[00:12] gsi (~gsi@dynamic-077-179-149-200.77.179.pool.telefonica.de) joined #scummvm. [00:16] gsi_ (~gsi@dynamic-077-179-037-092.77.179.pool.telefonica.de) left irc: Ping timeout: 264 seconds [00:20] thanks [00:21] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [00:29] [scummvm] digitall pushed 1 new commits to master: https://is.gd/6wTWGA [00:29] scummvm/master 7f2f42e digitall: AGS: Fix Signed vs. Unsigned Comparison GCC Compiler Warning [01:25] [scummvm] elasota pushed 1 new commits to master: https://is.gd/yMEury [01:25] scummvm/master 82a5ce8 elasota: MTROPOLIS: Refactor dynamic value write interface tables to quiet GCC global destructor warnings. [01:54] DominusExult (~dominus@exult/developer/dominus) joined #scummvm. [01:57] Dominus (~dominus@exult/developer/dominus) left irc: Ping timeout: 268 seconds [01:57] Nick change: DominusExult -> Dominus [02:01] [scummvm] elasota pushed 1 new commits to master: https://is.gd/eqovvS [02:01] scummvm/master c4fe4b5 elasota: MTROPOLIS: Implement get attribute and set attribute commands. [02:38] Smedles (~quassel@2403-580d-1--aaa1-59ff-fe53-1a69.ip6.aussiebb.net) left irc: Quit: http://quassel-irc.org - Chat comfortably. Anywhere. [02:38] Smedles (~quassel@2403:580d:1:0:aaa1:59ff:fe53:1a69) joined #scummvm. [02:44] [scummvm] elasota pushed 3 new commits to master: https://is.gd/NmHQWH [02:44] scummvm/master bfd56ce elasota: MTROPOLIS: Ignore media streaming events that we don't use. [02:44] scummvm/master 5eb369c elasota: MTROPOLIS: Properly restart movies on play commands. [02:44] scummvm/master b19b88b elasota: MTROPOLIS: Implement movie stop command [02:52] I heard about assets held by EA and their lawyers not allowing access. Could it be they actually have the back-ups? [02:59] I also get the impression Nightdive rush-released this to meet the 40th anniversary window. I'm far more excited about the finished extended version that the ScummVM team are working on! [03:18] i doubt there are any backups left [04:06] [scummvm] elasota pushed 1 new commits to master: https://is.gd/jscrDO [04:06] scummvm/master d551c5e elasota: MTROPOLIS: Add support for background matte mode mouse collision on mToon elements. [04:14] [scummvm] elasota pushed 1 new commits to master: https://is.gd/f0y5Xr [04:14] scummvm/master 35369ba elasota: MTROPOLIS: Add unstable flags to everything [05:32] [scummvm] BeWorld2018 closed pull request #4039: MORPHOS: update credits/authors (master...morphos) https://is.gd/X4c1DT [05:36] [scummvm] BeWorld2018 opened pull request #4042: MORPHOS: update credits (master...morphos-credits) https://is.gd/D4SKAe [05:50] ny00123 (~ny00123@2a0d:6fc2:6620:3e00:1109:1bc2:4c68:d147) joined #scummvm. [06:41] Build [#272](https://buildbot.scummvm.org/#builders/159/builds/272) of `daily-master` failed. [06:58] [scummvm] elasota pushed 1 new commits to master: https://is.gd/DXETT0 [06:58] scummvm/master 34faf7f elasota: MTROPOLIS: Shape click detection [07:34] The EA backup team was put together somewhat recently according to the CnC Remastered videos, too late to rescue the FMV master tapes for CnC and Red Alert for instance. [07:54] reset (~reset@user/reset) left irc: Quit: reset [08:04] I was under the impression that while source code was found for CnC in that warehouse, they were unable to find better quality for the videos. But maybe they didn't have time or resources (ie. proper equipment) to check everything thoroughly. Meanwhile, the old deadthrills article indicates that some developers/artists did have some backup high quality art [08:04] https://web.archive.org/web/20190214173700/http://deadendthrills.com/future-imperfect-the-lost-art-of-westwoods-blade-runner/ The article seems to be gone now, but wayback machine has it archived thankfully. Those high quality assets look amazing. Maybe AI upscaling could be fed such images to "learn" what to keep, how to add clarity to the image etc... [08:12] Or