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[05:07] <rootfather> good moring folks
[05:20] <Strangerke> G'day rootfather
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[10:06] <GitHub56> [scummvm] sev- pushed 2 new commits to master: https://git.io/vw7Xo
[10:06] <GitHub56> scummvm/master 38cd94f Eugene Sandulenko: SCUMM HE: Added Composite Wiz images to pixel detection
[10:06] <GitHub56> scummvm/master 6f731eb Eugene Sandulenko: SCUMM HE: Hid debug output deeper
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[10:32] <waltervn> hi
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[10:53] <rootfather> hi waltervn
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[12:53] <trkeal> Do you guys on the devteam need someone to donate their time getting Blue's Treasure Hunt to work?
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[12:54] <trkeal> It is the only game listed as "Bugged" status..
[12:55] <trkeal> Also wondered if you ever intended for Myst to be supported at all.,
[12:55] <trkeal> Stated status is "untested".
[12:56] <trkeal> I helped write Myst if you want me to work on that.
[12:57] <trkeal> I could also donate a a hotswappable runtime script editor too.
[12:57] <trkeal> My editor is called MISHAP.
[12:58] <Strangerke|work> trkeal: hi
[12:58] <trkeal> hi
[12:58] <Strangerke|work> if Myst is in status 'untested', it's because it's untested by users
[12:58] <trkeal> I just moved into my new apartment some months back so it will take a while to get my devtools up to snuff again.
[12:59] <Strangerke|work> so if you have some time, playing it would be helpful for the team (and more particularly for the devs working on it)
[12:59] <Strangerke|work> and if you want to help fixing a bugged game, you are *obviously
[12:59] <Strangerke|work> welcome
[12:59] <trkeal> Do you want me to also test known bugs from the native copy?
[13:00] <trkeal> native copy of zork for example has item replication glitch
[13:00] <trkeal> in rtz
[13:00] <trkeal> I worked on rtz as well.
[13:00] <Strangerke|work> yes, just in case it's possible to fix it, it's valuable. But it has a lowest priority than telling if the game has more bugs than the original :)
[13:01] <trkeal> replicating the glitches means scripts are intact in mods
[13:01] <Strangerke|work> if you want to help with the bugs, I'm afraid you'll need IDA (and your other devtools, of course)
[13:02] <trkeal> independent developer authorization?
[13:02] <Strangerke|work> yes, but sometimes we can add on-the-fly script patchs to fix those
[13:02] <Strangerke|work> IDA is a convenient disassembler. Any other disassembler would help, but fewer people in the team could help you with them
[13:02] <trkeal> I didn't use a kit when I worked on them.
[13:03] <trkeal> I usually use my own disassemblers
[13:03] <Strangerke|work> oh, nice
[13:03] <trkeal> Such as CHASM and low-level fraxy editor
[13:04] <trkeal> I have over 80,000 people on my devteams for my various projects.
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[13:05] <trkeal> 40,000 have been on team for atleast 3 years.
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[13:05] <Strangerke|work> We are slightly less than that :)
[13:05] <trkeal> I'm head of Black::Se7en.
[13:06] <trkeal> I'm $lo7an.
[13:08] <Strangerke|work> Sorry, I don't know Black::Se7en and google doesn't give a lot of results based on your nickname $lo7an
[13:09] <CruX|> me too btw
[13:09] <trkeal> Towers don't normally vaporize.
[13:10] <trkeal> We deleted the water vapor from the concrete.
[13:11] <trkeal> But anyhoo, how do I get started on Blue's/
[13:12] <trkeal> Strangerke?
[13:13] <Strangerke|work> it's a humongous game, which means it's using the SCUMM engine
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[13:14] <Strangerke|work> so I guess that you should first get a working environment and a copy of our repository, and study a bit the engine (see which variant it's using, etc)
[13:14] <trkeal> Do you have a version of SCUMM with skeletal view of the graphics with event timeline displays?
[13:14] <Strangerke|work> then you'll need to analyze the bugs. I can't tell a lot about those, because I do'nt own that game and never played it
[13:14] <Strangerke|work> no
[13:14] <trkeal> um
[13:15] <trkeal> how the Hell does that work then to debug?
[13:15] <Strangerke|work> with a lot of patience and studies, as any debugging :)
[13:15] <trkeal> You guys seriously have not been using a proper SCUMM debugger this entire time?
