[00:00] ScottT (~ScottT@2401:a400:6100:f400:10fb:23cd:9d70:da80) joined #scummvm. [00:00] #scummvm: mode change '+o ScottT' by ChanServ!ChanServ@services. [00:03] I'm back. [00:05] criezy (~criezy@host109-147-203-115.range109-147.btcentralplus.com) left irc: Quit: criezy [00:18] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [00:18] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [00:23] Henke37 (~Henrik@81-227-16-59-no133.bredband.skanova.com) left irc: Quit: ERR_SHUTDOWN [00:29] Any devs still online? It's super late here, but maybe someone living in a different time zone is still up? [00:30] G'day [00:30] It's 8:30pm Boston time for me (US East Coast), so not quite bedtime yet [00:32] But if it's a question related to your earlier discussion about Sierra games, I'm afraid I can't help you [00:37] Guest47897: you were asking about the dig? [00:37] Yeah. A quick recap so you're up to speed. [00:39] I'm in the odd situation that even though the game I've added is located in my Program Files, ScummVM is reading the data file from C:\Users\_username_\AppData\Local\VirtualStore\Program Files\The Dig\DIG\DIG.LA1 [00:39] The thing is, that file seems to be truncated. [00:40] I don't know what program created this VirtualStore or why ScummVM is reading from it. [00:40] GitHub125 (~GitHub125@192.30.252.34) joined #scummvm. [00:40] [scummvm] csnover pushed 1 new commit to master: https://git.io/vPzQ3 [00:40] scummvm/master 82c39aa Colin Snover: SCI32: Fix garbage collection of objects stored in IntArrays [00:40] GitHub125 (GitHub125@192.30.252.34) left #scummvm. [00:40] At this point, I don't think the problem actually has anything to do with the specific game. [00:41] Although the error message that ScummVM gave me wasn't helpful, wjp helped to diagnose the problem. [00:41] you shouldnt be putting non-system stuff into any Program Files directory [00:42] by non-system stuff, i mean, applications that you install [00:42] er [00:42] Er... I have never heard of that before. All my applications and games are stored there. [00:42] let me try again [00:42] Program Files directory is used for installation of applications [00:43] your user files should be in your user directory [00:43] But this isn't a user file? [00:44] Anyway, even if ScummVM doesn't like it, this isn't communicated to the user and it isn't obvious to me why it doesn't like it. [00:44] the game is user data for an installed application, like how a word document is a user data for microsoft word [00:44] I think (as a regular, not super technical user) it's counter-intuitive. [00:45] this is not a scummvm thing, it is a windows thing [00:47] Also, as I understand it, Scumm files are basically IFF files, so the full file size is specified in the root section of the file. I think ScummVM should have warned about the incomplete file. [00:48] sluicebox: I fixed your bug, sorry about that. [00:49] Guest47897: curiously, did you install scummvm from the installer or from the zip file? [00:50] I have used the .exe installer, or rather the installers, because after it didn't work with the latest stable version, I tried it with the daily build. [00:51] Oh, before I forget, the daily build just now crashed when I was in the main menu, not in any game. I have saved the technical hocus pocus and Windows gave me a .mdmp file, so if you're interested... [00:52] But that has nothing to do with the problem though. [00:54] it sounds like there is more than one problem :) [00:54] Yeah, I think the crash has nothing to do with this Virtual Store thing. [00:55] the problem of things showing up in VirtualStore is because, as a user, you are not supposed to put your files into C:\ or C:\WINDOWS or C:\Program Files or any of the other system-wide directories [00:55] when you try to do that, Windows redirects it into a VirtualStore directory inside your user directory [00:56] But it doesn't always happen though. [00:56] As part of the diagnosing of the problem, to check if the file wasn't corrupt, I tried to look inside the file at the offset in the error message and I got the correct expected tag name. [00:57] could you please put your The Dig files somewhere within your home directory and add the game from there and see if it works? [00:58] Yes, I could now I know, and I will try that in a moment. I'll be right back. [01:04] tsoliman (~tsoliman@cpe-65-30-8-1.wi.res.rr.com) left irc: Quit: ZNC - http://znc.in [01:05] tsoliman (~tsoliman@cpe-65-30-8-1.wi.res.rr.com) joined #scummvm. [01:05] #scummvm: mode change '+o tsoliman' by ChanServ!ChanServ@services. [01:06] GitHub92 (~GitHub92@192.30.252.40) joined #scummvm. [01:06] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vPz7M [01:06] scummvm/master c45b11f Paul Gilbert: VIDEO: Fix video playback for zvision AVI videos [01:06] GitHub92 (GitHub92@192.30.252.40) left #scummvm. [01:06] dreammaster: 👍 [01:08] Thanks. I should probably also do a bit of work on AVIDecoder::rewind at some point too, since it resets all the video tracks to _movieListStart, rather than using the index. But