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[02:51] <snover> how to summon &
[03:00] <tsoliman> how to summon what/who?
[03:01] <tsoliman> I use a bouncer so I seem to be always online (as long as my bouncer is online anyway .. which is most of the time) so to summon me all you have to do is mention me or PM me or type one of my watch words
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[05:40] <Endy> tsoliman: But how are you watching the channel without being joined?
[05:40] Action: Endy is amazed by this voodoo magic! :P
[05:40] <tsoliman> I am in the channel, am I not?
[05:43] Action: tsoliman checks the log to see if he left
[05:43] <tsoliman> Endy: I think I am experiencing a whoosh moment
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[06:16] Action: Endy grins
[06:16] <Endy> <snover> seen lskovlun
[06:16] <Endy> <LeChuck> lskovlun (~lars@0x3ec7af05.osd.customer.dk.telia.net) was last seen quitting from #scummvm 15 days, 2 hours, 31 minutes ago stating (Quit: Leaving).
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[06:16] <Endy> Hence the voodoo magic
[06:16] <Endy> oh never mind
[06:16] <Endy> I'm blind without my glasses today
[06:17] Action: Endy sighs and hopes he finds them when he gets home so he can actually read his screen :P
[06:17] <tsoliman> :)
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[07:29] <GitHub102> [scummvm] sev- pushed 6 new commits to master: https://github.com/scummvm/scummvm/compare/b7bf9e87725d...11812d9af9fa
[07:29] <GitHub102> scummvm/master 704b483 Filippos Karapetis: FULLPIPE: Delete cursors in _cursorsArray in InputController destructor
[07:29] <GitHub102> scummvm/master c3a3d7e Filippos Karapetis: FULLPIPE: Change _gameName into a Common::String
[07:29] <GitHub102> scummvm/master 907bab8 Filippos Karapetis: FULLPIPE: Remove unused variable
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[07:29] <GitHub133> [scummvm] sev- closed pull request #883: Fullpipe: Plug some memory leaks (master...fullpipe_mem) https://github.com/scummvm/scummvm/pull/883
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[07:29] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMs42
[07:29] <GitHub195> scummvm/master 0783643 Timo Mikkolainen: I18N: Update translation (Finnish)...
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[07:32] <GitHub143> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMs4b
[07:32] <GitHub143> scummvm/master bb764c8 Walter Agazzi: I18N: Update translation (Italian)...
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[07:34] <GitHub149> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMsBI

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[07:35] <GitHub92> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMsBm
[07:35] <GitHub92> scummvm/master d457db5 Eugene Sandulenko: I18N: Update translation (Swedish)...
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[09:38] <WooShell> good meowning =^.^=
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[10:15] <waltervn> morning
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[10:42] <GitHub60> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMsX0
[10:42] <GitHub60> scummvm/master 00a0882 Eugene Sandulenko: I18N: Update translation (Italian)...
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[10:51] <t0by> Uh
[10:51] <t0by> I'm not sure about that translation.
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[10:54] <GitHub192> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMs1W
[10:54] <GitHub192> scummvm/master 90733fe Walter Agazzi: I18N: Update translation (Italian)...
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[10:54] <t0by> "Game" as in "chess is a 2 player game" is "gioco" in italian, but "game" as in "a tournament game" is "partita".
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[11:08] <GitHub141> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMsDO
[11:08] <GitHub141> scummvm/master 978fb39 Eugene Sandulenko: I18N: Update translation (Italian)...
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[11:18] <GitHub74> [scummvm] tobiatesan opened pull request #884: I18N: Some improvements to Italian strings (master...it) https://git.io/vMsym
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[11:59] <GitHub159> [scummvm] sev- closed pull request #884: I18N: Some improvements to Italian strings (master...it) https://git.io/vMsym
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[11:59] <GitHub2> [scummvm] sev- pushed 5 new commits to master: https://git.io/vMs7q
[11:59] <GitHub2> scummvm/master 1ea1b04 Tobia Tesan: I18N: Improve italian translation of "game data" strings
[11:59] <GitHub2> scummvm/master bcc663e Tobia Tesan: I18N: Replace "scaricamento" with "download" in italian translation...
[11:59] <GitHub2> scummvm/master 0bbebfc Tobia Tesan: I18N: Replace "gioco" with "partita" in select italian strings....
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[11:59] <GitHub101> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMs7s
[11:59] <GitHub101> scummvm/master 825482e Walter Agazzi: I18N: Update translation (Italian)...
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[12:00] <t0by> _sev: thanks, I'll use the web thingy in the future
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[12:08] <t0by> Oh noes
[12:08] <t0by> https://bugs.scummvm.org/ticket/9683
[12:08] <t0by> The dirty rect thingy
[12:08] <t0by> acting up again
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[16:12] <GitHub130> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/vMGCO

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[16:12] <GitHub54> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMGCG
[16:12] <GitHub54> scummvm/master 28d2f1d Tobia Tesan: I18N: Update translation (Italian)...
