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[01:01] <clone2727> dreammaster: Did you mean to use a second GitHub account for those last comments?
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[01:33] <dreammaster> Whoops. That's my work account. I keep it seperate from my personal one.
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[01:34] <dreammaster> Well, no real harm
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[02:09] <GitHub65> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vU5dL
[02:09] <GitHub65> scummvm/master e339cd6 Martin Kiewitz: AGI: implement engine option to disable mouse...
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[02:11] <LordHoto> m_kiewitz: simply starting the games should make ScummVM pick up new engine options for that detection entry
[02:11] <m_kiewitz> oh, i didn't know that
[02:11] <m_kiewitz> right, that works
[02:12] <m_kiewitz> couldn't we execute a redetection when the user enters the game options in case for example no gui-options were saved last time and optionsList[] is available?
[02:17] <LordHoto> But that would only catch the case when no gui-options are available?
[02:18] <LordHoto> We have some not really tested/wip update targets code. The idea was IIRC that we considered to just rerun detection when ever the user upgrades to a new ScummVM release.
[02:22] <m_kiewitz> yes, the best solution would have been originally to save the available gui options as well
[02:22] <m_kiewitz> that way a change in gui-options could be detected
[02:23] <m_kiewitz> i guess one could still do exactly that
[02:24] <m_kiewitz> well, scummvm build date would somewhat work as well, but then you would have to redetect everything at once
[02:24] <m_kiewitz> or well save the scummvm build date per game
[02:25] <m_kiewitz> and if we do that, we could also simply save the available gui options and compare those
[02:25] <LordHoto> build date isn't really meaningful alone
[02:26] <m_kiewitz> we would have to implement a way to detect a newer daily build too
[02:27] <m_kiewitz> and comparing version numbers and/or build dates will result in lots of redetections that are not really needed
[02:27] <LordHoto> well, it was only aimed at releases
[02:27] <LordHoto> you could just manually have a command line option for use when you want to do it
[02:27] <m_kiewitz> sure, but there are quite a few people who use daily builds too
[02:28] <m_kiewitz> for us it doesn't matter. for end-users it does
[02:28] <m_kiewitz> end-user starts ScummVM after some upgrades -> selects AGI game -> clicks on options -> engine options gone
[02:29] <LordHoto> Daily builds are really WIP snapshots anyway
[02:30] <m_kiewitz> yes, but those get used
[02:30] <m_kiewitz> well we could also just define a detector version number per game engine
[02:30] <m_kiewitz> as soon as something like this gets changed -> increment it
[02:30] <LordHoto> I wouldn't put too much effort in that, if people play with unstable builds, they could just ask ScummVM to redetect everything
[02:30] <m_kiewitz> when we detect a change in that version number -> redetect game when going to options
[02:31] <m_kiewitz> that way we would never do unneeded redetections
[02:32] <m_kiewitz> but all sorts of changes would get detected internally and the user wouldn't notice anything
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[02:34] <LordHoto> could work, but I am really no fan of all these version numbers being manually updated etc...
[02:37] <m_kiewitz> we could also create checksums/hashes of the detection tables :P
[02:39] <LordHoto> but then it's not the same as your version number again?
[02:39] <m_kiewitz> the version number is about the ability to detect changes
[02:39] <m_kiewitz> so it's actually almost the same
[02:40] <LordHoto> no, if you hash the detection tables it will also cause redetection whenever a new entry is added
[02:40] <m_kiewitz> we could also for example create hashes of all gui-options within the detection table too
[02:40] <m_kiewitz> well, then just make a hash of the current detection entry
[02:40] <m_kiewitz> it wouldn't really hurt in case entries are added or changed
[02:41] <LordHoto> but how do we know what detection entry the game from the config belongs to?
[02:41] <m_kiewitz> one entry could get marked as pirated copy
[02:41] <LordHoto> or would you just redetect it when there's no matching hash?