since in Titanic at least the videos are never rewound, that can wait until some other time [01:09] When it's not so late in the evening ;) [01:09] I'm just glad it only affects master, and not the stable branch. [01:12] not to worry, i can wreck up the place for both of us ;) [01:15] LOL [01:16] Okay, I'm back. It seems to work now and that solves the problem for me, but not for future people who end up in the same situation. [01:17] I'm also going to read about this VirtualStore thing and see if I can make sense of it. [01:18] yeah after Windows 7 (anything newer than XP I think) the whole "protected" dirs situation happens and it is advised to install "legacy" software outside of that [01:18] Its part of UAC, so Vista+ [01:18] legacy meaning the kind of stuff that would like to write to program files for example [01:19] OS X El Capitan is doing something similar :( Linux is the last bastion of ... something [01:22] as far as i know, *nix never lets users put stuff into any directory except their home directory without elevating privileges with su/sudo [01:22] or maybe if you were in the wheel group [01:24] you're right, of course, the aren't any legacy unix user apps that want to write to /usr/ for example, windows is sort of playing catch-up [01:25] The OS X situation is more like SELinux .. even when you're root you cannot write to specific dirs [01:27] so I compared the libtitanic in mac vs maemo and the mac one is 100k, the maemo one is ~500k - I am not a C++ guy so I am not sure why there's a giant inflation in lib size - I suspect some static linking maybe [01:28] my understanding is that statically linked libs are only linked once by the linker - is that correct? or is it part of each .a file? [01:29] that is a good question, for which i do not know the answer [01:30] Okay, I've read some stuff about the VirtualStore, and apparently it only happens if you try to write to a file (or maybe request write access?). But ScummVM opens these data files read-only, doesn't it? [01:31] Guest47897: im pretty sure you did it, by trying to write into Program Files. [01:31] scummvm doesnt relocate game files [01:32] As discussed, neither ScummVM nor I did it, Windows does it. [01:33] you created a "The Dig" directory in Program Files, and then pasted files into it, did you not? [01:33] Not exactly. I used the installer. [01:34] (Which I had run as admin, because that's what I've become used to do with installers.) [01:35] so how did this "The Dig" directory in Program Files come to be? the ScummVM installer doesnt do that. [01:37] I didn't mean the ScummVM installer, but the game's installer. I think it asked me for a folder and I left it (or set it, I cannot remember) at Program Files because that's where I always install all games. [01:38] On my previous, now broken, computer the game worked without ScummVM but on my current one, a laptop, it doesn't. [01:38] A lot of old games are like that. [01:39] In this case, although the game was released when Windows was a thing, it wasn't used much for gaming. [01:39] FWIW - a lot of GOG's games have switched to C:\GOG Games\ because of this problem [01:39] The game itself is secretly a DOS application and my laptop doesn't support full screen DOS mode and it refused to run windowed, possibly because of the graphics mode but I don't know. [01:41] Mia (~Mia@92.45.180.0) joined #scummvm. [01:41] Mia (~Mia@92.45.180.0) left irc: Changing host [01:41] Mia (~Mia@unaffiliated/mia) joined #scummvm. [01:41] you dont need to run any game installer, just copy the files: http://wiki.scummvm.org/index.php/Datafiles#Dig.2C_The [01:42] When I installed it, I didn't know yet that I needed ScummVM. I just popped in the CD. [01:43] ah right - so here's what I do : I have a directory called "c/games/scummvm/The Dig" and I copy the game files there according to the wiki [01:43] Axy (~Mia@unaffiliated/mia) left irc: Ping timeout: 268 seconds [01:43] Anyway, it works now, but I don't feel a sense of proper closure because I feel this could so easily happen to someone else, and because the error message that ScummVM gave me was so unhelpful. Everyone was like your datafile must be corrupt at first, remember? [01:43] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Remote host closed the connection [01:43] I'll try to think of some things that could have helped... [01:45] Is this true? : The "preferred" way to run ScummVM games is not off of an installed game folder or a game CD (even though that might be "supported") but to have a directory with the game files copied to it [01:46] http://wiki.scummvm.org/index.php/User_Manual/Installing_a_game_for_use_with_ScummVM describes generally how to do it [01:46] I don't know if it's the preferred way, but I must say that it certainly isn't what a naive user expects. [01:47] Question: Does ScummVM open datafiles read-only? [01:47] oh, there is even a more useful user manual http://wiki.scummvm.org/index.php/User_Manual [01:47] with screenshots. [01:47] I'm asking because when I tried to read the datafile using a simple Word macro, it was obviously reading from the file in Program Files. [01:48] Action: tsoliman is running !