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[00:14] <grogbot> <Zaratul> Pixel-perfect scaling mode oooh shiny!
[00:18] <grogbot> <Khvostik> I'd like to have "save-state" feature in dosbox. Ye, I know it's silly and won't happen
[00:21] <grogbot> <Zaratul> can i post ScummVM bugs here?
[00:21] <dreammaster> It's ill advised. If you do, it's entirely possible they'll be overlooked. Best to post any bugs properly on bugs.scummvm.org
[00:23] <grogbot> <Zaratul> https://bugs.scummvm.org/ticket/11276
[00:23] <grogbot> <Zaratul> my bug is already posted
[00:24] <grogbot> <Zaratul> World of Xeen game: Freeze when trying to enter last level of witches' tower
[00:25] <grogbot> <Zaratul> im using latest nightly build
[00:25] <dreammaster> Ah, one of my engines. Apologies, I must have overlooked it previously. I'll have a look now
[00:26] <dreammaster> A bit ironic, given my advice against posting bugs in the chat ;P
[00:28] <grogbot> <Zaratul> thats a very fast reaction for a bug report, thx! 👍
[00:44] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JfnG4
[00:44] <Scummette> scummvm/master 23161b2 dreammaster: ULTIMA4: Merge of sound manager into a single code file
[00:44] <Scummette> scummvm/master 912b2f0 dreammaster: XEEN: Bugfix for bad mob data, WOXCD top of witches tower
[00:45] <dreammaster> No problem. Just embaressed I missed it. That reminds me that I still have a bug outstanding for a crash when loading a particular savegame from the launcher, but not from ingame to look into. I got busy with other stuff and it slipped my mind :P
[00:47] <grogbot> <trembyle> Do you guys have specific assignments for who owns which bugs? Or do you all take responsibility to look at new bugs as they're reported?
[00:48] <dreammaster> It's a free for all - pretty much whoever is familiar with a particular engine, and has time, and doesn't accidentally overlook the bug notification in their email ;P
[00:49] <grogbot> <trembyle> If some are outstanding for a while, is there anyone on the team who bugs you about the bugs?
[00:49] <grogbot> <trembyle> This is just curiosity. I'm interested in how you all work together.
[00:52] <dreammaster> During release periods, there's some review of the more serious outstanding bugs, and we try to fix as many as feasible. BUt otherwise, it kind of relies on interested users to remind us if a given bug gets overlooked
[00:55] <grogbot> <trembyle> Ok, good to know
[01:08] <dreammaster> Huh.. Cool. A clang-format file, and VS detects it. Not so cool, VS gives an error "unknown key 'SpaceBeforeSquareBrackets'"
[01:09] <dreammaster> Luckily I can easily disable it
[01:12] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfnZt
[01:12] <Scummette> scummvm/master 5eea46f dreammaster: XEEN: Fix crash loading some savegames directly from launcher
[01:12] <grogbot> <SupSuper> sadly ClangFormat isn't a stickler for consistency between versions
[01:12] <dreammaster> No worries. I already had the VS formatting options set up to something appropriate
[01:25] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JfnZE
[01:25] <Scummette> scummvm/master 772df1f sluicebox: SCI: Ignore Windows GM sound in DOS MOTHERGOOSE256
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[01:55] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfnZp
[01:55] <Scummette> scummvm/master ad80273 dreammaster: ULTIMA4: Properly implement sound manager
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[03:27] <grogbot> <Zaratul> downloaded newest SVN, World of Xeen is not crashing! thx again Dreammaster!
[03:27] <dreammaster> No problem. And thanks for the independant verification
[03:44] <grogbot> <trembyle> Hey @DreamMaster if you're still around, I have questions.
[03:45] <grogbot> <trembyle> I see that Discworld has a Sega Saturn detection entry. First of all it doesn't seem to be working. There is no hash listed for one of the files.
[03:45] <grogbot> <trembyle> But also, shouldn't there be a new kPlatformSaturn for this version?
[03:48] <dreammaster> If it ever gets supported, there should.
