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[00:02] <Lightkey> "With this release we have added support for 45 completely new games. These are:"
[00:02] <Lightkey> I think there arr 40 missing
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[00:25] <GitHub127> [scummvm] Kirben pushed 1 new commit to master: http://git.io/wgEmVA
[00:25] <GitHub127> scummvm/master 50940f1 Kirben: SCUMM: Add HE100 differences when resetting sprites.
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[00:27] <Kirben> wjp: There were minor differences, which I just added to code. But they don't make any difference to jumping beans mini game.
[01:32] Nick change: Javacat -> NotJavacat
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[01:43] <droid2727> Kirben: does that fix anything else?
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[01:44] <Kirben> Nothing I know of, which is why I have not added before.
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[01:45] <Fetch> Does ScummVM have an automated build system for Linux binary packages (rpm particularly in my case, but deb as well)? Will 1.7.0 likely get built in the upcoming days, or am I better off just building it locally on my system
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[05:32] <SugarCube> http://www.reddit.com/r/Games/comments/2bc3ke/today_ron_gilbert_designer_of_several_classic/ "Today, Ron Gilbert, designer of several classic LucasArts games, posted the original design document for Maniac Mansion" May be of interest to members of the channel.
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[06:49] <wjp> Kirben: one other potentially relevant thing is that it's calling setSpriteInfo op 60 subop 2 arg 0 on sprites 25-48, to clear the Active flag. Could that also affect AutoAnim?
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[08:29] <Kirben> wjp: No, all subOps for setSpriteInfo op 60 only change a single flag.
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[08:39] <wjp> very strange
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[08:40] <wjp> last remaining thing I can think of is that maybe the 'getAutoAnim' flag could also be checking Active & AutoAnim?
[08:41] <wjp> otherwise it may be time to fire up a debugger and look at the run time state of the Windows interpreter
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[08:58] <Kirben> wjp: No, only AutoAnim is been checked. I have looked over most of the sprite code for any HE100 differences already.
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[09:00] <Kirben> The results for that function from the debugger in original look strange. It seems to be returning the flag value (00200000) for true, rather than a value of 1.
[09:01] <wjp> interesting
[09:02] <wjp> IIRC the script was doing a pushbyte(1), neq() ?
[09:03] <Kirben> Yes, the script was checking the result was not 1.
[09:04] <wjp> nice catch
[09:05] <wjp> so it sounds like the script was trying to do something with the AutoAnim flag but completely failed
[09:08] <Kirben> Yes, it seems like a script bug, that was never noticed.
[09:10] <wjp> makes me wonder what they were trying. I have the impression it's trying to determine a random order for the beans to enter the board
[09:10] <wjp> but that's just a guess
[09:12] <Kirben> getFlagAutoAnim is only used by 4 games, and only scripts in 2 games actually check for a value of 1.
[09:13] <wjp> which ones, for future reference?
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[09:18] <Kirben> Blue's Art Time Activities is the only other game, that could have similar issues in two scripts.
[09:33] <eriktorbjorn> wjp: If you feel like doing more investigating of subtle SCUMM behavior, there's also bug #6680 :-)
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[09:47] <GitHub53> [scummvm] Kirben pushed 1 new commit to master: http://git.io/ZtF2jQ
[09:47] <GitHub53> scummvm/master 04ed4d3 Kirben: SCUMM: Add workaround for script bugs that caused problems in Jumping Bean mini games of Pajama Sam: Games to Play on Any Day.
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[09:50] <wjp> thanks
[09:50] <wjp> and nice work
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[09:55] <GitHub181> [scummvm-web] Kirben pushed 1 new commit to master: http://git.io/qoX9Hw
[09:55] <GitHub181> scummvm-web/master d5b9c07 Kirben: WEB: Update issues in Pajama Sam: Games to Play on Any Day.
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[09:55] <eriktorbjorn> By the way, does anyone have the EGA version of Indy 3? I haven't seen bug #6679 in the VGA version or the Mac version.
