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[00:42] <grogbot> <Mataniko> damn I just realized - the time between ScummVM's 0.1.0 and today, is greater than the time between 0.1.0 and Maniac Mansion
[00:42] <grogbot> <Mataniko> by about 3 years
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[01:34] <grogbot> <Khvostik> ||Gta vice city closer to 1986 than to present day||
[01:35] <grogbot> <Khvostik> And this picture become truth.
[01:35] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/720814067954221107/96209e9a6e2bf0cfd25359d313dbbd674af0f2faf4c14fbb1147085abba71e7d.jpg
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[02:00] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/Jf9dK
[02:00] <Scummette> scummvm/master 1c5edb6 djsrv: DIRECTOR: LINGO: Use load dialog for file append
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[06:10] <grogbot> <antoniou79> @Mataniko did you find a solution? Was it an issue with your data files? I tried a few configurations (I only have Windows to test on right now) and also with subtitles and without, but that scene always plays fine for me. Latest ScummVM code and GOG ScummVM
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[07:11] <grogbot> <antoniou79> @madmoose apparently there's a sequel to Kingdom Far Reaches, named Kingdom II Shadoan. Is that the same engine? I think one can only get it now from ebay and such, it's not available on GOG nor Steam
[07:20] <grogbot> <madmoose> @antoniou79 If anybody knows its @Strangerke
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[11:05] <grogbot> <Mataniko> @antoniou79 the data files being installed via galaxy 2.0 client are corrupt, the offline install is good tho
[11:06] <grogbot> <antoniou79> Wow, interesting
[11:07] <grogbot> <Mataniko> i'm going to double check and reach out to gog
[11:07] <grogbot> <antoniou79> I did install BR on windows with Galaxy 2.0. But that was a few months ago. No issue then
[11:07] <grogbot> <antoniou79> @Mataniko thank you
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[11:30] <grogbot> <Mataniko> Reinstalled via client a 3rd time and the file is ok
[11:30] <grogbot> <Mataniko> weird
[11:31] <grogbot> <Mataniko> I'm surprised the engine didn't just fail ungracefully
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[12:14] <grogbot> <antoniou79> We did an awesome job on the Blade Runner engine. 🙂
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[12:18] <grogbot> <lb_ii> https://cdn.discordapp.com/attachments/581224061091446795/720975891080937472/unknown.png
[12:18] <grogbot> <lb_ii> Is this a bug or a feature?
[12:19] <grogbot> <antoniou79> I think it was a known issue / bug, but it could be for specific platforms. @Henke37 should know about this
[12:41] <grogbot> <sev> @lb_ii I overlooked it greatly about 5 years ago, sad story
[12:41] <grogbot> <sev> the test now needs to be removed
[12:41] <grogbot> <sev> in short, for supporting Windows HE6.1 games (putt-putt goes to the moon and putt-putt joins the parade), we implemented cursor scaling
[12:42] <grogbot> <sev> because while the original game gfx stayed 320x200, the cursors were provided for an upscaled 640x480.
[12:42] <grogbot> <sev> thus, we had to have 1.5x scaler for cursor, so it does not take half of the screen
[12:43] <grogbot> <sev> then, at some point, LordHoto decided to "optimize" that piece of code and throw it away. I did not pay attention and accepted the PR
[12:43] <grogbot> <sev> thus, that feature is gone now
[12:43] <grogbot> <sev> not a huge loss, as 2 games are just affected, and the issue is relatively minor
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[13:00] <grogbot> <Henke37> interesting
[13:10] <grogbot> <Strangerke> Antoniou79, it's on a list with some other titles I have to work on a bit
[13:11] <grogbot> <Strangerke> Antoniou79 : right now my highest priority is to finish the support of kingdom (and to fix what I broke in the clue!) And determine if there's some hope in supporting other variants of it
[13:12] <grogbot> <Strangerke> Now, it may be more interesting to work on braindead 13, space ace and dragon's lair rather than on kingdom2... We'll see :)
[13:14] <grogbot> <madmoose> @Strangerke But I want to finish the riveting story that started in Kingdom 1!
[13:15] <grogbot> <madmoose> https://youtu.be/CnPOQr1pxY8
[13:16] <grogbot> <madmoose> Very interesting documentary that includes quite a lot about Kingdom.
