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[00:53] <ScummBot> Port build status changed with 49cfa190: Failure: master-ps3, master-osx_intel
[01:03] <snover> criezy: are you watching buildbot?
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[01:11] <criezy> I will take a look.
[01:12] <snover> awesome, thanks 🙏
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[01:27] <GitHub88> [scummvm] criezy pushed 1 new commit to master: https://git.io/viOlz
[01:27] <GitHub88> scummvm/master 29535c0 Thierry Crozat: SDL: Do not forbid time.h symbols when FORBIDDEN_SYMBOL_EXCEPTION_time_h is defined...
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[01:38] <ScummBot> Port build status changed with 29535c0a: Success: master-ps3, master-osx_intel. Nice work, all ports built fine now
[01:38] <snover> hurrah
[01:39] <dreammaster> \o/
[01:39] <snover> thanks criezy
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[06:32] <GitHub62> [scummvm] eriktorbjorn pushed 2 new commits to master: https://git.io/viOu1


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[08:48] <GitHub82> [scummvm] sev- closed pull request #822: CREATE_PROJECT: Fix networking backend file targets in Xcode (master...apple-network-browser) https://git.io/viq3I
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[08:48] <GitHub47> [scummvm] sev- pushed 2 new commits to master: https://git.io/viOab
[08:48] <GitHub47> scummvm/master 2ad082a Colin Snover: CREATE_PROJECT: Fix networking backend file targets in Xcode
[08:48] <GitHub47> scummvm/master 27c0ddd Eugene Sandulenko: Merge pull request #822 from csnover/apple-network-browser...
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[08:56] <t0by> Out of curiosity, what is this thing with Apple Network?
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[09:09] <wanwan> t0by: i think it's about infiltrating Apple's network to steal all their apples
[09:12] <t0by> :D
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[09:18] <WooShell> good meowning =^.^=
[09:29] <t0by> Meow.
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[09:36] <waltervn> morning
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[10:41] <_sev> m_kiewitz: here?
[10:41] <m_kiewitz> yes
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[10:42] <GitHub26> [scummvm] sev- pushed 1 new commit to master: https://git.io/viOKs
[10:42] <GitHub26> scummvm/master 58e38be Eugene Sandulenko: GUI: Initialize the PicButtonWidget class properly
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[10:42] <_sev> m_kiewitz: could you please test with the current master
[10:42] <_sev> m_kiewitz: that you have the thumbnails on the loading screen
[10:43] <m_kiewitz> sure
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[10:58] <GitHub104> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/viOKD

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[11:05] <m_kiewitz> _sev: works again, thx
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[11:12] <_sev> m_kiewitz: thank eriktorbjorn and his magic valgrind
[11:12] <m_kiewitz> eriktorbjorn saved the day once more :P
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[12:43] <GitHub149> [scummvm] sev- pushed 2 new commits to master: https://git.io/viOXn
[12:43] <GitHub149> scummvm/master 7395647 Eugene Sandulenko: FULLPIPE: Implement FullpipeEngine::sceneFade()
[12:43] <GitHub149> scummvm/master b1fc0f6 Eugene Sandulenko: JANITORIAL: Fix whitespaces
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[13:08] <m_kiewitz> is there another engine that also sets the mouse cursor coordinate at some place?
[13:09] <m_kiewitz> except for SCI?
[13:12] Action: t0by shrugs
[13:13] <wanwan> eden does
[13:16] <m_kiewitz> wanwan: where exactly?
[13:17] <wanwan> it clips mouse cursor inside main window all the time
[13:17] <m_kiewitz> ah, is there a demo for that game?
[13:17] <wanwan> yes, but the demo is not yet supported
[13:17] <m_kiewitz> ah, can you please check the following:
[13:18] <m_kiewitz> backends\platform\sdl\sdl-window.cpp
[13:18] <m_kiewitz> please add to bool SdlWindow::hasMouseFocus() const {
[13:18] <m_kiewitz> warning("%x", SDL_GetAppState());
[13:18] <m_kiewitz> ah, wait it only clips?
