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[01:08] <Scummette> [scummvm] sluicebox pushed 2 new commits to master: https://git.io/Jnbl4
[01:18] <grogbot> <sluicebox> i don't understand, is it unexpected that changing the graphics mode changes how a game looks?
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[02:00] <ScummBot_> Build [#1196](https://buildbot.scummvm.org/#builders/34/builds/1196) of `fetch-master` failed.
[02:09] <grogbot> <timofonic> What happened to the scalers plugins? And the shaders ones based on retroarch ones or something like that? I'm sorry for my ignorance, I did read someone did a new PR of the scalers plugins...
[02:17] <grogbot> <SupSuper> scalers plugins was for software/sdl mode. we're still missing opengl scalers
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[04:41] <grogbot> <rootfather> Blurry shouldnt happen. Have you tried to disable bilinear filtering? Everything looking very crisp on my end
[05:03] <grogbot> <sluicebox> huh; i'll play with some stuff, but i'm saying "blurry" as in relative to the result of Normal2x. this isn't a complaint about blurriness. it's not even a complaint! my point isn't "things got blurry", it's "things look different" and i'm surprised that developers are responding in a way that seems like they're surprised that changing the default graphics mode changes the graphics. that just makes me more confused!
[05:17] <grogbot> <Mataniko> it shouldn't for drawing pixels
[05:17] <grogbot> <Mataniko> if things look different then there's a bug
[05:18] <grogbot> <Mataniko> So yes, I am surprised that the output is different between software rendering and opengl rendering - and if you can see a difference, please flag it
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[05:28] <grogbot> <antoniou79> Maybe there;'s some OS specific or GPU settings specific shenanigans going on that affect OpenGL mode but not SDL?
[05:34] <grogbot> <Mataniko> Dunno but it'd be nice to have a repro
[05:41] <eriktorbjorn> Speaking of OpenGL shenanigans, is there any way to have Grim Fandango run in fullscreen while still preserving the aspect ratio? The OpenGL renderer doesn't seem to care about the "Stretch mode" setting.
[05:46] <Scummette> scummvm/master 1c54777 sluicebox: SCI: Remove broken SQ1 debugging hotkey
[05:46] <Scummette> scummvm/master 0174ef9 sluicebox: SCI32: Fix KQ7 crash when skipping opening cartoon
[05:46] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JnN3t
[05:46] <Scummette> scummvm/master 76926d0 dreammaster: AGS: Fix rendering crash in La Croix Pan
[05:49] <Scummette> [scummvm] djsrv pushed 13 new commits to master: https://git.io/JnN3y
[05:49] <Scummette> scummvm/master 5b436c4 djsrv: DIRECTOR: LINGO: Clean up c_hilite
[05:49] <Scummette> scummvm/master c6e6da2 djsrv: DIRECTOR: LINGO: Remove localvars arg from varAssign
[05:49] <Scummette> scummvm/master 2cfa27b djsrv: DIRECTOR: LINGO: Add CHUNKREF to varAssign
[06:14] Nick change: Harekiet_ -> Harekiet
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[07:18] <Scummette> [scummvm] lephilousophe pushed 1 new commits to master: https://git.io/JnNaW
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[07:47] <grogbot> <SupSuper> by default "Filter graphics" is enabled, which doesn't seem to do anything when a software scaler is enabled, but will "blur" the graphics when OpenGL is enabled. that's probably where the confusion lies
[07:50] <grogbot> <lephilousophe> too many settings!
[07:50] <grogbot> <SupSuper> let's just replace it all with Graphics: On/Off 😄
[07:51] <grogbot> <lephilousophe> yes! 😄
[07:52] <grogbot> <lephilousophe> (I see you took it with the tone I intended, I was afraid it was not clear I was being ironic)
[07:55] <grogbot> <SupSuper> it's true that users shouldn't have to care about graphics "backend", but until they have feature parity, it'll have to do
[07:56] <grogbot> <SupSuper> maybe we should have 2D/3D tabs though, as i don't think they will ever have anything in common
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[08:19] <grogbot> <TheUp> Hi, is there an API for engines in ScummVM to play Creative VOC files data in memory ?
