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[14:06] Hello all [14:06] It's been a while [14:10] I hope everyone is doing well :) [14:24] ajax16384 (~User@185.6.247.126) left irc: Read error: Connection reset by peer [14:33] Zero123 (4d1c0c66@gateway/web/freenode/ip.77.28.12.102) joined #scummvm. [14:35] Hi guys, I'm trying to compile ScummVM on Visual Studio 2013, the x32 version works, the x64 doesn't like the freetype libs (from the precompiled package). Compiling them from source does no good either. Have you guys run into a solution so far? [14:35] hey RichieSams|work ! :) what's up? :) [14:35] Lubomyr (~Miranda@93.178.244.176) left irc: Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org [14:36] Zero123: i compiled with VS for x32 with success multiple times, but never tried myself x64 [14:36] Zero123: I remember having a tough time with that [14:36] Give me one sec to remote control home and see what I ended up doing [14:37] Hey Thanks! :D [14:37] @uruk-hai: Hey hey! [14:37] I'm doing well [14:37] Just chugging along at work [14:37] and getting distracted by coding projects [14:38] Yeah, x32 version has been successful, for the x64 I even tried cross-compiling on linux and relinking in Visual Studio to the *.a one that linux spits out, no dice (in hindsight I tried that with the latest freetype sources, not 2.3.5) [14:39] i know that feel :D [14:40] lingManting (~nds@058177125238.ctinets.com) joined #scummvm. [14:41] Using a library file from MinGW should not work with MSVC anyway, it's a different file format. [14:41] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) left irc: Quit: ignalina [14:41] @LordHoto I remember successfully linking to the static libs from MinGW, I think MSVC is able to read them [14:41] Logging in now [14:41] Nick change: lingManting -> LDAshDS [14:42] @uruk-hai: Yea, I made a path tracer [14:42] then I saw a really cool presentation from GDC [14:42] so then I implemented that [14:42] Nick change: LDAshDS -> LDAshDS_ [14:42] I'm all over the place [14:42] lol [14:42] haha, cool :D [14:45] Zero123: I don't remember what I had to do [14:45] but here are the files I use: http://www.mediafire.com/download/egp5fdssb3o1dpe/ScummVMLibs.7z [14:45] Then, just set up your path to point to wherever you put that folder [14:46] RichieSams|work: Thanks!! I'll try them out and see whether I make it [14:46] then scummvm will work well [14:46] *should* work [14:46] http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/ interesting read [14:46] Zero123: What errors did you get exactly when trying to use the MinGW files? [14:47] Yea, I saw that I think yesterday on reddit [14:47] LDAshDS_ (~nds@058177125238.ctinets.com) left irc: Read error: No route to host [14:48] LordHoto: The same errors I would get before, something like: error LNK2019: unresolved external symbol __imp_FT_Done_Face [14:48] And about 10 more [14:50] That sounds like the lib files aren't being linked [14:53] RichieSams|work: Thanks, it compiled this time! Although it crashes upon startup, it's *possible* we have a different version of freetype6.dll in C:\Windows. Either that or I'm using x32 SDL.dll [14:54] I'm compiling with SDL 1.2 btw, not 2.0 [14:54] I think that's default [14:56] start it in debug and see how it's crashing? [14:57] What was the flag again? -d 6? [14:59] Since it crashes on program start, not on game start. Just tried recompiling x32 version, works like a charm. [14:59] (With the libs you gave me) [15:02] Can you not start it through Visual studio? [15:04] Woops sorry about that :) I can, but nothing helpful: [15:04] First-chance exception at 0x00007FF689375C67 in scummvm.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF. [15:04] Unhandled exception at 0x00007FF689375C67 in scummvm.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF. [15:05] Rebuilding under Debug profile to see if anything else is displayed... [15:07] Says: Run-Time Check Failure #2 - Stack around the variable 'wminfo' was corrupted. [15:09] Breaks at the final bracket (end of fucntion) in: [15:09] http://pastebin.com/raw.php?i=BvnLh6Kf [15:14] After which it continues to break in srfacesdl-graphics.cpp:457 [15:14] RUBICN64 (~Android@2601:547:4000:b04:7c97:94c:5113:788d) joined #scummvm. [15:16] ajax16384 (~User@ip33.net130.n37.ru) joined #scummvm. [15:16] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [15:29] RichieSams|work: I suspect it might be Windows 8.1 specific. I'm going to try a solution suggested elsewhere, and write if I'm successful. If not, oh well :) [15:30] Zero123 (4d1c0c66@gateway/web/freenode/ip.77.28.12.102) left irc: Quit: Page closed [15:31] ny00123 (~ny00123@bzq-79-181-24-29.red.bezeqint.net) joined #scummvm. [15:38] RUBICN64 (~Android@2601:547:4000:b04:7c97:94c:5113:788d) left irc: Quit: AndroidIrc Disconnecting [15:38] d356 (~d@174-138-220-228.cpe.distributel.net) joined #scummvm. [15:39] jammm (~jam@113.193.129.157) left irc: Ping timeout: 272 seconds [15:49] Zero123 (4d1c0c66@gateway/web/freenode/ip.77.28.12.102) joined #scummvm. [15:49] LordHoto: ping [15:49] RichieSams|work: ping [15:49] So guys, it seems it is a Windows 8.1 x64 / SDL issue [15:50] I recompiled with SDL2, and it works well [15:50] Other than that, the other fixes I tried did not work [15:50] (Some updates from MSDN) [15:52] Once Windows 10 hits the shelves, supporting ARM (android) and things like Raspberry Pi 2 etc., I suspect this issue will still be there. Only time will tell, but it may be good for someone (more knowledgeable than me in the backend) to perhaps take a look [15:52] _marc` (~marc@p5DDC6916.dip0.t-ipconnect.de) left irc: Quit: _marc` [16:03] d356 (~d@174-138-220-228.cpe.distributel.net) left irc: Quit: d356 [16:15] TMM (~hp@fsf/member/pdpc.professional.tmm) left irc: Ping timeout: 272 seconds [16:21] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) joined #scummvm. [16:26] Nick change: Vampire0_ -> Vampire0 [16:28] ced117 (~ced117@opensuse/member/ced117) joined #scummvm. [16:30] TMM (~hp@fsf/member/pdpc.professional.tmm) joined #scummvm. [16:34] Ahh [16:34] Sorry, I was out in the mill [16:35] Well, I'm glad it's working now [17:06] _marc` (~marc@p20030046032660FE05F186528C6E76BC.dip0.t-ipconnect.de) joined #scummvm. [17:18] Ramal (~dennis@2.66.55.132.mobile.tre.se) left irc: Ping timeout: 255 seconds [17:20] Ramal (~dennis@2.64.197.93.mobile.tre.se) joined #scummvm. 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[22:02] m_kiewitz (~m_kiewitz@x5f710dc6.dyn.telefonica.de) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [22:02] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [22:02] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [22:20] hi [22:29] G'day [22:30] Let me apologize in advance.. even though I did a forced pull, it looks like a merge crept in when I did my next commit. :( [22:32] I apologize for breaking things in the first place :( [22:34] No worries; at least wjp was able to get it all sorted out. Thanks :) [22:35] I'm afraid to push anything now. I'm still not sure what to do on my end to make sure I'm in sync with everyone else [22:36] t0by (~t0by@93.37.211.219) left irc: Ping timeout: 240 seconds [22:37] Well, anything else could be done as a pull request if you want to make sure. [22:37] I do everything through tortoise svn as I'm on windows... here are the options I have - https://dl.dropboxusercontent.com/u/30279551/git_options.png [22:38] Apart from Strangerke's sound work, I don't think there's much left. I need to move some cropping code in the Surface class at wjp's suggestion. wjp was also of the opinion that we should refactor Inventory so that _holding is a private field, but I'm honestly not sure that that's really needed right this moment [22:38] There may be a few other remaining things spread across the pull request I'm forgetting. [22:40] Ah.. TortoiseGit. I have that installed too, but honestly, these days I mainly just use it for doing diffs of files before I commit, since I frequently find it easier than the text-based diffs [22:40] I have gone through and changed scumm_stricmps to string.isequalsIgnoreCase [22:40] Why don't you do a pull request with it then :) [22:41] Every little bit of cleanup like this helps in the long-run [22:41] Use msys git [22:42] I usually do git sync then pull to get the latest revision, that should be enough to make sure I'm properly up to date and wont re-commit any brokenness? :) [22:43] There was a discussion on Slashdot just yesterday about whether C/C++ would ever die, with new languages like Rust being introduced. Given the size of our code base these days, I'd hope not. Particularly given the trouble a few foolish souls have already had trying to convert the code-base to Java. [22:43] Kirben (~kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) joined #scummvm. [22:43] #scummvm: mode change '+o Kirben' by ChanServ!ChanServ@services. [22:43] there was an attempted .NET port wasn't there? [22:43] Ah yes, I think so.. .NET and Java. [22:44] Actually, the Java one, if I remember correctly, got far enough to show some Lucasarts demos in a browser window. But never heard anything further about it. [22:44] dreammaster: I'm not necessarily saying you _should_ refactor Inventory just for _holding, but it's a general pattern that quite a few classes expose too many internals [22:44] oh, by the way, the guy who wrote the scalpel codebase has apologies numerous times in advance of how bad it might be :) [22:44] the event-related things bother me most I think [22:44] As for Sync/Pull, I'm not sure. With a command line git, at least if you did a pull and there had been a rebase, like was done in the Sherlock thread, it'd give you an error, and you'd need to explicitly do a forced pull like I originally requested [22:45] oh dear, what did you do? :-) [22:45] those commits are back _again_! :-) [22:45] FFFFFFFFFFFFFFFFF [22:46] oh god.. I shouldn't hastily commit things late at night before going to bed :( [22:47] so, um, should I force push them away again, or just save that until later? [22:47] Maybe we should just agree that the code base is good enough