@#$ chatzila in !@#$ firefox and every time a link is clicked it navigates away from chatzilla [01:49] Right-click and open in new tab still works, right? Still, I understand your frustration. [01:49] I know .. I need to remember to do it .. if I weren't using a bouncer you'd see me leave and join > 4 times in the last 15 mins [01:50] I used to know how to run chatzilla standalone in OS X but it doesn't wanna work now so I am running inside firefox which is .. not cool [01:50] tsoliman: probably the answer is to find a different irc client since mozilla are nuking their extensions apis [01:51] yeah I need one that is GUI and multiplatform so I don't have to relearn everything in linux/windows/mac [01:51] irssi inside mosh is plan B [01:52] they discontinued XULRunner which is part of my problem [01:54] irssi is how the cool kids do it [01:54] what do you use snover? [01:54] Vampire0_ (~Vampire@jEdit/Vampire) joined #scummvm. [01:54] hmm .. windows has its own backend fs [01:54] i use adium. i would not necessarily recommend it. [01:55] its basically just libpurple with native mac os UI code [01:55] yeah I tried it for a while .. it was better than Mountain Lion "Messages" [01:55] unfortunately they seem to have zero developers [01:55] I used it for work's "google chat" [01:55] eventually we moved to slack and I forgot all about adium [01:56] fu& sierra, my goodness. [01:56] :D [01:56] `(if (== Platform() 2) (Styler:changeDivisions(200)))(else (Styler:changeDivisions(30)))` [01:57] apparently windows (platform 2) is just too fast [01:57] AGI? [01:57] sq6 :\ [01:57] patchy patch patch [01:57] the good news is with the -propDict- fix it is completable [01:57] but they really just& the animation/transitions code is awful cpu-speed-dependent garbage [01:58] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 268 seconds [01:58] even SQ4 had these timing problems right? [01:58] Vampire0 (~Vampire@jEdit/Vampire) left irc: Ping timeout: 260 seconds [01:58] yeah, they reused this technique all the way to the bitter end [01:58] script patches yay! [01:58] shivers 2 has cpu-dependent-speed shit too [01:58] which is just crazy [01:59] I never played that one .. own it [01:59] Dominus (~dominus@91-115-51-34.adsl.highway.telekom.at) joined #scummvm. [01:59] Dominus (~dominus@91-115-51-34.adsl.highway.telekom.at) left irc: Changing host [01:59] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. [01:59] or maybe I don't .. [01:59] Action: tsoliman checks [01:59] nope .. wishlist [02:00] in all fairness .. that was a common DOS thing to do [02:00] remember mo-slo? [02:00] yeah. [02:00] turbo buttons. [02:01] but shivers 2 was written in the age of windows 95 [02:01] mo-slo was like the software turbo button :) [02:01] yeah .. post-buyout I wonder? [02:04] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. [02:04] yep the buyout was 1996 - not that it's necessarily related [02:05] Poly-C (~Poly-C@gentoo/developer/Polynomial-C) left irc: Ping timeout: 248 seconds [02:06] games are generally throwaway code - even today - to meet a deadline .. "if it is bad and it works, then it ain't bad" is a common theme [02:08] I've been experimenting a bit, and I *think* the reason my stupid Word macro one-liner was looking at the correct file and ScummVM at the wrong one, is because apparently Word disabled the VirtualStore somehow. [02:11] tsoliman: https://www.youtube.com/watch?v=Xi9kOFJABPY&t=2m42s welcome to sci32 :) [02:12] can you believe I haven't played that game since it was new [02:13] Okay, I've thought of some suggestions. [02:13] QFG4 I caved an played a bit in dosbox but then stopped again .. ScummVM is worth waiting for :) [02:14] tsoliman: excellent. you are hereby recruited as playtester #3. [02:14] Guest47897: did you try to monitor scummvm with filemon (this betrays how little I know about the windows backend) [02:14] Littleboy (~littleboy@c-174-62-174-85.hsd1.ma.comcast.net) left irc: Read error: Connection reset by peer [02:14] who is #2? [02:15] me [02:15] I thought you were #1 [02:15] sluicebox is #1 [02:15] new dev? [02:16] I've been monitoring -devel but been away from the channel [02:16] no, just an enthusiastic fan [02:16] Filemon? Sorry, despite being able to slam a (very simple little) Word macro together, I'm a fairly average non-technical user, so I didn't know such a thing existed. I'll give it a spin. But first I'll post the suggestions that I do have, so you can think about them while I fiddle. [02:16] 1) If Word can disable VirtualStore, then so can the Windows version of ScummVM. ScummVM stores saves in %APPDATA% anyway, and never modifies files in the data folder. [02:17] 2) If the error message had noted that it was reading past the end of the file, with the file size, I'd have known sooner that something was up. [02:18] 3) Maybe it's possible to, if such an error occurs and the file is in Program Files, print a warning about the