[09:56] <eriktorbjorn> The screenshot makes it look as if it thought the book of maps was a room that could be scrolled sideways.
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[09:57] <Lightkey> fine, ignore me, see what you gain by that! *sniff*
[09:58] <eriktorbjorn> Lightkey: ?
[10:02] <eriktorbjorn> Don't forget to ask Daniel Grayshon to test that workaround.
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[10:08] <wjp> Lightkey: the 4 is struck through, although that is nearly invisible in the font here
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[11:32] <L0ngcat> is the newspost really supposed to read "With this release we have added support for 45 completely new games."?
[11:32] <L0ngcat> congrats on the new release!
[11:34] <LordHoto> L0ngcat: The "4" is crossed out on our news entry on the page. It might be that copies of the post on other sites miss that (like it had been in the Facebook version of the news post)
[11:34] <L0ngcat> right
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[11:35] <L0ngcat> in Chrome, it doesn't look crossed out to me on the front page, only weird- like it is a different font or something
[11:36] <LordHoto> It might be hard to read... and it's not very helpful that it's more of an inside joke.
[11:36] <L0ngcat> looks like the line is going exactly over the 4 and almost dissapeared
[11:38] <LordHoto> yeah, over here it's more of a big horizontal line of the 4 too
[11:38] <LordHoto> guess it would've been a better idea to write out "4" and "5" there.
[11:38] <L0ngcat> probably. looks like people on the forums are misunderstanding it too
[11:40] <fuzzie> oh hey release
[11:40] <fuzzie> that is a thing
[11:40] <LordHoto> fuzzie: Android release too?
[11:40] <fuzzie> that sounds like a plan
[11:41] <fuzzie> Google Play warns me that I have to provide an email address for users to contact, as of August 31st.
[11:42] <fuzzie> not sure what to do about that
[11:44] <droid2727> fuzzie: use LordHoto's address
[11:44] <fuzzie> oh drat
[11:44] <fuzzie> right, this apk I built doesn't actually work, which is why it's not uploaded to sf
[11:50] <eriktorbjorn> Heh. Looks like at least three of the HE games were released as DVD player games, but I can't find any information about them. (Which is ironic, since the very logo proclaimed them to be "the future of casual gaming".)
[12:00] <fuzzie> hm, there are crashes in here
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[12:29] <fuzzie> I am so bad at this.
[12:43] <wjp> Kirben: will you write a reply to Daniel Grayshon, or would you like me to reply?
[12:44] <fuzzie> ok: death to plugins
[12:44] <Kirben> wjp: I will write a reply.
[12:47] <wjp> "death to plugins" = "no longer necessary so they're gone", or "I hate them" ?
[12:48] <fuzzie> I'm going to push a plugin-free build and hope they're not necessary.
[12:48] <fuzzie> In theory they're only helpful to a tiny fraction of users (on old devices) now.
[12:48] <fuzzie> And everyone hates them.
[12:48] <droid2727> fuzzie: are they behaving that badly?
[12:48] <fuzzie> DEATH!!!!!1!1!11
[12:49] <fuzzie> I mean this is your opportunity to object I guess..
[12:49] <droid2727> fuzzie: right, but what's the problem? :P
[12:50] <wjp> if it works fine both with and without, installing plugins is rather annoying
[12:50] <fuzzie> yes, it's mostly that it's annoying
[12:50] <wjp> of course we could go with bundling plugins gstreamer-style, with the good, the bad and the ugly
[12:50] <fuzzie> the crash logs are less nice on the plugin side, too
[12:50] <droid2727> fuzzie: well, you just spoke of crashes...
[12:51] <fuzzie> yeah so I wish I'd looked at this before
[12:51] <fuzzie> there are some clear race-condition crashes in the Android code
[12:51] <fuzzie> but that's not relevant
[12:51] <fuzzie> I just want to kill plugins and I thought I'd ramble in here a bit before I hit 'publish now'.
[12:51] <fuzzie> I could also push it to Beta instead.
[12:52] <fuzzie> I didn't realise that existed, in future releases I guess we should push a Beta on tag day.
