[00:12] Build [#1294](https://buildbot.scummvm.org/#builders/54/builds/1294) of `master-android-arm` completed successfully. [00:15] Build [#1294](https://buildbot.scummvm.org/#builders/23/builds/1294) of `master-android-arm64` completed successfully. [00:16] Build [#1289](https://buildbot.scummvm.org/#builders/80/builds/1289) of `master-android-x86` completed successfully. [00:18] Build [#1289](https://buildbot.scummvm.org/#builders/24/builds/1289) of `master-android-x86-64` completed successfully. [00:20] gsi_ (~gsi@x4dbeb6af.dyn.telefonica.de) joined #scummvm. [00:23] gsi (~gsi@x4db4780d.dyn.telefonica.de) left irc: Ping timeout: 240 seconds [00:37] TMM_ (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [00:37] TMM_ (hp@amanda.tmm.cx) joined #scummvm. [00:41] Build [#1140](https://buildbot.scummvm.org/#builders/34/builds/1140) of `fetch-master` completed successfully. [01:28] Yes. The whole point of ScummVM is that it replaces the original game executables. For AGS in particular, most games have the game data embedded in the executable. So it still needs to be present at least. [01:53] Lightkey (~Lightkey@p200300f69701eb4422cf30fffe083718.dip0.t-ipconnect.de) left irc: Ping timeout: 244 seconds [01:54] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 272 seconds [01:56] scummvm/master b1ccd91 ccawley2011: OPENGL: Fix compilation on Android [01:56] [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JnCCP [01:56] scummvm/master b6b138c dreammaster: AGS: Further fleshing out of AGSSock plugin [01:56] scummvm/master 58202e1 dreammaster: AGS: Fix window resolutions for game width > 1000 [02:04] Dominus (~dominus@exult/developer/dominus) joined #scummvm. [02:06] Lightkey (~Lightkey@p200300f69701eb7622cf30fffe083718.dip0.t-ipconnect.de) joined #scummvm. [03:24] [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JnC6I [03:24] scummvm/master ef333e8 sluicebox: SCI: Fix several SQ1 message and verb script bugs [05:22] [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JnCj8 [05:22] scummvm/master 13753f3 dreammaster: AGS: Fix error message string [05:41] [scummvm] antoniou79 pushed 2 new commits to master: https://git.io/JnWfu [05:41] scummvm/master 08d95ba antoniou79: BLADERUNNER: Fix Gordo walking on air and floating in NR02 [05:41] scummvm/master 9c1dbba antoniou79: BLADERUNNER: JANITORIAL: Fix spacing for commented out debug() [06:25] Build [#162](https://buildbot.scummvm.org/#builders/45/builds/162) of `nightly-master` completed successfully. [07:10] girafe2 (~girafe@176-147-142-235.abo.bbox.fr) left irc: Read error: Connection reset by peer [07:21] SylvainTV (~SylvainTV@2a01:e0a:9d8:bdc0:e864:fae3:936e:1d00) joined #scummvm. [07:51] It might depend on the "virus" though. For example Word and Excel documents can contain a virus in the form of a macro that is run when you open the document with an official (virus-free) version of the Word or Excel application. So virus are not necessarily in the exe, and something similar could be possible with ScummVM. [07:51] Many games have game scripts that are interpreted by ScummVM to implement the game logic. A malicious hacker could modify the scripts in a game to try to make ScummVM do nasty things, and distribute that modified game on the internet. [07:52] ajax16384 (~User@109.60.130.33) joined #scummvm. [07:52] But don't download pirated games from the internet anyway, and then you are safe 😉 [07:58] SylvainTV (~SylvainTV@2a01:e0a:9d8:bdc0:e864:fae3:936e:1d00) left irc: Ping timeout: 264 seconds [08:04] girafe (~girafe@176-147-142-235.abo.bbox.fr) joined #scummvm. [08:33] Right, I was going to suggest similar. It will prevent old-fashioned viruses in the game exe files, but I would not guarantee every data file loader in ScummVM is secure, almost certainly not in fact - there are too many different engines and data formats supported and even things like VLC can't seem to prevent bugs after years of working on being more secure. [08:35] So a maliciously crafted game could contain a virus in the data files. As far as security issues go it's low level because not so many people have scummvm to start with, and you have to convince them to download, add, and run the game.. at which point an attacker can probably just convince you to download and run their virus more easily. [08:39] girafe (~girafe@176-147-142-235.abo.bbox.fr) left irc: Read error: Connection reset by peer [09:21] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [09:21] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. 