[13:19] <wanwan> well, it clips by explicitly resetting mouse position
[13:19] <m_kiewitz> i want to find out why SCI setting the mouse cursor works as designed in testbed
[13:19] <m_kiewitz> wait, no works as designed in SCI, but doesn't work in testbed
[13:19] <m_kiewitz> SDL_GetAppState() is always 7 for testbed, and it should be 6 in case mouse is outside of the window
[13:19] <m_kiewitz> for SCI it's 6 or 7 depending on actual mouse cursor location
[13:20] <m_kiewitz> but i guess mouse clipping will always return 7 because the actual mouse has to be inside the window then
[13:21] <m_kiewitz> well i guess you could add some 2 or 3 second delay inside the clipping code
[13:21] <m_kiewitz> and move the mouse outside of the window during that delay
[13:21] <m_kiewitz> i wonder if only SCI gets that right or if other engines do get the correct value too and only testbed doesn't
[13:23] <wanwan> let me see...
[13:24] <m_kiewitz> oh and it doesn't work at all when using SDL2, you need to use SDL1
[13:25] <wanwan> yes, i'm using sdl 1 right now
[13:25] <wanwan> (at least i hope so)
[13:35] <wanwan> sorry for the wait, had to replug the engine and recompile everything
[13:36] <wanwan> it's 7 when in the window, 6 if forced outside
[13:39] <eriktorbjorn> m_kiewitz: I think the scene where you use the cannon early in The Curse of Monkey Island tries to keep the mouse centered on screen.
[13:40] <m_kiewitz> wanwan: so that's also correct. I wonder what's responsible for testbed not getting 6 at all
[13:40] <m_kiewitz> maybe some SDL method needs to get called regulary to make it work
[13:41] <m_kiewitz> eriktorbjorn: ah good idea. will check that too
[13:41] <m_kiewitz> sadly the SDL documentation says nothing that's required to make it work
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[13:46] <m_kiewitz> urgh if only MSVC wouldn't literally recompile everything when SDL1 is changed to SDL2...
[13:46] <m_kiewitz> this takes ages
[13:52] <m_kiewitz> damn, it seems i can't make MSVC create a SDL2 ScummVM anymore
[13:52] <m_kiewitz> 45>sdl.obj : error LNK2019: unresolved external symbol "public: __thiscall SdlAudioCDManager::SdlAudioCDManager(void)" (??0SdlAudioCDManager@@QAE@XZ) referenced in function "protected: virtual class AudioCDManager * __thiscall OSystem_SDL::createAudioCDManager(void)" (?createAudioCDManager@OSystem_SDL@@MAEPAVAudioCDManager@@XZ)
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[14:16] <GitHub137> [scummvm] sev- pushed 2 new commits to master: https://git.io/viODh
[14:16] <GitHub137> scummvm/master 1492676 Eugene Sandulenko: FULLPIPE: Implement FullpipeEngine::drawAlphaRectangle()
[14:16] <GitHub137> scummvm/master 00a13ba Eugene Sandulenko: FULLPIPE: Optimize sceneFade()
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[14:24] <m_kiewitz> wanwan: can you please try the same in testbed engine?
[14:24] <m_kiewitz> just to make sure that it's also not working for you.
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[14:25] <GitHub63> [scummvm] sev- pushed 1 new commit to master: https://git.io/viOyz
[14:25] <GitHub63> scummvm/master 1dc0411 Eugene Sandulenko: TESTBED: Listen to events during mouse move test
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[14:25] <_sev> not in testbed engine, but with the latest change
[14:25] <_sev> e.g. in master
[14:38] <m_kiewitz> _sev: now it works for me
[14:38] <m_kiewitz> actual mouse cursor is not grabbed anymore when outside of window (SDL1)
[14:38] <m_kiewitz> so SDL1 requires the event poll call
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[14:41] <_sev> m_kiewitz: then you finally can debug it, because for me the behavior is the same. Must be a MacOS thing
[14:41] <m_kiewitz> well rather another SDL1 bug
[14:42] <m_kiewitz> but it seems i can't compile ScummVM for SDL2 anymore, im getting linker errors
[14:42] <m_kiewitz> was create_project changed recently in a way that it adds files or whatever internally that it didn't add before?
[14:43] <_sev> it was changed in xcode part
[14:44] <_sev> not in msvc
[14:49] <_sev> m_kiewitz: can you test SDL2 now?
[14:50] <_sev> I think I fixed it
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[14:50] <GitHub26> [scummvm] sev- pushed 1 new commit to master: https://git.io/viOS4
[14:50] <GitHub26> scummvm/master 23e2a61 Eugene Sandulenko: SDL: Move mouse in SDL2 only when window has focus.
