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[00:30] <snover> dreammaster: hey, evening buddy! glad youre back.
[00:30] <dreammaster> G'day. Good to be back. Particularly to somewhere that has a stable Internet connection.
[00:30] <dreammaster> Congrats on the testing announcement. Soooo many games \o/
[00:31] <snover> thanks. im just glad i managed to get _something_ going before you finished titanic ;)
[00:32] <dreammaster> Urrrg.. yes.. now that I'm back again, I'll have to worry about finishing that.
[00:32] <snover> i was pretty sure for a while that you were going to get there first.
[00:33] <dreammaster> Well, if we're talking completely complete, there's still not only finishing the starmap, but figuring out how to decode Indeo video transparencies. Not to mention alpha errors in a few locations.
[00:33] <dreammaster> So you had a bit of leeway
[00:35] <dreammaster> On a bit of a tangent, I took the oppurtunity of my work holiday, and still fresh familiarity with Titanic to rip out it's guts, which as I've said I really love, and apply it to my existing Legend engine.
[00:36] <snover> well, dont be so sure. now i have 25 new tickets to resolve :)
[00:36] <dreammaster> By the time I left for my flight back here, I've come up with a really wonderfully clean base to build up the individual Legend games on top of. I have in-principle sample screens showing for both Gateway and Xanth.
[00:37] <snover> nice!
[00:37] <dreammaster> So it's actually a pity I'll have to mostly put it aside now to finish Titanic. And of course, Xeen definitely needs to come next.
[00:38] <dreammaster> Yes, I see all the tickets and discussion logs. I was at least able to keep up to date on the channel logs, even if I didn't have a convenient connection to come in-channel
[00:38] <snover> oh, good. then you know m_kiewitz has been looking for you!
[00:38] <dreammaster> We'll see how you go fixing them all
[00:39] <snover> mass close, thats a feature, not a bug
[00:39] <dreammaster> Oh? Qell, I'll be regularly back in channel again, so he should have no trouble getting me
[00:41] <dreammaster> And wouldn't you know it, the third Trails in the Sky game has just been released as well. Let's see if I can get at least the bulk of the remaining starmap functionality fixed before I get sucked into playing it. :)
[00:48] <snover> aw, man. mother goose deluxe tricked me into thinking that language switching was working, by putting some speech into the sound effects volume instead of the speech volume.
[00:49] <Lightkey> saw that on the GOG.com stream, Piranjade played it with great voice acting of her own, right after the Quests of Camelot release stream :-)
[00:49] <snover> bugbug.
[00:55] <dreammaster> Oh. All these bugs are certainly keeping you busy
[01:01] <snover> i am hoping that eventually i will be able to start fixing things in less than several days per issue&
[01:03] <snover> everything is a rabbit hole at this stage
[01:07] <snover> like, there is this ticket where the OP says that like 5 of their SCI games experience assertion failures when loading resources. so now ive spent most of the day improving the error detection to try to figure out why, and during that process i just discovered that shiverss sound effects map defines sound 0 multiple times and now i am curious about that (since surely that isnt right), and&
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[02:50] <GitHub38> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v9rsz
[02:50] <GitHub38> scummvm/master a795c45 Paul Gilbert: SHERLOCK: Add detection entry for Italian fan translation
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[02:51] <Deledrius> wb dreammaster :)
[02:53] <dreammaster> Thanks :)
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[04:59] <GitHub30> [scummvm] bgK pushed 1 new commit to master: https://git.io/v9rCf
[04:59] <GitHub30> scummvm/master 23abcff Bastien Bouclet: OPENGL: Don't update the cursor's texture when the cursor is invisible...
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[16:24] <m_kiewitz> noooo
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[16:27] <GitHub94> [scummvm] csnover pushed 5 new commits to master: https://git.io/v9o9m
[16:27] <GitHub94> scummvm/master 554a73e Colin Snover: SCI: Improve detection and reporting of resource errors...
[16:27] <GitHub94> scummvm/master c9cbb8e Colin Snover: SCI: Translate messages passed to dialogues
[16:27] <GitHub94> scummvm/master 130c9ec Colin Snover: SCI: Fix some issues with ChunkResourceSource...
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[18:13] <WooShell> meow =^.^=
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[18:23] <GitHub132> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9KJT
[18:23] <GitHub132> scummvm/master 916cdd5 Thierry Crozat: SCI: Add missing files in POTFILES
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[18:23] <GitHub126> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9KJY
[18:23] <GitHub126> scummvm/master 1563428 Thierry Crozat: I18N: Update translations templates
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[18:25] <criezy> snover: when adding translations to a file that did not previously had any strings translated, this file needs to be added to the POTFILES for the corresponding engine.
[18:25] <criezy> I think I have added all the missing ones for the SCI engine now.
[18:26] <criezy> (and the second commit is Weblate automatically updating the pot and po files from the source code)
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[19:19] <GitHub54> [scummvm] criezy pushed 1 new commit to master: https://git.io/v9KYx
[19:19] <GitHub54> scummvm/master 57982eb Timo Mikkolainen: I18N: Update translation (Finnish)...
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[21:25] <snover> criezy: uch, sorry. keep beating me over the head until i stop screwing up :)
[21:26] <snover> hopefully everything from the wiki article you linked me to will get stuck in my memory now
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[21:28] <criezy> No worries, it's easy to forget.
[21:28] <criezy> I only noticed because I was expecting the email from weblate to notify of translation changes after your commit and it was not comming.
[21:29] <criezy> *coming
[21:32] <snover> criezy: dont suppose you have happened to run SCI engine again today to see if that random assertion failure you experience has now been replaced with a more consistent resource warning?
[21:34] <criezy> I haven't.
[21:34] <criezy> And I only experiened the assertion failure once in about 20 seemingly identical runs (same scummvm, same data files). So it's not exactly easy to reproduce.
[21:35] <snover> it seems the person that submitted https://bugs.scummvm.org/ticket/9764 has been having a more reliable time of crashing, so hopefully that will narrow it down&
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[23:09] <snover> so, idle curiosity, and maybe i asked this before and forgot& is there a particular reason why the commit-triggered autobuilds that buildbot does are not packaged for download after a successful build?
[23:10] <criezy> Limitted disk space maybe?
[23:11] <criezy> We used to have issues with the disk getting full with the old buildbot I think.
[23:11] <snover> it certainly is tight. 113/128G already
[23:12] <snover> but also it seems to be storing 15 different builds per platform
[23:14] <snover> so that could be reduced to &14& and then there would be enough space :)
[23:18] <criezy> Why is my scummvm PPC crashing systematically on return to the laucnher from the KQ6 start screen?
[23:18] <criezy> It doesn't crash with any other game and it doesn't crash with scummvm x86 on the same computer with the same data file...
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[23:47] <snover> criezy: interesting. anything illuminating in a backtrace?
[23:50] <criezy> Not really, there is a single frame in the call stack and it looks like this: ???????
[23:52] <snover> oh, obviously your problem is that your computer has too many ? in it and its clogging up the pipes
[23:52] <criezy> Now I am trying to understand why valgrind reports an invalid write of 4 bytes when at the same times it claims it is 4 bytes inside a 44 bytes allocated memory block.
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[00:00] --- Tue May 9 2017