[00:06] Cheeseness (~cheesenes@ppp14-2-188-66.lns20.hba2.internode.on.net) left irc: Ping timeout: 244 seconds [00:09] Greetings peoples. Is anyone here able to give me some advice regarding a bug in the OpenGL renderer? [00:09] What's the issue? [00:10] In general: Just ask your question. [00:10] Awesome, I thought might be the one to help. [00:13] openglsdl-graphics.cpp, line 60 causes the application to crash after I've chosen OpenGL as the renderer for a game. [00:13] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) joined #scummvm. [00:13] #scummvm: mode change '+o clone2727' by ChanServ!ChanServ@services. [00:13] the comparison? [00:14] droid2727 (~droid2727@184.sub-70-208-77.myvzw.com) left irc: Quit: Statement: Good-bye, meatbags! [00:14] Specifically SDL_ListModes returns NULL. [00:14] Sorry, line 61 causes the crash. [00:15] Out of curiosity, does it happen with all games? [00:15] Checking for NULL in line 60 stops the crash for me, but I'm not sure if that is a good fix or not. [00:15] that should be fine [00:15] but if it returns NULL that might indicate that there's no OpenGL support for you... [00:16] I've only tried with Loom EGA, and Zork: Grand Inquisitor, and it crashes in both. [00:16] It isn't related to any specific game anyway. [00:18] What happens if you add the NULL check? Will you get any output? [00:18] Yeah. [00:18] What platform are you on? [00:19] Oh dear, is it win 8 x64? [00:19] Yes, 8.1 [00:19] x64 [00:19] Just checked with official build that uses SDL, it crashes for me outright. My conf that I've setup with SDL2 works [00:20] Same, 8.1 x64 [00:21] Probably listing the modes is broken somehow for that architecture. [00:22] But we should check for NULL never the less and judging by the docs we should error out because NULL means "this doesn't work" [00:22] Well I was thinking, if I check for NULL, then _fullscreenVideoModes is empty, and the function goes through the same logic as if any mode would work, when in fact it's the opposite. [00:23] Indeed. [00:23] But that will of course break OpenGL for you :-P [00:23] Some kind of failure message. [00:23] Heh [00:23] It sadly does seem to work just fine... [00:24] elQuotho: Does it work in fullscreen? [00:36] baudtack: If you're still here, this might be worth trying: http://forums.scummvm.org/viewtopic.php?p=78035#78035 [00:38] That unofficial build has been updated quite recently. Also, stressing _unofficial_ here :) [00:38] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) left irc: Quit: ignalina [00:39] clone2727: Actually, sort of, yes. [00:39] What is "sort of"? ;-) [00:40] But only if I'm already in fullscreen mode before I switch to OpenGL [00:40] And what happens then? [00:41] And are you sure ScummVM stays in OpenGL mode then? [00:41] Well, sort of, because I'm only able to see a portion of the screen. [00:42] Well, SDL says your system doesn't support any fullscreen OpenGL modes... [00:42] How could I check if it's still in OpenGL mode. I only checked the return value of SDL_ListModes, and it wasn't NULL. [00:43] Probably the easiest way is to press some hotkey to change a scaler in the surface backend. [00:43] It only seems to return NULL when it's windowed. [00:43] If that does something, it probably went back to that. [00:55] Yes, it's definitely running in OpenGL mode. [00:56] The Ctrl+Alt+1-8 hotkeys don't seem to work for me, by the way, but I was able to see the difference between OpenGL and OpenGL (Unfiltered). [00:57] _marc` (~marc@p20030046032787FE61DCC907767A48BC.dip0.t-ipconnect.de) left irc: Ping timeout: 252 seconds [00:57] well these hotkeys only work in non-OpenGL mode [00:57] Ah. [00:58] OpenGL doesn't have any scalers like the standard SDL output does [00:58] it's either bilinear filtering or unfiltered [01:01] it also crashes for me when I *switch* (Win 10 x64), but I force the mode to opengl_linear in the config file it starts fine and works [01:01] Littleboy: Win 10 [01:01] ? [01:01] A masochist in our mitts! [01:01] :P [01:01] On a related note, is there a reason why the OpenGL is filtered by default... I feel like having the options the other way around would have made better sense... but then I also think the filtering makes most games look like ass... [01:02] midst* [01:02] (I shouldn't type when ill) [01:02] elQuotho: let's say: choosing either way will make people complain about it [01:03] Windows 