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[00:17] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JohU5
[00:17] <Scummette> scummvm/master 29973e8 moralrecordings: DIRECTOR: Revert change to inkBlitShape
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[02:36] <Scummette> [scummvm] dreammaster closed pull request #3413: AGS: add full name in detection table (master...patch-1) https://git.io/Jod57
[02:36] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JohQm
[02:36] <Scummette> scummvm/master 80957a6 FakeShemp: AGS: add full name in detection table
[02:44] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JohFq
[02:44] <Scummette> scummvm/master f1df58e dreammaster: AGS: Add TFG SOMI detection
[02:46] <Scummette> [scummvm] dreammaster pushed 2 new commits to branch-2-5: https://git.io/Johbn
[02:46] <Scummette> scummvm/branch-2-5 250749a FakeShemp: AGS: add full name in detection table
[02:46] <Scummette> scummvm/branch-2-5 fd12f18 dreammaster: AGS: Add TFG SOMI detection
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[03:19] <grogbot> <sluicebox> Ron Gilbert tweeted us a happy birthday, as was noted earlier. But what wasn't noted, is that Ron Gilbert hasn't tweeted in three years, because he believes (not incorrectly) that twitter is a horrible place. His twitter account is a barely maintained read-only mirror of his blog posts. And yet despite that, he logged back in to tweet our project a happy birthday. That context is a bigger deal than the happy birthday. "The Medium Is The
[03:19] <grogbot> Message." I just want to make sure everyone has that context.
[03:30] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jojn6
[03:30] <Scummette> scummvm/master dd791b3 dreammaster: XEEN: Fix crash on startup loading xeen.ccs data
[03:31] <Scummette> [scummvm] dreammaster pushed 1 new commits to branch-2-5: https://git.io/Jojnp
[03:31] <Scummette> scummvm/branch-2-5 0cf71cc dreammaster: XEEN: Fix crash on startup loading xeen.ccs data
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[06:52] <grogbot> <eientei> Uhhh I guess that's one way to patch something that just needs a rebuilt xeen.ccs https://github.com/scummvm/scummvm/commit/dd791b3453618e0487f3d20aff63842e595f143c
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[07:27] <ScummBot> Build [#16](https://buildbot.scummvm.org/#builders/159/builds/16) of `daily-master` failed.
[07:28] <grogbot> <rootfather> @eientei good thing about this patch is that you don't have to rebuild xeen.ccs anymore. This time, it broke on something not directly related to the Xeen engine, but to the COMMON code instead - so IMHO solving this right at the engine level is a better solution than rebuilding it when necessary
[07:30] <grogbot> <criezy> That was discussed, and the idea with this change is that it was not a good idea to use values from the Language enum members in an engine data file. Those values can change at any time and that will break loading the file (as we have seen). So it's better to use separate constants. And selecting the constants that are being used in the current version of xeen.css meant that file did not need to be regenerated with the change.
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[07:41] <Begasus> _sev, https://eu.hpkg.haiku-os.org/haikuports/master/x86_64/current/packages/scummvm-2.5.0-2-x86_64.hpkg (64bit haiku) and https://eu.hpkg.haiku-os.org/haikuports/master/x86_gcc2/current/packages/scummvm_x86-2.5.0-2-x86_gcc2.hpkg (32bit)
[07:43] <Begasus> Happy anniversary btw :)
[07:47] <grogbot> <RickDangerous> Hi, Is this new release working fine with the pi4? Looks like their has been some great improvements done.
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[07:55] <_sev> Begasus: thanks. A question
[07:55] <_sev> the previous release was '-3' and this one '-2'. Is there some logic behind it?
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[08:05] <Begasus> internal revisions
[08:05] <Begasus> sec
[08:06] <Begasus> https://github.com/haikuports/haikuports/commit/7e1a827134333da335b746fc3500680d28c2123a
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[08:06] <Begasus> libglew got added so the internal revision is upped
[08:07] <Begasus> on a new version revision is set to 1
[08:21] <grogbot> <sev> I see, thanks!
[08:22] <grogbot> <sev> Begasus: the build is live
[08:22] <Begasus> Thanks _sev :)
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[10:06] <grogbot> <dagdha2002> Hello! First time writing in the server, so please, forgive me if I make some mistake. Congrats for version 2.5, thanks for everybody that made this possible.

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[10:39] <grogbot> <antoniou79> Of course you can ask here. If they are bugs, it would be best if you then also issue a ticket on our bug tracker, so that more developers are aware of them and we can resolve them. https://bugs.scummvm.org



[11:05] <grogbot> <dagdha2002> Thanks for answer!
