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[01:12] <grogbot> <Henke37> say, have anyone checked the special thanks section of the credits?
[01:12] <grogbot> <Henke37> it looks like broken sword 2.5 is listed twice. should that be cleaned up?
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[03:49] <Scummette> scummvm/master d488ec3 antoniou79: BLADERUNNER: Improve simulation of original KIA quit behavior
[03:49] <Scummette> scummvm/master c19336e antoniou79: BLADERUNNER: Prevent cause assertion fault and no subtitles for #11294
[03:49] <Scummette> [scummvm] dreammaster pushed 11 new commits to master: https://git.io/Jv4Cf
[03:49] <Scummette> scummvm/master ae63fd9 dreammaster: ULTIMA8: Converting widget folder class fields
[03:49] <Scummette> scummvm/master 3dbee98 dreammaster: ULTIMA8: Renaming world folder class fields
[03:49] <Scummette> scummvm/master 3c320a4 dreammaster: ULTIMA8: Renaming more world folder class fields
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[04:59] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/Jv4Ww
[04:59] <Scummette> scummvm/master de5c5f1 dreammaster: ULTIMA8: Miscellaneous class fields renaming
[04:59] <Scummette> scummvm/master d47abae dreammaster: ULTIMA8: Janitorial
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[05:29] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jv4WF
[05:55] <Scummette> scummvm/master 16379e7 dreammaster: ULTIMA8: Fixing compiler warnings
[05:55] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jv4lE
[06:07] <Scummette> scummvm/master a3910a7 dreammaster: ULTIMA8: Fix ShapeRenderedText constructor params
[06:07] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jv4lr
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[13:12] <grogbot> <Henke37> on a different topic, the DumpFile class is a mess
[13:13] <grogbot> <Henke37> or rather, its usage is a mess
[13:13] <Scummette> [scummvm] besser82 opened pull request #2077: BUILD: Apply LDFLAGS on modules/plugins (master...topic/besser82/ldflags) https://git.io/Jv4Vc
[13:17] <grogbot> <antoniou79> Hello, I'm looking at this PR for bladerunner: https://github.com/scummvm/scummvm/pull/2075 which is ok and can be merged. However, do we require the subsystem part of the commit message to be all caps? I thought it was a convention thing and all previous messages for Blade Runner used the "BLADERUNNER:" engine tag (even before I came along obviously). So, is it ok to have this as "BladeRunner:" or should I request a renaming?
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[14:08] <mataniko> crns: According the the Vita port maintainer, it's not powerful enough to run BR
[14:10] <crns> fair enough
[14:46] <grogbot> <SupSuper> @antoniou79 better stick to convention. it needs a renaming either way, since the actual commit doesn't have the subsystem name
[14:47] <grogbot> <SupSuper> the PR name isn't used
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[16:02] <grogbot> <waltervn> I briefly tried Bladerunner on the iPad 2 and it seemed to work pretty well. The Vita seems to have similar hardware
[16:39] <grogbot> <antoniou79> Blade Runner plays fine on some old Android devices that I've tested on (no lag, no sound glitches). I don't know why PS Vita is so different
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[17:26] <grogbot> <DreamMaster> @antoniou79 You're right that the commit itself should have a capitalized engine name according to our guidelines. I've commented directly in the pull request.
[17:27] <grogbot> <DreamMaster> Considering the author changed the title name but not the commit 🙂
[17:30] <Scummette> [scummvm] rvanlaar pushed 1 new commits to master: https://git.io/Jv41M
[17:30] <grogbot> <antoniou79> Yeah, I noticed after SupSuper pointed it out earlier, so I commented on the commit message too
[17:44] <grogbot> <DreamMaster> Ah. The threading in Github is a bit confusing; it looks like carlo changed the pull request title after your comment. But still hadn't changed the commit message
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[18:26] <timofonic> yuv422: Here be Dragons? :D
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[19:12] <grogbot> <Scorp> @antoniou79 probably because vita port does not use hardware acceleration?
