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[00:01] <Scummette> [scummvm] mduggan closed pull request #3978: ULTIMA8: Use ADExtraGuiOptionsMap for all games (master...ultima-options) https://is.gd/wgVAEa
[00:01] <Scummette> [scummvm] mduggan pushed 2 new commits to master: https://is.gd/dRHlzQ
[00:01] <Scummette> scummvm/master 026ed0d ccawley2011: ULTIMA8: Use ADExtraGuiOptionsMap for all games
[00:01] <Scummette> scummvm/master c0aa335 ccawley2011: ULTIMA8: The Christmas easter egg in No Regret is not in the demo version
[00:01] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/2cYtPv
[00:01] <Scummette> scummvm/master eed8991 : I18N: Update translations templates
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[02:25] <grogbot> <DreamMaster> Spent some time experimenting on the Chewy demo and, yeh, it looks like it can't easily be supported. There's no de0.taf, the first one being det43.taf. I checked and it's the resource for room 65. But even when I try setting the starting room to 65, it just complains about invalid chunks
[02:26] <grogbot> <DreamMaster> I kind of half suspect as such.. during work on the engine, I had to rely on a disassembly of the release game executable and make a bunch of changes from the mid-development source we received to get everything to work. So it makes sense that the early demo would likely effectively need all the release-game changes to be undone just to get it to work properly
[02:41] <grogbot> <krum110487> So with AGI graphics, I know they were vector based but when in the process is the horizontal pixels doubled? Before the drawing? or do the drawing routines account for the doubling?
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[03:36] <Scummette> [scummvm] OMGPizzaGuy pushed 1 new commits to master: https://is.gd/Y4KZHN
[03:36] <Scummette> scummvm/master 45b5ee9 OMGPizzaGuy: ULTIMA8: Re-enable game specific options for Utima 8
[03:36] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/anOBZo
[03:36] <Scummette> scummvm/master 148cfc1 : I18N: Update translation files
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[05:52] <Scummette> [scummvm] lephilousophe pushed 1 new commits to master: https://is.gd/0l8nut
[05:52] <Scummette> scummvm/master 6a3e97d lephilousophe: GUI: Fix dangling pointer when _headerEntryList was reallocated
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[06:08] <grogbot> <antoniou79> @DreamMaster on my (crude) attempt to fix this, I had also set the starting room to be 43, and also disabled the intro stuff in MainMenu::execute() (dialogs\main_menu.cpp), but then this line _G(gameState)._personRoomNr[P_CHEWY] = 98; results in trying to load another room(?) file det63 (or sixty something iirc) which does not exist in the demo.
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[08:22] <grogbot> <Big Beef> did the android folder search bug get fixed yet or is it still there?
[08:23] <grogbot> <Big Beef> i wanna try to play scumm games on my phone haha
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[09:16] <Scummette> [scummvm] sev- pushed 6 new commits to branch-2-6: https://is.gd/1ZmA0j
[09:16] <Scummette> scummvm/branch-2-6 572d5a2 lephilousophe: GUI: Apply filter even when changing sorting criteria
[09:16] <Scummette> scummvm/branch-2-6 f9aca7e lephilousophe: GUI: Don't store GridItemInfo items twice
[09:16] <Scummette> scummvm/branch-2-6 77700ab lephilousophe: GUI: Implement setSelected in Grid and use it in launcher
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[12:19] <grogbot> <dongchan> So I managed to finish The Blackwell Legacy without significant issues
[12:20] <grogbot> <dongchan> However, Blackwell Unbound is unfinishable
[12:20] <grogbot> <dongchan> Just go to that area in the beginning of the game and ScummVM will segfault
[12:20] <grogbot> <dongchan> https://cdn.discordapp.com/attachments/581224061091446795/984794242184544276/bucrash.png
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[13:21] <grogbot> <sev> @dongchan it would be awesome if you file a bugreport and attach a savegame and exact steps to reproduce
[13:22] <grogbot> <dongchan> And it would be awesome if I didn't have to create a github account to do so
[13:26] <grogbot> <sev> well, in the past, we had much more complains that you had to create an account on our bugtracker, or before that, on sourceforge.net
[13:27] <grogbot> <sev> we need reliable means of contacting you back once the bug is fixed. that's why
[13:27] <grogbot> <sev> @dongchan if you have a better idea on how to achieve that, please share
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[13:32] <grogbot> <dongchan> Maybe creating a channel for bug report on that server with a template post?