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[14:50] <m_kiewitz> no, i can't compile against it anymore
[14:50] <m_kiewitz> no idea what's wrong
[14:50] <m_kiewitz> but in case it works for you, i guess it will work :P
[14:50] <_sev> did you try a full recompile?
[14:51] <snover> according to that output, SDL_VERSION_ATLEAST(2, 0, 0) macro is not seeing a value of at least 2.0.0
[14:51] <m_kiewitz> ARGH, what a silly bug :P
[14:51] <m_kiewitz> yes, i recompiled twice
[14:51] <m_kiewitz> got linker errors still
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[14:51] <_sev> m_kiewitz: looks like sdl2-only files ate not in your project
[14:51] <m_kiewitz> i first tried to recompile project scummvm, but instead it recompiled everything
[14:51] <_sev> try create_project once again
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[14:53] <m_kiewitz> i did that already
[14:54] <m_kiewitz> the only thing that i haven't done yet is to create the latest create_project
[14:54] <m_kiewitz> mine is dated 3.7.2016
[14:54] <_sev> then your environment must be changed
[14:54] <m_kiewitz> ?? it worked 2 or 3 weeks ago
[14:54] <_sev> as snover rightfully points, it still picks up SDL1 headers at least
[14:56] <m_kiewitz> sure, the question is why
[14:56] <m_kiewitz> i called create_project with --sdl2
[14:57] <snover> i think that is no longer a valid flag to create_project
[14:58] <m_kiewitz> im not using the absolute latest create_project
[14:58] <m_kiewitz> is there now a --sdl1?
[14:58] <m_kiewitz> or how would i switch to SDL1?
[14:58] <m_kiewitz> i think the latest uses SDL2 as default
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[15:02] <rootfather|afk> hi folks
[15:03] <rootfather|afk> working on GUI translation for the cloud feature right now :)
[15:03] <rootfather|afk> expect a new translations.dat soon(tm)
[15:03] Nick change: rootfather|afk -> rootfather
[15:04] <_sev> rootfather: cool
[15:04] <rootfather> yesterday's update of the GitHub application for Windows broke my git environment
[15:05] <rootfather> something went wrong while GitHub extracted the git binaries and now paths are f*cked up.
[15:06] <omer_mor> is it possible to start a game scummvm and make the debug console immediately appear?
[15:07] <omer_mor> alternatively, is it possible to start a sci game in scummvm and add breakpoints right from the start?
[15:07] <m_kiewitz> omer_mor: --debugflags=onstartup
[15:07] <omer_mor> great, thanks!
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[15:53] <GitHub92> [scummvm] sev- pushed 1 new commit to master: https://git.io/viOQ4
[15:53] <GitHub92> scummvm/master aaf7c2a Retro-Junk: FULLPIPE: Fix ladder climbing crash
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[16:21] <rootfather> can someone have a look at gui/storagewizarddialog.cpp?
[16:22] <rootfather> all strings below line 58 are not translated, despite being in the po-file
[16:22] <rootfather> the headline is translated correctly
[16:25] <rootfather> see https://img.static.lu/i/1473006281a75fd13.PNG
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[16:28] <GitHub102> [scummvm] sev- pushed 1 new commit to master: https://git.io/viO52
[16:28] <GitHub102> scummvm/master 781e385 Eugene Sandulenko: FULLPIPE: Fix floaters direction
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[16:30] <_sev> rootfather: for some reason those are referred as static strings
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[16:30] <_sev> rootfather: note usage of _s() instead of _()
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[16:31] <rootfather> so simply remove the _s() and replace with _()?
[16:31] <_sev> yes
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[16:31] <rootfather> thanks _sev
[16:31] <rootfather> I'll push the fix together with the translations update
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[18:00] <GitHub63> [scummvm] JenniBee closed pull request #808: WINTERMUTE: Add detection for Dreamcat (master...master) https://git.io/v6a97
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[18:01] <GitHub140> [scummvm] rootfather pushed 5 new commits to master: https://git.io/viON5
[18:01] <GitHub140> scummvm/master 8ecb699 Lothar Serra Mari: I18N: Update POTFILES...
