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[00:00] <wjp> pollEvent will either overwrite it or return false
[00:00] <rsn8887> oh no that would indeed be terrible. Where is that overwrite?
[00:00] <wjp> that's the whole functionality of pollEvent
[00:00] <m_kiewitz> snover: you have checked qfg2?
[00:01] <rsn8887> wjp: I don't see any overwrite?
[00:02] <rsn8887> pollEvent is doing stuff with the SDL event ev, but nothing with the common event, event?
[00:03] <wjp> rsn8887: the function of pollEvent is to see if there is an event available. If it is, it returns true and fills the event argument. If there isn't, it returns false
[00:03] <wjp> the input event is uninitialized and unused
[00:03] <wjp> so if you fill event at the very beginning, pollEvent will ignore it
[00:04] <rsn8887> wjp: Ah so I should return true!
[00:04] <rsn8887> This might explain the problem.
[00:04] <rsn8887> so if handleKbdMouse creates an event, then pollEvent should return true.
[00:05] <rsn8887> wjp: thanks I think that is the problem. Now it is just a matter of returning true.
[00:06] <rsn8887> at the right time
[00:10] <rsn8887> handleKbdMouse(event);
[00:10] <rsn8887> if event.type=COMMON::MOUSEEVENT {
[00:10] <rsn8887> return true;
[00:10] <rsn8887> }
[00:10] <rsn8887> should do the trick.
[00:10] <wjp> only if you also initialize it to something else otherwise, and replace the = by ==, but it might be cleaner to make handleKbdMouse also return true if it produces an event
[00:12] <rsn8887> ok will do I think this will finally fix this.
[00:13] <rsn8887> I didn't realize the important "return false" at the very end of pollEvent. Thanks for the help!
[00:13] <wjp> you're welcome
[00:17] <rsn8887> wjp: now the delay in handleKbdMouse also becomes really important to allow pollEvent to poll the other stuff even if the user is holding the stick.
[00:18] <rsn8887> also all the other handle* members are bool (for a reason)
[00:19] <wjp> snover: I suppose that SRelative might now actually be outdated with your lofsa changes?
[00:22] <snover> wjp: im not sure i understand. which usage would be outdated?
[00:23] <wjp> I'm not entirely sure; but from a distance it looks like your lofsa/lofss output changes look like they might also work for LofsType SCI0_EARLY
[00:23] <wjp> (in the Script_Offset case)
[00:24] <wjp> so I was wondering if the opcode format could just be changed to Script_Offset for all versions (dropping it from script_adjust_opcode_formats)
[00:24] <rsn8887> wjp: Ok I fixed handleKbdMouse to return true when it generates an event, and then pollEvent also returns true if that is the case. will test it tonight and then make PR later
[00:24] <wjp> rsn8887: great
[00:25] <snover> wjp: oh. well, potentially, i suppose. the difference between the two appears to be that Script_SRelative params are signed and Script_Offset are unsigned
[00:25] <snover> other than that, they do seem to be identical
[00:27] <wjp> the signedness is a good point
[00:28] <wjp> readPMachineInstruction of course already handled that in the vm
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[00:31] <wjp> (and do ignore my suggestion about script_adjust_opcode_formats; I'd forgotten that wasn't debugger-only :-) )
[00:33] <snover> :) brains can only retain so many facts, and youve got a lot of them in there
[00:34] <wjp> but is the SRelative case then giving wrong output?
[00:35] <wjp> or maybe I should just go to bed and let you fix this in peace :-)
[00:36] <snover> :) it appears to be including the offset from retval so is correct
[00:37] <snover> it might be worthwhile to change it to use findOffset too
[00:37] <wjp> the improved output would be nice
[00:38] <criezy> wjp: does it seem sensible to you to return false from handleJoyAxisMotion just before the call to processMouseEvent() if axis is equal to 0 (and thus the event type not set)?
[00:38] <wjp> criezy: at first glance, yes, but I haven't thought about it too much
[00:40] <criezy> It's probably not a good idea to make a change after midnight anyway (at least in my case).
[00:40] <criezy> So I am keeping that for this weekend when I will have a bit more time to look at it.