just hire an artist or two to touch up the upscales. Cant be anywhere as expensive as the RE [08:13] Sure. These days I actually prefer the original look even on large screen TVs. I don't even use the our "filter graphics" option that smoothens the image a bit. [08:13] the problem with upscaling bladerunner is there's a lot more data than just the pixels [08:13] since they encoded all kinds of fake 3d into the scenes [08:14] Dithering isnt just a compression artifact, but part of the artistry indeed [08:15] Like the first example in the RPS article, where there was rain encoded in the dither of the original, which has been smeared out by the scale. [08:17] I could be wrong but they seem to have uploaded a beta version by mistake, rather than the final build [08:17] Generally higher res isnt always better either, I personally lean towards preferring low res StarCraft to its upscale, as the original has more implied grit. That game even had a higher res version during development, but they opted for keeping the res low, which gave a certain style. [08:17] they did find the original B-roll but that was it [08:18] so i doubt finding the original sources of bladerunner is a "rights" issue so much as "if anyone still has it, they're not talking" [08:18] Oh they also found the low res movies recorded onto master tapes post-compression. [08:18] Like I tried to change the graphics resolution, and the message to "keep the new resolution or change back to original" was just a variable name. Something that wouldn't make it easy to a final release [08:18] From the comments there, apparently some fan has the Yuris Revenge tapes, as they found them in a dumpster dive behind EAs offices. [08:19] Yeah, it could be that too [08:19] But I do know for a fact that EA blocked the re-release of a better quality for Frank Klepacki's soundtrack [08:20] maybe it was publisher pressure, since they timed the release with the anniversary. nightdive doesn't own bladerunner after all, they are still at the whims of the rights owners [08:20] well no point in speculating, they have their work and we have ours [08:31] Thats odd given that they did release the CnC one, but then again they initiated that remaster, and needed to revamp CnCs image after the last few disaster titles. [08:58] sev (~sev@f196234.upc-f.chello.nl) joined #scummvm. [08:58] sev (~sev@f196234.upc-f.chello.nl) left irc: Changing host [08:58] sev (~sev@scummvm/sev) joined #scummvm. [08:58] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [09:36] ccawley2011 (~ccawley20@233.51.115.87.dyn.plus.net) joined #scummvm. [09:36] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [09:37] BrainChild (~BrainChil@185.237.182.250) joined #scummvm. [09:38] [scummvm] dwatteau opened pull request #4043: TOLTECS: Detect the (currently unsupported) 2019 remaster of 3 Skulls of the Toltecs (master...feat/toltecs-detect-unsupported-2019-casual-brothers-remaster) https://is.gd/3RDyrN [09:43] SylvainTV__ (~SylvainTV@2a01cb0c08d23e00f02be700dc70afd8.ipv6.abo.wanadoo.fr) joined #scummvm. [09:46] Sylvain (~SylvainTV@2a01cb0c08d23e00343c8e724b93b4b5.ipv6.abo.wanadoo.fr) left irc: Ping timeout: 272 seconds [11:01] ccawley2011 (~ccawley20@233.51.115.87.dyn.plus.net) left irc: Read error: Connection reset by peer [11:32] Anyone know about setting up ScummVM Xbox (for Xbox Classic)? @EmrePAK wants to know [11:34] Thanks for write.. yea mates.. all is ready.. I put folders to Rom folders.. (scummVM rom folder) any of them doesn't appear on game scan.. [11:42] NOOOO. You did not see the beta. I did. You're lucky [11:43] 😄 [11:44] We never had an official release. Initially there was no free XDK and the contributed port relied on a pirated version from Microsoft, so we could not accept it. I believe, by this time there is a free alternative, but no porter has been spotted on the horizon [11:45] [scummvm] sev- closed pull request #4041: DEVTOOLS: COMPANION, COMMON: Add DEL character to be punycoded (master...master) https://is.gd/fa7TTD [11:45] [scummvm] sev- pushed 1 new commits to master: https://is.gd/rs9VVz [11:45] scummvm/master fa3e302 einstein95: DEVTOOLS: COMPANION, COMMON: Add DEL character to be punycoded [11:47] But, but... [11:47] https://cdn.discordapp.com/attachments/581224061091446795/989859191667691520/bug.png [11:47] @antoniou79 best programmers in the world [11:47] you're just too narrow-minded to comprehend that [11:48] I am [11:48] 🤦 B [11:48] seriously. zero respect to the franshise [11:48] and coupled with ego issues. this is what you get [11:48] (talking about EE) [11:53] Dominus (~dominus@exult/developer/dominus) left irc: Remote host closed the connection [11:54] Dominus (~dominus@exult/developer/dominus) joined #scummvm. [12:08] [scummvm] sev- pushed 1 new commits to master: https://is.gd/TcWca0 [12:08] scummvm/master 44f0587 sev-: NEWS: Mention GLK engine newly supported games. [12:47] really they probably oughta stick to remastering action games and occasionally setting up configurations for DOSBox and ScummVM [12:48] their Kex engine stuff really breathes life into older shooters imo [12:56] There was a relatively quiet period of activity on my twitter rant thread about Nightdive/GOG around noon but I think people are coming off work now, my phone is dinging like crazy again& [12:57] @madmoose Eurogamer picked it up too and asked GOG for a comment. https://www.eurogamer.net/popular-fan-made-blade-runner-restoration-relegated-to-controversial-enhanced-edition-add-on [12:58] @antoniou79 Ah, that would do it& [13:00] Well, I'm glad I worded it relatively carefully& [13:03] speaking on the topic of restorations of old games, i really hope people make more stuff like the ra engine [13:03] where you can use it to play red alert if you wanted to, but you could also just use the source code for other games [13:04] the one and only reason why i ever use windows is cause for some god forsaken reason companies will still develop for it as a main platform in 2022 [13:05] [scummvm] StableSteady opened pull request #4044: GLK: SCOTT: Add Platform data to game detection (master...gsoc-scott) https://is.gd/2JZfbw [13:08] Can we use this https://steamcommunity.com/app/1678420/discussions/0/3419936083027141983/ ? [13:17] no.. not as is. [13:23] https://www.rockpapershotgun.com/the-blade-runner-games-new-remaster-looks-worse [13:23] Looks like the enhanced edition release is not so great. [13:24] What's missing? I'd love to have better quality music. [13:25] That's an understatement. I was waiting for the price to come down and now it's back up to 10 on gog for a crappier version. [13:25] For the person in that thread who is saying that the music on Klepacki's site don't come from the game, the metadata on the MP3s has the album set to Blade Runner: Westwood Edition (GameRip) [13:27] [scummvm] sev- closed pull request #4044: GLK: SCOTT: Add Platform data to game detection (master...gsoc-scott) https://is.gd/2JZfbw [13:27] [scummvm] sev- pushed 4 new commits to master: https://is.gd/mzQI37 [13:27] scummvm/master ab207d9 StableSteady: COMMON: Add new platform ZX Spectrum [13:27] <> scummvm/master 2256d19 StableSteamaster 2256d19 StableSteady: GLK: SCOTT: Include platform data in game detection entry [13:27] scummvm/master 85b3818 StableSteady: GLK: SCOTT: Add platform data to detection entries [13:54] There are several issues with this. First off, that person is distributing a bootleg copy of the soundtrack. Frank Klepacki does have quite a few pieces of the music on his website for anyone to listen to, but he explicitly does not allow downloading it. The list is also missing a few tracks that appear in-game, while featuring a couple that don't. There is no official release of that OST anywhere. If there were we could of course do [13:54] something like the recent LOOM support for the orchestral