[18:01] <GitHub140> scummvm/master 1ae57d7 Lothar Serra Mari: I18N: Update .po files from source code
[18:01] <GitHub140> scummvm/master f842882 Lothar Serra Mari: I18N: Update German GUI translation
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[18:25] <GitHub40> [scummvm] JenniBee reopened pull request #808: WINTERMUTE: Add detection for Dreamcat (master...master) https://git.io/v6a97
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[18:29] <GitHub49> [scummvm] rootfather pushed 2 new commits to master: https://git.io/viOxZ
[18:29] <GitHub49> scummvm/master 6ad9f9a Lothar Serra Mari: DOC: Add myst and gnap as supported in README
[18:29] <GitHub49> scummvm/master fa0ca19 Lothar Serra Mari: DOC: Add lab to supported games in README
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[19:22] <GitHub34> [scummvm] sev- pushed 3 new commits to master: https://git.io/viOjL
[19:22] <GitHub34> scummvm/master 641920e Eugene Sandulenko: FULLPIPE: Added debug inventory to scene05
[19:22] <GitHub34> scummvm/master e49728f Eugene Sandulenko: FULLPIPE: Added more debug output to scene05
[19:22] <GitHub34> scummvm/master bbdae91 Eugene Sandulenko: FULLPIPE: Properly initialize ObjstateCommand. This fixes game logic transitions
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[19:42] <m_kiewitz> has anyone played "Rivers of Alice"?
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[20:27] <GitHub8> [scummvm] sev- pushed 2 new commits to master: https://git.io/vi3fJ
[20:27] <GitHub8> scummvm/master 8cc0583 Eugene Sandulenko: FULLPIPE: Fix drawAlphaRectangle()
[20:27] <GitHub8> scummvm/master a3238fd Eugene Sandulenko: FULLPIPE: Added debug output to scene04
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[22:14] <GitHub144> [scummvm] sev- pushed 4 new commits to master: https://git.io/vi3Il
[22:14] <GitHub144> scummvm/master 26f5500 Eugene Sandulenko: FULLPIPE: Rename in ExCommand structure
[22:14] <GitHub144> scummvm/master 9b21c5d Eugene Sandulenko: FULLPIPE: Signed read for delay in PreloadItems
[22:14] <GitHub144> scummvm/master 7e07e01 Eugene Sandulenko: FULLPIPE: Renames in PreloadItem
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[22:23] <lotsoftuna> Hello... looking for some help
[22:23] <lotsoftuna> https://www.youtube.com/watch?v=oAlvsx997_E
[22:23] <lotsoftuna> here's some comedy until someone comes along :)
[22:24] <lotsoftuna> I recently got a few FMTowns versions of some games, and did audio rips for the games
[22:24] <lotsoftuna> But when I Play the games, the audio is totally wrong. music is not being played in the right spots
[22:24] <lotsoftuna> they're just track2.mp3, track3.mp3, etc...
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[22:26] <GitHub78> [scummvm] criezy pushed 3 new commits to master: https://git.io/vi3IX
[22:26] <GitHub78> scummvm/master 7ad922f Thierry Crozat: CLOUD: Improve some labels
[22:26] <GitHub78> scummvm/master 33b0ecf Thierry Crozat: I18N: Update translations template
[22:26] <GitHub78> scummvm/master ed92175 Thierry Crozat: I18N: Initial French translation for cloud storage
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[22:31] <criezy> lotsoftuna: maybe your track names are off by 1?
[22:31] <lotsoftuna> yes
[22:31] <lotsoftuna> that i
[22:31] <lotsoftuna> i
[22:31] <lotsoftuna> I think that was it...
[22:31] <lotsoftuna> wait
[22:31] <lotsoftuna> no, it's still rendering adlib for some reason
[22:33] <lotsoftuna> Nope, got it. Ok, so note... ensure that tracks are numbered starting at 1!
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[22:34] <GitHub5> [scummvm] sev- pushed 1 new commit to master: https://git.io/vi3LT
[22:34] <GitHub5> scummvm/master 11633a3 Eugene Sandulenko: FULLPIPE: Fix crash on startup when pressing ESC
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[22:36] <lotsoftuna> woo
[22:41] <lotsoftuna> ok good, loom has proper audio :)
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[23:44] <GitHub3> [scummvm] criezy pushed 1 new commit to master: https://git.io/vi3qE
[23:44] <GitHub3> scummvm/master 0bb84fb Thierry Crozat: I18N: Improve French translation for cloud feature
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[00:00] --- Mon Sep 5 2016