[19:13] <grogbot> <Scorp> @rsn8887 https://forums.scummvm.org/viewtopic.php?f=21&t=15062&sid=8309655eee2f110bbc5650777ae8c8e9 haha
[19:13] <grogbot> <Scorp> this issue seems would be forever
[19:14] <grogbot> <antoniou79> I really not know. I am not familiar with the port's code.
[19:15] <grogbot> <antoniou79> I think the Indy 3 issue should now be resolvable with the keymapper.
[19:15] <grogbot> <Scorp> issue is not in the mapping
[19:15] <grogbot> <antoniou79> If I understand it correctly, it should be possible to define specific events for a game and assign keys to them
[19:16] <grogbot> <Scorp> lemme find you a ticket by rsn8887
[19:16] <grogbot> <Scorp> https://bugs.scummvm.org/ticket/11227
[19:17] <grogbot> <Scorp> here is the main cause of this
[19:18] <grogbot> <Scorp> but it seems no one is around to check and/or fix
[19:18] <grogbot> <antoniou79> Right.
[19:18] <grogbot> <antoniou79> I mean we can always use extra hands / Pull Requests 🙂
[19:19] <grogbot> <Scorp> it is more about asking the guy who knows better about it
[19:20] <grogbot> <Scorp> issue is that we do not know if this is intended behaviour and something blocks using it the way we think it should
[19:21] <grogbot> <Scorp> so something knowledgeable about indy 3 should give his opinion first
[19:46] <grogbot> <rsn8887> Indy 3 fighting is not a Vita-only issue.
[19:46] <grogbot> <rsn8887> First of all, it should react to _KPx keycodes, not only to number-row keys. This seems to be an engine thing.
[19:47] <grogbot> <rsn8887> Second, Indy fighting requires keypad 1,2,3,4,5,6,7,8,9 for punching in both directions, blocking high middle low etc.
[19:47] <grogbot> <rsn8887> So mapping to dpad would not be enough.
[19:47] <grogbot> <rsn8887> e.g. there's no '5' on dpad, and well,
[19:48] <grogbot> <rsn8887> diagonals on dpad don't work like that either.
[19:48] <grogbot> <rsn8887> e.g. mapped diagonal would generate keypress of KP8 and KP5 instead of KP9
[19:48] <grogbot> <rsn8887> So this needs thought for all platforms, how to map indy 3 fighting to a game controller sensibly
[19:50] <grogbot> <ZvikaZ> I have a short-term workaround suggestion: Currently the game is unplayable on these platforms. There seems to be quite a work to fix the problem. Maybe we should have a pop-up message when the user needs to fight, explain him that currently it's not supported, and let him "jump over" the fight and continue the game. I've no idea how easy it is, and it's not perfect solution, but I think it's a reasonable temporary workaround.
[19:51] <grogbot> <rsn8887> There's already a keyboard shortcut to do this. Sucker-Punch or some such. YOu can enter it using the on-screen keyboard on Vita or any other platform if you want.
[19:51] <grogbot> <rsn8887> AFAIK.
[19:52] <grogbot> <rsn8887> Hmm I got a new Macbook 16 inch and the stupid trackpad is so large that it registers tap to click whenever I rest my palms. F U Apple.
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[19:54] <grogbot> <ZvikaZ> I don't have Vita. I don't even know what Vita is 😆 But the guy in the post linked above (https://forums.scummvm.org/viewtopic.php?f=21&t=15062&sid=8309655eee2f110bbc5650777ae8c8e9) complained that he can't continue the game because of this. So, 1. if someone has forums account, it'd be nice if he tells him of that Sucker-Punch shortcut. 2. If that guy is stuck, and doesn't know of this shortcut, maybe it means that the shortcut
[19:54] <grogbot> needs to get more publicization (at least on the problematic platforms).
