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[03:42] Action: garrythefish looks around
[03:43] <_df_> hey syke! two peanuts + 3 chickens now :P
[03:46] <clone2727> And a partridge in a pear tree!
[03:46] <garrythefish> logs.scummvm.org is up again, and some posts are missing made during the time it was offline
[03:47] <syke> wow
[03:47] <syke> _df_: did you ever try integrating NAGI's support for hi-res hercules fonts?
[03:48] <_df_> syke: no. I thought CGA was stooping low enough ;P I had no interest in hercules modes
[03:48] <syke> I remember we talked about it years and years ago
[03:48] <syke> heh
[03:48] <syke> it's not like that
[03:48] <syke> the Hercules font resources are higher res and look nicer
[03:48] <syke> so you can render t hose in the EGA palette
[03:49] <syke> they also look less horrid when applying hq2x and what have you
[03:50] <_df_> I remmeber looking at em, they have a larger vertical size, and are more narrow... iirc.. been a long time.
[03:52] <syke> it has been a long time
[03:52] <syke> you still on the east coast in the US?
[03:53] <_df_> yeah still out in the mountains.. spend more time in the kitchen than coding (homemade vinegar, beer, sake, cheese, bread shesh...) keeping chickens is fun :)
[03:56] <garrythefish> ok. see ya guys, and again thanks for gk! :))
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[04:16] <syke> nice :)
[04:16] <syke> going to watch a movie (magnolia)
[04:16] <syke> nite!
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[04:54] <CIA-27> mthreepwood * r47950 /scummvm/trunk/engines/sci/engine/ (kernel.cpp kstring.cpp): SCI1 Mac games can call kGetFarText with a NULL destination, so we need to allocate the memory. King's Quest V Mac is now playable.
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[07:04] <DrMcCoy> :(
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[07:50] <Begasus> morning peeps
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[08:47] <WooShell> moin
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[10:03] <CIA-27> thebluegr * r47951 /scummvm/trunk/engines/sci/ (4 files in 2 dirs): With the new detection for setCursor, the game object and game ID are no longer required, which makes some ugly code obsolete. Yay! :)
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[11:15] <[md5]> hello
[11:16] <LordHoto> hi [md5]
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[12:19] <CIA-27> aquadran * r47952 /scummvm/trunk/dists/samsungtv/clmeta.dat: rename to libscummvm.so to make compatible with tv from 2008
[12:29] <CIA-27> m_kiewitz * r47953 /scummvm/trunk/engines/sci/ (engine/kgraphics.cpp graphics/palette.cpp graphics/palette.h): SCI: added dummy assertpalette to GfxPalette, setting destination palette immediately on kPalVary(start) call
[12:35] <CIA-27> m_kiewitz * r47954 /scummvm/trunk/engines/sci/graphics/paint16.cpp: SCI: dont set palette on kernelDrawCel() call
[12:42] <CIA-27> m_kiewitz * r47955 /scummvm/trunk/engines/sci/graphics/ (palette.cpp palette.h): SCI: set screen palette only when it got changed during merge (performance only change)
[12:43] <CIA-27> fingolfin * r47956 /scummvm/trunk/engines/sci/engine/ (vm.cpp vm.h): SCI: Add function readPMachineInstruction()
[12:43] <CIA-27> fingolfin * r47957 /scummvm/trunk/engines/sci/engine/vm.cpp: SCI: Get rid of GET_OP_ macros
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[12:44] <CIA-27> fingolfin * r47958 /scummvm/trunk/engines/sci/engine/scriptdebug.cpp:
[12:44] <CIA-27> SCI: Convert disassemble to use readPMachineInstruction.
[12:44] <CIA-27> This change is untested, please check it. Also, the opparams
[12:44] <CIA-27> array is not used but could be used to simplify the reading code.
[12:44] <CIA-27> fingolfin * r47959 /scummvm/trunk/engines/sci/engine/features.cpp: SCI: Switch GameFeatures::autoDetectFeature to using readPMachineInstruction
[12:44] <CIA-27> fingolfin * r47960 /scummvm/trunk/engines/sci/engine/features.cpp: SCI: Refactor GameFeatures::autoDetectFeature
[12:45] <CIA-27> fingolfin * r47961 /scummvm/trunk/engines/sci/engine/ (features.cpp features.h): SCI: Add GameFeatures::getDetectionAddr auxillary method
[12:45] <CIA-27> fingolfin * r47962 /scummvm/trunk/engines/sci/engine/ (features.cpp features.h): Split GameFeatures::autoDetectFeature into several methods, one for each feature
[12:45] <CIA-27> fingolfin * r47963 /scummvm/trunk/engines/sci/engine/features.cpp: SCI: Some cleanup
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[13:21] <peres> hello!