for merge, and leave further changes until after we merge. :( [22:47] If you're happy to do it now, I'd say go for it. I'm going to nuke my local branch entirely and get a fresh copy after you do it, just to be safe [22:48] reset --hard will do the job [22:48] What's the point of the PR if not to review and fix things before the merge? [22:48] I did that, though. git reset --hard HEAD^ [22:49] why HEAD^? [22:49] Yes, I was being faceitious. Well, mostly.. :). As has been pointed out previously, whilst we have the pull request active, it's easier to comment on things and do fixes [22:49] git reset --hard remotes/dreammaster/sherlock (if 'dreammaster' is the new of your remote) [22:51] anyway, as far as I'm concerned things are mostly fine [22:51] but I'm worried that the event handling and user interface code are rather fragile [22:51] Sorry, does that mean you've already pushed a fix again? [22:51] no, I've done nothing [22:51] fragile, and hard to verify [22:53] Which is a fair comment. If we were to refactor the engine completely (and I'm not suggesting this we should), a lot of the code in UserInterface is actually code that would be better in the individual classes.. like doTalkControl handles the talk interface, but it's part of userInterface because it's easier for it to access the UI class fields, rather than making everything public. [22:54] And you're right, in your previous comments, that some of the stuff like button drawing seems to be redundantly duplicated in plcaes. [22:55] Another thing we have to keep in mind is that there's still the second game's implementation coming. So even if we were considering more major refactorings, it would be wiser to wait until the second game is implemented, to make it easier to compare code differences between games in ScummVM versus original source. [22:55] a couple of glitches I noticed are that the 'press any key' doesn't accept space and enter, and ... [22:55] are the two engines that similar? [22:55] ... that after exiting search mode in the journal, all buttons are highlighted [22:55] That's weird.. I tried that the other day, and didn't notice any problem [22:56] I just click on the chair in the opening room to reproduce [22:56] To a reasonable degree. A lot of the base code is the same, from what little I've looked at so far, but the user interface is definitely different, since it's all SVGA, and we don't have a fixed interface area anymore [22:56] Ok, let me try that. [22:56] One.. I pull a fresh copy of the branch that I just nuked. ;) [22:57] highlighting of buttons in "Files" mode is also very glitchy [22:59] Ah, yes, I'm seeing the problem now. I guess the code fragment for Space/Enter should be removed. Particularly since we dont use the keyboard cursor anyway [23:01] criezy (~criezy@host31-51-5-178.range31-51.btcentralplus.com) left irc: Quit: criezy [23:03] What specific problems are you seeing in the Files menu? Remember that you can click Load or Save first and it will remain highlighted until you select a file. Or you can do the reverse. [23:03] is anyone else still getting the audio related crash when exiting 221b baker street for the first time? [23:04] hmm ok I think I don't have Strangerke's latest fixes for that.. [23:05] Yes, that should fix it [23:06] oh, clicking load first and then the savegame, or clicking the savegame first and then load both should work? I see [23:06] dreammaster: yep, got them now.. still figuring out git :) [23:07] there's still some issues with fast animations? (the portraits of characters speaking, specifically) [23:08] That's possible, I guess. I'll have a look [23:08] their lips are moving very fast :) [23:09] Timing issues are usually something I leave to last with an engine. If things go too fast, it's all to the good when I have to keep playing the same segments of game over and over again as I develop the engine. :) [23:09] haha true :) [23:10] I played the first level of aliens vs predator about what feels like 6000 times when I was working on that codebase [23:11] I really love the art style in this game... the smoking chimneys in the introduction look especially great [23:12] I have my .isequalsIgnoreCase changes here anyway - should I push them? [23:13] Well, I temporarily disabled your committing, just in case we had further problems. Why don't you push the branch to your own Github account and do a pull request [23:14] heroux (sandroco@gateway/shell/insomnia247/x-ykxbxwtoyxsvande) left irc: Ping timeout: 256 seconds [23:14] oh, I suppose I'll do that force push now [23:14] Thanks [23:15] done [23:15] Cool [23:15] hehe yeah that's probably for the best [23:15] Just checked the lip movement in the original, and it is actually that fast. Go figure. [23:16] wow :) [23:16] good night [23:16] Goodnight [23:16] night! [23:17] RichieSams|work (bbb2f2bc@gateway/web/freenode/ip.187.178.242.188) left irc: Quit: Page closed [23:19] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) left irc: Quit: My Mac has gone to sleep. 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