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[00:26] <grogbot> <NonaSuomy> I may not know what to look for but I used words like [keymapper] scummvm.ini keyboard keys etc and have yet to find anything related only stuff about recompiling scummvm like I found this https://docs.scummvm.org/en/latest/advanced_topics/configuration_file.html but I can't see anything there related to pressing a keyboard button https://docs.scummvm.org/en/latest/settings/keymaps.html seems to be more related to controlling the scummvm
[00:26] <grogbot> gui etc. Not take a Controller button on the switch and make it type an L on the keyboard in game....
[00:35] <grogbot> <NonaSuomy> An option existed to bring up a virtual keyboard which is close. I set it and it shows up like this under [Keymapper] keymap_global_VIRT=JOY_LEFT_TRIGGER which works ok not sure how to make it trigger a single key on the keyboard auto magically. Pseudo something like this keymap_global_VIRT_key_L=JOY_LEFT_TRIGGER
[00:45] <Scummette> [scummvm] a-yyg pushed 2 new commits to master: https://git.io/Ju1nv
[00:45] <Scummette> scummvm/master 4b27f9f a-yyg: SAGA2: Remove globals in contain.cpp
[00:45] <Scummette> scummvm/master 0cf8b15 a-yyg: SAGA2: Cleanup debug code in contain.cpp
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[05:00] <Scummette> [scummvm] eriktorbjorn opened pull request #3363: BURIED: Fix door opening transition to Da Vinci study (bug 12885) (master...buried-fix-12885) https://git.io/JuMUI
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[05:34] <grogbot> <eientei> Looking at the Atari ST demo trembyle mentioned in the demo PR
[05:34] <grogbot> <eientei> > All code (c)1992 Warriner & Sykes. All text, graphics & code (c)1990-92 Revolution Software ltd. This version 16 : 22 on 23 \ 4 \ 1992 Demo id VT110 released to emap paul presley
[05:43] <Scummette> [scummvm] aquadran pushed 1 new commits to branch-2-3: https://git.io/JuMOe
[05:43] <Scummette> scummvm/branch-2-3 534e7f6 aquadran: STARK: Added message for not supported renderers
[05:44] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to branch-2-3: https://git.io/JuMOv
[05:44] <Scummette> scummvm/branch-2-3 5f9b0de : I18N: Update translations templates
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[06:35] <grogbot> <eientei> > howmuchfishdoestheicecreamvanopenwiththefrenchtoastandoblongmatricessubjecttotheinternationalcongressformeltingpotatoes good question
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[08:02] <grogbot> <jakejakejake1234> Don't know if you guys have heard but the Myst remake has just been released. Here is a link if you are interested. https://store.steampowered.com/app/1255560/Myst/
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[08:05] <grogbot> <jakejakejake1234> Personally I'm not a big fan of them using 3D models for the characters instead of live actors. I guess it could work...... but......
[08:05] <grogbot> <jakejakejake1234> https://cdn.discordapp.com/attachments/581224061091446795/886886366733033523/maxresdefault_9.jpg
[08:06] <grogbot> <jakejakejake1234> https://cdn.discordapp.com/attachments/581224061091446795/886886645339680838/150760cfb292356b1bae16237449d29fdcf03ecc967d230b14c56b3537f099a8.jpg
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[08:09] <grogbot> <Die4Ever> I wasn't a fan of that either, would've preferred they just kept the old low res FMVs
[08:10] <grogbot> <jakejakejake1234> I think we need a dose of the original to cleanse the pallete. https://youtu.be/6qh9KgLYfGY
[08:10] <grogbot> <jakejakejake1234> https://youtu.be/R_OcArDpS-Y
[08:10] <grogbot> <jakejakejake1234> https://youtu.be/rZPQ_O9yzk4
[08:12] <grogbot> <jakejakejake1234> I don't care what anyone says. Those cheesy low res videos of the Miller brothers are superior to those 3D models in every way.
[08:52] <grogbot> <eientei> That just reminds me how I need to get a copy of the first release of the Macintosh version of Myst. The copy I have is v1.01 with a HFS volume date of January 1994
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[09:47] <grogbot> <antoniou79> wrt the new cgi actors, the new version Myst (2021) has now a patch and as far as I can tell you can switch to the old FMV videos, which are upscaled and re-synched with the audio. This is work made by one or a few fans in the community, soon after the release from PC, and was made into an official patch. Some instances of the CGI actors (and the flyby sequences) are not (as of yet) replaced in this mode. The end game stuff in particular
[09:47] <grogbot> will be difficult if impossible to replace (certainly if attempted by the community without proper tools). Cyan is working on a much improved tech for 3d modelled actors (called MetaHuman) for their next game "Firmament". The tech is not perfected yet, but it has way more impressive results than Myst's current CGI. Perhaps, they might retro-actively use this tech back to Myst, and hopefully to RealRiven/Starry Expanse Project if that's still a thing.
