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[00:53] <GitHub14> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vNROE
[00:53] <GitHub14> scummvm/master 6f2a8bd rsn8887: PSP2: remove code duplication in psp2 graphicsmanager
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[00:53] <GitHub44> [scummvm] rsn8887 closed pull request #1110: PSP2: remove code duplication in psp2 graphicsmanager (master...psp2dedup) https://git.io/vNqSh
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[01:01] <ScummBot> Port build status changed with 6f2a8bdb: Failure: master-psp2
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[01:07] <GitHub109> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vNR3B
[01:07] <GitHub109> scummvm/master 3978a82 rsn8887: SURFACESDL: Remove erroneous override declarations
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[01:08] <rsn8887> Of course as soon as I merge my "simmering for over a week" psp2-dedup PR, compilation on that platform fails. Should be fixed now.
[01:08] <rsn8887> I wish Travis would check building on all platforms :)
[01:14] <ScummBot> Port build status changed with 3978a826: Success: master-psp2. Nice work, all ports built fine now
[01:24] <tsoliman> Strangerke: in your GSoC you said "... the disappearing students who only waited for the 1rst or 2nd payment ..." - payment as in money? (sorry if this seems ignorant)
[01:24] <tsoliman> s/your GSoC/your GSoC -devel email/
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[02:09] <Lightkey> tsoliman: yes
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[03:08] <tsoliman> minor change of plans .. I am going with android API 15 not 14 .. I know 14 is the minimum but it is "obsolete" .. in either case .. everyone who has 14 has 15 ... (they're both Android ICS .. 4.0 vs 4.0.3)
[03:08] <tsoliman> (obsolete according to android studio, apparently)
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[04:46] <tsoliman> Lightkey: thanks I just learned about GSoC ... I thought it was for "school credits" like an American-style internship
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[05:07] <Drenn> Hi, speaking of GSoC... I'm hoping to be able to work on ScummVM through that this summer. I know it's a bit early for that though, since google needs to accept you first.
[05:08] <Drenn> But even so, I've been taking a look at star trek 25th anniversary
[05:08] <Drenn> I've made a small amount of progress with clone2727's branch for that engine, it can now display more of the image files (not all, yet)
[05:09] <Drenn> https://i.imgur.com/Z4TABjnl.png
[05:09] <tsoliman> Drenn: I love that game :)
[05:09] <Drenn> haha, I never really played it, but I'm a bit of a star trek nerd so
[05:09] <Drenn> I bought it on gog last week
[05:10] <tsoliman> I just watched the entire TOS (for the first time) in 2016 (maybe 2017?)
[05:11] <tsoliman> playing this game afterwards was a real treat :)
[05:11] <Drenn> particularly with the voice actors
[05:11] <tsoliman> I played it back when it was new - no voice acting back then - I remember being stuck on some of the puzzles and having my sister and father help out
[05:12] <tsoliman> indeed
[05:12] <Drenn> by the way, is it just me, or do the controls kind of suck in this game?
[05:12] <tsoliman> it is not great :)
[05:12] <tsoliman> I mean I was 11 or 12 when I first played this .. so not exactly a critic :)
[05:13] <tsoliman> yep .. 1992 .. so I was probably 11 :)
[05:13] Action: tsoliman seems to be ending every sentence in :)
[05:13] <Drenn> :)
[05:13] <snover> :)
[05:13] <snover> dang it
[05:14] <tsoliman> the 2 things I was massively stuck in .. the final space battle .. and the "6-fingered aliens" puzzle
[05:15] <tsoliman> the final space battle was beaten a year or two later once I realized I had to go slow
[05:15] <Drenn> I've only actually done the first mission, so I should probably play the game before I spoil it by reading the code
[05:16] <snover> Drenn: its super cool to me to see youre already looking into it
[05:16] <tsoliman> the 6-fingered aliens was a "base-N" puzzle and I was too young to figure that out .. I mean I could understand binary but not other bases
[05:17] <Drenn> snover: I'm pretty into reverse engineering, which is why I'm here before google's even announced who's participating
[05:17] <Drenn> you guys have a pretty good track record for that though
[05:18] <tsoliman> Drenn: awesome!! I hope you get what you hope for :)
[05:19] <Drenn> thanks, fingers crossed
[05:55] Action: P2E listens in
[05:57] <tsoliman> just so we're clear - I have no involvement in the GSoC (I didn't even know how it worked until today even) .. I am just excited about the possibility of getting a game I like supported and also the possibility of getting a new contributor :)
[06:02] <Drenn> No worries, I gathered as much
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[09:06] <rootfather> bgk, thanks for the improvement on the GUI rendering speed
[09:06] <rootfather> it's now really silk smooth on my machine even on 1680x1080
[09:06] <rootfather> x1050 i mean
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[10:05] <Deledrius> Is this a lurker spam account? https://forum.guildofwriters.org/memberlist.php?mode=viewprofile&u=9200
[10:05] <Deledrius> oops, wrong channel!