[13:22] <Hkz> hi peres
[13:22] <peres> hello HaKerZ!
[13:23] <Hkz> gh
[13:24] <Hkz> i usually see HiloKertZ :P
[13:28] <DrMcCoy> Yeah, you've got a weird nick :P
[13:30] <Hkz> DrMcCoy, well it is. I ended up smashing a keyboard in a fit of rage once and this is what came out of it :P
[13:31] <DrMcCoy> lol
[13:31] <DrMcCoy> That's quite...creative :P
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[13:32] Nick change: _athrxx_ -> _athrxx
[13:32] <Hkz> DrMcCoy, that was because the other nick (which i don't remember anymore) was already taken :P
[13:33] <DrMcCoy> C00lGuy007? :P
[13:33] <LordHoto> Hkz: at least it's more creative than to name yourself after some scifi character ;-P
[13:33] <DrMcCoy> Interestingly enough, that one is free :P
[13:33] <Hkz> hahahaha
[13:34] <Hkz> LordHoto, i could try MrSpock :P
[13:34] <DrMcCoy> LordHoto: :(
[13:34] <DrMcCoy> Hkz: Taken :P
[13:34] <LordHoto> DrMcCoy tried already when registering in the first place? ;-P
[13:34] <DrMcCoy> LordHoto: :P
[13:35] <DrMcCoy> LordHoto: Well, originally, I did want a variant of Spock (it was for a Star Trek chat, an eternity ago), but every single one I could think of was taken :P
[13:35] <DrMcCoy> LordHoto: So I settled for DrMcCoy :P
[13:36] <LordHoto> haha
[13:36] <Hkz> DrMcCoy, was there a MontyScott in there too? :P
[13:36] <DrMcCoy> Hkz: I don't remember :P
[13:38] <DrMcCoy> Hkz: That Star Trek chat is long dead, too
[13:39] <Hkz> DrMcCoy, never been into one, was just curious. The only irc channels i've been in are retrocomputing related
[13:40] <DrMcCoy> Wasn't an IRC channel either, but some JavaScript web thingy :P
[13:41] <LordHoto> it's amazing that you ever used a javascript based web chat :-P
[13:41] <DrMcCoy> Yeah
[13:41] <DrMcCoy> Hmm
[13:41] <DrMcCoy> I should still have my chatbot for that one flying around here somewhere :P
[13:41] <LordHoto> lol
[13:42] <DrMcCoy> With a nice hacky strtok-based HTML-parser :P
[13:42] <DrMcCoy> Hmm... Here's one for chat.radiobremen.de :P
[13:43] <DrMcCoy> Urgh
[13:43] <LordHoto> was that one named BotMcCoy?
[13:43] <DrMcCoy> The code is really, really bad
[13:43] <DrMcCoy> No comments, no empty lines
[13:43] <LordHoto> so how's that different from gob? ;-P
[13:44] Action: DrMcCoy slaps LordHoto
[13:44] <Hkz> nah, maybe it was called NurseChapel :P
[13:45] <DrMcCoy> Actually, the nick wasn't hardcoded, but read from command line arguments!111
[13:45] <DrMcCoy> :P
[13:45] <Hkz> :P
[13:46] <DrMcCoy> And it still compiles! With -Wall -pedantic -Werror!
[13:46] <DrMcCoy> :P
[13:47] <LordHoto> hm no idea if my oldest C code I have around still does that
[13:47] <LordHoto> at least it worked fine on amd64 when I tried ;-P
[13:47] <LordHoto> and that code was...... let's not talk about it :-P
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[13:49] <DrMcCoy> :P
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[15:02] <CIA-27> waltervn * r47964 /scummvm/trunk/engines/sci/engine/kpathing.cpp: SCI: Fix VM crash when NULL_REG is passed to AvoidPath (SCI32).
