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[00:12] <dos> sev: do you know why scummvm's sludge engine doesn't draw via z-buffer but splits the backdrop based on z-buffer image into several layers instead?
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[00:12] <dos> I don't think it's possible to not have ordering issues without actually using z-buffer there (because of EXTRA_NOZB)
[00:12] <sev> dos: what is z-buffer? Do you mean using 3d accelerator API?
[00:13] <sev> or you want to have a software emulation for it?
[00:13] <dos> no; a buffer that stores a Z position of a drawn pixel
[00:13] <sev> well, there is no specific reason
[00:13] <sev> if you like to implement it, go ahead
[00:14] <sev> I think, we could even have some code in the ScummVM. let me try to see
[00:14] <dos> well, implementing it will mostly consist of removing bunch of code there (all of spriteLayers would just go away)
[00:15] <sev> yes, I understand that
[00:15] <dos> I just wondered why scummvm's implementation diverged so much from opensludge
[00:16] <sev> and most probalby, it will get rid of the flickering
[00:16] <sev> because the original was just using OpenGL
[00:16] <sev> and we wanted to make a 2d engine
[00:16] <sev> I see that code in bladerunner/zbuffer.h is generic enough
[00:17] <sev> ....or not
[00:17] <sev> no, it is something else
[00:18] <grogbot> [discord] <mduggan> Thanks! That's a great list of improvement opportunities. Some of them are just bugs I have faithfully reproduced so far (eg broken movie aspect ratio), some should be easy to improve (eg, missing footsteps - seems like the footstep sound strings are loaded and set in the game but never used? haven't checked if the sounds are actually there), but others like the missing scenes can't really be fixed because the data is not there.
[00:22] <dos> sev: well, all we need here is just to test a pixel's value in z-buffer before blitting it; a blit with a mask in fact
[00:26] <sev> yes, I know. It will be just a 0-255 grayscale surface where you test the value and then skip it when it is higher than the current pixel. And if you draw, then you perhaps update the zbuffer, so then other things take it into account
[00:27] <dos> no updating needed here (AFAIUI)
[00:28] <dos> the problem with layers is that a character can have a property set that makes it ignore z-buffer - and in turn, you end up with impossible ordering (character X on top of background layer Y and character Z, which is under layer Y)
[00:30] <sev> I see
[00:31] <dos> I noticed it because I was trying to figure out why the inventory icon doesn't show up in the first room in Out of Order:)
[00:31] <dos> turned out it was drawn behind the background
[00:33] <dos> (this one actually could be fixed with current code, but it made me wonder about ordering in general)
[00:34] <dos> ok then, I'll look into implementing it later this week I guess
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[02:07] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://is.gd/K0QfKE
[02:07] <Scummette> scummvm/master 98b06f1 digitall: TETRAEDGE: Fix Undefined Symbol GCC Compiler Warnings
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[03:33] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://is.gd/Ago5Rh
[03:33] <Scummette> scummvm/master 99c2023 sluicebox: SCI: Update header guard
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[05:20] <Scummette> [scummvm] OMGPizzaGuy pushed 1 new commits to master: https://is.gd/LuiwNk
[05:20] <Scummette> scummvm/master 00583aa OMGPizzaGuy: ULTIMA8: Add basic test for sort item occludes
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[09:53] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://is.gd/bxDi2K
[09:53] <Scummette> scummvm/master 19e65ec mgerhardy: TWINE: set a clip to reduce the bad effect of bug #12074
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[11:05] <Scummette> [scummvm] tag2015 opened pull request #4645: GUI: Add SVG loading for extras overlay (master...gui_extraol) https://is.gd/hvGwcz
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[11:18] <grogbot> [discord] <sev> Cool!
