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[00:38] <David_gsoc> _sev: I'm trying to elaborate details of several ways to take advantage of scummvm.org webserver for game discovery. For a simple approach #1, the web server will run a message relay service to pass gaming messages around the players.
[00:38] <David_gsoc> _sev: I don't think this one is desirable because of scalability issue since the server will become a bottleneck by relaying each individual message. (Unless we assume there will not be many players?)
[00:38] <David_gsoc> _sev: And for another approach #2 (I personally prefer), we run a UDP service on the server to help players establish UDP NAT punching and then the server will be freed up. It just needs to maintain a list of game hosts and addresses.
[00:38] <David_gsoc> _sev: But in this way we may need sth like reliable UDP on top of SDL_NET for example to send gaming messages since I don't think TCP NAT punching will work most of the time,, so for now are we in the same page? And any suggestions or comments?
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[02:59] <dreammaster> timofonic: Seems like there's some other systems Gargoyle doesn't have engines for, like Twine (which I only just now learned about by looking at the environements the IF Competition 2018 winners were written in), and HTML/Javascript.
[02:59] <dreammaster> I guess a potential GSOC task could be either adding support for them from scratch, or converting the bigger remaining Gargoyle engines like TADS & Hugo over.
[03:02] <dreammaster> Although I'd be personally happier to see GSOCs students doing completely new things. Like locating any complete RPG open source projects that are complete or nearly, and either abaondoned or with the blessing of the developers, bringing them into ScummVM as a new engine
[03:05] <dreammaster> Some I haven't checked in a while, maybe see what Freedink is up to, and if they'd be interested in a merge project. Or maybe QGears for Final Fantasy VII.. I don't know if that was complete or not, but it hasn't had commits for several years
[03:24] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/fjelv
[03:24] <Scummette> scummvm/master d6b41b5 dreammaster: GLK: FROTZ: Move setReverseVideo into Window
[03:24] <Scummette> scummvm/master 8bec460 dreammaster: GLK: FROTZ: Set window properties for font number and size when font changes
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[06:55] <Scummette> [scummvm] bluegr closed pull request #1537: SCI: Fix SQ4CD smell sidewalk message, bug #10917 (master...sq4sidewalksmellfix) https://git.io/fhjx5
[06:55] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fje8b
[06:55] <Scummette> scummvm/master 3d41ee9 sluicebox: SCI: Fix SQ4CD smell sidewalk message, bug #10917
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[08:40] <_sev> David_gsoc: if you find portable UDP library, you may consider it
[08:41] <_sev> David_gsoc: as of the server load, it is not going to be any high, and we may implement throttling
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[17:09] <rsn8887> So... the PSP dailies can be started without crashing now. That didn't use to work for a long time.
[17:09] <rsn8887> However, when I select add game and select a game to add, it crashes.
[17:12] <rsn8887> I used to circumvent this problem by disabling unstable-engines in a special PSP build I build on my laptop, and released here https://github.com/rsn8887/scummvm/releases/latest
[17:12] <rsn8887> However, using latest git code, that doesn't work anymore to prevent the crash.
[17:13] <rsn8887> I suspect the unstable-engine that caused the add-game crash has maybe become stable in the meantime ?! My last working PSp build is from Jul 15 2018 after all.
[17:13] <rsn8887> On a more positive note, the Vita dailies keep working splendidly, no problem thre.
[17:13] <rsn8887> there.
[17:14] <rsn8887> My Q: Is there a way to easily see the "promoted to stable" engines since Jul 15, 2018?
[17:14] <rsn8887> Is any special message etc. posted whenever an engine is promoted to stable
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[17:25] <ccawley2011> rsn8887: The only engine that's been enabled by default since then appears to be the Illusions engine.
[17:26] <ccawley2011> Normally when an engine is marked as stable, a news post is added on the website, although this doesn't seem to be the case here.
[17:30] <rsn8887> Perfect. I used output from ./configure to verify and I see Illusions Engine plus for some reason Z-Vision is now build using latest source, but was skipped using July 2018 code (missing Freetype2).
[17:31] <rsn8887> So I suspect it is either the Illusions or the Z-Vision engine causing the problem. I will need to debug further.
[17:31] <rsn8887> What is Z-Vision?
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[17:35] <eriktorbjorn> Zork Nemesis and Zork: Grand Inquisitor
[17:39] <eriktorbjorn> I didn't realize there was a FluidSynth 2.0.x now. It hasn't been packaged for Debian, so I have no idea if ScummVM still works with it.
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[17:50] <rootfather_> g'day folks
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[18:12] <m-kiewitz> GRID 2 (+ DLC)
[18:12] <m-kiewitz> *FREE* on Humble Bundle atm
[18:13] <m-kiewitz> https://www.humblebundle.com/store/grid2-spa-bathurst
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[18:30] <rootfather> m-kiewitz, nice one!
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[18:37] <rsn8887> Looks like even with only ScummVM engine built, PSP daily crashes with "Invalid cast of plugin SCUMM [v0-v6 games, v7 & v8 games]! "
[18:37] <rsn8887> This it he line that gives a NULL pointer: T *pluginObject = dynamic_cast<T *>(_pluginObject);
[18:37] <rsn8887> God I hate C++ sometimes.
[18:37] <rsn8887> No clue what could be the issue
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[18:40] <rsn8887> Directly above are some TODO comments?!?
[18:41] <fuzzie> what's the caller?
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[20:13] <David_gsoc> _sev: aha I do find a good one after lots of researching! It has no assumption about the os level transportation and very very light weight. I can just port it onto SDL_NET.
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[20:19] <rsn8887> fuzzie: idk
[20:20] <rsn8887> but games launch just fine. Just when adding game using the add game dialog, the error happens.
[20:22] <rsn8887> so the plugins work
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[20:41] <ccawley2011> rsn8887: My best guess is that it might be a regression from PR #1524. Try reverting that commit and see if that makes a difference.
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[20:45] <rsn8887> Hmm I can get it to work if I merge this commit from csnovers old branch: https://github.com/csnover/scummvm/commit/be8bcad4226f3263c9da51e8e722289b39bc3e95
[20:45] <rsn8887> and build using csnovers docker buildbot.
[20:45] <rsn8887> it seems.
[20:46] <rsn8887> Let's see if that works using the buildbot toolchain, which is different (older) than the docker toolchain
[20:49] <rsn8887> nope that crashes on startup
[20:49] <rsn8887> I guess my non-docker toolchain is just too old
[20:53] <rsn8887> How do I jump to a specific PR in github?
[20:54] <rsn8887> BTW: If the docker toolchain works now with just one additional commit... it might be time to update the psp toolchain on the current buildbot...
[20:55] <rsn8887> I think the docker binaries are compatible with the buildbot architecture
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[21:04] <_sev> David_gsoc: you may also consider taking a look at some open source implementation of multiplayer
[21:05] <_sev> David_gsoc: like OpenTTD: https://github.com/OpenTTD/OpenTTD/tree/master/src/network
[21:06] <rsn8887> ccawley2011: reverting #1524 doesn't fix the crash
[21:09] <David_gsoc> _sev: thanks! That's a good resource for me
[21:12] <rsn8887> Hmmm... are the demoversions of games not available anymore on scummvm.org?
[21:12] <rsn8887> Nevermind found it
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[22:01] <Lius> Hi, my name is Luis and I'm interested in the Maupiti Island project of GSOC. I've read the plumbers engine code. What should I do next? Start looking at the Mortevielle Manor engine or another part of the Scummvm code base?
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[22:37] <rsn8887> hmm I cannot login to the buildbot server anymore.
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[00:00] --- Fri Mar 15 2019