VirtualStore thing? Maybe even check if the file is in the VirtualStore? [02:19] Okay, I'm off to try filemon. [02:21] snover (~Adium@unaffiliated/snover) left irc: Quit: Leaving. [02:22] Guest47897: I am talking as a fellow clueless user - please don't take anything I say as "official" in any way -- having said that, if you really wanna take a stab at filemon (now evolved into procmon), start here: https://technet.microsoft.com/en-us/sysinternals/processmonitor.aspx [02:23] see also: https://freenode.net/kb/answer/registration [02:32] I'm looking at a long list of file accesses right now using Process Monitor and I've already found where it accesses the data file. I'll investigate what I find. [02:32] As for registering a nick, I'll have to think of one so next time I won't have to be Guest. [02:37] Suggestion 4) warn if the file size is different from what it should be according to the IFF root section (chunk?). [03:03] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) left irc: [03:09] Okay, I used Process Monitor and have determined that ScummVM opens the datafile using Generic Read, which seems okay. I'm guessing that if the file exists in the Virtual Store it will always get used, unless it's disabled, like for Word. (Who wrote to the file? Maybe it was the DOS .exe before it crashed, or maybe the installer. That would maybe explain why that file is truncated also.) [03:10] Well, it's getting late, we'll talk more later, maybe I can pass you the technical info about that ScummVM crash then as well. [03:11] so the answer seems to be to read and follow the manual's "HOWTO" part [04:01] Poly-C (~Poly-C@gentoo/developer/Polynomial-C) joined #scummvm. 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[14:47] #scummvm: mode change '+o snover' by ChanServ!ChanServ@services. [14:47] morning [14:48] exmensa (~exmensa@74-44-33-123.dr01.lmrs.ia.frontiernet.net) joined #scummvm. [14:52] hi [14:52] great news that SQ6 is completable :-) [14:53] yeah! i am working on some script patches now to make the second half of the game bearable, then i guess HShutterIn since that is used at the end of the credits [14:54] LittleToonCat (~littlecat@sydnns0115w-156057019210.dhcp-dynamic.FibreOp.ns.bellaliant.net) joined #scummvm. [14:55] ah right, that bug [14:56] was wondering what the common factor in 'second half of the game' was :-) [15:05] ajax16384 (~User@109.60.138.138) left irc: Quit: Leaving [15:21] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Quit: Ex-Chat [15:21] WooShell (~Markus@ipbcc071f7.dynamic.kabel-deutschland.de) joined #scummvm. [15:35] waltervn (~waltervn@82-171-142-149.ip.telfort.nl) left irc: Read error: Connection reset by peer [15:41] meow =^.^= [15:41] wjp: have you had any additional thoughts about -propDict-? [15:43] Tending towards as-is [15:43] bbl [15:44] wow, i didnt know that there was a background animation of NPCs walking by when you are zoomed in on the DNA scanner in sickbay [15:46] waltervn (~waltervn@82-171-142-149.ip.telfort.nl) joined #scummvm. [15:46] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [15:46] big pixels. [16:13] _sev|work (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [16:28] what the heck. scripts call to export 64909_0, which is supposed to be a plane screenshake, but I see `export64909_0 = $0` in SV and bpe doesnt get triggered, but in a SQ6 Let's Play on YouTube there *is* a shake. [16:31] this is just like the weird missing version code in torin [16:33] SCI Companion also does not see it [16:35] SQ6 and Torin seem to be the only games that try to use this method& [16:38] snover: you don't know how the screenshake is done? [16:39] did they use the same VGA port trickery they used for sci16? [16:39] or did they really move everything up and down? [16:39] no, this is all in software [16:39] it moves a plane up and down [16:39] not all planes? [16:39] nope, just the one that is passed to the call [16:40] the call& that does not exist& [16:40] o_O [16:40] https://www.youtube.com/watch?v=LErhR5-oU9w#t=4m36s [16:43] uruk-hai (~uruk-hai@94.206.11.122) joined #scummvm. [16:43] #scummvm: mode change '+o uruk-hai' by ChanServ!ChanServ@services. [16:43] m_kiewitz: yeah, i am absolutely baffled right now [16:43] The shake works in DOSBox [16:43] there is no patched 64909 script [16:44] maybe check if the script is twice in there [16:44] we had an issue like that for a German version of some SCI16 game [16:44] I think it was Freddy Pharkas [16:45] where they had some resource twice inside the resource files and we took the "wrong" one [16:45] wow. well, since you saw it happen once, i bet it is the case here too [16:45] or maybe some other hackery [16:46] took ages to figure out back then [16:46] it seems so random that the version script and part of the styler script would be missing [16:47] should `list script` show me an extra script? [16:47] not sure, i think i figured it out manually back then [16:51] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [16:51] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [17:13] there