[03:51] <grogbot> <trembyle> Ok. So this version won't work even if I force its detection?
[03:57] <dreammaster> Nope. It was added as a placeholder reminder that the version exists, even if it's not currently being worked on
[03:59] <dreammaster> Just like, for example, the Playstation version of the game wasn't supported for ages
[03:59] <grogbot> <trembyle> well now I'm curious to see what happens. But I guess it probably just won't start.
[04:01] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JfnWS
[04:01] <Scummette> scummvm/master 9343c45 dreammaster: ULTIMA4: Remove deprecated in-game music & sfx volume levels
[04:01] <Scummette> scummvm/master 9da2293 dreammaster: ULTIMA4: Implementing music player
[04:01] <grogbot> <Zaratul> what next games are gonna be supported? Ultima 8 and 4 right?
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[04:02] <dreammaster> Probably not, no. The PSX version, for example, had various format differences, which is why it took a while to be supported.
[04:03] <dreammaster> The next release will likely support both - I'm going well with 4, and mduggan is doing excellent work on 8.
[04:05] <dreammaster> Perhaps 6 as well - it's more or less already working (though not yet tested much). Even if yuv422 decides to keep working on Nuvie in his standalone codebase rather than in ScummVM, I'll at least apply any needed fixes to the imported version so that it works properly and can be suppported. Then worry about reimporting the game if/when he finishes.
[04:07] <grogbot> <trembyle> How close is Ultima 1?
[04:10] <dreammaster> It's been a while since I was working on it.. but from what I remember the in-game section was mostly done baring a few dialogs. What was remaining was mainly the end-game area, and the outer space section
[04:11] <dreammaster> So call it about 66%
[04:12] <grogbot> <trembyle> nice. This just seems like a fantastic effort to support these Ultima games. I think hopefully this will get a lot of use.
[04:12] <grogbot> <Zaratul> yeah, i agree
[04:12] <grogbot> <Zaratul> played Ultima 7 with Exult this month and im having a blast
[04:12] <grogbot> <Zaratul> looking forward to other Ultima games
[04:15] <grogbot> <trembyle> signing off. enjoy your day ahead
[04:15] <grogbot> <Zaratul> cya mate
[04:15] <dreammaster> Night
[04:48] <grogbot> <malandrinus> Hello. Are there people who make Russian subtitles?
[04:49] <grogbot> <malandrinus> For Blade Runner
[05:18] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/Jfn81
[05:18] <Scummette> scummvm/master 5c2a723 mduggan: ULTIMA8: Fix debug operator for 'precision' enum
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[08:12] <grogbot> <antoniou79> @malandrinus As far as I know there isn't anyone working on Russian subtiltes that has contacted us
[08:18] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jfng7
[08:18] <Scummette> scummvm/master 1daa27e sev-: DIRECTOR: Fix memory management in RIFXArchie
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[08:31] <grogbot> <sev> @malandrinus we are not aware of that
[08:31] <grogbot> <sev> we created the spreadsheet set
[08:32] <grogbot> <sev> let me share it
[08:32] <grogbot> <sev> @malandrinus https://docs.google.com/spreadsheets/d/1ku0g9FPSrWe7sxWB3uZnkWW_9rrLRAO_PZ_w17Pw324/edit#gid=376417249
[08:33] <Scummette> [scummvm] rvanlaar opened pull request #2224: DIRECTOR: Handle D4 copyCastStxts without children (master...rvanlaar/stxts-fix) https://git.io/Jfn2Z
[08:34] <Scummette> [scummvm] sev- closed pull request #2224: DIRECTOR: Handle D4 copyCastStxts without children (master...rvanlaar/stxts-fix) https://git.io/Jfn2Z
[08:34] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jfn2E
[08:34] <Scummette> scummvm/master fe5746d rvanlaar: DIRECTOR: Handle D4 copyCastStxts without children
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[09:02] <grogbot> <sen-samual> Hey @criezy I just saw your message. After some quick research about Xcode, Im not much of a mobile coding guy. Whats also risky was getting an advance build if I apply 100 dollars for one year. But yeah, Im not big of a risk to do all thats stuff. I just want to play Backyard sports and spy fox on my phone. That all I want to have.
