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[00:00] <LePhilousophe> what would be the best to do if I would like to include the code in ScummVM: an engine per game or a global engine with several parts?
[00:01] <droid2727> one engine
[00:01] <droid2727> why repeat shared code?
[00:01] <droid2727> See TsAGE as an example
[00:02] <LePhilousophe> thanks
[00:02] <droid2727> But why do I think someone is/was working on an engine for these games?
[00:03] <LePhilousophe> because there was someone ?
[00:03] <LePhilousophe> Julien Templier
[00:03] <LePhilousophe> but it seems he didn't touch it a long time ago
[00:03] Action: LordHoto looks who is plenking again
[00:03] <LePhilousophe> and its code is a just a stub
[00:04] <LePhilousophe> rah LordHoto, I tried to do an effort!
[00:04] <droid2727> That'd be it then ;)
[00:04] <LePhilousophe> it's really hard to not plenk when you are taught to do so since your 10
[00:05] <LordHoto> Whoever taught you to plenk in English was probably not a good teacher :-P
[00:06] <LePhilousophe> :(
[00:07] <LePhilousophe> you seem really sensitive about that though
[00:08] <LordHoto> You are just lucky that DrMcCoy did not see it!
[00:09] <LePhilousophe> now you have HLed him!
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[05:41] <jamm> in lite, i can't use the controls
[05:41] <jamm> somaen
[05:41] <jamm> even after adding the mappings
[05:42] <jamm> i'll try to work around this today
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[07:00] <TrojanHorse> greetings everybody
[07:01] <TrojanHorse> I jsut want to tell you: Its awesome that there is an NaCl port of scumm for use on chromebooks
[07:01] <TrojanHorse> but at the same time there is a slight difficulty
[07:01] <TrojanHorse> there is no F5 key on the chromebook
[07:02] <TrojanHorse> so idk how I could ever perform save on e.g. BASS
[07:02] <TrojanHorse> but that is actually the smallest of my issues
[07:02] <TrojanHorse> what I am really wondering about, is how to add another game to it
[07:02] <TrojanHorse> since its an NaCl app, it uses some kind of artificial private filesystem
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[08:37] <waltervn> morning
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[10:07] <WooShell> good meowning =^.^=
[10:28] <madmoose> WooShell: Aloha
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[14:14] <jamm> so, tomorrow's the day
[14:14] <jamm> that day
[14:14] <jamm> *THAT* day
[14:14] <jamm> or, maybe *the* day
[14:29] <jamm> somaen, wmelite is broken
[14:29] <jamm> can't move the droid at all
[14:29] <jamm> then when i go back to the debug room, there it is, standing at the centre of the room
[14:29] <jamm> the droid that is
[14:29] <jamm> and even after switching rooms, then coming back, it's still there
[14:29] <jamm> weird
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[14:32] <GitHub47> [scummvm] norbertbajko opened pull request #589: DRASCULA: fix crash/graphic glitch at castle towers (master...drascula_crash) http://git.io/xWWE
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[14:36] <somaen> jamm: Doesn't WME lite have broken keyboard input?
[14:36] <jamm> it does, and i added them myself
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[15:17] <devonmeunier> Hey all, I sideloaded the latest android apk for scummvm and it's complaining about kyra.dat. Is that not included in the apk?
[15:26] <LordHoto> As in official release or nightly build from buildbot?
[15:30] <devonmeunier> nightly
[15:32] <LordHoto> It looks like the file is in the archive...
[15:33] <LordHoto> Could you try to use the latest official release from http://scummvm.sourceforge.net/downloads/?
[15:34] <LordHoto> And see if it works with that?
[15:34] <devonmeunier> The latest stable crashes for me on a Nexus 4 w/ Lollipop
[15:35] <LordHoto> I see.
[15:38] <LordHoto> Well, you might want to check if you have any other copies of kyra.dat flying around somewhere...