[11:07] <grogbot> <antoniou79> So, for the PS Vita missing the Blade Runner engine, this seems to be intentional in the latest release. Here's the explanation from the developer who maintains the port: This is not a bug, it is intentional. Several engines are excluded from Vita builds because they are unplayably slow on Vita and/or require a lot of keyboard input (while also being big). This is necessary to keep the executable size small enough to prevent a crash on
[11:07] <grogbot> startup. The specific engines excluded from all recent daily buildbot Vita builds are bladerunner (unplayably slow), glk (a lot of keyboard input), stark (unplayably slow), myst3 (unplayably slow), grim (unplayably slow), titanic (a lot of keyboard input), wintermute, and all unstable engines. The forthcoming release build will exclude bladerunner, glk, stark, myst3, grim, titanic, and all unstable engines. The missing debug information in the release
[11:07] <grogbot> build allowed wintermute to be included without causing the crash on startup.
[11:07] <grogbot> <antoniou79> https://forums.scummvm.org/viewtopic.php?p=96040#p96040
[11:09] <grogbot> <antoniou79> The ultima 8 issue sounds like it could be a bug.
[11:15] <grogbot> <dagdha2002> Thanks!
[11:16] <grogbot> <dagdha2002> What a pity Bladerunner
[11:18] <grogbot> <Henke37> one can only hope that the backend gets plugin support eventually
[11:22] <grogbot> <antoniou79> Trying Ultima 8 with Windows ScummVM 2.5.0, I can get the game to go into the first gameplay screen, but mouse control seems to be bugged (shouldn't the avatar move where the mouse clicks?). Arrow keys control seems to work. It's just mouse commands seem glitchy. Also, on a daily development build, choosing "Options" from the in-game menu causes a segmentation fault. 😦 This is not a bug in 2.5.0 but in the current development build.
[11:22] <grogbot> Maybe a regression.
[11:25] <grogbot> <lephilousophe> plugin backend for Vita will be extremely difficult to get if not impossible or not practicable

[11:31] <grogbot> <Henke37> it will? that's sad.
[11:32] <grogbot> <antoniou79> @dagdha2002 then that's a different behavior than what I'm seeing on Windows. I think it's safe to open a bug ticket for this, specifying that this happens on the Vita port of course, and provide as many other details as possible
[11:35] <grogbot> <TheQL> I was pretty thrilled about the merge with ResidualVM, but MI4 isn't working. Was general support in ResidualVM too bad or did you focus in Grim Fandango? Haven't tried that, played the Double Fine remaster only recently...
[11:39] <grogbot> <eientei> MI4 was disabled for the 2.5 release
[11:40] <grogbot> <TheQL> Just hope it will be added in a later release.
[11:43] <grogbot> <eientei> https://github.com/scummvm/scummvm/commit/61424be6ccfe40f66d4efab8d34253003c5fb229
[11:43] <grogbot> <eientei> It's only disabled for 2.5.0 at this point
[11:43] <grogbot> <eientei> If you want to try it, use a nightly build

[12:04] <grogbot> <eientei> gdb shows the fault is at Thread 1 "scummvm" received signal SIGSEGV, Segmentation fault. 0x000055555872d795 in GUI::Widget::setEnabled (this=0x0, e=false) at ../gui/widget.cpp:195 195 if ((_flags & WIDGET_ENABLED) != e) {
[12:08] <grogbot> <antoniou79> hmm, thanks. If I get the time I'll check what is going on with Visual Studio. I can only think of the recent fix for disabling dropdown widgets for the graphic scalers, that may have affected this, but it could be unrelated
[12:09] <grogbot> <Henke37> this=0x0. grab a stacktrace, the function is innocent.