versions of Swan Lake. () Frank Klepacki wrote to me as a response to a recent correspondance, that it is unlikely to have a release of a high quality version of the game's soundtrack at this time as EA is not interested in such a thing. There are also a few technical issues, such as that we would only be able to change music that is actually used a music track in-game -- but not music that is [13:54] part of videos. But this should be a minor annoyance if the rest is resolved. () However, I do own the Vangelis' soundtrack to the original Blade Runner movie, so we could support that (I do have some vague plan to do so) some time in the future. Similar to the LOOM case, the players will have to own the CDs themselves and do the extracting and copying work. [13:59] Just to be clear, I am a fan of Klepacki releasing a high quality full soundtrack to the game, and if that happens I'll be all over supporting it for the game in the ScummVM engine. [15:35] ny00123 (~ny00123@2a0d:6fc2:6620:3e00:1109:1bc2:4c68:d147) left irc: Quit: Leaving [16:16] BrainChild (~BrainChil@185.237.182.250) left irc: Quit: Leaving... [16:35] Smedles (~quassel@2403:580d:1:0:aaa1:59ff:fe53:1a69) left irc: Quit: http://quassel-irc.org - Chat comfortably. Anywhere. [16:35] Smedles (~quassel@2403-580d-1--aaa1-59ff-fe53-1a69.ip6.aussiebb.net) joined #scummvm. [16:44] Smedles (~quassel@2403-580d-1--aaa1-59ff-fe53-1a69.ip6.aussiebb.net) left irc: Quit: http://quassel-irc.org - Chat comfortably. Anywhere. [16:44] Smedles (~quassel@2403:580d:1:0:aaa1:59ff:fe53:1a69) joined #scummvm. [17:08] [scummvm] lotharsm pushed 1 new commits to master: https://is.gd/HzlAsC [17:08] scummvm/master dcd104e lotharsm: NEWS: Mention GLK/Scott additions in German NEWS file [17:56] SylvainTV__ (~SylvainTV@2a01cb0c08d23e00f02be700dc70afd8.ipv6.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [18:15] [scummvm] digitall pushed 1 new commits to master: https://is.gd/LpmLVWW [18:15] scummvm/master 34eb62b digitall: GLK: Fix GCC Compiler Warnings in Detection Code [18:21] reset (~reset@user/reset) joined #scummvm. [18:25] Recently restarted the work on the freescape engine, and I wanted to show some rendering of the first level of Driller (scummvm vs reference from dosbox) [18:25] https://cdn.discordapp.com/attachments/581224061091446795/989959348128194570/driller.png [18:25] https://cdn.discordapp.com/attachments/581224061091446795/989959348430192690/ref.png [18:26] I'm working with TinyGL, but it will eventually support OpenGL as well. [18:28] This is the game, if you are wondering: https://www.mobygames.com/game/space-station-oblivion (the game was called "Driller" when it was released outside the US) [18:30] ccawley2011 (~ccawley20@233.51.115.87.dyn.plus.net) joined #scummvm. [18:30] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services.libera.chat [18:51] This https://www.youtube.com/watch?v=9uMcim5KEi8 is what you can do with proper upscaling, and why we need it supported in scummvm [19:23] Hi all, quick question about Blade Runner subtitles [19:24] In the latest binary of ScummVM, all of the ingame subtitles appear white [19:25] Oh... wow [19:25] So apparently, the subtitles on the YouTube video I watched were color-coded! [19:26] Yes, white is normal for the ScummVM powered version [19:26] Which is... odd [19:26] which is the video you watched? [19:26] I was hoping for multicolored subs [19:26] https://www.youtube.com/watch?v=B58UBHw8tGs [19:26] with all the news of the (butchered) version on sale by Nightdive, I wanted to give the original a spin [19:27] I find some of the voice acting poor (much of it is great) and prefer playing with speech off/disabled [19:27] Unfortunately, the lack of colors or other identifiers in the subtitles means you can't tell who's speaking [19:28] Multicolored subtitles may happen one day - I actually do have a note about this too, but on low