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[00:10] <grogbot> <Henke37> someone mind approving my pr? the automatic check is defunct.
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[01:13] <Scummette> [scummvm] dreammaster closed pull request #2319: VOYEUR: Persist data in the config file (master...voyeurPersistance) https://git.io/JfyP3
[01:13] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JfyxE
[01:13] <Scummette> scummvm/master 1205b0c henke37: VOYEUR: Persist the lockscreen code
[01:13] <Scummette> scummvm/master fa4207b henke37: VOYEUR: Save and apply lastVictim
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[01:56] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/JfypR
[01:56] <Scummette> scummvm/master 226fbb2 dreammaster: GLK: COMPREHEND: Improvement on floodfill
[01:56] <Scummette> scummvm/master a224553 dreammaster: GLK: COMPREHEND: Proper implementaiton of shape rendering
[01:56] <Scummette> scummvm/master f4af269 dreammaster: GLK: COMPREHEND: Implement draw shape to match the original
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[02:58] <grogbot> <armitage> HI all, I'm having a really frustrating bug that I can't find any info online on how to fix it.
[02:58] <grogbot> <armitage> When i start the new version of scummvm, it locks my mouse and I have to restart the computer.
[02:59] <grogbot> <armitage> when I use an older version I can play until I bring up the scummvm menu. Then it freezes the mouse and I have to restart.
[02:59] <grogbot> <armitage> Any ideas?
[03:04] <grogbot> <rsn8887> I am not sure, but maybe you are using an older version of SDL library?
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[03:05] <Scummette> [scummvm] npjg opened pull request #2320: DIRECTOR: Move toward widget-based rendering (master...director-macgui-widgets) https://git.io/JfyjF
[03:05] <grogbot> <armitage> The older version is from GOG. It came bundled with indiana jones. The newest one I downloaded from the website today.
[03:06] <grogbot> <armitage> The old one will play the game for a while before it locks the mouse. the new one just kills it right away.
[03:06] <grogbot> <rsn8887> Did you try the latest nightly from here: https://buildbot.scummvm.org/builds.html
[03:06] <grogbot> <armitage> stable or dev?
[03:06] <grogbot> <rsn8887> Click on Download latest development build for your platform (I think Windows 64 bit)
[03:07] <grogbot> <armitage> i'll try it. just a sec
[03:08] <grogbot> <rsn8887> It might also help to download and use latest sdl.dll, too.
[03:08] <grogbot> <rsn8887> Try downloading latest sdl lib from here: https://www.libsdl.org/download-2.0.php SDL2-2.0.12-win32-x64.zip
[03:08] <grogbot> <rsn8887> and copy sdl.dll to the same directory where your scummvm.exe is located.
[03:09] <grogbot> <rsn8887> That way you can ensure scummvm uses latest sdl
[03:09] <grogbot> <armitage> That seems to have fixed it.
[03:09] <grogbot> <rsn8887> good to hear!
[03:09] <grogbot> <armitage> Thanks!
[03:09] <grogbot> <armitage> Should I make a bug report?
[03:09] <grogbot> <rsn8887> If it is fixed in the lastest dev build, there's no need for a bug report.
[03:10] <grogbot> <rsn8887> Since it will already be fixed in next official release.
[03:10] <grogbot> <armitage> sounds good. I appreciate your time.
[03:12] <grogbot> <rsn8887> no problem.
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[03:15] <grogbot> <armitage> So the game worked fine, until I replaced the SDL with the newest one from the link you gave me. It now says: "Unable to start correctly (0x00007b)
[03:15] <grogbot> <armitage> I can revert to the other one, and it works fine.
[03:18] <grogbot> <rsn8887> Ok I guess use the old one.
[03:18] <grogbot> <rsn8887> Although AFAIK it shouldn't do that. So that may warrant a bug report.
[03:19] <grogbot> <rsn8887> If you want. Although the devs are here in the channel, so they will see this problem anyways.
[03:21] <grogbot> <rsn8887> SDL2 is a never ending source of joy 🙂
[03:23] <grogbot> <rsn8887> In principle, minor version updates like that shouldn't cause any incompatibilities, but with SDL, there are always checks in the code that check for minor versions at compile time, so I think there are incompatibilities.
[03:25] <grogbot> <rsn8887> Or how such kind of code, e.g. checking minor version at compile time, is even sane.
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[03:52] <grogbot> <rsn8887> Hmm I think the only checks ScummVM uses are for major version 2 or major version 1, so should be ok.