[12:12] <grogbot> <eientei> I did a backtrace and I believe it points to https://github.com/scummvm/scummvm/commit/c40b2bf1254e750f51deb28085eaf32fec2aba70 #0 0x000055555872d795 in GUI::Widget::setEnabled(bool) (this=0x0, e=false) at ../gui/widget.cpp:195 #1 0x00005555586e5b45 in GUI::OptionsDialog::setGraphicSettingsState(bool) (this=0x7fffffffcd50, enabled=false) at ../gui/options.cpp:1075 #2 0x00005555586ee376 in GUI::OptionsDialog::setupGraphicsTab()
[12:12] <grogbot> (this=0x7fffffffcd50) at ../gui/options.cpp:1811 #3 0x00005555586ee332 in GUI::OptionsDialog::reflowLayout() (this=0x7fffffffcd50) at ../gui/options.cpp:1807 #4 0x00005555586d4840 in GUI::GuiManager::openDialog(GUI::Dialog*) (this=0x55555c9efe60, dialog=0x7fffffffcd50) at ../gui/gui-manager.cpp:558 #5 0x00005555586d0450 in GUI::Dialog::open() (this=0x7fffffffcd50) at ../gui/dialog.cpp:88 #6 0x00005555586e1999 in GUI::OptionsDialog::open()
[12:12] <grogbot> (this=0x7fffffffcd50) at ../gui/options.cpp:558 #7 0x00005555586d0403 in GUI::Dialog::runModal() (this=0x7fffffffcd50) at ../gui/dialog.cpp:76 #8 0x00005555581fb6d5 in Ultima::Ultima8::Ultima8Engine::openConfigDialog() (this=0x55555ce9d530) at ../engines/ultima/ultima8/ultima8.cpp:1273
[12:13] <grogbot> <eientei> (removed the rest of the backtrace after line 23)
[12:15] <grogbot> <antoniou79> also it seems the issue is not specific to Ultima 8 anyway. It's just calling "Options" from the in-game ScummVM GMM
[12:15] <grogbot> <antoniou79> (Tried it in The Dig)
[12:17] <grogbot> <eientei> Oh cool
[12:20] <grogbot> <eientei> Tried in a different game I had added and same bt up to and including #7
[12:20] <grogbot> <Henke37> this smells of trying to use a control that doesn't exist
[12:28] <grogbot> <eientei> Mouse control doesn't work like you think it would. Hold right-click to move in the direction of the cursor
[12:29] <grogbot> <antoniou79> Ah, I see.
[12:30] <grogbot> <antoniou79> yeah that works
[12:31] <grogbot> <eientei> One actual bug I noticed is that in the intro movie, Esc should skip it, but in ScummVM it opens the menu (with placeholder name)
[12:32] <grogbot> <antoniou79> By the way, the segfault goes away if I guard the setGraphicSettingsState() call in OptionsDialog::setupGraphicsTab() with a check for _graphicsTabId != -1: if (_graphicsTabId != -1) { setGraphicSettingsState(_enableGraphicSettings); }
[12:35] <grogbot> <eientei> git blame on that line points to the commit I linked before
[12:36] <grogbot> <antoniou79> yes it's a recent fix
[12:37] <grogbot> <mduggan> re where the avatar should move, the avatar moves in the direction of the mouse click relative to the centre of the screen, not to the spot you click. and the speed depends on how far the mouse is from the avatar
[12:37] <grogbot> <mduggan> *should move .. if that's not happening then it's a bug
[12:37] <grogbot> <eientei> Nah, that's what happens. The left/right click is what probably tripped them up
[12:38] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JKUJg
[12:38] <Scummette> scummvm/master 56ef67f antoniou79: GUI: Prevent segfault for Options in GMM in-game
[12:38] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKUJr
[12:38] <Scummette> scummvm/master cde96a9 : I18N: Update translations templates
[12:40] <grogbot> <Coz> Nice that the Google Play store now has version 2.5.0. Question for anyone who knows - is the lack of availability for Android TV devices based on lack of testers? 2.5.0 seems to run incredibly well on my Shield TV Pro.
[12:42] <grogbot> <antoniou79> That's probably it. I wasn't able to test on Android TV anyway.
[12:43] <grogbot> <antoniou79> Good to know that it runs well though on your TV
[12:46] <grogbot> <Coz> It runs really well. The hi dpi changes are fantastic across all my devices but it really shows on the TV
[13:07] <Scummette> [scummvm] alxpnv pushed 2 new commits to master: https://git.io/JKUWL
[13:07] <Scummette> scummvm/master 0dbc08a alxpnv: ASYLUM: (TicTacToe puzzle) rename class members
[13:07] <Scummette> scummvm/master e9e0f98 alxpnv: ASYLUM: (TicTacToe puzzle) fix arbitrary placement
[13:07] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKUWZ
[13:07] <Scummette> scummvm/master 204badf : I18N: Update translation files
[13:09] <grogbot> <ZvikaZ> How do you play with the Android TV?
[13:10] <grogbot> <ZvikaZ> does it have some kind of remote control the resembles a mouse?
[14:06] <grogbot> <Coz> 2.4 Ghz small keyboard with a touchpad built into it
[14:07] <grogbot> <Coz> Bluetooth gets laggy at the distance I'm at, but the 2.4 Ghz works pretty well. Great for laying back in bed and playing classic AGI/SCI/SCUMM games.
