mouse movement
[20:33] <grogbot> <rsn8887> It would be cool to allow mapping analog axes to true analog functions like mouse emulation as well as digital functions like interact
[20:34] <bgK> that's the plan anyway :)
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[20:55] <grogbot> <GeekOB> just tried today's daily build with ultima 1-8 @DreamMaster, well done indeed!
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[20:57] <Scummette> [scummvm] sev- closed pull request #2045: COMMON: Fix compiler warning (master...master) https://git.io/Jvncp
[20:57] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvnlG
[20:57] <Scummette> scummvm/master 83d481f jepael: COMMON: Fix compiler warning
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[21:07] <Scummette> [scummvm] jepael opened pull request #2047: DIRECTOR: Fix compiler warning (master...master) https://git.io/Jvnlg
[21:09] <grogbot> <rsn8887> 1-8?
[21:09] <grogbot> <rsn8887> I thought it didnt have u7
[21:10] <grogbot> <rsn8887> Does fighting work correctly in u7? I remember that exult never got that reverse engineered correctly
[21:10] <grogbot> <rsn8887> Monster AI etc
[21:12] <grogbot> <rsn8887> Ultima 7 was completable in Exult just the fighting never worked the same as in the original game
[21:15] <Scummette> [scummvm] sluicebox pushed 7 new commits to master: https://git.io/JvnlQ
[21:15] <Scummette> scummvm/master ed93184 sluicebox: SCI32: Fix Mac sound initialization error
[21:15] <Scummette> scummvm/master d5d7d05 sluicebox: SCI32: Use correct kDoSound subops in Mac games
[21:15] <Scummette> scummvm/master ab8cf3d sluicebox: SCI32: Update kCheckDisc kernel signature for Mac
[21:22] <grogbot> <Scorp> i think he means 1 and 8
[21:23] <grogbot> <rsn8887> Yes I just checked
[21:23] <grogbot> <rsn8887> I wonder how fast 8 will run on Vita 🙂
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[21:29] <grogbot> <Scorp> should be pretty good performance i think
[21:30] <grogbot> <Scorp> i wonder how it will run on psp...
[21:33] <grogbot> <DreamMaster> Technically 6 and 8. With 1 as a WIP 🙂
[21:33] <grogbot> <Henke37> why would that game in particular be taxing?
[21:43] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/Jvn8D
[21:43] <Scummette> scummvm/master ba24146 sluicebox: SCI32: Add Shivers Mac detection entry
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[21:47] <grogbot> <DreamMaster> As far as I'm aware, the engine isn't particularly intensive. Though it was likely pushing things on computers of the day when it first came out. But then again, that seemed par for the course for each new later Ultima game back in the day
[21:48] <grogbot> <DreamMaster> @GeekOB Thanks. Kudos goes as well to yuv422, Dominus Dragon, and everyone else who has worked on Nuvie and Pentagram
[21:50] <grogbot> <GeekOB> Sorry I meant I tried them, not all of them work. Sorry for the confusion
[21:51] <yuv422> Yeah the Nuvie project is 17 years old
[21:51] <grogbot> <DreamMaster> Give it time 🙂
[21:53] <yuv422> DreamMaster, any idea on how we can support loading the original game save with Nuvie?
[21:53] <yuv422> that used to be done with Nuvie's save/load menu
[21:53] <yuv422> It's a neat feature that I'd like to carry over into ScummVM
[21:54] <yuv422> I'm also planning to add support for character transfers from U4 and U5 games
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[21:55] <grogbot> <DreamMaster> Hmm.. that shouldn't be too hard. I'd originally dropped the code associated with the Nuvie dialog as it was one less thing I had to worry about adapting to ScummVM's file IO. It could be reintroduced, and the code associated with saving the needed statistics into the savegame.