[13:16] <grogbot> <Strangerke> My interest is more based on what I see in the binaries ;) but yeah :D
[13:18] <grogbot> <Strangerke> I have absolutely no doubt those games as well as kingdom 2 are low hanging fruits... Except for the video player, of course. But we have a video specialist, so it's no longer an issue \o/
[13:18] <grogbot> <Strangerke> /me hugs madmoose
[13:19] <grogbot> <madmoose> 😛
[13:25] <grogbot> <Strangerke> That said, it would be interesting to determine if bd13, space ace and dragon's lair are in the scope of ScummVM or not, before starting to code ;)
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[13:58] <grogbot> <antoniou79> @Strangerke I'll add the Steam page link to for Kingdom TFR in our "Get the games"
[14:00] <grogbot> <antoniou79> ah crap, I'm still under review
[14:02] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfH4g
[14:02] <Scummette> scummvm/master e82ca33 sev-: DIRECTOR: TextCast palinfo is actually bgcolor.
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[14:48] <Scummette> [scummvm] djsrv pushed 3 new commits to master: https://git.io/JfHRP
[14:48] <Scummette> scummvm/master d5d4e07 djsrv: DIRECTOR: LINGO: Allow loading shared casts' menus
[14:48] <Scummette> scummvm/master 51b3706 djsrv: GRAPHICS: MACGUI: Add removeMenu
[14:48] <Scummette> scummvm/master 0fe3ab5 djsrv: DIRECTOR: LINGO: Remove custom menu on restart
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[14:57] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfH0v
[14:57] <Scummette> scummvm/master d343405 npjg: DIRECTOR: Properly handle text cast background colour
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[15:12] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfH0g
[15:12] <Scummette> scummvm/master 68007b1 djsrv: DIRECTOR: Fix text cast loading
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[16:18] <grogbot> <Strangerke> Antoniou79: i'd prefer by far that you link gog.com
[16:22] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfHzL
[16:22] <Scummette> scummvm/master 61183fd djsrv: DIRECTOR: JANITORIAL: Remove header dependencies
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[16:42] <grogbot> <antoniou79> gog link was already there
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[16:46] <grogbot> <Strangerke> Ok, thanks :)
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[17:40] <Scummette> [scummvm] djsrv pushed 2 new commits to master: https://git.io/JfH2K
[17:40] <Scummette> scummvm/master c00e119 djsrv: DIRECTOR: LINGO: Improve FileIO error handling
[17:40] <Scummette> scummvm/master 26d50d6 djsrv: GUI: Ignore file extension case
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[18:19] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfHVv
[18:19] <Scummette> scummvm/master 742c0d5 djsrv: DIRECTOR: LINGO: Fix reading files with '\r'
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[18:44] <Scummette> [scummvm] OMGPizzaGuy closed pull request #2285: MIDI/ULTIMA8: Add XMIDI sequence branch indexes (master...u8-xmidi-branching) https://git.io/Jfori
[18:44] <Scummette> [scummvm] OMGPizzaGuy pushed 5 new commits to master: https://git.io/JfHVQ
[18:44] <Scummette> scummvm/master f497753 NMIError: MIDI: Add support for XMIDI sequence branch indexes
[18:44] <Scummette> scummvm/master 69032b4 NMIError: ULTIMA8: Add support for music starting points
[18:44] <Scummette> scummvm/master a24e3b2 NMIError: MIDI: Add constant for number of tracks
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[19:25] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfHrq
[19:25] <Scummette> scummvm/master 4593713 npjg: GRAPHICS: MACGUI: Begin reorganizing text classes
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[19:36] <Scummette> [scummvm] djsrv pushed 2 new commits to master: https://git.io/JfHrM
[19:36] <Scummette> scummvm/master eb146b8 djsrv: DIRECTOR: LINGO: Initialize global vars as 0
[19:36] <Scummette> scummvm/master 3dc6539 djsrv: DIRECTOR: LINGO: Implement kTheMovie*/kThePathName
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[19:51] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JfHoC
[19:51] <Scummette> scummvm/master 7d20631 sev-: DIRECTOR: LINGO: Improve preprocessor token detection
[19:51] <Scummette> scummvm/master 3446edb sev-: AUDIO: Added override keywords
[20:15] <Scummette> [scummvm] dreammaster pushed 3 new commits to master: https://git.io/JfHKt
[20:15] <Scummette> scummvm/master e1a33d0 dreammaster: GLK: COMPREHEND: Move header magicWord to a class field
[20:15] <Scummette> scummvm/master d24d720 dreammaster: GLK: COMPREHEND: Don't show 'You seee' items for Transylvania
[20:15] <Scummette> scummvm/master f8870c5 dreammaster: GLK: COMPREHEND: Toggle picture window when blank line entered
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[20:48] <grogbot> <timofonic> @DreamMaster Thanks a lot for your Comprehend efforts! You're so comprehensive ;)
[20:50] <grogbot> <timofonic> @Strangerke Just for curiosity: How's The Clue engine? Has it been approved for future ScummVM merging? And thanks for you and @lotharsm efforts :)
[20:50] <grogbot> <Strangerke> easy, I broke it.