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[11:36] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/Wu1Vv1

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[17:49] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://is.gd/D7xQIp
[17:49] <Scummette> scummvm/master 13d2b1b lotharsm: NEWS: Mention MIYOO in German NEWS file
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[19:07] <Scummette> [scummvm] dwatteau pushed 3 new commits to master: https://is.gd/VH98LP
[19:07] <Scummette> scummvm/master 3d608e1 dwatteau: SCUMM: Make the Plunder Town Theater music workaround an optional enhancement
[19:07] <Scummette> scummvm/master 28a4e9c dwatteau: SCUMM: Document that Trac#4464 workaround is intentionally not an enhancement
[19:07] <Scummette> scummvm/master 85265f6 dwatteau: SCUMM: DIG: Reindent a workaround and remove its ENABLE_SCUMM_7_8 ifdef
[19:54] <Scummette> [scummvm] dwatteau pushed 2 new commits to master: https://is.gd/RVpYoC
[19:54] <Scummette> scummvm/master 7a522f5 dwatteau: SCUMM: FT: Make the Kick Stand bar music workaround an optional enhancement
[19:54] <Scummette> scummvm/master af841a2 dwatteau: SCUMM: DIMUSE: Fix signed integer overflow warning from UBSan
[20:03] <Scummette> [scummvm] dwatteau pushed 1 new commits to master: https://is.gd/LklNKh
[20:03] <Scummette> scummvm/master 5437a8f dwatteau: SCUMM: Make Indy3 FM-TOWNS music workaround for Venice optional
[20:14] <Scummette> [scummvm] tag2015 opened pull request #4646: AGS: More commits from upstream (master...ags_from_upstream) https://is.gd/YeQHtH
[20:38] <Scummette> [scummvm] dwatteau pushed 1 new commits to master: https://is.gd/MiJewW
[20:38] <Scummette> scummvm/master 69a386a dwatteau: GRAPHICS: Fix MSVC C4309 enum sign warning
[20:43] <Scummette> [scummvm] NMIError pushed 3 new commits to master: https://is.gd/CE66RD
[20:43] <Scummette> scummvm/master abdc5b0 NMIError: AUDIO: Casio MIDI driver enhancements and fixes
[20:43] <Scummette> scummvm/master f376d56 NMIError: SCI: Add support for Casio MT-540, CT-460 and CSM-1
[20:43] <Scummette> scummvm/master 332a428 NMIError: NEWS: Add SCI Casio MIDI support
[20:43] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/pxofLJ
[20:43] <Scummette> scummvm/master a5450b4 : I18N: Update translations templates
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[22:56] <grogbot> [discord] <Flowers> Hey yall had a quick question. I have a game that I have an ISO of (I promise an abandoned one no piracy, and I want to run it on scrum but dont know how to turn that ISO into something playable on scrum what do I do?
[23:03] <grogbot> [discord] <criezy> Hi. The game being abandoned doesn't mean it becomes legal to download it. And we have a strict policy in that regard to ensure the project safety.
[23:03] <grogbot> [discord] <criezy> This was s outlined in our FAQ: https://docs.scummvm.org/en/latest/help/faq.html#can-i-run-my-pirated-abandonware-warez-unauthorized-copies-of-a-game
[23:04] <grogbot> [discord] <criezy> Hi. Unfortunately, the game being abandoned doesn't mean it becomes legal to download it. And we have a strict policy in that regard to ensure the project safety. (edited)
[23:04] <grogbot> [discord] <Flowers> My bad. I was told that was the case. Will be uninstalling,
[23:04] <grogbot> [discord] <criezy> This was is outlined in our FAQ: https://docs.scummvm.org/en/latest/help/faq.html#can-i-run-my-pirated-abandonware-warez-unauthorized-copies-of-a-game (edited)
[23:06] <Scummette> [scummvm] sev- closed pull request #4632: DIRECTOR: set dirseparator on windows platforms: \ (master...setseparator) https://is.gd/mBLE1J
[23:06] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/NgERO7
[23:06] <Scummette> scummvm/master 0caa469 rvanlaar: DIRECTOR: set dirseparator on windows platforms: \
[23:06] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/PzC7bC
[23:06] <Scummette> scummvm/master a2f45ff : I18N: Update translation files
[23:07] <Scummette> [scummvm] sev- closed pull request #4641: SLUDGE: Use burnSurface in burnSpriteToBackDrop (master...nero) https://is.gd/x3P8ui
[23:07] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/7l2uAf
[23:07] <Scummette> scummvm/master 44e2aba dos1: SLUDGE: Use burnSurface in burnSpriteToBackDrop
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[23:08] <grogbot> [discord] <Flowers> I dont think I even did the thing correctly anyway haha
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[00:00] --- Thu Jan 19 2023