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[11:04] <GitHub13> [scummvm-web] rootfather pushed 1 new commit to master: https://git.io/vNR5E
[11:04] <GitHub13> scummvm-web/master 5d8c6da rootfather: WEB: Translate a bunch of older news to German...
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[11:07] <rootfather> can someone site-update please? ;)
[11:16] Nick change: antlarr2 -> antlarr
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[11:58] <waltervn> why does -devel think I'm not a list member, hmm
[12:04] <waltervn> wait, I might have used my @scummvm
[12:09] <waltervn> right, I did, but now I need to wait for approval again to join the list, oh well
[12:09] <waltervn> in any case, I agree with Arnaud and would strongly prefer a -devel that is limited to general project matters such as GSoC or the team charter. To me this is not the place for engine-team discussions
[12:14] <wjp> Why?
[12:14] <waltervn> because we're all busy enough as it is. If -devel turns into a noisy list I'll most likely end up not reading any of it.
[12:16] <wjp> That should just be a matter having descriptive subjects
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[12:17] <waltervn> that's a possible solution, similar to our commit guidelines
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[20:43] <rsn8887> I am excited about two PRs, the lip-sync https://github.com/scummvm/scummvm/pull/1100 and the smooth frame-rate https://github.com/scummvm/scummvm/pull/1102 . Can they be merged already?
[20:45] <wjp> _sev mentioned wanting to check 1100 against the original
[20:45] <wjp> (in the comments on the PR)
[20:45] <_sev> yes
[20:45] <_sev> sorry, it takes some time
[20:48] <rsn8887> I understand, no rush! Those are exciting changes though. Concerning lip-sync in general, I thought I also saw lip-sync back in the day when I played Full Throttle on my Cyrix PC. Might be worth comparing with Dosbox, too, maybe it really is there.
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[21:37] <rsn8887> Ah I found a Youtube video of Full Throttle Dosbox in French and it show lip-syncing here around 14m 10s: https://www.youtube.com/watch?t=14m10s&v=3HydDCbwGq8
[21:38] <rsn8887> E.g. the mouth movement stops in the middle of sentences during pauses.
[21:38] <rsn8887> My English ScummVM version doesn't show that. But maybe it is just a difference between English and French versions.
[21:39] <rsn8887> If anyone has the French version in ScummVM, maybe they could test the scene that is shown in the above video at 14m 10s and check if lip sync is present in ScummVM or not.
[21:46] <rsn8887> OK here is English Dosbox showing lipsync in that scene at 10m 22s: https://www.youtube.com/watch?v=TWJ6QG_59Ko#t=10m22s
[21:47] <rsn8887> God how is scraping in Youtube still unusable?
[21:48] <waltervn> that's a weird kind of lipsync, does it only store transitions from talking to not talking and vice versa?
[21:49] <rsn8887> Yes the smoking gun, same english scene in ScummVM, NO lipsync at 10m 02s: https://www.youtube.com/watch?v=c36OmC5UbME#t=10m05s
[21:49] <rsn8887> I knew something was wrong
[21:50] <rsn8887> So comparing the last two videos (Dosbox vs. ScummVM): Dosbox shows lipsync, ScummVM not. He says "I, uh, fixed your door" There should be no lip movement during the commas. But in ScummVM there's movement.
[21:51] <rsn8887> Same as DOTT before PR #1100, but not fixed by PR #1100. I wonder how many other games are affected.
[21:51] <rsn8887> waltervn: Yes the only "lipsync" in Scumm is that lip movement either stops or not ;)
[21:52] <rsn8887> but it makes an immense difference when watching the game.
[21:52] <rsn8887> At least to me.
[21:52] <waltervn> Yeah, I agree
[21:53] <waltervn> it's more like talkingsync I guess ;)
[21:57] <rsn8887> I made another comment to PR1100, but it is a different Scumm version, so maybe requires more digging and a new PR to fix that.
[21:58] <rsn8887> I wonder what other games are affected (Indy? etc.)
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[22:45] <Drenn> something I've been wondering; how common is it for games supported by scummvm to have hardcoded logic, say, for specific puzzles or cutscenes? I imagine this isn't common in heavily reused engines, but then, you also have engines for specific games.
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[22:51] <wjp> Not uncommon
[22:53] <wjp> Some games even have all their logic hardcoded
[22:53] <Drenn> yikes. ScummVM supported ones?
[22:53] <wjp> Yes
[22:54] <wjp> e.g., Ringworld
[22:56] <Drenn> ok, thanks for the info
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[23:27] <P2E> Drenn: https://68.media.tumblr.com/2654cba8f9d3717dfe1ddb3d06c57dd5/tumblr_mylvewSQRU1t85s8wo1_500.jpg
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[23:31] <Drenn> yikes indeed
[23:58] <Strangerke> Drenn: Titanic is maybe even worst :)
[23:59] <Strangerke> and after that you can check the MADS engine, too
[00:00] --- Fri Jan 19 2018