[13:16] <Strangerke|work> I can't answer that question, I don't work on SCUMM engine
[13:16] <trkeal> Would you like me to make you guys a debug mode for SCUMMVM?
[13:16] <Strangerke|work> You should talk to the SCUMM devs for that
[13:17] <trkeal> How did you guys get anything done without one?
[13:17] <trkeal> So you guys did all this without the actual developer tools?
[13:17] <Strangerke|work> right
[13:18] <trkeal> How long have you guys been working on scummvm?
[13:18] <Strangerke|work> it started in 2001
[13:19] <trkeal> You guys could have had full support in just 3 months with a staff of 200 had you guys had the proper developer tools.
[13:19] <trkeal> ..for all listed games.
[13:19] <Strangerke|work> and within a week with 80k persons... but we are humble and patient.
[13:20] <trkeal> I could get the done the entire time with my resources.
[13:20] <trkeal> At Black::Se7en we have Nazi and Chinese time machines etc.
[13:21] <trkeal> We have a Blackwater base of 50 on the moon.
[13:21] <Strangerke|work> That's convenient to travel in time and ask people to fix original bugs...
[13:22] <trkeal> We vaporized the towers using a tool called Triple Harvest.
[13:23] <trkeal> Um, we could simply directly rerelease SCUMMVM full support for all games out of the box zero day.
[13:24] <trkeal> You could've had a full modpack developer network for all games by now with a massive fanbase.
[13:25] <trkeal> As Chiren always tells me, "don't waste my time".
[13:27] <trkeal> Adonis, Chiren, Nennequel and Isis are our names.
[13:27] <trkeal> Nennenquel aka Set.
[13:27] <trkeal> That's me.
[13:28] <trkeal> Adonis, Chiren, Set and Isis.
[13:28] <trkeal> We're a little more than fable.
[13:29] <trkeal> Four Horsemen of the Apocalypse.
[13:29] <trkeal> Black::Se7en.
[13:30] <trkeal> Goddess of Life, The Antichrist, Bearer of Light, Friendly Fire.
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[13:33] <Strangerke|work> Whatever you're smoking... Share it!
[13:33] <Strangerke|work> It's no longer 420, but I'm interested :)
[13:37] <trkeal> may i send file?
[13:39] <trkeal> I'm sending you a modem exploit in-order to trasmit out to you using no bandwidth trace.
[13:58] <rootfather> https://www.youtube.com/watch?v=Uv-k9pP4A00
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[14:08] <Strangerke|work> rootfather: omg.
[14:08] <rootfather> Go watch the full Kung Fury movie
[14:08] <rootfather> a great B-Movie parody
[14:11] <Strangerke|work> Awesome mullet haircut :)
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[14:13] <GitHub198> [scummvm-web] Tkachov opened pull request #55: WEB: Center "Language" button (master...master) https://git.io/vw5ZJ
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[15:10] <blorente> Evening :)
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[15:16] <rootfather> hi bgK
[15:16] <rootfather> hi blorente
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[15:57] <t0by> Evening
[16:03] <rootfather> hi t0by
[16:06] <blorente> evenyng t0by
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[16:18] <salty-horse> there's a shop in kingdom o' magic that only sells items you lost. one common way to lose items is throwing them in random garbage bins. there are explicit scripts for using every item with every garbage bin.
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[16:29] <Henke37> I bet that there is a puzzle about that
[16:30] <blorente> That sounds like a VERY painful part of the 20% of the game that only hardcore players will notice
[16:31] <salty-horse> Henke37, not that I can recall. walkthroughs don't mention that shop at all
[16:31] <salty-horse> blorente, that game is already hardcore. nothing you do makes sense.
[16:33] <blorente> So... basically Dark Souls is what you are saying
[16:33] <blorente> ;)
[16:38] <Henke37> it's poor scripting when you fail to check for obvious combinations
[16:43] <t0by> I heard the pope is also catholic.
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[16:52] <rootfather> salty-horse, KOM is more or less a parody of an adventure game, right?
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[16:52] <salty-horse> yes. perhaps it's bad on purpose. I haven't thought of that.