[12:52] <wjp> Fetch: I'll do an RPM build, probably late tonight (Western European time)
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[12:57] <fuzzie> ok, 1.7.0 pushed to Google Play
[12:57] <fuzzie> it'll take a few hours to sync
[12:59] <fuzzie> I'll push to sf once some users actually successfully install
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[13:19] <Fetch> wjp: awesome, and thanks for letting me know
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[13:46] <salty-horse> praise for new OpenGL output: https://twitter.com/dosnostalgic/status/491570862328655872
[13:47] <fuzzie> hehe
[13:47] <fuzzie> I hope we squished all the bugs
[13:48] <fuzzie> either way it's all LordHoto's fault
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[14:04] Action: wjp spots 1.7.0 in the play store
[14:04] <wjp> what a refreshingly small set of requested permissions
[14:05] <wjp> no games here, but it installs and starts fine
[14:08] <fuzzie> someday we should really package some of the free ones :)
[14:13] <Strangerke> yes, I think so
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[14:23] <salty-horse> some interactive fiction android apps allow you to download and run stuff from within the app
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[14:51] <fuzzie> salty-horse: I'm guessing it's easier+nicer to just make them apps though (as long as we have intents)
[14:52] <salty-horse> android "intents"?
[14:53] <fuzzie> yes
[14:53] <salty-horse> you mean that the "game" app can launch the scummvm app?
[14:54] <fuzzie> yes :)
[14:54] <salty-horse> (I never got into android internals)
[14:55] <fuzzie> intents are just basically a request for an installed app to do <some action> with <some data>
[14:55] <fuzzie> so exactly that
[14:55] <fuzzie> someday it would be nice if you could change game options in-game, which would also work nicer with frontends etc
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[15:02] <eriktorbjorn> I take it the new Android version doesn't use plugins like 1.5.0 did?
[15:03] <fuzzie> it says right there in the 'what's new' thing
[15:03] <eriktorbjorn> Ah. I didn't look that closely.
[15:03] <fuzzie> :-)
[15:03] <fuzzie> I might regret this
[15:04] <eriktorbjorn> Well, for me it's more convenient. :-)
[15:04] <fuzzie> but I am hoping we can relegate plugin builds to only being on our website.
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[15:07] <eriktorbjorn> I haven't tried the Android version much, but it's nice to see the cursor glitch in some versions of Loom fixed.
[15:09] <eriktorbjorn> And it starts quicker for me.
[15:09] <fuzzie> it's a pity we didn't merge klusark's pull request which is *far* faster
[15:09] <fuzzie> but I didn't have time to look at this until today
[15:10] <eriktorbjorn> Some 16 bpp modes are apparently still unsupported, though.
[15:11] <fuzzie> yes
[15:11] <fuzzie> we should fix engines where possible
[15:11] <fuzzie> unfortunately something that also didn't get done before release
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[16:06] <WooShell> meow =^.^=
[16:06] <madmoose> WooShell: Ahoy
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[16:10] <WooShell> madmoose: ahoy yerself.
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[17:11] <uruk_hai> guys! i wonder if there's someone who can help me: how can i check if the user set the "mute all" option in the launcher from within my game?
[17:14] <somaen> Why do you want that?
[17:14] <somaen> Is a prudent follow up question
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[17:15] <uruk_hai> i'd like to disable speech/sounds/music in Sfinx if it's checked
[17:28] <uruk_hai> :(
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[17:33] <somaen> uruk_hai: Can't you just follow the volume settings?
[17:33] <uruk_hai> that's okay, but how do i check them?
[17:33] <somaen> Check what?
[17:33] <somaen> The volume is set in the mixer
[17:34] <somaen> if you pass an audio stream to it with the correct type, then that stream will have the volume of that audio type
[17:34] <uruk_hai> but if i check the "mute all" option in the launcher, my engine still has sounds
[17:34] <somaen> Have you forgotten to call syncSoundSettings?
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[17:34] <somaen> Do you explicitly set volume in engine?