[09:03] <grogbot> <sen-samual> Although, spy fox is still available on iOS.....
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[09:09] <Scummette> [scummvm] rvanlaar opened pull request #2225: DIRECTOR: Implement is QuickTimePresent check (master...rvanlaar/quicktime) https://git.io/JfnVT
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[09:54] <grogbot> <sev> @sen-samual you do not have to pay for the dev license in order to install scummvm on your device
[09:54] <grogbot> <sev> that payment is only when you want to publish your game. they changed it couple years ago
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[10:27] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/Jfnos
[10:27] <Scummette> scummvm/master e6bd730 sev-: DIRECTOR: LINGO: Added check for decompiler lists for bytecode
[10:27] <Scummette> scummvm/master 234c910 sev-: DIRECTOR: LINGO: Added missing bytecode prototypes
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[10:34] <grogbot> <criezy> @sev, my message he is referring to was about the fact that with the free dev account you can only create signatures for your personal use valid for 7 days. So you need to rebuilt and redeploy ScummVM every 7 days.
[10:35] <grogbot> <criezy> (Or at least resign and redeploy)
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[11:08] <grogbot> <sev> ah
[11:13] <Scummette> [scummvm] sev- closed pull request #2225: DIRECTOR: Implement is QuickTimePresent check (master...rvanlaar/quicktime) https://git.io/JfnVT
[11:13] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfnKo
[11:13] <Scummette> scummvm/master 1024d39 rvanlaar: DIRECTOR: Implement is QuickTimePresent check
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[11:29] <GimmeGimmeDon> Hello, everyone. I'm new to OS projects and app programming in general. I would like to learn more, and hopefully one day contribute to a project I love: ScummVM. I have one incredibly stupid question: What language is ScummVM written in? I understand that certain parts are written in Assembler, but on the whole, is it C, C++, ObjectiveC? Thanks!
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[11:36] <grogbot> <criezy> It's mostly C++.
[11:36] <grogbot> <criezy> There is a bit of ObjectiveC in the macOS and iOS backends code.
[11:37] <grogbot> <criezy> There may be a bit of Java in the Android backend as well but I may be wrong as I am not familiar with that part of the code.
[11:37] <GimmeGimmeDon> Thank you! It makes sense that the platform specific code would be a bit different.
[11:38] <GimmeGimmeDon> Is it strange that the primarily language isn't mentioned in the documentation?
[11:38] <GimmeGimmeDon> *primary
[11:39] <grogbot> <Henke37> there are no parts written in assembly.
[11:39] <grogbot> <Henke37> or at least no nonredundant parts.
[11:40] <grogbot> <Henke37> ok, maybe a backend or two has a little assembly.
[11:41] <grogbot> <criezy> GimmeGimmeDon: you mean in the developer documentation on our wiki? This should probably be mentioned there, but maybe it was so obvious to us that we forgot.
[11:41] <grogbot> <sev> GimmeGimmeDon: assembly is used only for scalers on ARM and x86 platforms, and those are optional
[11:43] <GimmeGimmeDon> Yes, the documentation mentions somewhere that assembly is used on the scalers, but C++ isn't mentioned anywhere that I can see :)
[11:43] <grogbot> <sev> because it is the default
[11:44] <grogbot> <sev> and now, with more platform actually sitting on amd64, our x86 assembly is rarely used
[11:46] <GimmeGimmeDon> "The default"?
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[12:09] <grogbot> <criezy> GimmeGimmeDon: Thank you. I hade added the information on C++ being the main programming language for ScummVM at the start of the section on where to get started with the code base.
[12:11] <GimmeGimmeDon> Wonderful. Thanks!