priority. [19:28] https://cdn.discordapp.com/attachments/581224061091446795/989975362861682748/unknown.png [19:28] https://cdn.discordapp.com/attachments/581224061091446795/989975429228134410/unknown.png [19:29] This youtuber made the captions colored manually. They are not using in-game subtitles either. [19:29] https://cdn.discordapp.com/attachments/581224061091446795/989975546874200087/unknown.png [19:29] Yeah, curious if the uploader actually took the time to manually color-code everything [19:29] Seems quite the undertaking [19:30] So it seems playing without voices/speech isn't really a viable option at this time [19:31] Usually the actor speaking makes exaggerated gestures so one could tell from that, but yeah I suppose it could prove difficult at times [19:40] All good! Appreciate all of your hard work on this game [19:40] Really amazing to revisit it after all these years 🙂 [19:46] I think color picking for subtitles can be a pain [19:46] I mean, in a work with so many speakers, how do you choose? Single color for the lead and then a different one for everybody else? [19:46] What colors do you choose? Should you pick the ones that would affect less those color-blind? [19:47] We would need to read a bit on the matter before picking out the colors [19:47] On that regard, I feel that Nightdive's option is easier [19:47] Going with adding the names [19:48] I would add who is actually speaking too during voice overs, thoughh [19:49] Though I also feel that the rabbit hole that is Accessibilty would end up requiring a single tab in ScummVM launcher out of all the options that could be employed [19:49] There was a bit of color picking at a subtitling mod I worked decades ago, Doom3CC [19:50] And I remember there was some documentation back them, but subtitling rules and research should have evolved over the last 20 years [19:51] It's good to have options. Colors could be done taking into account how many actors can be talking in a set of scenes. So colors could be re-used. Probably the big names should have their own colors though. And you're right it would take some reading and planning.And tesintg and adjusting to feedback - we can always do that too 🙂 [19:51] You need to be careful with color picking as well, since there's characters that can be human or replicants [19:51] Name prefix is easier. Needs some manual adjustments though (eg. the voice answering machine) [19:52] That those colors do not reveal them [19:52] Colors won't be affected by that status of course [19:52] They won't, but they can be spoilerish, I mean [19:53] Even the fact that the character has a variable affiliation could be something spoiled by the color [19:53] So... Yeah, a rabbit hole [19:54] Dominus (~dominus@exult/developer/dominus) left irc: Remote host closed the connection [19:54] I am also worried a bit about revealing suspect names earlier than we should (with the names prefix I mean). I already shared this concern but it's relevant here too. [19:54] So yes, lots to consider. [19:55] Suspect Names should be... Easier, I think [19:55] Colors, if it's a particular 'actor' speaking (I'm not sure of the terminlogy used in a development sense) could easily incorporate some feature of the character [19:55] Since plenty of suspects are called Suspect CODE before their names are revealed [19:55] You could hook that up [19:55] Dominus (~dominus@exult/developer/dominus) joined #scummvm. [19:56] [scummvm] criezy pushed 5 new commits to master: https://is.gd/zeVfyy [19:56] scummvm/master 4f90db8 criezy: AGS: Small correction to the hung script loop check [19:56] scummvm/master e9c8476 criezy: AGS: Merged BitmapFlip with engine's GlobalFlipType (same values) [19:56] scummvm/master f52c6a2 criezy: AGS: Fixed forgot to save SetMultitasking in usetup.multitasking [19:56] [scummvm] criezy pushed 1 new commits to branch-2-6: https://is.gd/1kuXVz [19:56] scummvm/branch-2-6 9d12e00 criezy: AGS: Removed a too early call to