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[09:38] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [10:09] Well, that virus will have no way to distribute [10:10] Because we consciously restricted saving capabilities [10:10] ScummVM is forced to write only in the save directory [10:11] However, a hacker could craft game data which could execute arbitrary code on the computer [10:11] Many engines are sloppy in untainting the input data [10:12] Thus, potentially, somebody could craft a game which would execute their code on Windows or another target OS [10:13] However, ScummVM does not has a privileged access and does not need it. Thus, on modern OSes the executables are often extra protected from modifications [10:14] E.g. classic buffer overflow attacks [10:17] That's very interesting. I remembered that SCI has a kernel operation that theoretically allows saving arbitrary files: http://scicompanion.com/Documentation/Kernels/FileIO.html However, ScummVM's code has an interesting comment (engines\sci\engine\file.cpp): /* * Note on how file I/O is implemented: In ScummVM, one can not create/write * arbitrary data files, simply because many of our target platforms do not * support this. The only [10:17] files one can create are savestates. But SCI has an * opcode to create and write to seemingly 'arbitrary' files. This is mainly * used in LSL3 for LARRY3.DRV (which is a game data file, not a driver, used * for persisting the results of the "age quiz" across restarts) and in LSL5 * for MEMORY.DRV (which is again a game data file and contains the game's * password, XOR encrypted). * To implement that opcode, we combine the SaveFileManager with [10:17] regular file * code, similarly to how the SCUMM HE engine does it. * * To handle opening a file called "foobar", what we do is this: First, we * create an 'augmented file name', by prepending the game target and a dash, * so if we running game target sq1sci, the name becomes "sq1sci-foobar". * Next, we check if such a file is known to the SaveFileManager. If so, we * we use that for reading/writing, delete it, whatever. [10:19] Our AGS engine does something very similar. [10:26] Right, that was what I was thinking. [12:00] [scummvm] digitall pushed 1 new commits to master: https://git.io/JnlWm [12:00] scummvm/master 4d6344e digitall: TRECISION: Fix GCC Shadowing Warning [12:22] anyone have any luck getting Philip Marlowe: Private Eye to run? I've tried several SVN builds, including the latest. They all say "game not supported" [12:23] which seems odd for a game currently noted on the front page of the scummvm website as being in testing [12:24] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [12:28] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [12:28] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [12:28] _sev (~sev@scummvm/sev) joined #scummvm. [12:28] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [12:35] https://cdn.discordapp.com/attachments/581224061091446795/855063673802063882/unknown.png [12:35] https://cdn.discordapp.com/attachments/581224061091446795/855063718648217640/unknown.png [12:37] [scummvm] alxpnv pushed 2 new commits to master: https://git.io/Jnluk [13:35] did you download the build from buildbot or from the downloads page? [13:36] downloads [13:37] I will try again, just to make sure [13:37] try from buildbot [13:37] ok [13:37] i think the nightly from downloads has only stable engines [13:38] but buildbot should have all engine [13:38] interesting. I mean, even Nightlong worked for me [13:38] and that one was just anounced [13:38] I've been messing with this since 2004 or so, and I don't believe I've ever needed the buildbot version before to access a game that was in testing [13:40] hmmm interesting, because