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[04:29] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfSTp
[04:29] <Scummette> scummvm/master 1f62327 dreammaster: GLK: COMPREHEND: Adjust display of text area
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[05:20] <grogbot> <antoniou79> I'm kind of confused with the issue's description here (why replace the SDL? which one did they replace?). Anyway, if the issue persists, it's always better to open a ticket on the bug tracker, explaining the situation clearly, and so that developers can always easily spot and comment on it
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[06:27] <grogbot> <rsn8887> The issue was that when the latest official Windows 64 runtime release of SDL.dll (2.0.12) was placed in the same folder as the ScummVM executable on Windows, ScummVM gave an error unable to start correctly (0x00007b) ensued
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[06:28] <grogbot> <rsn8887> If I understood it correctly. I am not sure it can be classified as bug, because ScummVM works if one doesnt mess with the SDL.dll
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[07:00] <grogbot> <SupSuper> they probably mixed up 32 and 64
[07:21] <Strangerke> Good news of the day: madmoose completed a playthrough of Kingdom in Novice mode
[07:21] <Strangerke> (at least a good news for Kingdom, please don't ask me about Fable.)
[07:47] <grogbot> <sev> I do not think it makes sense to file that bugreport. This is not problem of ScummVM but SDL. I am not sure, it is fortunately or unfortunately 🙂
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[08:37] <grogbot> <antoniou79> I thought that our versions of ScummVM already come with sdl, at least on Windows
[08:38] <grogbot> <antoniou79> The snapshots also probably come with latest SDL2 version
[08:58] <grogbot> <rootfather> Yes, the Windows Snapshot have current SDL2 bundled
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[09:42] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JfScl
[09:42] <Scummette> scummvm/master 02d47a1 antoniou79: BLADERUNNER: Scrollable dropdown control for KIA (WIP)
[09:47] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JfSc7
[09:47] <Scummette> scummvm/master 5552a9e antoniou79: BLADERUNNER: Fix comment about dropdown menu in KIA settings
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[12:20] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://git.io/JfSEE
[12:20] <Scummette> scummvm/master 1d3dc9c Strangerke: KINGDOM: Small rework to silence a coverity warning
[12:24] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://git.io/JfSEH
[12:24] <Scummette> scummvm/master 95c464e Strangerke: KINGDOM: Modify readSavegameHeader in order to match the other engines
[12:32] <grogbot> <timofonic> Isn't ScummVM statically compiled against SDL?
[12:33] <grogbot> <timofonic> Windows ones, I mean...
[12:35] <grogbot> <lephilousophe> no, I think SDL doesn't support that
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[12:45] <grogbot> <sev> it used to be, but we specifically stopped doing it because of buggyness of SDL
[12:45] <grogbot> <sev> so we could always have an option for a drop-in replacement
[12:45] <grogbot> <rootfather> They support it, but they prefer it when applications use dynamic linking
[12:45] <grogbot> <rootfather> And what @sev says.
[12:46] <grogbot> <timofonic> Oh, I see
[12:47] <grogbot> <timofonic> It would be nice if SDL became less buggy, but well.... I think to remember statically linked SDL2 checks for a newer SDL2 to load it instead, at least in Linux.
[12:49] <grogbot> <sev> it is not about SDL less buggy
[12:49] <grogbot> <sev> but Windows less messy
[12:49] <grogbot> <sev> with hundreds of thousands of slightly different combinations of drivers, hardware, OS patch levels etc
[12:50] <grogbot> <sev> it's an utter mess, very difficult to make bullet-proof
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[13:36] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfS2O
[13:36] <Scummette> scummvm/master 37744bc sev-: GRAPHICS: MACGUI: Properly fix double activation of menu
[13:40] <Scummette> [scummvm] sev- closed pull request #2320: DIRECTOR: Move toward widget-based rendering (master...director-macgui-widgets) https://git.io/JfyjF
[13:40] <Scummette> [scummvm] sev- pushed 20 new commits to master: https://git.io/JfS2u
[13:40] <Scummette> scummvm/master f099b6a npjg: GRAPHICS: MACGUI: Generalize pixel inversion plotproc
[13:40] <Scummette> scummvm/master b49f3f6 npjg: GRAPHICS: MACGUI: MacEditableText: Stay sane
[13:40] <Scummette> scummvm/master 9f06150 npjg: GRAPHICS: MACGUI: MacEditableText: Add text features
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[13:43] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfS2r
[13:43] <Scummette> scummvm/master 6138b3e sev-: DIRECTOR: Add override keyword
[13:49] <grogbot> <criezy> @timofonic You are correct. From what I remember you an set an environment variable to point to a different libSDL2 dll, and this works even if the application was statically linked with libSDL2.
[13:51] <grogbot> <criezy> Ah yes, this is described in https://hg.libsdl.org/SDL/file/default/docs/README-dynapi.md
[13:52] <grogbot> <timofonic> @criezy I see. I think to remember SDL2 does it automatically. Am I wrong? Is it different between platforms?