7 x64 is fine, so the problem seems to be Windows 8 onwards. [01:07] It's probably some weird SDL 1.2 issue... [01:08] LordHoto: True. Though I thought ScummVM would've erred on the side of emulating the original look... at least as far as defaults go. [01:09] elQuotho: Depends on the game. [01:09] well, OpenGL isn't any default [01:09] How well tested has ScummVM been with SDL 2? [01:09] if you select OpenGL, you select OpenGL on your own [01:09] so, if you want nearest neighbour based scaling then you have to selected unfiltered... [01:10] _marc` (~marc@p20030046032787FE21DD513E187D66CD.dip0.t-ipconnect.de) joined #scummvm. [01:12] we have some experimental SDL 2 support [01:13] Understood. I just wasn't expecting the 'OpenGL' renderer to make the games look blurrier was all. [01:15] I think we are also consistent with what DOSBox does. But not sure right now. I think they have "opengl" and "openglnb" where the later is nearest neighbour IIRC. [01:16] My own experience between x86 official build using SDL1.2 and my build x64 with 2.0, is the mouse being able to go offscreen (only tested with StS1). Though the circumstances of the two builds are quite different, not sure if I can write off the issue to SDL [01:16] Yeah, I noticed that in there -- so from it's experimental status, I imagine it's not planned for 1.8, but is there a plan to test it? [01:18] There isn't any roadmap to use it for any official releases so far [01:20] LordHoto: I think you're right about DOSBox, by the way, that sounds familiar. [01:21] it seems to be related to fullscreen. Calling SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN) when switching crashes. Changing the call to SDL_ListModes(NULL, SDL_OPENGL) makes subsequent calls work. [01:22] but, we want to list fullscreen modes [01:22] someone should check what happens inside SDL 1.2 that it doesn't work correcly on Windows 8.1+ on amd64. [01:23] well, it's not a fix just an observation of what makes it misbehave [01:23] yeah, sure [01:35] Oh! [01:36] Kirben: Do you mind if I ask some questions about AGOS and how StS1 strings are being read? :) [01:36] I'd like to try my hand on making a script explorer again [01:37] I don't mind. [01:39] waltervn (~waltervn@541B5492.cm-5-4b.dynamic.ziggo.nl) left irc: Quit: Leaving [01:39] OK, for the most part I figured out how scripts are written out in the files. I also saw that the GAMEPC contains variables about how many strings it contains. What I can't figure out are where the offsets for strings are, for example: strings from TEXT05 have indexes like 33233, but there aren't that many strings between GAMEPC, TEXT02..TEXT05 [01:40] GAMEPC seems to contain indexes 0 to ~680 [01:42] _marc` (~marc@p20030046032787FE21DD513E187D66CD.dip0.t-ipconnect.de) left irc: Ping timeout: 272 seconds [01:43] (Chose TABLES05/TEXT05 as it's between the first files being read, the conversation between the Gobbos is contained there) [01:43] from the intro [01:45] stripped.txt is the index file for the TEXTxx files, there string ranges in stripped.txt are searched to select the correct TEXTxx file, and the that complete TEXTxx file is loaded into memory. [01:47] Wow... That... That matches up -.- [01:47] Can't believe I didn't see it earlier, thanks! [01:48] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [01:49] Theoretically, I could make a new TEXTxx file and add missing strings there, then change existing scripts to load them. ScummVM would handle this without a problem. Vanilla Talkie simon won't though, as the EXE file is missing the opcodes [01:49] I've tried injecting them, but no success so far [01:50] If you are attempting to produce an english version with complete subtitles, I expect it would be easier to convert one of the mult-language versions, than edit the scripts. [01:50] Yeah, I haven't been able to get my hands on one so far :S [01:51] Can get several language versions now, by buying the games from GoG.com. [01:51] I've got English Talkie and Floppy, and I've been able to reinsert them manually though by looking at the floppy script output, and replicating that in the talkie [01:51] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 244 seconds [01:51] Nick change: DominusExult -> Dominus [01:52] Is the GOG version multi-language? [01:52] Only recently I found out that there was some sort of infocom revised version as well [01:52] Vampire0_ (~Vampire@jEdit/Vampire) joined #scummvm. [01:52] Simon the Sorcerer 1 currently offers English, German, French, Italian and Spanish on GoG. The last three offer English voice, with complete subtitles. [01:53] Wait... simultaneously? [01:54] Ah, it wouldn't matter if they're using ScummVM though [01:54] They can easily be enabled there [01:54] Thanks though, this helped a bunch :) [01:55] Yes, combined English voice, with foreign subtitles. Each language version is separate data files, and uses ScummVM for playback. [01:56] _marc` (~marc@p4FD43A15.dip0.t-ipconnect.de) joined #scummvm. [01:56] Vampire0 (~Vampire@jEdit/Vampire) left irc: Ping timeout: 246 seconds [01:57] I own the Infocom disk version of Simon the Sorcerer 1, not sure if anything was changed, other than added Infocom logo at start of game. [01:57] I wonder if back in the day e.g. Spanish talkie versions were able to work with simultaneous Voice and Subs. I'd love to get my hand on that EXE :) [01:58] My English Windows CD doesn't allow it, upon inspection I saw that almost half the opcodes aren't there [01:59] Unfortunately GoG rarely offers the original executable files. [02:00] I already made an image exporter/inserter, save for some of the compressed large backgrounds. I export them, but can't seem to reverse the algo to put them back in. But that's a different matter, thanks for all your help on this! [02:03] Might be problem with the flags used to select the drawing method used, as there are several drawing types used by the game. [02:04] bbl [02:06] dtcrshr (~datacrush@unaffiliated/datacrusher) left irc: Quit: Saindo [02:11] Ah yeah, masked, compressed, etc... I've managed to get an exact RLE reversal method that packs them (I actually made some that were more efficient, but wanted to stay true to the game files, and not shuffle the offsets that much). For the compressed backgrounds, I unpack them, but can't seem to get the process back in, as IIRC it had a lot of comun decrunching, decompressing and so on. The fact that I wanted a GUI and went for C# doesn't exactly make the [02:11] case easier. And I suck at Java -.- [02:12] column* [02:23] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) left irc: [02:37] Cheeseness (~cheesenes@ppp14-2-188-66.lns20.hba2.internode.on.net) joined #scummvm. [02:40] regarding the OpenGL issue, we call SDL_ListModes with NULL as the desired pixel format. This makes it use the format returned by SDL_GetVideoInfo()->vfmt. [02:40] The doc says: "If this is called before SDL_SetVideoMode, the vfmt member of the returned structure will contain the pixel format of the "best" video mode" [02:40] on my machine, the list of available modes only has one for 32bpp [02:40] the first call will succeed (this is why it works it I force opengl in the config file) [02:41] but when trying to switch, it tries for 16bpp as we called SDL_SetVideoMode in between [02:41] and since the value is set to NULL in the list of modes for 16bpp, you get the crash [02:43] sact (~forexampl@82.128.187.207) left irc: Quit: Leaving. [02:44] I'm not sure what the best way to fix that would be. Maybe call SDL_SetVideoMode with the initial best mode before switching graphic managers? [02:47] If you save that mode anyway, you can also just pass it to ListModes? [02:49] Javacat (~Javacat@unaffiliated/javacat) left irc: Ping timeout: 264 seconds [02:50] i.e. just do it similar to the desktop resolution we already save [02:52] LordHoto (~loom@unaffiliated/lordhoto) left irc: Quit: ... [03:05] Port build status changed with 3698ca8c: Failure: master-iphone [03:17] we save the resolution to the ini file file, right? For this case, I think it only needs to remember the bpp for the current program run and can be done within SurfaceSdlGraphicsManager without touching OpenGLSdlGraphicsManager (in loadGFXMode/UnloadGFXMode) [03:18] I'll open a pull request later tonight and you can decide if you want it done in a different way [03:38] Thanks for looking into this guys :) I gotta get some sleep now. 