arent any duplicates in resource.map. one entry for 64909.SCR, one entry for 64909.HEP [17:15] hmmmm [17:16] wjp with dos box debugger to the rescue [17:16] ? [17:16] _sev|work (~sev@scummvm/undead/sev) joined #scummvm. [17:16] #scummvm: mode change '+o _sev|work' by ChanServ!ChanServ@services. [17:17] _sev|work (~sev@scummvm/undead/sev) left irc: Client Quit [17:18] GitHub172 (~GitHub172@192.30.252.40) joined #scummvm. [17:18] [scummvm] sev- pushed 1 new commit to master: https://git.io/vP2Vi [17:18] scummvm/master 2cb0e45 Eugene Sandulenko: GRAPHICS: Further work on BDF font scaling [17:18] GitHub172 (GitHub172@192.30.252.40) left #scummvm. [17:25] bgKa (~bgk@2001:41d0:2:599c::2a60:8434) left irc: Ping timeout: 260 seconds [17:27] bgKa (~bgk@2001:41d0:2:599c::2a60:8434) joined #scummvm. [17:27] #scummvm: mode change '+o bgKa' by ChanServ!ChanServ@services. [17:36] frankyboy_ (~franky@ppp109-252-148-203.pppoe.spdop.ru) joined #scummvm. [17:41] _sev: did you get that 75 frames per second issue even on "fast"? [17:42] <_sev> that is the only thing which I was looking at [17:45] m_kiewitz: i still have some stuff i can look at before summoning the grand master :) [17:46] at the moment i am thinking this could be a relocation bug [17:52] WinterGrascph (~WinterGra@winter.sch.bme.hu) joined #scummvm. [17:52] #scummvm: mode change '+o WinterGrascph' by ChanServ!ChanServ@services. [17:55] aquadran (aquadran@scummvm/undead/aquadran) joined #scummvm. [17:55] #scummvm: mode change '+o aquadran' by ChanServ!ChanServ@services. [17:56] WinterGrascph (~WinterGra@winter.sch.bme.hu) left irc: Remote host closed the connection [17:57] WinterGrascph (~WinterGra@winter.sch.bme.hu) joined #scummvm. [17:57] #scummvm: mode change '+o WinterGrascph' by ChanServ!ChanServ@services. [17:59] _sev: ah wait, I meant there are 2 options - fast and fastest, right? [17:59] and for me "fast" still gives me 20 fps, can't see any issue with the coe [17:59] code [18:00] <_sev> no, I was checking only kq1 dos which doesn't have the fastest mode [18:00] <_sev> that was with 'fast' [18:00] Begasus (~Begas_@d54C3C8C2.access.telenet.be) joined #scummvm. [18:00] <_sev> 75 calls per second [18:02] game speed is set to 0? [18:02] try Black Cauldron [18:03] the bug report says that it's way too fast even for "fast" (gamespeed not being 0) [18:03] i guess we could make the unlimited speed run at 30 or 40 fps?! [18:03] the speed setting one lower than that is 20 fps [18:03] relocation doesnt seem to be the problem either. [18:06] _sev (~sev@scummvm/undead/sev) left irc: Remote host closed the connection [18:06] or& hm. [18:06] _sev (~sev@scummvm/undead/sev) joined #scummvm. [18:06] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [18:06] the missing torin version script is pretty interesting, since it has quite a bit of data in it, but SV thinks that it has a single null export [18:06] and so does SCI Companion [18:08] so it seems that there is some assumption everyone has made about how scripts exports work, which is not quite correct for sci32 [18:09] where's the calle? [18:10] criezy (~criezy@host109-147-203-115.range109-147.btcentralplus.com) joined #scummvm. [18:10] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [18:10] can you say that differently? i dont understand the question :) [18:10] which function calls this export? [18:11] ('calle' is the opcode to call an export) [18:11] in rm500.sc, sEndChapter1 changeState 6 [18:12] i can give you an offset, one sec. [18:13] rootfather (57bba988@gateway/web/freenode/ip.87.187.169.136) left irc: Quit: Page closed [18:13] I see it [18:15] interesting comment at the end of validateExportFunc [18:15] heh. [18:15] indeed& [18:16] 64036 is the torin version script [18:16] so someone just papered over some fixup table not being used i guess :) [18:20] any blocks of 'unclaimed' code in this script? [18:20] bytecode not in any apparent function, I mean [18:20] the whole thing :) [18:20] torin's 64036? [18:20] yeah [18:20] interesting [18:22] i think that the first uint16 in the script is pointing to some fixup/offset table for exports but i am not sure yet, still investigating. [18:23] yes, but this one appears empty [18:23] such a bug shouldn't have way more issues? [18:23] created way more issues [18:23] the first word should point to a count followed by that many offsets to relocate [18:24] who knows. -propDict- was wrong, and that only broke one action in SQ6 [18:24] lol [18:24] omg [18:26] SylvainTV (~SylvainTV@LFbn-1-8392-241.w81-254.abo.wanadoo.fr) joined #scummvm. [18:26] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [18:27] _sev ... maybe you could mention the SHA256 checksum in the next email for the release :) On Haiku we use them to check them :-) "CHECKSUM_SHA256="2417edcb1ad51ca05a817c58aeee610bc6db5442984e8cf28e8a5fd914e8ae05"" [18:30] I wonder if 0 just means something special [18:30] can't really see anything obvious in the hexdumps [18:30] <_sev> Begasus: yay [18:32] WinterGrascph (~WinterGra@winter.sch.bme.hu) left irc: Remote host