[20:51] <grogbot> <Strangerke> I fucked up something so the multi-player planning are broken, and I messed with disabled entry in menus. All that during a giant refactoring, 2 months ago
[20:52] <grogbot> <Strangerke> so right now, I have this kind of issues to bissect and fix, then to keep on working on the refactoring because there's a bunch of globals
[20:52] <grogbot> <Strangerke> after that we'll have to do something for the savegames (rewrite + most likely add an optional dependency with minizip or something like that)
[20:53] <grogbot> <Strangerke> then translate the extension disk in English, maybe
[20:54] <grogbot> <Strangerke> Ha, right, there's also a super nasty palette issue when you interact with an object
[20:54] <grogbot> <Strangerke> @SupSuper Did I forget something?
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[21:04] <grogbot> <DreamMaster> @timofonic No problem. It's good to have Glk able to support several more games, and based on my disassembly of Transylvania so far, I can tell it would still take me a while if I tried to disassemble all four games from scratch.
[21:05] <grogbot> <DreamMaster> Though I've made enough inroads already into Transylvania to already answer a few questions, like the "mystery parameter" to the move to room opcode that wasn't known what the purpose was for 🙂
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[21:09] <grogbot> <SupSuper> @Strangerke start over and try again? 😛
[21:10] <grogbot> <Strangerke> tempting, but I won't find the motivation for that. But I already considered it
[21:13] <grogbot> <DreamMaster> Then fingers crossed that the problems will be easy enough to diagnose. Maybe run the old and refactored versions side by side may help figure out what got screwed up
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[21:26] <grogbot> <timofonic> @Strangerke Sorry to hear that, really. Well, I suppose it's better to know that now than even more later. I hope it's easier to fix than it seems. About translating: I still see lots of German stuff in code, including comments. I suppose translating all is not so easy and done on demand.
[21:28] <grogbot> <timofonic> @DreamMaster Oh, so great progress is done? Nice! Do you see GLK fits well into the engine? The original developer was worried about it.
[21:29] <Scummette> [scummvm] lolbot-iichan opened pull request #2322: TESTBED: Bugfix & Achievements (master...ach_fake) https://git.io/JfHPv
[21:30] <grogbot> <DreamMaster> I think it's fit in pretty well. It's easy to underestimate how flexible you can be with the Glk stuff. For example, just today I implemented support for the original games ability to toggle between graphics and text only mode, simply by having a method that removes the picture window or re-adds it again. And when the picture window is removed, Glk takes care of automatically making the text area full-screen. Plus Glk's text buffer
[21:30] <grogbot> window takes care of all the heavy hitting of rendering using a proportional font and even cool stuff like mouse wheel scrollback through past text. So overall I'm glad I used it rather than trying to implement text display from scratch
[21:32] <grogbot> <DreamMaster> I managed to squeeze in a bit of work during my work lunch break 😉
[21:35] <grogbot> <DreamMaster> The only downside is, of course, you aren't getting an authentic 100% similarity of how the original game looked. But given that Recomprehend already didn't have a faithful recreation of the video mode, I don't see it as a problem
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[21:36] <grogbot> <trembyle> Infocom used to ask, Do you want color? And then give you white text on blue. Can GLK do that kind of thing?
[21:38] <grogbot> <DreamMaster> Yes. In fact, the default for Glk is black text on white background, but I recently switched it over to white on black to better match the original Comprehend games. And the GLK Frotz does use the blue background for games
[21:39] <grogbot> <trembyle> oh right, it's been a bit since I've tried it. But could you maybe set the color as a GUI option?
[21:40] <grogbot> <DreamMaster> Though if you mean explicitly ask the user, in theory Glk should allow for the configuration in the INI file to change it. Though for Frotz, and Comprehend now, there's a known bug that I override the configuration colors to set what I want, but it means that any change set in the scummvm.ini gets lost. Fixing that is on my TODO list
[21:40] <grogbot> <DreamMaster> And unfortunately even if I do fix it, there's no way yet to set the colours in the UI. Creating an appropriate color picker widget for the ScummVM GUI would be a significant undertaking 😛
[21:41] <grogbot> <trembyle> Even if you only gave a few options for a given game. Or a light mode / dark mode toggle.