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[04:55] heroux (sandroco@gateway/shell/insomnia247/x-ywywgjsajirdpuhx) joined #scummvm. [05:23] clone2727 (~clone2727@ool-2f105dd5.dyn.optonline.net) left irc: Remote host closed the connection [05:35] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) joined #scummvm. [05:50] GitHub165 (~GitHub165@192.30.252.34) joined #scummvm. [05:50] [scummvm] Templier opened pull request #596: Fix crash and wrong fullscreen mode listing when switching to OpenGL (master...opengl_switch_crash) http://git.io/vUjR0 [05:50] GitHub165 (GitHub165@192.30.252.34) left #scummvm. [05:59] ny00123 (~ny00123@bzq-79-181-24-29.red.bezeqint.net) joined #scummvm. [06:08] frankyboy_ (~franky@ppp109-252-17-4.pppoe.spdop.ru) joined #scummvm. 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[09:07] #scummvm: mode change '+v Begasus' by ChanServ!ChanServ@services. [09:09] waltervn (~waltervn@541B5492.cm-5-4b.dynamic.ziggo.nl) joined #scummvm. [09:09] morning [09:16] balrog (~balrog@discferret/developer/balrog) left irc: Ping timeout: 256 seconds [09:18] balrog (~balrog@discferret/developer/balrog) joined #scummvm. [09:20] morning :) [09:32] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) left irc: Quit: ignalina [09:34] TAS-2012v (~2012@c-79f971d5.024-3-67626724.cust.bredbandsbolaget.se) joined #scummvm. [09:34] Darklock (~jonas@p200300764F16D08222CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [09:37] Lightkey (~jonas@p200300764F16D08222CF30FFFE083718.dip0.t-ipconnect.de) got netsplit. [09:37] TAS_2012v (~2012@c-79f971d5.024-3-67626724.cust.bredbandsbolaget.se) got netsplit. [09:37] TMM (~hp@fsf/member/pdpc.professional.tmm) got netsplit. [09:37] P2E (~tgz@pool-108-3-154-239.bltmmd.fios.verizon.net) got netsplit. [09:37] SugarCube (~servus@2605:e000:850e:e00:8d85:3613:20d8:1fda) got netsplit. [09:37] Nick change: TAS-2012v -> TAS_2012v [09:37] Possible future nick collision: TAS_2012v [09:37] TMM_ (~hp@178-84-46-106.dynamic.upc.nl) joined #scummvm. [09:40] baudtack (~baudtack@unaffiliated/baudtack) left irc: Ping timeout: 252 seconds [09:40] P2E (~tgz@pool-108-3-154-239.bltmmd.fios.verizon.net) returned to #scummvm. [09:41] OMG https://twitter.com/DAVID_LYNCH/status/599364142764404736 [09:41] baudtack (~baudtack@unaffiliated/baudtack) joined #scummvm. [09:48] SugarCube (~servus@2605:e000:850e:e00:8d85:3613:20d8:1fda) got lost in the net-split. [09:48] TMM (~hp@fsf/member/pdpc.professional.tmm) got lost in the net-split. [09:48] Lightkey (~jonas@p200300764F16D08222CF30FFFE083718.dip0.t-ipconnect.de) got lost in the net-split. [09:49] SugarCube (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) joined #scummvm. [09:58] Harekiet (~harekiet@kittens.harekiet.com) left irc: Quit: I brought my pogo stick just to show her a trick [10:01] gapan (~george@79.103.78.127.dsl.dyn.forthnet.gr) left irc: Quit: leaving [10:07] Harekiet (~harekiet@kittens.harekiet.com) joined #scummvm. [10:18] SugarCube (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) got netsplit. [10:25] SugarCube (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) returned to #scummvm. [10:31] Deledrius (~Deledrius@2602:100:42d7:b57d:d85a:8ab:d584:362f) left irc: Read error: Network is unreachable [10:33] Deledrius (~Deledrius@2602:100:42d7:b57d:d85a:8ab:d584:362f) joined #scummvm. [10:40] Littleboy (~littleboy@c-73-149-98-187.hsd1.ma.comcast.net) left irc: Quit: Ętre dans le vent, une ambition de feuille morte. [10:40] servus (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) joined #scummvm. [10:41] SugarCube (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) got netsplit. [10:42] Yasu2 (Yasu@h-239-252.a328.priv.bahnhof.se) joined #scummvm. [10:52] SugarCube (~servus@2605:e000:850e:e00:2038:f314:7dab:5f8) got lost in the net-split. [10:53] ny00123 (~ny00123@bzq-79-181-24-29.red.bezeqint.net) left irc: Ping timeout: 252 seconds [10:53] sact (~forexampl@82.128.187.207) joined #scummvm. [10:54] Nick change: Nitrus_ -> Nitrus [10:58] m_kiewitz: Can someone explain what's so cool about that show!? I watched the first episode once upon a time and hated it, never looked back [10:59] ny00123 (~ny00123@bzq-79-177-168-199.red.bezeqint.net) joined #scummvm. [11:00] Nitrus: you watched the pilot and hated it? well, that's your opinion. If you would have watched the whole series, you would know why fans are really excited [11:01] for some months it seemed as if it wouldn't work out with David Lynch. And without Lynch it would be crap. that's why that tweet is so exciting [11:02] normally i would avoid stuff like this. resurrecting some old movie or TV series. But I guess Lynch will make it work [11:02] Wait, we're talking about Twin Peaks from the late eighties, early