[13:32] <grogbot> <dongchan> You can upload up to 8MB files with a free account
[13:32] <grogbot> <sev> no, those are not trackable at all
[13:32] <grogbot> <sev> and poorly searchable
[13:33] <grogbot> <sev> and you cannot do even a basic workflow, like prioritize and assign an issue to developers
[13:34] <grogbot> <dongchan> Well obviously a developer would have to look at newer posts and create the adequate bug report on whatever platform you guys are using
[13:35] <grogbot> <sev> we have 11k tickets, 900 are open
[13:35] <grogbot> <dongchan> One other possibility would be to have some sort of one time token that could be given in PM so you could access a link where you could post your report
[13:36] <grogbot> <sev> and how then reach you later, maybe 6 months later?
[13:37] <grogbot> <sev> basically, an account with a working email is a must. I thought you have ideas about how to create that easier
[13:37] <grogbot> <dongchan> Why reaching back? I mean, isn't the point of asking for a save file is so you guys can test the issues yourselves?
[13:38] <grogbot> <sev> oh, for several reasongs
[13:38] <grogbot> <Bosca> That's rather clunky IMHO 😄
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[13:38] <grogbot> <sev> first and foremost, users not always present all information, so we may need to clarify some details
[13:38] <grogbot> <sev> sometimes, the bugreport is outright wrong
[13:39] <grogbot> <sev> later, once the issue is fixed, it is best for the same user to re-test and confirm that it is indeed working for them
[13:39] <grogbot> <sev> those are the basics of bugreporting. You're not shooting them in the dark
[13:40] <grogbot> <sev> especially, say, you're reporting about some version which is rare or in a different language
[13:41] <grogbot> <sev> so, for the developers it is difficult to test by themselves, either they do not have that version, or, say, it is in the middle of the game in a language you do not speak or understand. After all, most adventures and RPGs are about texts
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[13:57] <grogbot> <dongchan> In any case, that process isn't exactly working for people testing games and reporting they work
[13:58] <grogbot> <dongchan> Or fail
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[17:55] <grogbot> <tag2015> I can reproduce your bug, I opened a new ticket https://bugs.scummvm.org/ticket/13562
[17:56] <grogbot> <dongchan> Thanks
[18:04] <grogbot> <dongchan> Is there any sort of framework in ScummVM that could be used to automatize playthrought of game as part of the CI process?
[18:28] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/BYY3YY
[18:28] <Scummette> scummvm/master b5fb71e marcosoutsider: I18N: Update translation (Portuguese (Brazil))
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[20:10] <Scummette> [scummvm] bluegr closed pull request #3977: GUI: Fix iconpath iconspath Confman key discrepancy (master...guiFixIconPath) https://is.gd/vDPrGw
[20:10] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://is.gd/YZ6fX6
[20:10] <Scummette> scummvm/master 1146f3d antoniou79: GUI: Fix iconpath iconspath Confman key discrepancy
[20:12] <Scummette> [scummvm] bluegr closed pull request #3918: TINSEL: Various Notebook changes and refactoring (that happened too close to the code freeze) (master...re_apply_tinsel) https://is.gd/dVjfwI
[20:12] <Scummette> [scummvm] bluegr pushed 18 new commits to master: https://is.gd/Pfw4lQ
[20:12] <Scummette> scummvm/master 18668bd somaen: TINSEL: Further refactor InventoryObjects
[20:12] <Scummette> scummvm/master 72aa757 somaen: TINSEL: Replace LockMem with GetMultiInit for MULTI_INIT
[20:12] <Scummette> scummvm/master 9ebe1cd somaen: TINSEL: Replace LockMem with GetFrame for FRAME
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[21:57] <grogbot> <Thunderforge> Does anybody know if Legacy: Realm of Terror uses the Magnetic Scrolls engine or a custom engine? https://www.mobygames.com/game/legacy-realm-of-terror
[21:57] <grogbot> <Thunderforge> Our wiki says the game isn't supported, but not which engine it uses. https://wiki.scummvm.org/index.php?title=Magnetic_Scrolls
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[22:24] <grogbot> <timofonic> @Thunderforge I'm not a developer at all, but the font files can be unpacked with this: https://github.com/institution/mpskit
[22:26] <grogbot> <timofonic> Maybe it just shares the file format only, no idea
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[23:17] <Scummette> [scummvm] r41k0u opened pull request #3979: DIRECTOR: Fix Palette loading wrong Palette index (master...psy_color_palette) https://is.gd/lfVQfU
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[00:00] --- Sat Jun 11 2022