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[15:16] <CIA-27> m_kiewitz * r47965 /scummvm/trunk/engines/sci/graphics/palette.cpp: SCI: GfxPalette::setFromResource() now actually passes force further down the chain
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[16:18] <CIA-27> wjpalenstijn * r47966 /scummvm/trunk/engines/sci/sci.cpp: SCI: Fix build without SCI32 (again)
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[16:41] <CIA-27> athrxx * r47967 /scummvm/trunk/engines/kyra/ (6 files): LOL: fixed handling of invalid monster attack sfx in the Urbish mines (should fix bug no #2945950)
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[17:42] <CIA-27> megath * r47968 /scummvm/trunk/engines/teenagent/ (scene.cpp scene.h): pathfinding improvements, added async flag setting
[17:42] <CIA-27> megath * r47969 /scummvm/trunk/engines/teenagent/ (teenagent.cpp teenagent.h): added setFlag, fixed non-mark's messages
[17:43] <CIA-27> megath * r47970 /scummvm/trunk/engines/teenagent/inventory.cpp: process object callback both on left and right click. skip r-click callback for banknote.
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[17:44] <CIA-27> megath * r47971 /scummvm/trunk/engines/teenagent/inventory.h: committed missing file
[17:45] <CIA-27> megath * r47972 /scummvm/trunk/engines/teenagent/callbacks.cpp: added missing haystack callback, fixed fatso visibility bug
[17:47] <CIA-27> mthreepwood * r47973 /scummvm/trunk/engines/sci/engine/features.cpp: Update comments in autoDetectSci21KernelType() explaining what we're checking for.
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[17:53] Action: DrMcCoy summons clone :)
[17:53] Action: LordHoto summons clone2727
[17:53] <DrMcCoy> LordHoto: You'll jinx it!
[17:57] Action: LordHoto jinxes DrMcCoy
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[17:57] <DrMcCoy> cl0n3! :)
[17:57] <clone2727> LordHoto, DrMcCoy: What? I prefer living in my lamp :P
[17:57] Action: DrMcCoy huggles clone2727 :)
[18:05] Action: Strangerke rubs clone2727's lamp, just to see what happens
[18:05] Action: clone2727 explodes
[18:05] <Strangerke> :D
[18:05] <DrMcCoy> :(
[18:05] Action: DrMcCoy tries to puzzle clone2727 together again
[18:05] Action: Strangerke rubs LordHoto's lamp... Maybe he'll explode too
[18:06] <LordHoto> You freed me!
[18:06] <clone2727> From who?
[18:06] <Strangerke> Damn!
[18:06] <Strangerke> So I have 3 wishes ?
[18:07] <DrMcCoy> clone2727: whom
[18:07] <clone2727> DrMcCoy: I exploded, so it doesn't matter anyway :P
[18:07] <DrMcCoy> :P
[18:07] <LordHoto> Strangerke: nope
[18:08] <Strangerke> LordHoto: Your lamp is really useless :P
[18:08] <LordHoto> Strangerke: you probably never played nethack, hu? ;-P else you would know that sentence!
[18:08] <Strangerke> Let me guess... Me in the lamp ?
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[18:10] Action: Strangerke wonders where LordHoto stucked his lamp...
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[18:11] <Strangerke> LordHoto: a place of eternal darkness ?
[18:11] <Strangerke> LordHoto: Somewhere the sun doesn't glow ?
[18:11] <Strangerke> LordHoto: Dirty old'man !
[18:15] <CIA-27> megath * r47974 /scummvm/trunk/engines/teenagent/callbacks.cpp: fixed rgb chief glitch in final scene
[18:16] <CIA-27> megath * r47975 /scummvm/trunk/engines/teenagent/inventory.cpp: do not trigger combine for the one object
[18:17] <CIA-27> megath * r47976 /scummvm/trunk/engines/teenagent/scene.cpp: removed mark animation and overlay animation hack
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[18:26] <CIA-27> fingolfin * r47977 /scummvm/trunk/engines/sci/engine/vm.cpp: SCI: Simplify yet another case of weird 'unsigned to signed' conversion
[18:26] <CIA-27> fingolfin * r47978 /scummvm/trunk/engines/sci/engine/ (features.cpp vm.cpp): SCI: cleanup; try to unify var names when reading PMachine instructions a bit
[18:27] <CIA-27> fingolfin * r47979 /scummvm/trunk/engines/sci/engine/vm.cpp: SCI: Move bulk of op_callk code to new func callKernelFunc()
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[18:35] <CIA-27> megath * r47980 /scummvm/trunk/engines/teenagent/ (inventory.cpp inventory.h): added background effect for the inventory items
[18:44] <CIA-27> megath * r47981 /scummvm/trunk/engines/teenagent/scene.cpp: compile debug keys if NDEBUG was not defined
[18:45] <CIA-27> megath * r47982 /scummvm/trunk/engines/teenagent/scene.cpp: removed debug keys, sorry
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[19:07] <syke> hi
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[19:17] <tpw_rules> hey
[19:18] <tpw_rules> i've noticed that when playing DoTT on DOSBox with the original executables, the music sounds different than scummvm. is this scummvm's fault with the sound emulation or doxbox sound blaster emulation?