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[16:13] <WindlePoons> Hi
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[16:46] <WindlePoons> http://www.bluefountainmedia.com/snover ;)
[16:48] <snover> my irc client seems to have gone a little crazy
[16:48] <snover> lets try that again https://zetafleet.com/i/586e742c279cd.png
[16:50] <D0SFreak> hmmm
[16:50] <snover> to be clear this is just me breaking stuff accidentally while working on the engine
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[19:40] <GitHub50> [scummvm] csnover opened pull request #885: BUILD: Speed up Travis-CI builds (master...faster-travis) https://git.io/vMGQX
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[19:40] <GitHub193> [scummvm] Strangerke closed pull request #880: BURIED: Add Engine For Journeyman Project 2: Buried In Time (master...engine_buried) https://git.io/vMtHK
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[20:21] <snover> ah, another beautiful off-by-one error in ssci. calls resize(index) instead of resize(index + 1) and this happens to work because it always allocates an extra 25 elements on resize, and the first resize always allocates memory because they stick a header at the beginning of the allocated memory
[20:21] <snover> and calculate the resize based on bytes including the header
[20:21] <snover> 👍 a+ design
[20:25] <m_kiewitz> "because it always allocates an extra 25 elements on resize" lol
[20:26] <m_kiewitz> i guess it crashed they couldn't figure out why and then they just added "+ 25"
[20:29] <snover> i think it is probably actually to avoid memory fragmentation/excessive calls to reallocate & move memory
[20:34] <snover> i dont know how trashy on memory the sciarray implementation is in scummvm right now. not enough for me to notice anything, i guess :)
[20:34] <m_kiewitz> shouldn't they have used something like index + (index / 8) or something like that?
[20:35] <m_kiewitz> a hardcoded +25 is a pretty silly thing to do, in case they allocate let's say 400, they should add more spare ones than in case they allocate 5
[20:36] <m_kiewitz> at least imo
[20:41] <omer_mor_> snover: I looked at the sci-rgb branch you linked yesterday, but couldn't figure out which commits there are unique, and what's the purpose behind this feature?
[20:48] <snover> omer_mor_: just a reason why i hate merge commits :)
[20:49] <snover> This allows scene transitions without palette glitches, and opens the possibility of having per-resource palette adjustments like FreeSCI had.
[20:50] <snover> for sci32 it would potentially mean that cel scaling could be performed with linear interpolation instead of NN, which would improve image quality, particularly in GK1 and when playing upscaled half-size VMDs
[20:52] <omer_mor_> cool! are there any demo screenshots?
[20:59] <snover> i have no idea. i never worked on it
[21:08] <wjp> snover: I'm changing that small formatting thing and fixing the @param size->maxSize in your strnlen PR, and then I'll merge it manually
[21:08] <snover> wjp: ok. thanks!
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[21:09] <GitHub94> [scummvm] wjp pushed 2 new commits to master: https://git.io/vMZfa
[21:09] <GitHub94> scummvm/master 9d38934 Colin Snover: COMMON: Add strnlen for safer C string length reads...
[21:09] <GitHub94> scummvm/master c919c99 Willem Jan Palenstijn: TESTS: Fix warnings
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[21:09] <GitHub99> [scummvm] wjp closed pull request #870: COMMON: Add strnlen for safer C string length reads (master...strnlen) https://git.io/vMZfr
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[21:10] <wjp> omer_mor_: 813c9c9c444be673841d3160f9897ec0f4051e22 is the one in sci-rgb with the most descriptive comment, probably
[21:12] <omer_mor_> wjp: tnx. any screenshots?
[21:13] <wjp> custom palette + undithering: https://www.usecode.org/scummvm/sq3_undithered_pal.png (original: https://www.usecode.org/scummvm/sq3.png )
[21:14] <wjp> but one of the nicest effects of this would be clean transitions
[21:14] <wjp> i.e., where the old scene wouldn't get a corrupt palette
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[21:14] <wjp> and I didn't make a video of that
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[21:15] <wjp> (this custom palette in sq3 is by syke for freesci)
[21:15] <snover> wjp: while it is fresh in my mind& i looked through all the opcodes today for sci3. it looks like lars already identified and implemented the ones that were brand new (opcodes to get -info- and -super-). there are some minor changes to op_shr and op_not, op_callk, op_send, op_pushSelf, op_lst (byte), and op_super that look like they are designed to deal with r_acc being 32-bits.
[21:15] <snover> atop/stop/iptoa/dptoa/iptos/dptos change the way they set -info- flags but they still set them
[21:15] <wjp> ah, r_acc is 32 bit too?