[09:47] <grogbot> https://www.youtube.com/watch?v=szuN9WA4dJM
[09:54] <eriktorbjorn> jakejakejake1234: The middle left one looks a bit like Keanu Reeves to me. Whatever he's doing in Myst.
[09:55] <grogbot> <IlDucci> Damn, they deleted all the voiceovers again for the remake
[09:56] <eriktorbjorn> eientei: Are those the ones made with Hypercard?
[09:58] <grogbot> <eientei> Yup
[09:58] <grogbot> <eientei> Hypercard v2 to be more precise
[09:59] <eriktorbjorn> eientei: I only saw a few black and white Hypercard things back in the day. Certainly nothing on that scale.
[10:05] <grogbot> <eientei> Nearly all of Apple's presentations or help stuff was either Hypercard or Director
[10:20] <eriktorbjorn> eientei: I vaguely remember (and then looked up) that there was something called Supercard as well.
[10:24] <grogbot> <eientei> Yeah, that was one of a few Hypercard successors/competitors
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[10:57] <grogbot> <dongchan> I've spotted a segfault in the latest build for Lamplight City
[11:12] <grogbot> <antoniou79> Please open a ticket on the scummvm bugtracker, especially if it's reproducible. https://bugs.scummvm.org
[11:17] <grogbot> <dongchan> It's on a very specific moment on the game
[11:17] <grogbot> <dongchan> Or rather a specific event
[11:21] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to branch-2-3: https://git.io/JuDdS
[11:21] <Scummette> scummvm/branch-2-3 49aae93 : I18N: Update translation (French)
[11:29] <grogbot> <antoniou79> @dongchan In that case, please attach a save game with your ticket
[11:37] <Scummette> [scummvm] BenCastricum opened pull request #3364: SCUMM: FREDDI - Hide knocker when door is opening, fixes bug #4776 (master...bugfixes) https://git.io/JuDp4
[12:07] <grogbot> <sev> @NonaSuomy you do not need to edit that manually. There is "keymapper" tab in the options for that
[12:10] <grogbot> <NonaSuomy> It doesnt seem to allow you to add anything extra to the list in the GUI tab unless Im missing something? How would you tell the keymapper tab that you want to control the keyboard L key with JOY_LEFT_TRIGGER ?
[12:11] <grogbot> <sev> ah, right
[12:11] <grogbot> <sev> well, then try the following
[12:12] <grogbot> <sev> 1. Chose some action, map it to your button. 2. Save 3. See what is the button code 4. Assign it to L
[12:12] <grogbot> <sev> it might not work, however. In this case, the engine author would need to add that mapping
[12:12] <grogbot> <sev> and I suppose, you're running this with the nightly builds, right?
[12:29] <grogbot> <NonaSuomy> Ok so I tried to map a key on the keyboard to an existing function in the list and it shows up in the ini like this [keymapper] keymap_global_VMOUSEUP=l So does that mean I should be able to just do: [keymapper] l=JOY_LEFT_TRIGGER
[12:29] <grogbot> <NonaSuomy> and yes current nightly
[13:18] <Scummette> [scummvm] BenCastricum opened pull request #3365: SCUMM: FREDDI1 Detection fixes (master...detection_fixes) https://git.io/JuyCk
[13:38] <grogbot> <sev> yes, try that
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[13:45] <grogbot> <eientei> Looking at the recent HE PRs, any reason why some scumm entries lack language/size?
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[13:53] <grogbot> <sev> some games for different language versions have the same .HE0 checksums and only the file with voice overs is different
[13:54] <grogbot> <sev> and we started adding file sizes later in the time, thus, we're missing many
[13:54] <grogbot> <sev> @eientei
[13:54] <grogbot> <eientei> Ahhh
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[15:04] <Scummette> [scummvm] bluegr pushed 4 new commits to master: https://git.io/Juy9Q
[15:05] <Scummette> scummvm/master 76a659a BenCastricum: SCUMM: Correct language setting for Freddi1/Wii
[15:05] <Scummette> scummvm/master 538a6f5 BenCastricum: SCUMM: Remove 'Updated' from Russion Freddi1 variant
[15:05] <Scummette> scummvm/master 83bff2f BenCastricum: SCUMM: Add more freddi1 file sizes to detection table
[15:05] <Scummette> [scummvm] bluegr closed pull request #3365: SCUMM: FREDDI1 Detection fixes (master...detection_fixes) https://git.io/JuyCk
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[17:52] <grogbot> <eientei> Oh that's cute. The Secret of Monkey Island Amiga icon has hidden credits
[17:53] <grogbot> <eientei> ; Secret of Monkey Icon by Aaron Muszalski ; with no help from anybody ever! (Especially not Ron Gilbert.) ; except: Bret Barrett (Hair,logo tweaks) ; Ben Emmerich (Drapes... and my dishes!) ; Thanks all! Enjoy the game. Peace. ; P.S. I love you Annabelle!
[17:53] <grogbot> <rootfather> The .info-File?