[00:41] <criezy> And when my brain might actually be in working order.
[00:44] <criezy> In particular I was wondering if it should not return false in all cases since that function actually never moves the mouse (as far as I can see) and it is only moved in handleKbdMouse.
[00:46] <wjp> mhm, if we change handleKbdMouse to return a mouse motion event, it might indeed be pointless
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[01:04] <GitHub117> [scummvm] rsn8887 opened pull request #906: SDL: More fixes to jerky analog joystick pointer (master...upstream) https://git.io/vD94E
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[01:39] <GitHub117> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD9EY
[01:39] <GitHub117> scummvm/master 899585d Paul Gilbert: TITANIC: Remove old debug code
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[02:09] <GitHub0> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD9zI
[02:09] <GitHub0> scummvm/master 216e57a Paul Gilbert: TITANIC: Renamings for CGameObject & CGameState methods
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[02:35] <GitHub120> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD9gu
[02:35] <GitHub120> scummvm/master d56e4e4 Paul Gilbert: TITANIC: Further renamings for CGameObject
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[02:42] <GitHub17> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD92J
[02:42] <GitHub17> scummvm/master 314c795 Paul Gilbert: TITANIC: Cleanup of movie flags
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[03:02] <GitHub161> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD9am
[03:02] <GitHub161> scummvm/master cb9ebfc Paul Gilbert: TITANIC: Fix compiler warning
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[03:19] <travis-ci> scummvm/scummvm#2705 (master - 899585d : Paul Gilbert): The build has errored.
[03:19] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/c0d155db9723...899585d478ef
[03:19] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/202472911
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[04:00] <snover> uch. travis.
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[04:13] <snover> uch. sci engine.
[04:13] <snover> this bitmap error is weird. the VM appears to send a View object that should be displaying an actual view, not a bitmap
[04:14] <snover> and, it calls kAddScreenItem for the view right before this call to kSetNowSeen.
[04:22] <snover> well, looks like my clever code deduplication when updating screen items isnt quite right, since who would reuse an ID for something that used to be a bitmap and now is a view?! :)
[04:31] <snover> i am completely baffled that this is the first time this bug happened
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[04:37] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vD9Mm
[04:37] <GitHub35> scummvm/master 46076c0 Paul Gilbert: TITANIC: Fix operation of Phonograph play button
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[05:23] <travis-ci> scummvm/scummvm#2709 (master - cb9ebfc : Paul Gilbert): The build has errored.
[05:23] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/314c795d21ce...cb9ebfcb1c1e
[05:23] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/202487236
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[05:54] <snover> well, phant2 is completable.
[05:55] <snover> gotta fix some bugs with the computer interface but otherwise i didnt notice any more problems
[06:04] <snover> oh wait, thats a lie. i also had to force all property setters to set the view update flag. the _mustSetViewVisible stuff for sci3 isnt quite working correctly yet.
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[16:39] <WooShell> meow =^.^=
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[16:54] Nick change: ced117 -> ced117s
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[17:08] <delme_> Hello
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[17:17] <delme_> Hello
[17:19] <delme_> Hello?
[17:24] <snover> yes, your messages are received
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[17:50] <omer_mor> hey snover
[17:50] <snover> hi omer_mor
[17:50] <omer_mor> your working branch seems very advanced compared to trunk
[17:50] <snover> it is
[17:51] <omer_mor> any plans on how to start bringing your stuff in?
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[17:51] <snover> im unable to land mostly anything until PR 882 lands.
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[17:51] <GitHub100> [scummvm] sev- pushed 3 new commits to master: https://git.io/vDQJ1
[17:51] <GitHub100> scummvm/master e48dd54 Eugene Sandulenko: DIRECTOR: Added Events debug channel, more debug output in Lingo
[17:51] <GitHub100> scummvm/master c5295a1 Eugene Sandulenko: DIRECTOR: Fix script references for D3 (now for real)
[17:51] <GitHub100> scummvm/master fb79925 Eugene Sandulenko: DIRECTOR: Beutify debug output
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[17:53] <snover> so i am at the mercy of the requested reviewers to either say its OK to land now without a review or it actually gets reviewed
[17:53] <omer_mor> the bounds-checking PR
[17:53] <snover> yes
[17:53] <omer_mor> it's been in review for quite some time now
[17:53] <snover> yes
[17:53] <omer_mor> :/
[17:54] <omer_mor> after that PR do you think you'll be ready to start testing SCI32?