[15:39] <LordHoto> there might be some interference even though it shouldn't happen for kyra.dat
[15:41] <LordHoto> Anyway, it would be best if you open a bug report about it on our bug tracker: http://sourceforge.net/p/scummvm/bugs/
[15:41] <LordHoto> someone with an Android device could look into it then
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[15:46] <devonmeunier> I'm not sure where on the filesystem it should reside. This is my first install of scummvm on this device so I'm doubting I could have introduced another kyra.dat
[15:47] <devonmeunier> Where can I check?
[15:47] <LordHoto> Then you probably don't have another kyra.dat around.
[15:47] <LordHoto> Just open a bug report then.
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[15:48] <devonmeunier> Will do
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[16:00] <_sev> Folrond: hi
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[16:02] <Folrond> Greetings
[16:05] <Folrond> After a specific engine starts so xy::run function is called how can i draw to that screen?
[16:05] <Folrond> i made a simple event handler so the windows only closes when specific keys have been pressed
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[16:06] <Folrond> but the screen is empty even when i call _system->fillscreen(255) _system->updatescreen()
[16:07] <Folrond> i tried to copy a rect to the screen nothing happened
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[16:08] <wjp> have you set up a palette?
[16:09] <Folrond> no i didn't i thought i can copy a surface to the screen directly
[16:11] <LordHoto> If you use a CLUT8 screen mode, the colors on screen are determined by the palette.
[16:11] <LordHoto> So, if you never set a palette, it is likely that everything might be just black.
[16:13] <LordHoto> From a quick look this might give you a good idea how it works: https://en.wikipedia.org/wiki/Colour_look-up_table
[16:13] <Folrond> thanks i'll check it out
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[16:40] <octolith> Hello, good evening
[16:41] <octolith> I need a little help with preparing my mahine to compile ScummVM
[16:41] <octolith> I read the wiki
[16:41] <octolith> In fact it's open in front of me
[16:42] <octolith> The one thing that is not clear to me
[16:42] <octolith> is: which version of the libjpeg-turbo libs do I need?
[16:42] <octolith> 64 or 32 bit?
[16:42] <somaen> So, what OS
[16:43] <somaen> What IDE?
[16:43] <octolith> Windows
[16:43] <octolith> Visual Studio 2013
[16:43] <somaen> And what engines do you care about?
[16:43] <somaen> (libjpeg is not universally necessary)
[16:43] <somaen> 64/32 depends on whether you plan to compile for 64/32
[16:43] <octolith> The AGI engine
[16:44] <somaen> Either one works fine, but you need to be consistent in your choice of libs.
[16:44] <somaen> I don't think AGI needs JPEG
[16:44] <octolith> Hm okay
[16:44] <octolith> Thank you very much!
[16:44] <somaen> There is atleast no such dependency listed in engines/agi/configure.engine.
[16:45] <somaen> If the rest of your libs are 32 bit, then pick the 32 bit version.
[16:45] <somaen> (and vice verca for 64)
[16:45] <octolith> Oh, I didn't check that yet
[16:45] <octolith> But I will, then!
[16:45] <somaen> If you don't care about JPEG (i.e. if the engine you want doesn't need it), you can disable it when running create_project.
[16:46] <wjp> AGI won't need jpeg, no
[16:46] <somaen> From a quick grep, it seems only Wintermute and Groovie2 does need JPEG.
[16:47] <octolith> Alright :) Thank you very much
[16:47] <octolith> I'm willing to participate in GSoC
[16:47] <somaen> You can also save yourself a lot of compilation time by adding --disable-all-engines --enable-engine=agi when running create-project.
[16:48] <octolith> But I just found this opportunity a week ago
[16:48] <somaen> octolith: Be aware that the list of actually accepted orgs for GSoC is not available yet.
[16:48] <somaen> So, we are not sure yet whether we are accepted or not.
[16:48] <somaen> Anyhow, what task are you interested in?