[08:20] <grogbot> <TheUp> wait, I have my answer I think voc.h and SeekableAudioStream : https://doxygen.scummvm.org/d1/dba/voc_8h.html 🙂
[08:20] <grogbot> <SupSuper> yes, streams can be memory, file, etc
[09:31] <Scummette> scummvm/master 851282a lephilousophe: IPHONE/IOS7: Fix compilation
[09:31] <Scummette> [scummvm] eriktorbjorn opened pull request #3089: SCUMM: Partial support for hi-res font in Indiana Jones and the Last Crusade (master...macindy3-font) https://git.io/JnAUN
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[10:35] <ScummBot_> Build [#170](https://buildbot.scummvm.org/#builders/45/builds/170) of `nightly-master` failed.
[11:08] <ScummBot_> Build [#772](https://buildbot.scummvm.org/#builders/108/builds/772) of `master-ios7-arm64` completed successfully.
[11:22] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JnA03
[11:22] <Scummette> scummvm/master 41f854c marcosoutsider: I18N: Update translation (Portuguese (Brazil))
[11:22] <Scummette> scummvm/master 15f85d3 VAN-Gluon: I18N: Update translation (Japanese)
[11:39] <ScummBot_> Build [#1198](https://buildbot.scummvm.org/#builders/34/builds/1198) of `fetch-master` completed successfully.
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[13:23] <grogbot> <Mataniko> @SupSuper @rootfather looks like it is the filter graphics option that makes things blurry
[13:24] <grogbot> <rootfather> Ah, I always disable any filtering since I hate it for non-high-res games
[13:24] <grogbot> <Mataniko> what kind of monster wants bilinear interpolation for scaling pixel art?
[13:25] <grogbot> <rootfather> Exactly this!
[13:25] <grogbot> <Mataniko> Not even Myst deserves this fate
[13:33] <grogbot> <rootfather> You know Myst is a great game, right? 😁
[13:35] <grogbot> <Mataniko> it's up there with plumbers
[13:36] <grogbot> <thoth> You take that back. 🙃
[13:40] <grogbot> <Mataniko> It's a terribly designed game
[13:40] <grogbot> <Mataniko> That doesn't mean you can't like it 🙂
[13:46] <grogbot> <lephilousophe> maybe it should be disabled by default then?
[13:46] <grogbot> <rootfather> I think well never agree on this one 😁
[13:47] <grogbot> <Mataniko> Maybe I just don't get it
[13:48] <grogbot> <Mataniko> It's ok - some people think KQ5 is a good game too
[14:27] <grogbot> <thoth> Okay that's not even a remotely fair comparison.
[14:28] Nick change: _sev -> sev
[14:29] <grogbot> <thoth> Myst has, like, two bad puzzles, and a few cases where it's not clear you can go to a place you need to go.
[14:31] Nick change: sev -> _sev
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[15:46] <grogbot> <trembyle> Does someone have a link to the DOS Operation Stealth demo?
[15:46] <grogbot> <ccawley2011> This one? https://downloads.scummvm.org/frs/demos/cine/os-dos-ni-demo-en.zip
[15:47] <grogbot> <trembyle> yep, thanks!
[15:48] <grogbot> <trembyle> Is there a reason to not to link frs demo files on the website or wiki?
[15:48] <grogbot> <trembyle> The demos page is very incomplete
[15:48] <grogbot> <sev> yes!
[15:48] <grogbot> <sev> I have a long-standing TODO of putting all demos, at least one per engine
[15:49] <grogbot> <sev> any help is welcome
[15:49] <grogbot> <sev> those need to be packed in zip files and names according to the scummvm target
[15:49] <grogbot> <trembyle> But until that is done, can a link be provided to https://downloads.scummvm.org/frs/demos ?
[15:50] <grogbot> <ccawley2011> The particular demo you mentioned is on the demo page already.
[15:50] <grogbot> <ccawley2011> Click the plus next to "007: James Bond - The Stealth Affair (Amiga Non-Interactive Demo)" to list all variants.
[15:50] <grogbot> <trembyle> I never would have discovered that plus on my own 🙂
[15:52] <grogbot> <trembyle> @sev my Director demos / shareware can be packaged like this. I just need to run a script to go through all my directories (which already have the proper target name)
[15:53] <grogbot> <trembyle> Basically this exact comment at the top of the page would help
[15:56] <grogbot> <trembyle> I don't have any indication like ni-demo for non-interactive. The vast majority of them are non-interactive.