[02:41] <LordHoto> but this gets way too complicated
[02:41] <m_kiewitz> well, a hash of the whole detection table isn't really complicated
[02:42] <m_kiewitz> sure, it would trigger unneeded redetections, but at least only when the detection table gets changed
[02:42] <m_kiewitz> and we redetect the game anyway when its started
[02:42] <LordHoto> I am pretty sure the detection table gets changed more often than new engine options or similar are added
[02:43] <LordHoto> sure, but the redetect on game start is a different story
[02:43] <m_kiewitz> sure, but you want to trigger redetections on a version number change
[02:43] <m_kiewitz> i doubt that every engine has detection table changes that often
[02:43] <LordHoto> definitely more often than engine options etc.
[02:44] <m_kiewitz> yes, as i said - we could also just store the available engine options and compare those
[02:44] <m_kiewitz> but there could be cases, where gui options are changed for one detection entry
[02:44] <m_kiewitz> in that case a redetection should happen
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[02:45] <m_kiewitz> checking available engine options would be trivial. that way redetections would only happen when gui options are removed or added
[02:45] <m_kiewitz> it wouldn't be perfect, but at least we would avoid any unnecessary redetections
[02:47] <m_kiewitz> at least this would make the agi change invisible to the user
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[02:49] <LordHoto> Shouldn't the only issue for users right now be that they don't see the option in the game options unless they start their game?
[02:50] <LordHoto> These comments in your commit make my brain hurt.
[02:50] <LordHoto> "// we actually do disable mouse instead of enabling it in case the option is set"
[02:50] <LordHoto> what?
[02:51] <LordHoto> Also, this style of having an empty space in the comments at the start is really ugly in my eyes, but that's just minor...
[02:51] <m_kiewitz> sorry, i'm currently preparing for a colonoscopy
[02:52] <LordHoto> "
[02:52] <LordHoto> + _s("Enables mouse. Games, that require a mouse, will have mouse always enabled."
[02:52] <m_kiewitz> im not fully there and i'm actually sleepy, but i can't sleep
[02:52] <LordHoto> if this option is only shown for games where it is not required, then this addition explanation seems confusing to the users (at least it seems confusing to me)
[02:53] <m_kiewitz> i wrote the description before i implemented gui-options
[02:53] <m_kiewitz> that's why it's confusing
[02:54] <m_kiewitz> the option is not shown for those other games, so i can simply remove part of it
[03:01] <m_kiewitz> I will just rename the option to "mousesupport", ok?
[03:01] <m_kiewitz> option-name "Mouse-Support"
[03:01] <m_kiewitz> description "Enables mouse-support."
[03:02] <LordHoto> Maybe, some more details would be nice. I.e. what it makes possible to control with a mouse now.
[03:03] <m_kiewitz> so what shall i write?
[03:03] <LordHoto> I also wonder how this mouse support affects the predictive input dialog. Didn't you bring that up with the mouse?
[03:03] <LordHoto> "Allows to use mouse for movement and in game menus." Or something like that, I have no idea what it allows actually.
[03:04] <m_kiewitz> there is a special event for predictive dialog
[03:04] <m_kiewitz> Common::EVENT_PREDICTIVE_DIALOG
[03:04] <m_kiewitz> i don't know how it works exactly
[03:04] <LordHoto> yeah, that's for backends having a key combination for it
[03:05] <LordHoto> I think you could also bring it up by clicking on the text input area.
[03:05] <LordHoto> But not sure anymore...