[21:16] <snover> ptoa and ptos got some new code doing some weird-ass stuff i dont even understand yet
[21:16] <snover> i guess its the new more efficient property lookup code
[21:17] <snover> yeah.
[21:18] <wjp> (does span-h need to be rebased on top of this strnlen commit?)
[21:19] <snover> (no, the unit tests magically worked because it is code in Common namespace, so without the strnlen commit it picks up the non-standard-but-everywhere global strnlen, and now that 870 is landed it will use the one in Common)
[21:20] <snover> (i mean, i hate merge commits, so i would be happy to rebase it ;)
[21:20] <snover> )
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[21:38] <GitHub46> [scummvm] sev- closed pull request #885: BUILD: Speed up Travis-CI builds (master...faster-travis) https://github.com/scummvm/scummvm/pull/885
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[21:38] <GitHub194> [scummvm] sev- pushed 2 new commits to master: https://git.io/vMZIB
[21:38] <GitHub194> scummvm/master 507562e Colin Snover: BUILD: Speed up Travis-CI builds...
[21:38] <GitHub194> scummvm/master 72f421c Eugene Sandulenko: Merge pull request #885 from csnover/faster-travis...
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[21:39] <omer_mor_> wjp: what's the advantage of the custom palette? How is it different from custom PICs/VIEWs? Is there an objective advantage for it?
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[21:42] <snover> pic/view palettes need to be merged into the system palette to display, so you are stuck with no more than 236/256 colours on screen
[21:43] <snover> with a true-colour renderer there would be no such requirement
[21:44] <snover> the reason why the transitions can look crummy is because the palette for the new room replaces the palette for the old room because there is not enough room for both
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[21:44] <GitHub68> [scummvm] criezy pushed 1 new commit to master: https://git.io/vMZL1
[21:44] <GitHub68> scummvm/master 3c170d6 jepael: I18N: Update translation (Finnish)...
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[21:45] <omer_mor_> but manually picking new palettes (like the one in the sq3 screenshot) is a very subjective work, and will require manual work for each room. unless I'm not getting this right?
[21:46] <wjp> of course that's subjective
[21:46] <omer_mor_> isn't it like saying that the 16-color lo-res restriction in sci0 is very limiting, so let's remake the game's graphics in hi-res full-color?
[21:46] Nick change: omer_mor_ -> omer_mor
[21:47] <wjp> "like"?
[21:47] <wjp> maybe in a very mild way
[21:47] <wjp> it's a FreeSCI feature, in any case
[21:47] <wjp> it's a fairly lightweight way of getting some extra visual contrast in there
[21:48] <wjp> syke did this for at least sq3 and lsl2 IIRC
[21:48] <omer_mor> both use manual "enhancements"
[21:48] <wjp> I'm not sure where you want to go with this
[21:48] <m_kiewitz> omer_mor_: one could get rid of those few transition issues by simply switching the screen to true color during the transition and then switching back.
[21:48] <omer_mor> it's not like the undithering feature which is automatic and uses the original game data in a new way
[21:48] <m_kiewitz> it's not even all transitions, but just a few.
[21:49] <m_kiewitz> although still changing that basically means that the game doesn't look like it looked before
[21:49] <wjp> omer_mor: if there's a point to your comments, now would be a good time to bring it up :-)
[21:50] <omer_mor> wjp: i'm trying to get the reasoning of doing this in the scope of scummvm
[21:50] <m_kiewitz> that's why i personally would prefer a simple option somewhere to switch it on and then really just changing to true colour during transition and then switching back.
[21:50] <wjp> omer_mor: because it was trivial to add
[21:50] <omer_mor> won't you need to add new palettes to each room in each game?
[21:51] <wjp> as I said, syke already did this for a large number of pics and views in sq3 and lsl
[21:51] <wjp> lsl2
[21:51] <wjp> I can't say I like this idea of switching back and forth between modes
[21:53] <omer_mor> and if another dev comes up with his version of the palettes? which will be added to scummvm?
[21:53] <omer_mor> you'll maintain a gallery of selectable palettes?
[21:53] <m_kiewitz> omer_mor: in FreeSCI it worked with additional files
[21:53] <omer_mor> oh...
[21:54] <omer_mor> that makes more sense now
[21:54] <wjp> can we do flicker-free switches between 8bpp and 16/32bpp?