nineties right? [11:03] yes [11:03] which has one of the best final episodes ever [11:04] I can see the internet is hyped, maybe I should rewatch it... [11:04] and as i said - according to the final episode the next episodes fully make sense [11:05] they finally released in on bluray a year ago or so. in a really awesome box [11:05] took them 8 years or so to fully release it on DVD back then, it was a nightmare [11:06] *released it [11:11] criezy (~criezy@host31-51-5-22.range31-51.btcentralplus.com) joined #scummvm. [11:11] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [11:22] Yasu2 (Yasu@h-239-252.a328.priv.bahnhof.se) left irc: Quit: Client exiting [11:36] m_kiewitz: I don't know... I did (finally) watch through all of Twin Peaks, but it did leave me with a feeling that they were just making things up as they went along, with no idea of how to end things. Kind of like Lost. [11:36] eriktorbjorn: 2nd season went downhill, yeah after the big reveal [11:36] but the final episode directed by Lynch was awesome, agreed? [11:37] I mostly remember a lot of running around in strange rooms, actually. :-) [11:37] lol [11:38] i don't want to spoil anything in here, sadly there are no spoiler tags on IRC [11:38] One thing I thought interesting about the DVD set was that it included a European version of the pilot episode, that tacked on an ending to the whole thing, just in case the series wouldn't take off here. [11:39] spoiler image for last episode of Twin Peaks - http://i.imgur.com/lo7m243.jpg [11:39] well, one of the spoilers :P [11:40] By the way, a series that *really* reminded me of Lost, in a very strangely British way, was "The Prisoner". Though I've only watched part of that. [11:40] don't compare the piece of trash called Lost to Twin Peaks :P [11:41] i think especially the European cut of the Twin Peaks movie was supposed to be standalone [11:42] and the European cut spoilers the big reveal right at the start of season 2 [11:43] I watched through Lost because I thought the episodes were generally well enough made that you could almost forget that it made no sense whatsoever. I pretty much gave up hope of any satisfying conclusion around season three, though. [11:43] heh, Lost was a trainwreck [11:44] it could have been great, but i think the writers used the Kojima-approach [11:45] making shit up as they go [11:46] at least Twin Peaks characters were written very well [11:47] sirlemonhead (~bduncan22@95-44-239-52-dynamic.agg2.ddm.bbh-prp.eircom.net) joined #scummvm. [11:50] Nitrus (~Nitrus-@77.28.28.129) left irc: Read error: Connection reset by peer [11:51] If there is a new series, and they're showing it here, I'll probably watch it. But I'm going to keep my expectations moderate (like I did with the Star Wars prequels), and if they start waffling about owls or Tibet I'm going to start rolling my eyes. :-) [11:51] Action: waltervn summons clone2727 [11:52] Action: DrMcCoy joins the summoning [11:52] lol, as i said normally i would avoid stuff like this (see that bad Indiana Jones movie), but David Lynch seems to be directing all episodes and it that case it is going to be awesome. at least i hope so [11:53] btw. look at this http://welcometotwinpeaks.com/wp-content/uploads/kyle-maclachlan-twin-peaks-2016-683x1024.jpg [11:54] "You know, this is a damn fine cup of coffee!" [12:01] I thought the bad Indiana Jones movie was released in 1984. [12:01] Action: eriktorbjorn ducks the incoming flames. 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[23:08] _sev_ (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [23:13] m_kiewitz (~m_kiewitz@x4d03fd99.dyn.telefonica.de) left irc: Read error: Connection reset by peer [23:13] jammm (~jam@113.193.135.235) left irc: Read error: Connection reset by peer [23:18] ignalina (~pettersjo@c-ebc3e555.044-303-73746f39.cust.bredbandsbolaget.se) joined #scummvm. [23:35] GitHub135 (~GitHub135@192.30.252.42) joined #scummvm. [23:35] [scummvm] Templier opened pull request #597: Add support for Visual Studio 2015 to create_project (master...create_project_msvc_2015) http://git.io/vTJAU [23:35] GitHub135 (GitHub135@192.30.252.42) left #scummvm. [23:54] RUBICN64 (~Android@2601:547:4000:b04:8472:e757:4f53:4cd2) joined #scummvm. [23:57] t0by (~t0by@host221-243-dynamic.248-95-r.retail.telecomitalia.it) left irc: Read error: Connection reset by peer [00:00] --- Sun May 17 2015