[03:05] <ScummBot> Port build status changed with c787560a: Failure: master-iphone
[03:05] <m_kiewitz> woops
[03:06] <clone2727> More likely that's the nightly fail :P
[03:06] <LordHoto> yeah, it's a different commit hash
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[03:09] <GitHub154> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUdeF
[03:09] <GitHub154> scummvm/master b39b154 Martin Kiewitz: AGI: mouse support cleanup
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[03:09] <m_kiewitz> well, it seems to be my SCI3 commit
[03:10] <LordHoto> it's a toolchain issue
[03:10] <LordHoto> the newer toolchain we use works fine
[03:10] <LordHoto> maybe it's time to kill off the old one
[03:12] <m_kiewitz> right "failed package"
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[03:43] <GitHub51> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUdTS
[03:43] <GitHub51> scummvm/master 915e65d Martin Kiewitz: AGI/SCI: add engine options to README file
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[06:03] <ScummBot> Port build status changed with e339cd66: Success: master-iphone
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[07:56] <waltervn> morning
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[08:03] <wjp> hi
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[09:14] <GitHub16> [scummvm] eriktorbjorn pushed 1 new commit to master: http://git.io/vUFcb

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[09:23] <WooShell> good meowning =^.^=
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[12:57] <m_kiewitz> GOG replied: they used the correct SDL.dll since february 2015
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[13:27] <GitHub129> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUNfq
[13:27] <GitHub129> scummvm/master 574675e Martin Kiewitz: AGI: added the ability to disable mouse in NEWS
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[14:48] <GitHub197> [scummvm] sev- pushed 1 new commit to master: http://git.io/vUNPa
[14:48] <GitHub197> scummvm/master 2b59aa6 Eugene Sandulenko: FULLPIPE: Remove redundant debug output
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[18:02] <GitHub103> [scummvm] lordhoto pushed 1 new commit to master: http://git.io/vUxC6
[18:02] <GitHub103> scummvm/master 8ce3bd1 Johannes Schickel: NEWS: Small style fix.
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[19:49] <GitHub8> [scummvm] criezy pushed 1 new commit to master: http://git.io/vUpOK
[19:49] <GitHub8> scummvm/master a270c63 Thierry Crozat: NEWS: Mention the AGI PCjr sound volume fix.
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[21:45] <GitHub113> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vUhfw
[21:45] <GitHub113> scummvm/master 3698ca8 Martin Kiewitz: SCI: adjust SCI3 offset identify thx lskovlun
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[23:18] <baudtack> hey, anyone using the android app? it works great except for one thing... I can not get the keyboard to popup. which i need for Discworld
[23:22] <droid2727> Holding the menu button down failed?
[23:22] <Nitrus> Try a long tap on the "Menu" button, not the "Home" button.
[23:23] <baudtack> droid2727: yes.
[23:23] <baudtack> Nitrus: done that
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[23:23] <Nitrus> Have you read this? http://wiki.scummvm.org/index.php/Android#Controls
[23:23] <baudtack> Nitrus: yes
[23:23] <baudtack> Menu button held for 0.5s: Toggle virtual keyboard
[23:23] <baudtack> does not work
[23:23] <baudtack> i'm running cyanogenmod 12
[23:24] <droid2727> baudtack: Add your details to http://sourceforge.net/p/scummvm/bugs/6852/ then
[23:24] <Nitrus> And I think Discworld did all of its stuff through the ingame menu, can you somehow toggle that?
[23:25] <baudtack> droid2727: ok. that doesn't seem to be the problem i'm having exactly though
[23:25] <baudtack> Nitrus: i've looked for how to save and people say it needs to keyboard aparenlty
[23:25] <baudtack> the scummvm save sysetm doesn't work for whatever reason
[23:26] <droid2727> I reckon the issues are close enough
[23:26] <droid2727> If in the end it's not, we can just split yours off to a new ticket
[23:27] <Nitrus> I think Discworld handled save/load it with it's own system. Can you tap on the empty space where you're supposed to write the save's name?
[23:27] <Nitrus> Or tap-hold?
[23:27] <baudtack> Nitrus: i can't get any kind of menu to come up other than the scummvm one
[23:28] <Nitrus> Which Discworld, 1 or 2?
[23:28] <baudtack> 1
[23:29] <Nitrus> Going to try it on my phone, stand by for about 5-10 mins
[23:29] <baudtack> the save button in the scummvm menu is not clickable.