closed the connection [18:35] or _maybe_ it just starts executing at offset 0 anyway [18:35] offset from the start of the code block [18:39] hm? [18:41] hm, that's an interesting comment [18:43] wjp: can you somewhat "easily" debug it in dos-box? [18:43] LoadScript+A9E appears to be loading the export table [18:43] that would show us where it's supposed to jump to [18:43] (reading from +6 in the script) [18:44] Checking for SDL_Net... no (I'm thinking it's not needed yet in the release for 1.9.0?) [18:44] maybe [18:45] wjp: yes, +6 is the export table [18:48] the word at +0 is file-relative offset to a fixup table, which is immediately after the code block [18:48] yes [18:48] I'm confused by the loop structure around LoadScript+A9E [18:52] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) joined #scummvm. [18:54] sluicebox (~userid@104-6-192-21.lightspeed.irvnca.sbcglobal.net) joined #scummvm. [18:57] I'm less convinced now it's the right loop [18:58] this is around where the propDict stuff was isnt it? [18:59] a bit below it, yes [18:59] GitHub156 (~GitHub156@192.30.252.34) joined #scummvm. [18:59] [scummvm] criezy pushed 1 new commit to master: https://git.io/vP27g [18:59] scummvm/master eef7d91 Thierry Crozat: GUI: Fix wrong error messages when failing to change some graphics settings [18:59] GitHub156 (GitHub156@192.30.252.34) left #scummvm. [19:07] aha, they're a bit indirect [19:08] turns out that like the propDict and methDict, it copies the whole export table into a memid [19:08] that's the Alloc at +4CA unless I'm very mistaken [19:09] it's an alloc of 2 + 2 * [script+6] [19:09] (I ended up looking for all 6's in LoadScript...) [19:11] that seems right to me too. [19:14] so many calls to MemoryMgr& [19:15] s/calls/accesses [19:24] what a mess [19:24] is LoadScript+A32 the place that finally accesses that allocated MemID again? [19:24] death by a billion tiny constructors [19:25] (since the allocated memid is moved around a few times and then finally stored at +534?) [19:26] yes, that seems right [19:26] it's storing it in script+0x10 and reading from that again at +A32 [19:27] the cmp [eax], 0 below there is especially promising [19:27] (I have to say I was eyeing that cmp 0 for some time :-) ) [19:28] so 0's in there get skipped [19:28] but in other cases it's sometimes _subtracting_ a value? [19:29] which possibly makes your comment [19:29] 20:35 <@snover> offset from the start of the code block [19:29] sound rather relevant? [19:30] is script+0x24 the start of the code block? [19:31] snover, thanks for fixing gk1 interviews. had you seen that the binoculars scene stopped working since the last big sci32 merge? the overlay doesn't clip to the screen boundaries anymore [19:31] wjp: not sure, my Script struct is not totally complete yet [19:34] I'm making a few leaps of faith here, but it does start to sound plausible that it forgets to process 0's accidentally making them point at the start of the actual code rather than the start of the script [19:38] frankyboy_ (~franky@ppp109-252-148-203.pppoe.spdop.ru) left irc: Remote host closed the connection [19:40] uh, script+24 is filled in a very interesting way [19:40] sluicebox: ugh. thanks for letting me know. [19:41] good thing we already looked at that object loop [19:41] this code sucks :) [19:41] script+24 is set to the sum of all blocks of memory it allocated for the export table, propdicts and methdicts [19:41] +6 [19:42] sounds like the start of code address? [19:42] it does [19:42] so if an export table entry is 0 it skips it, otherwise it checks some unclear condition, and then sometimes subtracts the start of the code [19:42] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [19:43] might be checking for heap vs script export [19:43] (not sure how) [19:48] GitHub14 (~GitHub14@192.30.252.34) joined #scummvm. [19:48] [scummvm] m-kiewitz pushed 1 new commit to master: https://git.io/vP2xr [19:48] scummvm/master 32ca051 Martin Kiewitz: AGI: Make TIME_DELAY 0 to set the game to 40 fps... [19:48] GitHub14 (GitHub14@192.30.252.34) left #scummvm. [19:50] oh, I think it's looping over the relocation table there [19:52] part of me is thinking I should fully RE LoadScript [19:56] I'm a bit confused by some of the pointer arithmetic, but the first two bytes of the script are definitely the main part of the thing it's looping over [19:57] so with only a small bit of confusion left, it's basically doing: [19:57] if export table entry is 0, do nothing [19:57] if export table entry is in the relocation table, do nothing [19:57] otherwise, subtract start of code block [19:58] <_sev> wjp: can you check whether fonts look OK on your today's build? [19:58] <_sev> for m_kiewitz they're cut [19:58] fonts where? [19:58] <_sev> non-AA renderer [19:58] wjp: for me it looks as if the font for the game names is cut off [19:58] <_sev> in GUI [19:58] 2 or 3 pixel lines [19:58] <_sev> m_kiewitz: show him the shots [19:59] wjp: http://i.imgur.com/Noz9EV0.png [19:59] seems fine here [19:59] i hadn't updated for 1 or 2 weeks, but