private eye engine is build by default, so i would expect it to build in the nightly [13:40] (tresicion is not set to build by default) [13:40] yea. but there is a chance I accidentally got the buildbot versipn [13:40] and not the nightly build [13:40] so I am trying that route [13:51] just confirmed the nightly build AND the buildbot both give the same error [13:56] try running with a higher log level? maybe it's specific to your variant [13:57] they might be a more useful error in the log [14:02] The announcement post says Only the US release for Windows is supported at the moment., so thatll explain why your GB version isnt working. [14:08] Hm, MobyGames only mentions US, French, German and Japan releases. [14:08] But the US has two versions. One for Windows (?) and one for Windows 3.1 [14:08] >https://www.mobygames.com/game/private-eye/release-info [14:17] I've tried the demo version with a local build and also the buildbot development build for Windows 64 [14:17] They both detect it fine. I don't have the full version. [14:18] But, from what I read at the wiki, the zipped demo files should be indicative of how ScummVM expects the game's data files [14:20] Maybe, try to add the demo first and also have a look at the folder structure in there. (From the wiki, at least for me, it wasn't very clear what was required to do) [14:22] Theres also a separate branch containing support for the European versions that you may want to try out: https://discord.com/channels/581224060529148060/581224061091446795/850648944819437598 [15:55] girafe (~girafe@176-147-142-235.abo.bbox.fr) joined #scummvm. [16:09] Thank you. That explains it [16:21] SylvainTV (~SylvainTV@2a01:e0a:9d8:bdc0:5d44:e862:2fb0:8080) joined #scummvm. [16:25] Maybe they ignored the Spanish version because the name was changed completely? [16:31] ny00123 (~ny00123@5.102.197.120) joined #scummvm. [16:34] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [16:47] gsi_ (~gsi@x4dbeb6af.dyn.telefonica.de) left irc: Quit: leaving [16:47] gsi (~gsi@x4dbeb6af.dyn.telefonica.de) joined #scummvm. [17:20] it's all user contributions, so likely no one submitted [17:23] Yes, I've come to realise that MobyGames will not always offer the complete info. [17:23] Although, I wonder how a GB release would differ significantly from a US release [17:24] (assuming GB is UK ?) [17:28] Besides the possible fact that a spell check could be applied to texts? [17:28] I don't know as well [17:29] GB is Great Britain, which technically is not the same as United Kingdom (the latter includes Northern Ireland, but not the former). [17:29] But here they are probably used interchangeably. [17:33] it's accurate for a locale [17:34] (there's en-GB, no en-UK) [17:35] Indeed. [19:21] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [20:00] TMM_ (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [20:00] TMM_ (hp@amanda.tmm.cx) joined #scummvm. [20:02] Dominus (~dominus@exult/developer/dominus) left irc: Quit: Oh no... znc died [20:03] Dominus (~dominus@exult/developer/dominus) joined #scummvm. [20:14] TAS_2012v (~2012@c83-191-164-168.bredband.tele2.se) left irc: Remote host closed the connection [20:38] TAS_2012v (~2012@c83-191-164-168.bredband.tele2.se) joined #scummvm. [20:40] _sev (~sev@scummvm/sev) joined #scummvm. [20:40] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [21:26] ny00123 (~ny00123@5.102.197.120) left irc: Quit: Leaving [22:16] As someone with family in Northern Ireland, it's always bothered me that they use that locale code. [22:16] They complete under GB in the Olympics as well. [22:57] Sorry, I don't make the rules 😋 [23:30] SylvainTV (~SylvainTV@2a01:e0a:9d8:bdc0:5d44:e862:2fb0:8080) left irc: Ping timeout: 272 seconds [23:53] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [23:58] scummvm/master 670d8d8 alxpnv: ASYLUM: use Common::sort() for sorting graphics queue items [23:58] scummvm/master da95daf alxpnv: ASYLUM: remove Screen::takeScreenshot() [23:58] [scummvm] ccawley2011 opened pull request #3071: ANDROID: Add an on-screen menu button (master...android-menu) https://git.io/Jn4c8 [00:00] --- Fri Jun 18 2021