[23:29] <baudtack> ok :-)
[23:30] <Nitrus> Discworld saving and loading was handled by ingame menu, not the ScummVM one iirc
[23:30] <baudtack> right. so everyone says.
[23:30] <Nitrus> Like Simon the Sorcerer with the postcard
[23:30] <baudtack> i can't get any menu to come up though
[23:30] <baudtack> maybe i'm just doing it wrong?
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[23:30] <baudtack> but it looks like people are saying you ahve to get the keyboard up and press %
[23:30] <baudtack> or &
[23:32] <baudtack> maybe i'm not far enough into the game to save?
[23:32] <baudtack> i know some games are like that
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[23:35] <Nitrus> In theory you should be able to save just as soon you're able to click on that cupboard (at the very beginning)
[23:36] <baudtack> yeah... if i could bring up the menu heh
[23:37] <Nitrus> OK... Does holding the menu key not bring up the phone's regular typing keyboard?
[23:37] <baudtack> it does not.
[23:37] <baudtack> it brings up the scummvm menu
[23:38] <Nitrus> Hold for 0.5 seconds
[23:38] <baudtack> right
[23:38] <baudtack> doesn't work
[23:38] <baudtack> i think this may be related to cm12
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[23:38] <Nitrus> Quite possibly :(
[23:38] <Nitrus> Do you have any custom keyboard methods enabled, like Swipe?
[23:38] <baudtack> i have google keyboard and the aosp keyboard
[23:38] <baudtack> like you can set what you want the long press on that button to do
[23:38] <baudtack> and bring up the keyboard isn't an option
[23:40] <Nitrus> Not that familiar with Cyanogen I'm afraid... is AOSP the default for it?
[23:40] <baudtack> default keyboard? yeah
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[23:43] <baudtack> hrm. apparently there is some framework thing i can install that might let me change it -_-
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[23:46] <Nitrus> At this point I'm just googling cyanogen stuff... Do you by chance have a OTG cable? (USB to MicroUSB)
[23:46] <baudtack> i don't
[23:49] <Nitrus> This is a long shot but... Could you try holding your phone vertically and do the long tap again? ScummVM probably won't change rotation, but I read somewhere that the keyboard only pops up in vertical orientation...
[23:49] <baudtack> nope
[23:49] <baudtack> i think i'm just sol on this
[23:50] <baudtack> baring being able to save with scummvm, i can't play this on my phone
[23:50] <baudtack> oh well i guess :-\
[23:52] <baudtack> there is this xposed framework thing that i might be able to use... but it's suport for lolipop seems uh.. shakey heh
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[23:54] <Nitrus> I'm out of ideas, on stock rom I'm able to get the keyboard to popup without problems. I'd do what droid2727 said and submit the ticket anyways.
[23:55] <Nitrus> Just curious, what happens if you hold Menu for a really long time?
[23:55] <baudtack> i might, but i really think this is a cm problem not a scummvm problem
[23:55] <baudtack> Nitrus: at the momment i just brings up the scummvm menu
[23:55] <baudtack> i can tell cm what i want to happen on long press
[23:55] <baudtack> it's just that "open the keyboard" isn't an option
[23:56] <baudtack> i guess my options are to like
[23:56] <baudtack> plugin a keyboard via otg heh
[23:56] <baudtack> or bluetooth
[23:57] <droid2727> baudtack: I'd rather have it recorded in our tracker and rejected later on than forgotten about
[23:57] <baudtack> droid2727: k. I'll add it then
[23:57] <Nitrus> I also just found this, but I guess you already tried it: http://forum.xda-developers.com/showpost.php?s=b7019bcf435733c5be5673d232c00df7&p=28494298&postcount=3
[23:58] <baudtack> Nitrus: right. there isn't an option for softkeyboard
[23:58] <baudtack> which is ultra irritating
[23:58] <Nitrus> HAve you checked if it's there for the other buttons? Like Back or Home?
[23:59] <baudtack> yeah. there isn't
[00:00] --- Sat May 16 2015