[16:00] <grogbot> <trembyle> I'm now over 50 GB of Director demo/shareware (unzipped)
[16:01] <grogbot> <trembyle> I assume there are a lot of AGS demos too? I don't see those on frs/demos.
[16:02] <grogbot> <trembyle> or AGS freeware
[16:44] <grogbot> <SupSuper> the majority of AGS games are freeware so rehosting them would probably be redundant. demos might be useful though
[17:10] <grogbot> <DreamMaster> Actually, I'm not sure it's redundant. Most of the times I've been testing, I've been using the agsarchive torrent, which had the bulk of the games, and it's been lucky that I managed to get it.. because the adventuregamestudio website redirects to authors websites for downloading games rather than hosting them locally, and several times I've gone to the website to only find it all shut down
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[17:14] <grogbot> <DreamMaster> Somewhat ironically, when I first started working on AGS, I couldn't find any local copy of Black Cauldron Remake, and my original website has been down for years (I think it was on geocities, or something). So I was lucky the game was present in the torrent
[17:14] <grogbot> <rootfather> For me (personally), the optimal solution would be to disable it for "low-res" games and enable it for "high-res" games by default
[17:14] <grogbot> <rootfather> But I can imagine everyone here thinks different about it
[17:15] <grogbot> <DreamMaster> This is particularly a problem for the really early games. After all, it's understandable that authors wouldn't be keeping their websites active after nearly twenty years 😛
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[18:16] <grogbot> <SupSuper> interesting, i thought the AGS website used to host themselves
[18:40] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JnxFQ
[18:40] <Scummette> scummvm/master 056b835 digitall: DIRECTOR: Fix GCC Compiler Warning
[18:40] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JnxF5
[18:40] <Scummette> scummvm/master 69c50d1 : I18N: Update translation files
[19:00] <eriktorbjorn> Is it just me, or is there a slight glitch in (at least) SCUMM games when (at least) pausing the game? I see some graphical corruption along the right half of the pause dialog. I'm pretty sure that didn't use to be there.
[19:00] <eriktorbjorn> I don't have the time to bisect at the moment.
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[19:04] <eriktorbjorn> But it doesn't seem to happen in the branch I made about a week ago.
[19:07] <Scummette> [scummvm] chkr-private opened pull request #3090: RFC: COMMON: build fix for various non-x86 architectures (master...build-fixes) https://git.io/Jnxpr
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[22:24] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jnp4v
[22:24] <Scummette> scummvm/master bda0cc1 sev-: DIRECTOR: Fix regression in lzone-win
[22:27] <Scummette> [scummvm] fedor4ever opened pull request #3091: SYMBIAN: Add more generators for project files. (master...Branch_symbian_fix) https://git.io/Jnp4l
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[22:50] <Scummette> [scummvm] fedor4ever opened pull request #3092: AUDIO: SOUNDFONT: Fix warnings for header search failure. (master...Branch_audio_fix) https://git.io/JnpRD
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[22:54] <grogbot> <sev> eriktorbjorn: what are you gfx settings? e.g. which scaler?
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[22:56] <Scummette> [scummvm] fedor4ever opened pull request #3093: COMMON: LUA: Fix warnings for header search failure. (master...Branch_common_lua_fix) https://git.io/Jnp00
[23:09] <Scummette> [scummvm] fedor4ever opened pull request #3094: WINTERMUTE: Fix many warnings for header search failure. (master...wintermute_fix) https://git.io/JnpEj
[23:19] <Scummette> [scummvm] fedor4ever opened pull request #3095: GIU: Fix warnings for header search failure. (master...gui_fix) https://git.io/JnpuQ
[23:25] <Scummette> [scummvm] fedor4ever opened pull request #3096: GRAPHICS: Fix warnings for header search failure. (master...graphics_fix) https://git.io/JnpzB
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[23:51] <Scummette> [scummvm] fedor4ever opened pull request #3097: TOLTECS: Fix warnings for subscript is above array bounds. (master...toltecs_fix) https://git.io/Jnp21
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[00:00] --- Sat Jun 26 2021