[17:35] <somaen> IIRC, syncSoundSettings is defined in engines/engine.h
[17:35] <uruk_hai> ok, that's what missing :D i haven't known about that, thank you
[17:36] <somaen> No problem.
[17:36] <somaen> Does the engine have in-engine volume settings btw?
[17:36] <somaen> Because if it does, you probably should test to see that they keep in synch with the GMM-settings.
[17:36] <uruk_hai> yes, that'd be my next question :D
[17:37] <uruk_hai> kk, i'll check it
[17:37] <somaen> There is some specific way you need to use syncSoundSettings for that.
[17:37] <somaen> Anyhow, you can probably find quite a few examples by grepping the other engines for syncSoundSettings
[17:38] <somaen> I can only speak for WME, which does support in-engine volume settings, but isn't really the best example, as I also try to support "master volume" in there.
[17:38] <uruk_hai> thank you very much, now i have a place to start :)
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[18:14] <L0ngcat> what are the rquired game datafiles for Return to Ringworld?
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[19:09] <Saleck> Hello :) Congrats on the 1.7.0 release and thank you to whoever here fixed the issue with Pajama Sam GTPOAD
[19:14] <Raziel^> hi saleck
[19:14] <Raziel^> that would have been kirben and wjp (judging from the dev ml)
[19:21] <somaen> I just did a double take in my head to try to figure out what GTPOAD was
[19:21] <somaen> since my shell-window line broke that line just after Pajama Sam, GTPOAD was the first thing I saw.
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[19:23] <GitHub22> [scummvm] aquadran pushed 1 new commit to master: http://git.io/6oVQ_Q
[19:23] <GitHub22> scummvm/master 7825815 Pawel Kolodziejski: WME: added few more games. added ability to detect from exe files.
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[19:35] <Vanfanel> LordHoto: sorry to bother you, but according to this, you where the one who found out the cause for the lost "dramatic pauses" in ITE intro--> http://echelog.com/logs/browse/scummvm/1384210800
[19:35] <Vanfanel> now, we have this issue: https://sourceforge.net/p/scummvm/bugs/6684/?page=1
[19:36] <Lightkey> wjp: oh indeed, even on the highest zoom it's aligned with the horizontal bar of the four here, so invisible
[19:37] <Vanfanel> so your patch didn't make it into mainline scummvm... do you remember what was the patch like? I lost the sources, but I'm sure it's something not complicated
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[19:38] <Lightkey> wjp: I would change that <s>four</s>five instead
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[19:58] <LordHoto> Vanfanel: nope
[19:58] <tfx_> hi @ all
[19:59] <tfx_> i need your help with the biulds for opendingux
[19:59] <LordHoto> Vanfanel: but btw. my branch with GLES2 support should work for you now. I found and fixed some bug a few months ago...
[20:00] <tfx_> scummvm crashes. the log viewer reported the following issue: warning couldn't open drive: cd-rom drive index! segmentation fault. i want to run the secret of monkey island special edition talkie edition with the lastest release. under the older release 1.5.0 runs everything fine.
[20:00] <tfx_> the misunderstanding: lure of the temptress runs without problems
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[20:00] <tfx_> so i don't know what i can do?
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[20:02] <tfx> the dingux devs already mentioned that "<_Karolus_> problem is related to app itself not to dingoo so I would ask #scummvm to be exact it's related to how the app handles the cd-rom request"
[20:02] <Vanfanel> LordHoto: I would need to incorporate a Rpi-specific EGL context init code, but it took me a lot of time to understand how scummvm is designed, so I'm currently using a native SDL-to-dispmanx backend instead
[20:02] <Vanfanel> LordHoto: but it would be VERY easy for you to include Rpi contest init code if I gave you the code...right?