[14:08] <grogbot> <Coz> Is it just a flag that is set when submitting the apk to the Google Store to make it available for Android TV devices?
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[14:41] <grogbot> <Retrodude> ScummVM on a Shield TV is pretty great! i personally use a Logitech K400 for that and other sideloaded apps that work better with a keyboard and mouse
[14:48] <grogbot> <antoniou79> It's been a while since I'd looked into it. I think it used to be some lines in the manifest for the project. Maybe uploading to the store needed something more (some screenshots from TV screens) and other specifics.
[15:03] <grogbot> <Coz> Well, if it's pretty easy to do and minimal time investment, it might be worthwhile. It is a really good experience, IMHO
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[15:16] <grogbot> <slaminger> I damn near forgot, HAPPY BIRTHDAY Scumm!
[15:16] <grogbot> <slaminger> Belated 😂
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[18:10] <Scummette> [scummvm] eriktorbjorn pushed 1 new commits to master: https://git.io/JKIf1
[18:10] <Scummette> scummvm/master d3de644 eriktorbjorn: SCUMM: Space lines in Indy 3 text boxes like the original (bug #12983)
[18:41] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/JKIZ3
[18:41] <Scummette> scummvm/master 072c543 athrxx: KYRA: (LOL) - replace sound list char* array with Common::StringArray
[18:42] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKIZC
[18:49] <Scummette> scummvm/master 868037e : I18N: Update translations templates
[18:49] <Scummette> [scummvm] athrxx pushed 1 new commits to branch-2-5: https://git.io/JKICw
[18:49] <Scummette> scummvm/branch-2-5 e338c8a athrxx: KYRA: (LOL) - replace sound list char* array with Common::StringArray
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[21:14] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JKLgz
[21:14] <Scummette> scummvm/master 598c9bb bluegr: GROOVIE: More work on the 11th Hour gallery puzzle logic
[21:14] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKLgr
[21:14] <Scummette> scummvm/master 9fcb650 : I18N: Update translation files
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[22:04] <grogbot> <Retrodude> Am I missing something, or does the Wii port of ScummVM really have no option of loading games from a USB drive?
[22:07] <grogbot> <Retrodude> The add game menu only sees the SD card, not the USB hard drive I have plugged in to run my backed up discs
[22:09] <grogbot> <Henke37> i don't recall that problem. try using just the harddrive?
[22:19] <grogbot> <Retrodude> I can't use only the hard drive when the app is supposed to be loaded from the SD card
[22:21] <grogbot> <Retrodude> Basically this is all I'm seeing at the root directory
[22:21] <grogbot> <Retrodude> https://cdn.discordapp.com/attachments/581224061091446795/897611194104447027/IMG_20211012_172544.jpg
[22:21] <Scummette> [scummvm] ccawley2011 closed pull request #3395: GUI: Specify the spacing for checkboxes and radio buttons in the theme files (master...checkbox-spacing) https://git.io/JgmlZ
[22:21] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/JKtYd
[22:21] <Scummette> scummvm/master b444f53 ccawley2011: GUI: Specify the spacing for checkboxes and radio buttons in the theme files
[22:23] <Scummette> [scummvm] ccawley2011 closed pull request #3396: GUI: Avoid showing ellipses in smaller labels (master...small-label) https://git.io/JgOGu
[22:23] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/JKt3s
[22:23] <Scummette> scummvm/master d460f8f ccawley2011: GUI: Avoid showing ellipses in smaller labels
[22:24] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKt38
[22:24] <Scummette> scummvm/master 2a9df4f : I18N: Update translations templates
[22:25] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/JKts8
[22:25] <Scummette> scummvm/master 121088b ccawley2011: GUI: Regenerate the theme archives
[22:25] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JKtsV
[22:25] <Scummette> scummvm/master 78b099b : I18N: Update translation files
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[22:51] <Scummette> [scummvm] bluegr closed pull request #3370: BASE: added --list-records command line option (master...pr/eventrecorder-list-records) https://git.io/JuNFT
[22:51] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JKtaM
[22:51] <Scummette> scummvm/master ebdad06 mgerhardy: BASE: added --list-records command line option
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[23:10] <grogbot> <Retrodude> Oh... I'm seeing some older information that the Wii port only supports FAT partitioned USB drives. Naturally mine is formatted as NTFS so... Shucks.
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[23:42] <grogbot> <thoth> Nothing supports NTFS.
[23:57] <grogbot> <Retrodude> No, USB Loader GX supports NTFS for sure
[00:00] --- Wed Oct 13 2021