[17:55] <omer_mor> publicly, that is
[17:55] <snover> i rebase everything against master on a pretty regular basis so its not like there will be some huge future effort to bring things back up to date
[17:55] <snover> most of the SCI32 games will be ADGF_TESTING for the next release
[17:56] <snover> someone that likes QFG4 needs to play QFG4, I tried to run through it but having to wait for the day/night cycle and not having a clear path through the game makes it annoying to test
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[18:06] Action: _sev is so sick of great multitudes of fake Russian bot accounts "liking" ScummVM page on Facebook
[18:07] <_sev> all is scam and potentially spam or could be used for some sort of wicked propaganda... sigh
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[18:10] <_sev> oh, looks that I can rmove them
[18:20] <wjp> snover: in Object::locateVarSelector, for getSciVersion > 1_LATE and <= 2_1_LATE, it reads obj->getVariable(1) entries from _baseVars. Does that necessarily match the size the subspan gets in Object::init ?
[18:26] <snover> wjp: looking&
[18:27] <snover> it looks like it. the _variables size is taken from offset 2, and variable 1 would be initialised from offset 2
[18:28] <snover> according to object.cpp:98 on my working branch
[18:28] <snover> and object.cpp:78
[18:29] <snover> so that original line in locateVarSelector seems&questionable
[18:30] <snover> wjp: did you notice this working on some related problem, or just stumbled upon it?
[18:33] <wjp> oh, your comments above reminded me to read through your bounds PR
[18:33] <snover> ah. :)
[18:34] <snover> im looking through the history to see why someone thought this needed to be done, but unfortunately several times i have done this i just run into the freesci commit
[18:34] <snover> hopefully that wont happen this time&
[18:34] <wjp> there's always https://github.com/wjp/freesci-archive too :-)
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[18:42] <snover> yeah. ran into the freesci commit again.
[18:42] <snover> i also need to figure out a faster way to use git blame.
[18:43] <wjp> gitk has a nice "show origin of this line" in its context menu
[18:44] <wjp> and if that doesn't show a relevant patch, you can easily repeat it on the previous version of that line
[18:47] <snover> reading the manpage has me onto something referred to as the pickaxe, git log -S 'string to look for'
[18:48] <snover> combine with the -p flag, see the diffs only from commits that contain that string
[18:50] <snover> or, git blame -C to make it not show commits that were just copying or moving a line to another line
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[18:53] <snover> but, i guess i should also install gitk and test that out for a while too sometime :)
[18:54] <snover> anyway, it came from lskovlun with a commit message SCI1.1 support
[18:59] <snover> i guess the other thing thats different here for sci1.1-2.1 is that the count is always getting retrieved from a class object instead of potentially from an instance object, though i am not sure if that matters
[18:59] <wjp> for a SciSpan<uint16>, did getUint16*At(2) read at byte 2 or byte 4?
[19:00] <snover> 4
[19:01] <snover> fwiw, since that PR ive changed this code to use more containers and fewer pointers
[19:01] <snover> because things like that were confusing, and sci3 cant do shared memory
[19:03] <wjp> ok, so you can probably ignore a few of my pending comments then
[19:03] <wjp> you know, this PR is pretty big :-)
[19:04] Action: wjp is at 20% or so
[19:04] <snover> yeah :|
[19:07] <wjp> this findBlockSCI0 blockSize is confusing me
[19:07] <wjp> every block type seems to get its size in a different way in Script::load
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[19:10] <snover> wjp: you mean the exportTable, synonymTable, localsTable stuff?
[19:11] <wjp> yeah
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[19:12] <wjp> _numExports _seems_ to be read from the same place as where findBlockSCI0 is reading its blockSize
[19:12] <wjp> but the former is in uint16's, and the latter in bytes?