[21:41] <grogbot> <trembyle> wouldn't need to be a full color picker
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[21:42] <grogbot> <trembyle> and then maybe you could specify colors in hex in the ini file
[21:43] <grogbot> <DreamMaster> That might be doable. Certainly the custom Engine tab already allows for checkboxes, so as long as it was a simple two-state mode, it could be used. Not sure off the top of my head if the GUI yet supports any other kind of widget other than checkboxes, though. There were some recent discussions about improving the Engine tab, but I don't really remember the specifics
[21:44] <grogbot> <trembyle> A separate question - and this might be a limitation of GLK - but would it be possible for the user to resize the window to allow more text on screen? Or make a taller window, for example?
[21:47] <grogbot> <DreamMaster> The GLK library does in theory allow for screen size changes to re-render the text areas and take advantage of more space. But the ScummVM backend isn't geared for that. The OpenGL backend, for example, allows for resizing the game window, but it simply stretches the rendering surface without changing the video size the engine sees
[21:51] <grogbot> <trembyle> got it. So that's a ScummVM limitation, not a GLK one.
[21:55] <grogbot> <DreamMaster> Right. Not many classic games were released that ran resizable windows under Windows/MacOS/etc, so it hasn't previously been much of an issue having fixed video size
[21:56] <grogbot> <DreamMaster> Worst case, you should be able to specify video size for GLK games within the scummvm.ini. But again, some of my engines explicitly override the configuration values, so'll ignore whatever is set
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[22:02] <grogbot> <Shabster> So many devs lol
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[22:05] <grogbot> <DreamMaster> It's a fun place 🙂
[22:05] <grogbot> <Shabster> I have a question does it only work for Android 7 and why?
[22:08] <grogbot> <timofonic> @DreamMaster What about theming and CSS-like stuff? I did read other IF interpreters are able to do it, making IF games look more "modern" instead being more faithful to the original look and feel of the games.
[22:08] <grogbot> <DreamMaster> Not sure if there's anyone knowledgable about Android about right now. You may have better luck asking in the Android forum
[22:09] <grogbot> <Shabster> Oh ok
[22:11] <grogbot> <DreamMaster> @timofonic Interesting question. I'm unsure. The current Glk library allows for some basic different themes, like underlining, boldfacing, and even hyperlinks. Anything beyond that could in theory be added in later on as an optional extra, and all the games using the proportional text buffer window would in theory use it automatically.
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[22:17] <grogbot> <timofonic> @DreamMaster Something like this but using a more lightweight scripting language, maybe LUA (already available in ScummVM)? I'm not sure if it's possible to tanspile Vurple stuff to Lua. https://vorple-if.com
[22:20] <grogbot> <DreamMaster> Afraid I'm still supposed to be on the clock for a while yet today. So reviewing that will have to wait until tomorrow
[22:21] <grogbot> <DreamMaster> I still can squeeze in chatting in-channel as I wait for tests to run as I do them
[22:27] <grogbot> <DreamMaster> Though I'm not sure I should read it, just in case I get too interested in going off on yet another development tangent. 😉
[22:35] <grogbot> <timofonic> @DreamMaster Take your time to reply. Changing interests? That reminds me, going so far as switching between electronics to programming since years too. It has been crazy, then I discovered to have ADHD and then start learning to cope with it. About Vurple: It's for Inform, but it's cool
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[22:45] <Scummette> [scummvm] npjg pushed 1 new commits to master: https://git.io/JfH1M
[22:45] <Scummette> scummvm/master c502162 npjg: GRAPHICS: MACGUI: Make text merge a little nicer
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[22:53] <grogbot> <DreamMaster> I'll give it a read sometime, then. Could be interesting
[23:17] <Scummette> [scummvm] djsrv pushed 1 new commits to master: https://git.io/JfHMa
[23:17] <Scummette> scummvm/master 478bea4 djsrv: DIRECTOR: LINGO: Wrap _currentMe in Datum
[23:18] <grogbot> <timofonic> @DreamMaster Nice! Thanks a lot!
[23:37] <grogbot> <antoniou79> @Shabster if you don't care about upgrading from the Play Store ScummVM app, the Android port daily development build should work ok up to Android 9. This is for development builds on our site. There are some small issues to be resolved of course, which is why it's not on the Play Store. Also, we don't have a dedicated developer for the Android port.
[23:41] <grogbot> <antoniou79> Android 10 and above introduces some severe changes in storage policies which make certain ScummVM operations (like browsing for games to add) harder. We're still considering solutions to implement
[23:43] <grogbot> <Henke37> that sounds problematic. is there a summary of the relevant changes?
[23:46] <grogbot> <antoniou79> someone less tired than me could probably make one.
[23:47] <grogbot> <antoniou79> It is 3 am here
[23:48] <grogbot> <Henke37> it's only 1:50 am here
[23:50] <grogbot> <Shabster> ok thanks
[00:00] --- Sat Jun 13 2020