[17:53] <grogbot> <eientei> Yeah
[17:53] <grogbot> <rootfather> Nice one
[17:54] <eriktorbjorn> I seem to recall one of the Infocom text adventure where, if you opened the file info dialog, there was a comment saying something like "For a good time, call the bank of Boston". Not sure what that was about.
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[17:56] <Scummette> [scummvm] bluegr closed pull request #3364: SCUMM: FREDDI - Hide knocker when door is opening, fixes bug #4776 (master...bugfixes) https://git.io/JuDp4
[17:56] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/JuS0m
[17:56] <Scummette> scummvm/master 72a07ed BenCastricum: SCUMM: Give FREDDI1 his own GID for versions HE71 and HE73
[17:56] <Scummette> scummvm/master f68e0c6 BenCastricum: SCUMM: FREDDI - WORKAROUND for bug #4776, knocker floats while door is open
[18:04] <grogbot> <DreamMaster> According to a quick search, Infocom had a loan with them, and they forced them to do layoffs. Hence it was likely sarcastic: > Infocom suffered some additional misfortune when the high-tech industry sank far below expectations in 1985. The downturn caused sales to dip and put Infocom in a precarious position. It also prompted the Bank of Boston to call in Infocom's loan and forced the company to lay off its Business Products division.
[18:04] <grogbot> Activision came to the rescue, but no one at Infocom expected Jim Levy, a person friendly to Infocom's corporate culture, to be replaced by Bruce Davis, who changed many of the processes that had made the games business profitable in the past.
[18:07] <grogbot> <jakejakejake1234> Good news everyone. It turns out that Cyan listened to the fans regarding the issues with the character models in the latest myst game and added an option that restores the original FMV videos which is called classic video mode. https://store.steampowered.com/news/app/1255560/view/2962794086570334507
[18:08] <grogbot> <jakejakejake1234> Here is a video of it in action. It looks so much better. https://www.youtube.com/watch?v=fKBK5GpHwzE
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[18:55] <grogbot> <eemes> Hi guys! Can somebody pleeeeease help me with my problem?
[18:57] <Scummette> [scummvm] NMIError pushed 10 new commits to master: https://git.io/JuSK3
[18:57] <Scummette> scummvm/master 8a17747 NMIError: TOON: Add English demo character animation table
[18:57] <Scummette> scummvm/master 7dd6280 NMIError: TOON: Fix English demo Flux idle anmiations
[18:57] <Scummette> scummvm/master aff2f12 NMIError: TOON: Fix English demo Drew walking animation
[18:57] <grogbot> <eemes> So i tried to play The Neverhood in scummvm on android, the game overall runs fine but when the cutscenes start playing it becomes so blurry!!
[18:58] <grogbot> <eemes> resolution drops down like 2x times and i can't find any solution 😦
[19:04] <grogbot> <NonaSuomy> Didn't work unfortunately 😦
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[19:46] <grogbot> <antoniou79> @eemes I tested with the "big demo" from the scummvm site. The cutscenes are quite compressed and some have artifacts too (some navigation screens outside get those too). I don't see the visual quality being much different (or at all) from what I'm seeing with a Windows build (latest code).
[19:58] <grogbot> <antoniou79> I did get two segmentation faults though, playing the demo (after killing the crab like monster). One is when entering the monster's cave (which is available after killing it) -- I can reproduce this with Windows build and Android build. According to Android's trace this has to do with a call to Neverhood::Palette::addPalette(). This is for the big demo. Also, on Android I got a random seg fault while navigating outside, which I cannot
[19:58] <grogbot> reproduce with Android or Windows again. This one seemed sound related, according to what I can see from Android's tracelog (Neverhood::SoundMan::setSoundThreePlayFlag()). Again for the "big demo".
[19:59] <grogbot> <antoniou79> I cannot test with the full game as of yet (I don't have it)
[20:06] <grogbot> <NonaSuomy> Someone should run the old Myst videos through some machine learning algorithms to see if it will generate something amazing.
[20:12] <grogbot> <eientei> Machine learning isn't some magic "insert ingredients, ???, profit"
[20:12] <grogbot> <NonaSuomy> It's exactly magic.
[20:21] <grogbot> <rootfather> But it's not a miracle solution for each and every problem
[20:43] <grogbot> <NonaSuomy> But when it is it is a miracle.
[20:49] <grogbot> <NonaSuomy> Be neat if they could do that to video as well though the static on purpose in the myst videos may be confusing for it. https://wonderfulengineering.com/googles-has-made-a-new-photo-ai-that-makes-zoom-and-enhance-a-real-thing/
[20:50] <grogbot> <NonaSuomy> Though really clean things look oddly more fake so cleaning up the video maybe adds more cheese to it haha.
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[22:21] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to branch-2-3: https://git.io/Ju9fL
[22:21] <Scummette> scummvm/branch-2-3 c62e0a3 tag2015: I18N: Update translation (Italian)
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[00:00] --- Tue Sep 14 2021