[16:49] <octolith> somaen: I know, but I was hoping you would be accepted, as you've already been, twice
[16:49] <octolith> It doesn't matter though, getting involved is more important for me at this point
[16:49] <somaen> Well, quite a lot more than twice.
[16:50] <octolith> Oops
[16:50] <octolith> I didn't check the entries before 2013
[16:50] <somaen> 8 years or so.
[16:50] <octolith> Rewriting the AGI engine caught my attention
[16:50] <somaen> But that is no guarantee for being accepted again.
[16:51] <somaen> Form looking at the task, it's not a full rewrite, but more a question of a series of improvements.
[16:52] <octolith> Yeah, but hey, I have to start somewhere. If I don't get in this year, I'll gaina lot of experience till next year
[16:52] <somaen> _sev seems to be the one listed as contact on that idea.
[16:53] <_sev> yep
[16:53] <octolith> Hi _sev :)
[16:53] <_sev> octolith: so what are your questions?
[16:55] <octolith> _sev: well, I'm in the process of setting up Visual Studio. The one thing I asked has already been answered, so I have no questions right now concerning that.
[16:55] <_sev> ok
[16:58] <octolith> _sev: I have some C and C++ knowledge and I haven't worked with XML before, so I thought that this task might suit me.
[16:58] <octolith> I'm here to get new experiences
[16:58] <_sev> why XML?
[16:59] <octolith> _sev: I'm not familiar with working with GUI in general
[17:00] <somaen> As in anything graphical?
[17:00] <octolith> I've worked with SDL before
[17:00] <_sev> octolith: sorry, I do not understand your point. Could you please elaborate a bit?
[17:02] <octolith> I thought this task (improving the AGI engine) might suit my level of knowledge in C and C++ as the other tasks include a lot of things I haven't touched yet. XML was just an example (there's a project for improving the GUI).
[17:03] <_sev> ah, ok
[17:08] <octolith> _sev: can you please give any advice before I look into the matter more deeply? What would be the best way to get familiar with AGI?
[17:09] <_sev> read AGI docs on our Wiki
[17:09] <_sev> this is the most documented egine we have
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[17:11] <octolith> _sev alright, thank you very much
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[22:44] <octolith> I did what somaen recommended, I ran create-project with --disable-all-engines --enable-engine=agi and now I have my projects in Visual Studio (namely agi and scummvm). agi compiles fine, but scummvm gives various errors
[22:45] <octolith> My first question is whether I understand correctly, that I should be able to compile scummvm with agi only?
[22:46] <octolith> The errors I get are the following:
[22:47] <octolith> compiling scummvm with agi engine only, I get these errors https://www.irccloud.com/pastebin/DugCUUxe/scummvm+compilation+errors
[22:48] <clone2727> Sounds like you didn't set up libjpeg or freetype properly
[22:49] <octolith> As far as I'm concerned, I did everything accourding to the wiki
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[22:50] <octolith> I'll double check it
[22:53] <octolith> The wiki says:
[22:53] <octolith> "You'll need to copy the .lib files to your Visual Studio vc/lib folder, and the freetype6.dll and zlib1.dll files from the Freetype bin folder (default c:\Program Files (x86)\GnuWin32\bin) to your Windows folder"
[22:53] <octolith> So I only copied the .lib files. I guess I'll need what's in the include folder, too, right?
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[22:58] <octolith> Okay, I fixed the freetype error, I'll check libjpeg now
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[23:02] <somaen> octolith: Yeah, you need the include folders too
[23:02] <somaen> IIRC it's more or less the same operation, just the include folder, not the lib folder.
[23:06] <octolith> somaen: Thank you, I could compile it now :)
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[23:22] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/x8xZ
[23:22] <GitHub32> scummvm/master e664e91 Paul Gilbert: MADS: Fix display of teleporter values with leading zeroes
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[00:00] --- Mon Mar 2 2015