[16:54] <Henke37> still, that's a lot of code. a sane person would fix the system so that they all called the same script
[16:58] <blorente> Maybe they needed to fill disk space to satisfy some crazy requiremente from their PM, and the programmers wanted to extend their working time
[17:17] <salty-horse> Henke37, the scripting system is very basic. I can only assume the garbage bin scripts for each object were generated.
[17:20] <salty-horse> script file: https://gist.github.com/salty-horse/5103ffc3548e4e8578b69571b71082c6
[17:21] <salty-horse> the original one is kind of like that, except with mostly numbers and whitespace. each "cmd" is a trigger, followed by the script.
[17:22] <salty-horse> one of the garbage bins has the ID "206", so the scripts that handles using an item on it have the header "320_use_on. value: 206"
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[17:31] <fydo> My guess would be that the garbage stuff was added later on in development after the script system was well established and tested/etc
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[17:43] <WooShell> meow =^.^=
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[18:03] <wanwan> uhm
[18:03] <wanwan> what's happened here today?
[18:04] <wanwan> someone got drunk?
[18:04] <Harekiet> Gabriel Knight got implemented?
[18:06] <rootfather> wanwan nothing special
[18:07] <rootfather> everything working within it's normal parameters
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[18:10] <rootfather> wanwan any news on your side? :)
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[18:37] <wanwan> rootfather: not much. cleaning up the code little by little
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[18:37] <wanwan> pretty tedious task, actually
[18:57] <m_kiewitz> anyone has seen "Snow Whit & the huntsman"?
[18:57] <m_kiewitz> white
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[19:06] <uruk-hai> m_kiewitz, yep, don't watch it
[19:06] <uruk-hai> only if you'd like to have a good, long sleep
[19:06] <uruk-hai> then DO watch it
[19:06] <uruk-hai> :D
[19:06] <m_kiewitz> urgh?
[19:07] <m_kiewitz> i heard it has quite nice cinematography
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[19:08] <m_kiewitz> and that it's even a bit like Pan's Labyrinth
[19:08] <uruk-hai> no, no, it's really, nowhere nearby pan's labyrinth
[19:09] <uruk-hai> that one is brilliant imho, and the huntsman is very boring
[19:09] <uruk-hai> the visuals are nice, but that's all
[19:09] <uruk-hai> the story has a complexity of a stone and the characters are flat, i wouldnt' recommend watching it
[19:10] <m_kiewitz> that sound really bad :P
[19:10] <rootfather> cu folks, have to get up early tomorrow
[19:10] <m_kiewitz> sounds
[19:11] <uruk-hai> good night rootfather!
[19:11] <uruk-hai> yep, it was :D
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[19:35] <salty-bot> [kom] salty-horse pushed 6 new commits to master: https://git.io/vwdCD
[19:35] <salty-bot> kom/master ad0f720 Ori Avtalion: Change some "_vm->database()" to "db"
[19:35] <salty-bot> kom/master bb57923 Ori Avtalion: Remove redundant "_vm->game()->"
[19:35] <salty-bot> kom/master c1712ed Ori Avtalion: Fix wrong conversation init
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[20:02] <blorente> Gotta go to bed now :) See ya!
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[20:11] <salty-horse> ughhh still got "loading icon" bugs https://i.imgur.com/sGPUbB7.png
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[20:21] <ChrisKeys> Hey, is there a wiki entry about testing a game? What to look for, what exactly to test etc.?
[20:28] <salty-horse> ChrisKeys, there are general guidelines, not specific to any game. you could look at the changelog for the release to see what changes were made to the game you're testing, but in general it's good to play through the whole game
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[21:19] <GitHub144> [scummvm] sev- pushed 6 new commits to master: https://git.io/vwdPJ
[21:19] <GitHub144> scummvm/master f6444a0 Eugene Sandulenko: SCUMM HE: Fix conditionBit size
[21:19] <GitHub144> scummvm/master 534f723 Eugene Sandulenko: TONY: Fix buffer overrun
[21:19] <GitHub144> scummvm/master d7fe475 Eugene Sandulenko: TONY: Remove redundant checks...
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[21:58] <GitHub161> [scummvm] sev- pushed 1 new commit to master: https://git.io/vwd9n
[21:58] <GitHub161> scummvm/master 8a3b578 Eugene Sandulenko: PARALLACTION: Use Common::strlcpy instead of strncpy as suggested by LordHoto
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