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[19:40] <eriktorbjorn> tpw_rules: Different in what way?
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[19:49] <tpw_rules> eriktorbjorn: it just sounds different. sometimes, an extra sample is played in the dosbox version or it just sounds different
[19:49] <tpw_rules> not very often, i notice it most in the cutscenes, not in the ambient music
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[19:56] <eriktorbjorn> tpw_rules: No idea, then. I suppose there could be some difference in how ScummVM determines that all available channels are in use, so it has to drop a note to make room for the next one. (I've noticed that notes drop out near the end of Fate of Atlantis when using Adlib, but I don't know if it's any different from the original.)
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[20:08] <DrMcCoy> LordHoto: Did I just go too far with my latest comment? :)
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[20:16] <LordHoto> DrMcCoy: actually I have no problem with him saying DOSBox is more "authentic" for him, but it's rather what he claims of ScummVM is sometimes just plain bullshit oO
[20:18] <DrMcCoy> LordHoto: I do have problems with him saying that DosBox is more "authentic". I have also problems with the word "authentic" in general. And I have problems with his face. :P
[20:21] <LordHoto> DrMcCoy: well he is right that we do not feature the real old GUI for MI1, MI2 etc. ;-P
[20:21] <wjp> the tone of that entire thread is far too negative :-(
[20:21] <DrMcCoy> LordHoto: He's still stupid :P
[20:21] <DrMcCoy> wjp: Au contraire. It's not negative enough. People aren't yet flinging insults around
[20:22] <syke> YOU KNOW WHO ELSE WASN'T AUTHENTIC????
[20:22] <syke> HITLER!!!1111
[20:22] <syke> ;)
[20:23] <syke> going to the desktop, brb
[20:23] <DrMcCoy> Actually, you could argue that Hitler was really fixated on athenticity... ;P *duck*
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[20:26] <[md5]> wow, reading through this guy's comments on gog is like reading through a poorly written essay of a guy who's trying to prove that a turtle is faster than a hare... he wants AUTHENTIC (whatever that means with his perverse way of defining authentic) game experience... including the bugs, the exploits, the hacks... everything
[20:27] <wjp> so?
[20:27] <[md5]> I didn't know that bugs are a "feature". Apparently they are for some people
[20:27] <LordHoto> actually I see no problem with him thinking DOSBox is more "authentic" or with him trying to proof it, but I do have a major problem with some of the things he claims about ScummVM ;-)
[20:28] <DrMcCoy> [md5]: But the turtle is faster. Every time the hare caught up, the turtle has already moved further!!11
[20:28] <[md5]> DrMcCoy: haha :D
[20:28] <[md5]> true true ;)
[20:28] <DrMcCoy> LordHoto: Pffft, you're too timid, you with your compromises and greyness. He's wrong, totally wrong!1111
[20:29] <[md5]> well, of course DOSBox and ScummVM are two completely different projects, focusing on similar targets and doing things in a very different way. Can't compare apples to oranges...
[20:29] <wjp> DrMcCoy: ...
[20:30] <[md5]> "You pretty much admit you make alterations: mouse support from Amiga" <--- move mouse cursor to lower right -> problem solved, no "alteration". *sigh*
[20:30] <LordHoto> DrMcCoy: lb zbzzn
[20:31] <wjp> I really don't like antagonizing the dosbox people like this. (Red_Avatar is one of the more visible people in the dosbox community.)
[20:32] <[md5]> it's not antagonizing
[20:32] <[md5]> he's just talking crap
[20:32] <DrMcCoy> LordHoto: :o
[20:33] <DrMcCoy> wjp: What?
[20:33] <[md5]> especially since he hasn't even bothered to look into ScummVM's settings
[20:33] <LordHoto> actually if he claims that ScummVM does rip off things like copyprotection (even though it can be enabled again) and that ScummVM doesn't have PC Speaker output for AGI, I'm having no problems in antagonizing those guys ;-P
[20:33] <DrMcCoy> wjp: Let me have some fun, will ya? :P
[20:33] <[md5]> and he's claiming things which are plain wrong...