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[13:03] <Scummette> [scummvm] moralrecordings pushed 3 new commits to master: https://git.io/JfnM7
[13:03] <Scummette> scummvm/master 022d503 moralrecordings: DIRECTOR: Implement b_updateStage
[13:03] <Scummette> scummvm/master 5b0d0a1 moralrecordings: DIRECTOR: kTheMouseCast should return -1 if not overlapping a cast member
[13:03] <Scummette> scummvm/master 21d0666 moralrecordings: DIRECTOR: LINGO: Free memory in cb_proplist
[15:09] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfnQi
[15:09] <Scummette> scummvm/master 60b439a moralrecordings: DIRECTOR: LINGO: Implement kTheTimer and b_startTimer
[15:30] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/Jfn76
[15:30] <Scummette> scummvm/master 42cfa8c moralrecordings: DIRECTOR: LINGO: Implement kTheMouseDown and kTheMouseUp
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[15:48] <Scummette> [scummvm] rvanlaar opened pull request #2226: DIRECTOR: return early where textCast is null (master...rvanlaar/nullptr) https://git.io/Jfn5O
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[16:51] <grogbot> <sen-samual> I see. Ok.
[16:51] <grogbot> <sen-samual> Ill try to set up if I have time
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[18:40] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jfnp1
[18:40] <Scummette> scummvm/master 979bf50 rvanlaar: DIRECTOR: return early where textCast is null
[18:40] <Scummette> [scummvm] sev- closed pull request #2226: DIRECTOR: return early where textCast is null (master...rvanlaar/nullptr) https://git.io/Jfn5O
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[18:42] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfnpH
[18:42] <Scummette> scummvm/master 17b8cb4 sev-: JANITORIAL: Fix code formatting
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[19:54] <GuiToris> hello, do you also maintain the android version of scummvm?
[19:59] <grogbot> <Henke37> there is an official build of scummvm for android yes
[20:01] <grogbot> <sev> but it is not maintained
[20:18] <GuiToris> can the cursor be hidden in the Android version?
[20:20] <grogbot> <sev> it definitely can, but we have no developer to work on it
[20:22] <GuiToris> I meant if there's already an option for it
[20:22] <grogbot> <sev> I don't think so
[20:22] <GuiToris> thank you
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[20:53] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfcfG
[20:53] <Scummette> scummvm/master c333b41 sev-: DIRECTOR: Added detection entry for Majestic Mac
[21:36] <grogbot> <Henke37> so, bidi. should the coordinates be mirrored during layout or during {drawing and collision detection}? i still recommend during layout.
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[21:47] <grogbot> <Henke37> i think it will be simpler if the mirroring is done in shared code such as the ThemeLayout class
[22:01] <grogbot> <rzil> I think perhaps calculating "logical coordinates" when creating, and on render creating "visual coordinates" (same as logical on LTR, flipped on RTL) and storing it on the widget (different member then the logical), then the click handler will use the stored visual coordinates. I'm not sure if it makes sense to click on an object that is not drawn, (if it is, this method probably won't work)
[22:03] <grogbot> <Henke37> personally I don't see what the use would be for the logical coordinates there
[22:08] <grogbot> <rzil> calculating the coordinates on creation is complicated logic and very hard to follow (coordinates tend to change while creation is going on), but on render it is already calculated and we just flip it using the widget and the parent bounding box, the bounding box for that calculation is the "logical" one.
[22:10] <grogbot> <Henke37> i am not so sure. the existence of the reflowLayout member function suggests that layouts are recalculated "when needed"
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[22:42] <grogbot> <Zaratul> https://twitter.com/textfiles/status/1258483768010190849
[22:43] <grogbot> <Zaratul> Zork's 1977 source code got leaked
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[23:23] <grogbot> <sev> fantastic
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[23:41] <grogbot> <rzil> I have tried again making RTL layout for macgui (this time calculated on creation) and it works🥳 , next step: figure out how when need to pass the flag to enable flipping.
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[23:47] <Scummette> [scummvm] OMGPizzaGuy opened pull request #2227: ULTIMA8: Remove custom memory manager from engine (master...u8_remove_memory_manager) https://git.io/JfctG
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[00:00] --- Fri May 8 2020