[19:13] <snover> yeah, i think there was a confusion originally since the exports block is right after the script header
[19:15] <snover> though, actually, what i am thinking of applies to sci1.1+, not sci0
[19:19] <snover> wjp: i had hoped the comment there would unconfuse things, but i seem to have trouble writing unconfused prose lately
[19:19] <snover> the block header is { uint16 type, uint16 size }, and then the export block is { uint16 numExports, uint16 export, & }
[19:20] <snover> and the value returned by findBlockSCI0 points to the start of the block, not the start of the block data
[19:21] <wjp> yeah, the comment does explain it
[19:21] <snover> so exportTable[0] is the block type, exportTable[1] the block size in bytes, exportTable[2] the number of exports. ok, good.
[19:22] <snover> i dont love that the exports table is so unique, but it was that way when i got here, i swear ;-)
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[19:23] <wjp> except it was apparently broken before?
[19:25] <snover> i vaguely remember that now, yeah.
[19:25] <snover> youd never notice that the number of exports was accidentally too large so long as no script tried to call an out of bounds export
[19:28] <snover> its worth rechecking that to make sure that *i* didnt screw it up though
[19:29] <snover> pretty sure its correct
[19:29] <snover> yeah, it is correct now.
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[19:47] <wjp> clazzzzz
[19:47] <snover> heh heh.
[19:50] <waltervn> I seem to have those first two words as 'unknown' in the scis SCI1.1 code (https://github.com/waltervn/scis/blob/master/sci11.c#L97). I'll have to look at that some time. Not that anyone is using scis anyway. :)
[19:55] <wjp> (halfway!)
[19:59] <snover> (phew!)
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[20:17] <GitHub189> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vDQzZ
[20:17] <GitHub189> scummvm/master d405e9e Walter van Niftrik: ADL: Implement hires6 action opcode 0x0b
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[20:26] <GitHub86> [scummvm] waltervn pushed 1 new commit to master: https://git.io/vDQ2U
[20:26] <GitHub86> scummvm/master fee0b81 Walter van Niftrik: ADL: Fix hires6 action opcode 0x0c
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[20:28] <wjp> ok, enough for now
[20:31] <wjp> minor stuff only so far, and a couple of unrelated things which happened to show up in or near the diff
[20:34] <wjp> I could probably be convinced to play through QfG4 this weekend
[20:38] <snover> excellent. my evil plan is working.
[20:39] <snover> :-)
[20:55] <snover> clazzzzz.
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[21:11] <Lightkey> The Colonel's Bequest stream on twitch.tv/gogcom nao
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[21:15] <Lightkey> using ScummVM even :-)
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[21:22] <Lightkey> "uh.. I seem to have broken the game"
[21:23] <snover> RIP :|
[21:25] <Lightkey> "Didn't Alfred teach you anything?!" :-D
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[21:37] <snover> https://zetafleet.com/i/58a76e8d2417a.jpg
[21:37] <snover> (not the demo!)
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[21:43] <snover> https://zetafleet.com/i/58a770176a5d9.jpg
[21:43] <snover> 👍
[21:44] <snover> did not expect this to come together nearly as easily as this
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[21:54] <wjp> nice :-)
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[22:36] <rsn8887> I made a new PR to fix the remaining problems with analog joystick mouse control. Is there anything else I should do? Or should I just wait for any comments to appear on it?
[22:36] <rsn8887> https://github.com/scummvm/scummvm/pull/906
[22:44] <wjp> I think criezy mentioned he would have a look this weekend
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[22:53] <Lightkey> fourth time he had to reload the game already
[22:55] <_sev> rsn8887: qould it be possible to follow our code formatting conventions?
[22:56] <rsn8887> _sev: But I only made changes to the existing code, do you want me to reformat the whole thing, or only my changes?