[19:55] <grogbot> <antoniou79> Iirc g
[19:55] <grogbot> <antoniou79> Like Indy could skip a fight by choosing proper dialogue options.
[19:56] <grogbot> <antoniou79> And you could take the biplane instead of the Zeppelin to skip that nightmare
[19:56] <grogbot> <antoniou79> But it's been a while since I've last played it
[19:56] <grogbot> <rsn8887> Sucker Punch is zero on keypad.
[19:57] <grogbot> <rsn8887> zero on number row on ScummVM (keypad doesn't work I think)
[19:57] <grogbot> <rsn8887> So should be entered via on-screen keyboard.
[19:58] <grogbot> <rsn8887> Why on earth did lucasarts use keyboard controlled action sequences?
[19:59] <grogbot> <rsn8887> I think it could be done with a keymapper in principle, mapping dpad diagonals to keypad 9 etc., and mapping keypad 5 to another button like left shoulder or triangle etc.
[20:00] <grogbot> <rsn8887> The engine needs to be updated to support the keymapper like that. The controls are not only used in fighting, also used for airplane flight controls. ANd of course used for Full Throttle motorcycle fights.
[20:00] <grogbot> <rsn8887> And who knows what else.
[20:05] <grogbot> <antoniou79> right. Full throttle also had that awkward bike fights sequence. shudder
[20:06] <grogbot> <ZvikaZ> I gave up Indy3 because of these stupid fights. (I had a full keyboard, but the castle fighting was so tedious, that I just went on...) Good to know that it can be skipped, even though I don't see myself coming back to there soon. BTW, is it original LucasArts feature, or added by ScummVM?
[20:07] <grogbot> <antoniou79> the fights?
[20:07] <grogbot> <antoniou79> Ah, skipping them. It was original iirc
[20:07] <grogbot> <ZvikaZ> no, the possibility to skip them
[20:07] <crns>
[20:07] <grogbot> <ZvikaZ> that shortcut
[20:09] <grogbot> <Henke37> just use normal fighting game controls: a block button and two attack buttons. combine that with the control stick to tell the direction
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[20:09] <grogbot> <Henke37> in practical terms, the mapper needs to accept button combinations as input for single actions
[20:10] <grogbot> <antoniou79> Searching a bit in Google, it seems sucker punch was only in Fate of Atlantis (original game). Last Crusade only had the dialogue thing to skip some fights
[20:11] <grogbot> <Henke37> sucker punch also doesn't give IQ points
[20:11] <grogbot> <antoniou79> what are IQ points for?
[20:11] <grogbot> <antoniou79> just getting a high score? or do they do anything else?
[20:11] <grogbot> <Henke37> bragging rights
[20:11] <grogbot> <antoniou79> got it
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[20:37] <Scummette> scummvm/master 277d807 rvanlaar: DIRECTOR: LINGO: repeat with a in list tests
[20:37] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jv4Hg
[20:37] <Scummette> scummvm/master a99b9d7 sev-: DIRECTOR: LINGO: Fixed code generation for repeat..with
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[21:24] <grogbot> <SirYodaJedi> @Henke37 posted: > it looks like broken sword 2.5 is listed twice. should that be cleaned up? Yeah, it should be mentioned two and a half times.
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[21:37] <grogbot> <rsn8887> Oh I didn't know the sucker punch was only in Atlantis.
[21:39] <grogbot> <rsn8887> I thought it was in both indy games.
[21:41] <grogbot> <yaz0r> /wave
[21:42] <grogbot> <DreamMaster> waves back :)
[21:45] <grogbot> <DreamMaster> Welcome back. Are you coming out of retirement?
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[23:03] <grogbot> <yaz0r> Just checking in
[23:12] <grogbot> <DreamMaster> Still cool 🙂
[23:16] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jv4bs
[23:16] <Scummette> scummvm/master 4e6f1bc : PRINCE: I18N: Update translation (English)
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[00:00] --- Wed Feb 19 2020