the change must have happened within that time [19:59] but my font looks different [20:00] weird [20:00] <_sev> m_kiewitz: what is weird is that you have it OK on the game version [20:00] <_sev> which tells me that it could be a problem with list rendering, not with the fonts [20:01] right [20:02] <_sev> ah, you do not have freefont compiled in [20:02] <_sev> trying to compile without it... [20:02] yes, couldn't make that work [20:02] on par :) https://www.flickr.com/photos/begasus/30286229055/ [20:03] switching back to Ubuntu to upload the files :) g'night peeps :) [20:03] <_sev> Begasus: yay! [20:03] ;) [20:03] cu! [20:03] uruk-hai (~uruk-hai@94.206.11.122) left irc: Read error: Connection reset by peer [20:03] Begasus (~Begas_@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.9.7-H-20140108]: i've been blurred! [20:04] <_sev> m_kiewitz: yep, I reproduced the issue [20:05] btw. can I still backport the AGI change to 1.9 or is that impossible now? [20:05] <_sev> impossible [20:06] <_sev> well, you can put it into branch-1-9 [20:06] <_sev> in case we release 1.9.1 [20:06] will rather wait then [20:06] <_sev> wait for what? 1.10? [20:06] with backporting [20:07] to branch-1-9 [20:08] GitHub20 (~GitHub20@192.30.252.42) joined #scummvm. [20:08] [scummvm] wjp pushed 1 new commit to master: https://git.io/vPaeC [20:08] scummvm/master 3dc5431 Willem Jan Palenstijn: SCI: Add modified workaround for Simbani bridge room for GOG... [20:08] GitHub20 (GitHub20@192.30.252.42) left #scummvm. [20:09] <_sev> m_kiewitz: found the bug [20:09] where is it? [20:09] list rendering? [20:10] wjp: shouldn't we patch the script as well? The fan patch stores some number in there, right? So is there a chance that this number will point to some valid string? [20:10] no [20:10] reg_t :-) [20:11] (a number can't be a valid pointer) [20:12] <_sev> m_kiewitz: fix pushed [20:13] GitHub79 (~GitHub79@192.30.252.42) joined #scummvm. [20:13] [scummvm] sev- pushed 1 new commit to master: https://git.io/vPavT [20:13] scummvm/master b5d4c30 Eugene Sandulenko: GRAPHICS: Fix built-in font parameters [20:13] GitHub79 (GitHub79@192.30.252.42) left #scummvm. [20:19] I don't suppose we already compute the start of the code block somewhere? :-) [20:24] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [20:29] i havent noticed one [20:30] looks like it should be just after methdict [20:32] <_sev> m_kiewitz: yes, that fixes kq1 for me [20:32] kk [20:32] and that relocation table at the end of the script is applied to both exports and offsets in code [20:35] yeah [20:35] do we already do that? [20:38] i havent found anything yet that even reads the first word of the script [20:43] which is rather confusing [20:43] it must be read somewhere, surely [20:48] I see where it reads the relocation table in the heap, but not yet in the script [20:48] waltervn (~waltervn@82-171-142-149.ip.telfort.nl) left irc: Quit: Leaving [20:48] yes, that is what i am seeing also [20:51] along with this - [20:51] oops [20:51] i cannot type today [20:52] this _offsetLookupArray which seems to only be used by the debugger?? [20:54] // In SCI0-SCI1, script local variables, objects and code are relocated. We only relocate locals and objects here, and ignore relocation of code blocks. In SCI1.1 and newer versions, only locals and objects are relocated. [20:56] odd [20:59] Mia (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [20:59] so it could of course be that code relocations are meaningless in our segment system [20:59] and I actually have no idea how code would use non-code exports [20:59] memid of object [21:00] or well, a number [21:00] apparently [21:00] Mia (~Mia@92.45.180.0) joined #scummvm. [21:00] Mia (~Mia@92.45.180.0) left irc: Changing host [21:00] Mia (~Mia@unaffiliated/mia) joined #scummvm. [21:01] sorry, I mean script code [21:03] for code exports there's the calle opcode [21:04] never mindwhat i thought i saw doesnt seem to actually be a thing. [21:07] ah, might be kScriptID [21:07] and in there we unconditionally do relocate it [21:07] so we relocate export based on usage, I guess? [21:07] s/export/exports/ [21:11] which does not seem to be good enough here [21:12] LittleCat_ (~littlecat@sydnns0115w-156057019210.dhcp-dynamic.FibreOp.ns.bellaliant.net) joined #scummvm. [21:12] I don't think that's the problem [21:13] we should only have to handle offset 0 in validateExportFunc, right? [21:14] gus_ (~quassel@2401:1801:7800:101:be76:4eff:fe18:1911) joined #scummvm. [21:16] i dont even know any more [21:17] I think finding out the start of the code blocks and returning that instead of offset 0 should fix things [21:19] _sev_ (~sev@92.110.93.218) joined #scummvm. [21:19] _sev_ (~sev@92.110.93.218) left irc: Changing host [21:19] _sev_ (~sev@scummvm/undead/sev) joined #scummvm. [21:19] #scummvm: mode change '+o _sev_' by ChanServ!ChanServ@services. [21:19] LittleToonCat (~littlecat@sydnns0115w-156057019210.dhcp-dynamic.FibreOp.ns.bellaliant.net) got netsplit. [21:19] Littleboy (~littleboy@c-174-62-174-85.hsd1.ma.comcast.net) got