[22:57] <_sev> rsn8887: 99% of our changes are not following it, while the rest of the current code does
[22:57] <_sev> rsn8887: for instance: _km.x/_km.multiplier -> _km.x / _km.multiplier
[22:58] <_sev> _km.y_vel+=_km.multiplier; -> _km.y_vel += _km.multiplier;
[22:58] <_sev> float analogY=(float) (_km.y_vel * vel_to_axis); -> float analogY = (float)(_km.y_vel * vel_to_axis);
[22:59] <_sev> if (magnitude >= deadZone)
[22:59] <_sev> {
[22:59] <rsn8887> _sev: Ah I see, let me fix that really quick.
[22:59] <_sev> -> if (magnitude >= deadZone) {
[22:59] <_sev> etc
[23:00] <_sev> our changes = your changes
[23:00] <rsn8887> is there a formatter?
[23:00] <rsn8887> Or shall I do it by hand?
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[23:07] <snover> Lightkey: if you are watching, can you keep track of where it is breaking?
[23:07] <snover> its probably impossible to figure out what exactly is going on, but its better than nothing, that sounds really crappy
[23:07] <Lightkey> it's already over
[23:07] <Lightkey> mostly just getting stuck
[23:07] <snover> getting stuck like the ego wont move?
[23:07] <Lightkey> yes
[23:08] <snover> bummer
[23:09] <snover> the pathfinder has some issues with qfg4 too, if you go to enter your room in the inn, which is up a flight of stairs, the ego just walks in a straight line to the door, ignoring that it shouldnt be able to levitate up and clip through a balcony
[23:09] <snover> i mean, maybe if you are magician class. maybe.
[23:09] <wjp> oh, they were playing LB1 using ScummVM and it broke?
[23:09] <Lightkey> and once the room where the flower pot crashed to the floor was fine after revisiting it
[23:11] <wjp> while I don't remember that specific case, it's not too uncommon for things to magically reset themselves in LB1 I think
[23:11] <Lightkey> but maybe that's intentional, he just assumed it was a bug :-)
[23:11] <wjp> body on the floor, leave room, come back, body gone
[23:12] <snover> bless those zombie bones
[23:16] <_sev> rsn8887: there are settings for astyle on our Wiki
[23:17] <rsn8887> _sev: Do you want me to push a second commit or squash?
[23:18] <_sev> squash please
[23:18] <rsn8887> _sev: no problem, thanks for looking at this.
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[23:32] <m_kiewitz> Lightkey: when did it happen? watching the video right now
[23:34] <waltervn> snover: there is no pathfinder in LB1 though
[23:35] <snover> well then i guess it isnt that
[23:37] <m_kiewitz> they may have also discovered an original bug
[23:37] <m_kiewitz> qfg1 ega also had some issue when you were sneaking and then went into the castle
[23:37] <m_kiewitz> in some cases ego froze
[23:37] <m_kiewitz> had nothing to do with us
[23:38] <rsn8887> _sev: ok done.
[23:38] <rsn8887> _sev: Please tell me if you need anything more.
[23:39] <m_kiewitz> oh right and there actually were such bugs in LB1 already
[23:39] <m_kiewitz> when you positioned yourself a certain way down the stairs and checked the knight armor, then ego may get stuck in certain places
[23:40] <m_kiewitz> i fixed that with a script patch some time ago
[23:40] <m_kiewitz> also happend when using original interpreter
[23:40] <m_kiewitz> *happened
[23:42] <m_kiewitz> ah one of the secret passages
[23:42] <m_kiewitz> https://www.twitch.tv/videos/122787128
[23:42] <m_kiewitz> at around 25:00
[23:42] <m_kiewitz> and yes looks like a script bug on first sight
[23:43] <m_kiewitz> engine still reacts (menu accessible), ego is stuck
[23:44] <m_kiewitz> i hope there weren't more issues...
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[23:52] <m_kiewitz> ha, i reproduced it
[23:52] <m_kiewitz> now let's try in dosbox
[23:52] <m_kiewitz> it's really some special placement, i had to try various times to make it happen
[23:54] <m_kiewitz> hah :P
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[23:56] <m_kiewitz> http://i.imgur.com/21d3OsY.png
[23:59] <rsn8887> _sev: Ok NOW it should be done. Ok tell me if there's any other problem with it. I squashed all formatting changes etc.
[00:00] --- Sat Feb 18 2017