[21:56] <Scummette> [scummvm] sev- closed pull request #2047: DIRECTOR: Fix compiler warning (master...master) https://git.io/Jvnlg
[21:56] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jvn4v
[21:56] <Scummette> scummvm/master b4fd25a jepael: DIRECTOR: Fix compiler warning
[21:57] <grogbot> <DreamMaster> The hardest thing is that Nuvie uses the new ScummVM extended savegame format. I'm not sure if the listSaves will include a file without the expected extended info header at the end of the save file.
[21:58] <grogbot> <DreamMaster> I'll experiment on the weekend, and see if I can re-add the dialog, and have the GMM still detect the original savegames, even without extended info.
[21:58] <yuv422> I'm talking about loading from the original SAVEGAME/ folder from U6
[21:58] <grogbot> <DreamMaster> Oh. Did Nuvie support that?
[21:58] <yuv422> maybe we could just introduce a feature on the nuvie menu to load from the original game
[21:58] <yuv422> yeah it did
[21:58] <Scummette> [scummvm] ccawley2011 opened pull request #2048: GUI: Improve how shaders are handled (master...shaders) https://git.io/Jvn4U
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[21:59] <yuv422> it would also do that if you didn't have any saved games and you hit journey onwards
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[22:00] <grogbot> <DreamMaster> Anything is possible. Maybe they could be detected and listed as savegames in the first few slots if no ScummVM savegame has saved over those slots.
[22:01] <yuv422> sounds good
[22:01] <grogbot> <DreamMaster> Ah, right, Journey Onwards. You know.. come to think of it.. I don't think I've actually gone through the character creation since I did the conversion to ScumMVM. I've always just used Journey Onward to start a new game 🙂
[22:01] <yuv422> hehe
[22:01] <yuv422> I didn't check that logic either
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[22:02] <grogbot> <DreamMaster> Sorry, just to be clear, is the original savegame loading a Lua script, or part of the C++ code?
[22:02] <grogbot> <DreamMaster> I'm at work, so I don't have a handy installation of ScummVM to check
[22:02] <yuv422> it's in c++
[22:02] <grogbot> <DreamMaster> Ah good
[22:03] <yuv422> SaveGame::load_original()
[22:04] <grogbot> <DreamMaster> Good. That'll make it easier to hook up to
[22:05] <yuv422> How would we handle transferring a save game from U4 or U5?
[22:05] <yuv422> I think we just need the location of a few of the files
[22:05] <yuv422> from those games
[22:08] <grogbot> <DreamMaster> That's a good question.. is the filenames of these files static? I know that ScummVM has the folder chooser used by the launcher (either built-in or which uses the Windows dialog under Windows). Maybe it can be instantiated and run by the engine, just like engines did with the ScummVM Save/Load dialog (now abstracted in Engine saveGameDialog and loadGameDialog methods)
[22:08] <yuv422> saved.gam or party.sav
[22:08] <yuv422> yeah we just need to load data from either of these two files
[22:09] <grogbot> <DreamMaster> Worst case, import instructions could be to copy the needed file into the ScummVM Save folder, and it could be detected as a separate dummy savegame that could trigger the import
[22:09] <grogbot> <DreamMaster> via the load from launcher savegame list
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[22:14] <yuv422> cool
[22:15] <grogbot> <DreamMaster> BTW: Dominus Dragon has provided me with a kick-ass splash screen for Pentagram, so I'll also be working to add that in. No need to hurry with a Nuvie one; I know you've got other priorities at the moment
[22:16] <yuv422> hehe yeah trying to get Blazing Dragons up to a mergable state at the moment ;)
[22:18] <grogbot> <DreamMaster> Always great to see another game getting support. And extra engines.. we're gradually creeping closer to the 100 engine milestone 🙂
[22:19] <grogbot> <DreamMaster> We're already getting close to the 100,000 commit milestone on Github.. we're at 94,715. When your engine is merged, we'll be that much closer
[22:20] <yuv422> 207 commits on my dragons engine so far
[22:22] <grogbot> <DreamMaster> Excellent. Every commit helps
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[23:41] <grogbot> <antoniou79> @Scorp spanish subtitles is for spanish version, that is correct.
[00:00] --- Sat Feb 8 2020