netsplit. [21:19] gus (~quassel@2401:1801:7800:101:be76:4eff:fe18:1911) got netsplit. [21:19] skymandr (~skymandr@h-5-150-255-103.na.cust.bahnhof.se) got netsplit. [21:20] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Ping timeout: 265 seconds [21:20] _sev (~sev@scummvm/undead/sev) left irc: Ping timeout: 265 seconds [21:20] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) left irc: Ping timeout: 265 seconds [21:20] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) joined #scummvm. [21:20] wjp: seems so. [21:21] m_kiewitz (~m_kiewitz@x4d03d0c0.dyn.telefonica.de) joined #scummvm. [21:21] m_kiewitz (~m_kiewitz@x4d03d0c0.dyn.telefonica.de) left irc: Changing host [21:21] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) joined #scummvm. [21:21] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [21:22] https://zetafleet.com/i/57fea980521ae.jpg woo. [21:23] in dosbox it says version "devel" so i am not sure this is a 100% correct fix [21:23] huh [21:23] [vEX] (~vex@h95n22-spaa-a12.ias.bredband.telia.com) got netsplit. [21:23] Arcanum_za (~trixarian@2604:180:2:ccb::8c69) got netsplit. [21:23] Deledrius_ (~Deledrius@2602:100:4476:8bd6:659a:84e5:bdcf:324e) got netsplit. [21:23] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) left irc: Client Quit [21:26] phyber (phyber@unaffiliated/phyber) left irc: Ping timeout: 260 seconds [21:26] Nick change: Vampire0_ -> Vampire0 [21:26] it seems to do stuff with global 0x1b to decide what to display [21:28] [vEX] (~vex@h95n22-spaa-a12.ias.bredband.telia.com) returned to #scummvm. [21:28] Arcanum_za (~trixarian@2604:180:2:ccb::8c69) returned to #scummvm. [21:28] Deledrius_ (~Deledrius@2602:100:4476:8bd6:659a:84e5:bdcf:324e) returned to #scummvm. [21:28] #scummvm: mode change '+o [vEX] ' by tepper.freenode.net [21:28] skymandr (~skymandr@5.150.255.103) joined #scummvm. [21:29] GitHub195 (~GitHub195@192.30.252.42) joined #scummvm. [21:29] [scummvm] sev- pushed 1 new commit to master: https://git.io/vPaOU [21:29] scummvm/master ce89406 Eugene Sandulenko: GRAPHICS: Fix BDF font referencing on font generation [21:29] GitHub195 (GitHub195@192.30.252.42) left #scummvm. [21:29] phyber (phyber@unaffiliated/phyber) joined #scummvm. [21:29] i have to go for the moment, i was in the middle of trying to determine the sizes of propDict and methDict to get the offset to the start of code, feel free to just do it if youll be done in less than an hour, otherwise i will follow up then [21:30] gus (~quassel@2401:1801:7800:101:be76:4eff:fe18:1911) got lost in the net-split. [21:30] Littleboy (~littleboy@c-174-62-174-85.hsd1.ma.comcast.net) got lost in the net-split. [21:30] LittleToonCat (~littlecat@sydnns0115w-156057019210.dhcp-dynamic.FibreOp.ns.bellaliant.net) got lost in the net-split. [21:30] I'll be going to bed pretty soon myself [21:30] t0by (~t0by@host76-229-dynamic.48-82-r.retail.telecomitalia.it) left irc: Quit: Bye! [21:31] <_sev_> wjp: Simbani bridge room... that's QFG, right? [21:31] oh, did I forget to mention the game? [21:32] whoops, sorry [21:32] <_sev_> :) [21:32] Nick change: _sev_ -> _sev [21:32] QfG3, anyway [21:36] QfG3 was also particularly affected by this potential audio deadlock on load, so that's two fixes for it in master now [21:44] wjp: do you think your new understanding of SCI's script internal data structures can be related to https://bugs.scummvm.org/ticket/7122 ? [21:45] The game seem to refer to non-existing scripts, but the game is WAI on an emulator, while scummvm, SV and SCI Companion are all unable to see these scripts [21:46] sorry - non-existing text resources [21:53] dunno, sounds more like a resource thing than a script thing [21:56] :| [22:01] WooShell (~Markus@ipbcc071f7.dynamic.kabel-deutschland.de) left irc: Quit: It's easy to laugh and it's easy to hate... it takes guts to be gentle and kind. [22:03] sluicebox (~userid@104-6-192-21.lightspeed.irvnca.sbcglobal.net) left irc: Ping timeout: 250 seconds [22:05] GitHub100 (~GitHub100@192.30.252.40) joined #scummvm. [22:05] [scummvm] criezy pushed 1 new commit to master: https://git.io/vPaZN [22:05] scummvm/master 0a186a6 Thierry Crozat: TESTBED: Fix fullscreen test... [22:05] GitHub100 (GitHub100@192.30.252.40) left #scummvm. [22:06] TAS-2012v (~2012@c-1cfa71d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [22:07] TAS_2012v (~2012@c-1cfa71d5.024-3-67626724.cust.bredbandsbolaget.se) left irc: Ping timeout: 248 seconds [22:07] Nick change: TAS-2012v -> TAS_2012v [22:17] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) joined #scummvm. [22:30] ny00123 (~ny00123@46-116-115-228.bb.netvision.net.il) left irc: Quit: Leaving [22:38] exmensa (~exmensa@74-44-33-123.dr01.lmrs.ia.frontiernet.net) left irc: [22:47] girafe (~girafe@LFbn-1-8015-136.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [23:06] Nick change: gus_ -> gus [23:10] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [23:24] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [23:24] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [00:00] --- Thu Oct 13 2016