pl_stop_plugins() and fixed another [19:56] See screenshots above - McCoy's color is a light cyan (good choice for readability, and he's 'blue' a cop). Runciter is brown/tan befitting his safari outfit [19:56] I thought of that, and it's the proper way to do it. But cutscenes are different. Still need manual work there [19:57] The problem with colors is that there could be a setting where they don't work due to the background. [19:57] Well, the subtitles have proper shadows and shading [19:57] So unless you go with very dark colors... [20:23] BTW, there's something very strange about ScummVM's behavior with Shaderglass [20:24] Shaderglass can be used to apply various shaders (for instance, a CRT filter for old console games) as an overlay [20:25] I can set up an overlay or window capture, so if I'm applying a composite CRT filter and using my browser, I'm surfing the web through a smear of vaseline [20:26] Virtually all applications I've tested work just fine... except ScummVM [20:26] Clicking ANYWHERE places ScummVM on top [20:26] It's bizarre [20:29] https://cdn.discordapp.com/attachments/581224061091446795/989990577351303198/unknown.png [20:32] https://cdn.discordapp.com/attachments/581224061091446795/989991407039168582/Browser.png [20:35] @JoeGreen does this happen regardless if you use OpenGL or SDL Surface as a graphics mode from Global Options in ScummVM? [20:36] let me check [20:36] took a couple of screenshots to demonstrate [20:40] https://cdn.discordapp.com/attachments/581224061091446795/989993456669716600/ScummVMBeforeClicking.png [20:40] (No I'm not actually trying to play the game like that, just showing the difference) [20:40] Once I click through, it just goes to the normal window [20:41] https://cdn.discordapp.com/attachments/581224061091446795/989993635917471844/unknown.png [20:42] And this happens regardless of the graphics mode in ScummVM? [20:42] checking [20:44] Fixed it! [20:45] Nice. How? [20:46] APic (apic@apic.name) got netsplit. [20:46] Unseen2 (snowcat@snowcat.de) got netsplit. [20:46] Unseen2 (snowcat@snowcat.de) returned to #scummvm. [20:46] APic (apic@apic.name) returned to #scummvm. [20:46] It does not, however, play nice when ScummVM is in fullscreen mode [20:46] SDL Surface option [20:47] Ah, thanks, good to know. It may help anyone else facing the same issue. 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[22:12] [scummvm] digitall pushed 1 new commits to master: https://is.gd/IEBlFY [22:12] scummvm/master a69311b digitall: AGS: Fix Signed vs. Unsigned Comparison GCC Warning [22:14] [scummvm] athrxx pushed 1 new commits to master: https://is.gd/15UzhX [22:14] scummvm/master 5cf139f athrxx: KYRA: (LoK) - fix animation glitch when skipping over scene [22:16] [scummvm] athrxx pushed 1 new commits to branch-2-6: https://is.gd/r6DvwH [22:16] scummvm/branch-2-6 e4d1323 athrxx: KYRA: (LoK) - fix animation glitch when skipping over scene [22:25] [scummvm] bluegr closed pull request #4043: TOLTECS: Detect the (currently unsupported) 2019 remaster of 3 Skulls of the Toltecs (master...feat/toltecs-detect-unsupported-2019-casual-brothers-remaster) https://is.gd/3RDyrN [22:25] [scummvm] bluegr pushed 1 new commits to master: https://is.gd/K2Leo2 [22:25] scummvm/master aad30db dwatteau: TOLTECS: Detect the (currently unsupported) 2019 remaster of 3 Skulls of the Toltecs [22:58] The reviews for the remaster are getting more savage... https://www.pcgamer.com/uk/blade-runner-enhanced-edition-is-a-disaster-not-a-remaster/ [22:58] /sigh [22:59] Yeah, Nightdive's remasters always seem to end up either being great or awful. [23:02] ccawley2011 (~ccawley20@233.51.115.87.dyn.plus.net) left irc: Read error: Connection reset by peer [23:26] sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [23:33] sev (~sev@scummvm/sev) joined #scummvm. [23:33] #scummvm: mode change '+o sev' by ChanServ!ChanServ@services.libera.chat [00:00] --- Sat Jun 25 2022