[20:03] <Vanfanel> context
[20:03] <LordHoto> Vanfanel: no
[20:03] <Vanfanel> *sight*
[20:03] <Vanfanel> then I will take a look again
[20:03] <_Karolus_> tfx: I'm not a dev :D
[20:04] <tfx> but a code-line inspector :-)
[20:04] <Vanfanel> but I will need your help one more, I lost the sources because it didn't work no matter how I tried. GLES2 test code ran well but scummvm wouldn't
[20:05] <LordHoto> yes, I fixed some bug which might've caused crashes and/or simply black screen issues
[20:07] <Vanfanel> LordHoto: but really, weren't you the one who fixed the intro missing pauses in ITE? Logs seems to indicate it was you..
[20:08] <fuzzie> tfx: you think the cd-rom thing is the problem..?
[20:08] <fuzzie> that seems unlikely
[20:09] <tfx> @ fuzzle: yes the log viewer of opendingux reported it
[20:09] <fuzzie> yes, but that's just a warning
[20:09] <tfx> i can gave you the full long *codelines*
[20:09] <fuzzie> since you don't have a cd-rom drive it's to be expected :)
[20:09] <tfx> indeed
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[20:10] <tfx> but everything works fine under the old 150 release
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[20:11] <tfx> so i dont know what happend here
[20:12] <LordHoto> Vanfanel: I can't remember.
[20:12] <LordHoto> Vanfanel: But I tried to play ITE with DOSBox and I couldn't really notice any dramatic pause. Or to be precise any more pause than what you get with ScummVM...
[20:13] <tfx> @ fuzzie: added the logfiles here: http://pastebin.com/4gTnc69B
[20:13] <Vanfanel> LordHoto: you identified it and fixed it here in IRC, apparently...take a look at your own words, please: http://echelog.com/logs/browse/scummvm/1384210800
[20:13] <Vanfanel> it's just that the patch was lost
[20:13] <tfx> the game i tried to run is the secret of monkey island special talkie edition
[20:13] <LordHoto> Yeah, I wrote some patch.
[20:14] <Vanfanel> you pastebin-ed it but it's now lost :(
[20:14] <LordHoto> But, really, I think _sev wanted to look at it the next day or similar. Don't know what happened then. I don't have any patch for it anymore.
[20:14] <Vanfanel> ok
[20:14] <Vanfanel> sorry to insist
[20:14] <_sev> yes, I missed it at that time completely
[20:15] <_sev> will try to have a look soon
[20:15] <fuzzie> tfx: the warning is almost definitely unrelated; I have no idea about the SE versions, someone else might
[20:15] <_sev> but not in 1.7.0 unfortunately
[20:15] <Vanfanel> _sev: ok, thanks :)
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[20:31] <tfx> the secret of monkey island special talkie edition is the normal vga version of monkey island 1 plus the music and speech from the remasterd special edition
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[20:33] <tfx> and fact: under 150 everything runs fine, under 170 not. so i'm here t ask for help and support if possible
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[20:46] <LordHoto> tfx: You should probably rather file a bug report.
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[20:48] <aquadran> _sev: I uploaded builds
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[22:28] <GitHub88> [scummvm-web] wjp pushed 1 new commit to master: http://git.io/bWT-Uw
[22:28] <GitHub88> scummvm-web/master cdf999c Willem Jan Palenstijn: WEB: Add Fedora RPM download
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[22:31] <wjp> oh, right, old versions
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[22:33] <GitHub19> [scummvm-web] wjp pushed 1 new commit to master: http://git.io/KZz7_A
[22:33] <GitHub19> scummvm-web/master 6baf01a Willem Jan Palenstijn: WEB: Remove now-outdated Fedora RPM download
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[22:33] <wjp> Fetch: ^
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[23:31] <Fetch> wjp: <3 thanks
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[23:48] <GitHub16> [scummvm] bluegr pushed 2 new commits to master: http://git.io/dXXWhQ
[23:48] <GitHub16> scummvm/master 9118f38 Filippos Karapetis: MADS: Add support for FAB decompression in the dump_file command
[23:48] <GitHub16> scummvm/master be9c3bf Filippos Karapetis: MADS: WIP handling of V2 walk nodes and walkable areas
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[00:00] --- Wed Jul 23 2014