[13:52] <grogbot> <timofonic> Oh thanks
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[14:08] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfSV4
[14:08] <Scummette> scummvm/master 21f28bc moralrecordings: DIRECTOR: Fix Sprite::getBbox() to check for null widget
[14:27] <VonGuard> hey peoples
[14:27] <VonGuard> i have a couple bugs to submit on World of Xeen. Advice on where to put them? is there a bug tracker?
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[14:30] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfSre
[14:30] <Scummette> scummvm/master 50d99c3 npjg: DIRECTOR: Do not create bitmap widget too soon
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[14:35] <grogbot> <NMIError> https://bugs.scummvm.org/
[14:36] <VonGuard> thank you!
[14:37] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfSr4
[14:37] <Scummette> scummvm/master adac793 sev-: DIRECTOR: Fix crash when built-in movie cannot be dumped
[14:40] <VonGuard> ah both known bugs, good to know
[14:45] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfSrj
[14:45] <Scummette> scummvm/master 4348b64 npjg: DIRECTOR: Remove unhelpful blit warning
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[15:06] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfSod
[15:06] <Scummette> scummvm/master 99022cd dreammaster: ULTIMA8: Add Crusader detection entry to commented out detections
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[15:38] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/JfS6T
[15:38] <Scummette> scummvm/master 26e9290 npjg: DIRECTOR: Remove erroneous clip
[15:38] <Scummette> scummvm/master 3734d34 npjg: DIRECTOR: Avoid double-deleting widgets
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[16:01] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfS6d
[16:01] <Scummette> scummvm/master b87b84a moralrecordings: DIRECTOR: Use seperate script pointer for compiler operations
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[16:30] <Scummette> [scummvm] djsrv pushed 14 new commits to master: https://git.io/JfSPk
[16:30] <Scummette> scummvm/master dd74683 djsrv: DIRECTOR: LINGO: Add XObject type
[16:30] <Scummette> scummvm/master 9906f63 djsrv: DIRECTOR: LINGO: Add Object destructor
[16:30] <Scummette> scummvm/master d43d559 djsrv: DIRECTOR: LINGO: Stub FileIO
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[16:50] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfSPw
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[17:18] <ScummBot_> Port build status changed with 6d30c890: Failure: master-amigaos4
[17:23] <Scummette> scummvm/master 6d30c89 sev-: DIRECTOR: Got rid of global constructor
[17:23] <Scummette> [scummvm] npjg pushed 2 new commits to master: https://git.io/JfSXy
[17:23] <Scummette> scummvm/master a588186 npjg: DIRECTOR: Remove unused flag
[17:23] <Scummette> scummvm/master 2247948 npjg: Revert "DIRECTOR: Remove erroneous clip"
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[17:40] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JfS1s
[17:40] <Scummette> scummvm/master ee6e5ad sluicebox: SCI: Fix KQ6 duplicate point
[17:42] <ScummBot_> Port build status changed with 6d30c890: Failure: master-ds
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[18:13] <grogbot> <sev> @timofonic you were asking, whether Director is the most complex engine. Even line-wise, AGI engine is still more complex than current Driector code
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[18:14] <grogbot> <timofonic> Oh! That's interesting to know! Thanks! How old code can be so complex
[18:22] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfSMP
[18:22] <Scummette> scummvm/master b2472a2 npjg: DIRECTOR: Fix off-by-one error in bitmap rendering
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[20:02] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfSSd
[20:02] <Scummette> scummvm/master 402a89e djsrv: DIRECTOR: LINGO: Code exit/next repeat as c_jump
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[21:23] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfS7D
[21:23] <Scummette> scummvm/master efebd80 djsrv: DIRECTOR: LINGO: Fix b_installMenu
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[22:22] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://git.io/JfSF2
[22:22] <Scummette> scummvm/master 4fc151c Strangerke: KINGDOM: Add finalFrameTable to better match the original, rename enAll and dsAll, add some comment in the Help screen
[22:25] <grogbot> <DreamMaster> @timofonic Even when a company reused the same engine across multiple games, it was all too easy to do a bunch of custom changes for each game. No problem originally, since each game had it's own independantly compiled executable. It's only now with us trying to create a single engine to handle all the games that things become more complicated.
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[22:29] <grogbot> <SupSuper> they often did custom changes for each language, release, etc too. kind of a nightmare to put back together 🙂
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[22:57] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfSb6
[23:02] <Scummette> scummvm/master 10c2055 sev-: DIRECTOR: LINGO: Do not crash during tests on 'set the stageColor'
[23:02] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfSb9
[23:02] <Scummette> scummvm/master 2bcc7f2 sev-: GRAPHICS: MACGUI: Optimize MacText::getTextChunk()
[23:21] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfSNc
[23:21] <Scummette> scummvm/master 5b31dad djsrv: Revert "DIRECTOR: LINGO: Don't destroy local vars"
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[00:00] --- Thu Jun 11 2020