[21:55] <omer_mor> if it's not hard-coded in scummvm then it's reasonable
[21:55] <m_kiewitz> you can already put sci1 views into the directory of sci0 games and it will work
[21:55] <m_kiewitz> wjp: i thought we switched to true colour already somewhere else
[21:55] <snover> video playback switches modes. its not seamless, at least in windowed mode
[21:56] <snover> the window gets destroyed and recreated
[21:56] <snover> not sure if that is an sdl limitation or a limitation of the way scummvm is using sdl
[21:58] <wjp> trading brief palette corruption for 2 flickers around transitions doesn't seem like a big improvement
[21:59] <snover> what is going on with initGraphics was something in the back of my mind to look into since every movement in Phant2 involves a mode switch
[22:00] <snover> since the room navigation videos are 16bpp duck
[22:02] <m_kiewitz> snover: is that on all platforms? we do it at least for mac sci games so that cinepak videos can be played
[22:03] <m_kiewitz> i don't get this palette corruption "issue" anyway. It's the very same as w/ the original interpreter. And Sierra has plenty of transitions where the palette stays the same. for example all sorts of scroll transitions.
[22:04] <snover> m_kiewitz: it switches for any video that is >8bpp, so i think thats kq7 1.5 and phant2 for SCI32
[22:04] <m_kiewitz> we could also just add an option to turn them off. in SSCI it looks that way almost all the time because transitions play way too fast
[22:04] <wjp> m_kiewitz: that's fine. Just keep it disabled when/if clean transitions ever get merged :-)
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[22:04] <GitHub119> [scummvm] csnover pushed 2 new commits to master: https://git.io/vMZm4
[22:04] <GitHub119> scummvm/master 70d1edf Colin Snover: SCI32: Add validity checks to kList iteration methods...
[22:04] <GitHub119> scummvm/master 0c40d60 Colin Snover: SCI32: Fix off-by-one error in array resizing...
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[22:05] <m_kiewitz> if it's done the current way, then i will still be stuck in true color mode
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[22:05] <GitHub105> [scummvm] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm/commit/027d3199f14f1255082999e0b39336a19b0a4649

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[22:05] <wjp> huh?
[22:05] <m_kiewitz> or you want to do all of that optionally?
[22:05] <m_kiewitz> don't you change the way pixels are drawn?
[22:06] <m_kiewitz> btw. i don't get flicker in kq7
[22:06] <m_kiewitz> at least i don't see it
[22:06] <m_kiewitz> so maybe it's just an issue on some platforms and that could be fixed
[22:06] <m_kiewitz> better: should be fixed.
[22:07] <wjp> yeah, it should all be optional. Whatever code is there now is experimental
[22:07] <wjp> please don't jump to conclusions based on these hacks
[22:08] <m_kiewitz> but you have to change how pixels are drawn? Or not?
[22:08] <wjp> of course
[22:09] <m_kiewitz> and the change is just for a few transitions, right? and nothing else?
[22:09] <m_kiewitz> would you add all sorts if if()s then? and wouldn't that also be a problem performance-wise in general on systems that do not have that much power?
[22:10] <wjp> please give me some credit here :-)
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[22:10] <GitHub166> [scummvm] csnover opened pull request #886: SCI: Use strnlen instead of strlen to avoid buffer overflows (master...sci-strnlen) https://git.io/vMZYU
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[22:11] <m_kiewitz> the problem isn't that it's just about a few transitions. the problem is that the whole rendering is changed just for a few transitions. That's my problem with it. As I said - i would really prefer switching to hi/true color optionally during the few transitions
[22:11] <m_kiewitz> and in case sdl opens the window again on linux, then that should be fixed regardless
[22:11] <wjp> There are currently just hacks. If/when I come up with something clean enough to consider, we can have a look then
[22:11] <m_kiewitz> when it works seamless like it seems to do on Windows, it would be a way cleaner approach
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[22:12] <m_kiewitz> because well it really is just a few transitions in some games. Sierra even changed the transitions in some other games to trigger multiple times and avoid palette "issues" by doing that
[22:12] <wjp> it's becoming a bit tiring to hear of arguments against this when there's not even a final suggestion for implementation
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[22:12] <m_kiewitz> for example in eco quest 2 it does transitions into a black screen and then from that black screen to the next scene
[22:13] <m_kiewitz> my arguments aren't against it in general. it's about the approach only.
[22:13] <m_kiewitz> i personally do not even see the need, but whatevs, i don't have a problem with such a feature. I simply don't like changing how the whole rendering works just for this, when you could change the relevant code only.
[22:14] <wjp> point taken
[22:14] <m_kiewitz> and my point is also that the switch issues w/ sdl should get investigated in any case. I thought it worked everywhere like it does for me.
[22:14] <wjp> we should, yes
[22:15] <m_kiewitz> i did notice however that for example kq6 under windows 3.11 also switched visibly around, which was surely a limitation of windows 3.11 (and i think it ran in 256 color mode as well)
[22:18] <wjp> snover: looks like you changed things around quite a bit in Span :-)
[22:19] <snover> wjp: yeah. i was on a crazy mission to make the runtime footprint as low as possible.
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