[20:33] <WooShell> http://blog.foreignpolicy.com/posts/2010/02/03/ambassador_at_very_large
[20:33] <WooShell> *rofl*
[20:34] <[md5]> this is bad, annoying and hurts the project's image because some guy can't be bothered to actually USE ScummVM before making false claims...
[20:34] <wjp> IMHO the negative replies hurt the image much more
[20:35] <DrMcCoy> wjp: I respect the DosBox guy at large. I respect the project, I even love that project. But that does not necessarily extent to the individual involved in the project
[20:36] <DrMcCoy> individuals*
[20:36] <LordHoto> actually Red_Avatar is just a *user*
[20:36] <DrMcCoy> Even worse ;P
[20:36] <DrMcCoy> If someone begins to troll, I troll back. :P
[20:36] <LordHoto> bad DrMcCoy :-P
[20:36] <tpw_rules> DrMcCoy: stop feeding the trolls
[20:37] <DrMcCoy> tpw_rules: But its fuuun! :P
[20:37] <tpw_rules> lol
[20:37] <tpw_rules> what if they bite your hand off when you get too close? ;P
[20:43] --> StarG joined #scummvm.
[20:47] <m_kiewitz> DrMcCoy: just tell him that dosbox isnt authentic as well. He should buy an old 386 with a soundblaster, install dos on it and then play it
[20:48] <StarG> so my irc was stuck... strange
[20:48] <m_kiewitz> DrMcCoy: dosbox has serious problems with changing the palette at least on my system, sometimes it doesnt work right and i need to move the mouse around so that new palette gets applied everywhere
[20:49] <StarG> imho dosbox does a constant and steady progression, its not final yet that is a 1.0 release is still a bit away
[20:50] <LordHoto> m_kiewitz: windows 7?
[20:51] <Triskelios> there's no point in arguing with a troll
[20:51] <m_kiewitz> LordHoto: no, XP :P
[20:52] <LordHoto> strange never had problems there, I heard though that Win7 has problems with 8bpp palette based output
[20:52] <D0SFreak> The palette issue isn't a DOSBox problem but rather Vista/7 having issues with 8bit color. You'll need to either change output= or set sdl_videodriver=windib before starting DOSBox. This will be fixed in the next DOSBox ver.
[20:52] <-- raorn left irc: Read error: No route to host
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[20:52] <LordHoto> yeah that's what I heard too
[20:52] <D0SFreak> Too bad there's no similar fix for 8bit Windows programs since the only current solution is to end explorer.exe. heh
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[21:23] #scummvm: mode change '+o syke' by ChanServ!ChanServ@services.
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[21:26] <_Longcat> &me is following the thread on gog with much excitement and glee
[21:26] <_Longcat> gah>P
[21:26] <syke> re
[21:26] Action: logix hands _Longcat a german kezboard lazout
[21:27] <_Longcat> logix should hand L)ngcat a new brain instead>P
[21:27] Action: _Longcat changes back to norwegian keyboard
[21:27] <_Longcat> clone2727: nice last post
[21:27] <clone2727> _Longcat: I remembered that page from way back when, I knew it would come in handy some day :P
[21:28] <_Longcat> lol
[21:28] <_Longcat> :)
[21:28] --> ny00123 joined #scummvm.
[21:28] <_Longcat> I'm glad you did
[21:30] --> QbixAway joined #scummvm.
[21:31] <QbixAway> maybe I should edit the wiki a bit ;)
[21:31] <LordHoto> hehe
[21:31] --> c2woody joined #scummvm.
[21:32] <QbixAway> anyway it is public editable wiki ;) entry not written by us.
[21:32] <clone2727> QbixAway: Ah, looks like you're looking at that too? :P
[21:32] <QbixAway> i was surprised by it :)
[21:33] <QbixAway> i could rant there about scummvm causing original dos interpreters getting lost ;)
[21:33] <LordHoto> hehe
[21:34] <syke> _Longcat: any progress on that Access stuff? :)
[21:34] <QbixAway> anyway clone2727 that is not our opinion you are refering to, although it might be convient to let it look like that
[21:34] <LordHoto> QbixAway: actually not only ScummVM causes this, the Steam releases of LucasArts adventures are using a Windows interpreter too ;-P
[21:35] <clone2727> QbixAway: I know it's not, in fact I figured it wasn't. I just found it ironic :P
[21:35] <QbixAway> well i don't really like you using it that way :)
[21:35] <LordHoto> QbixAway: though IIRC my Indy3 copy I bought via Steam still included the DOS interpreter too (but unusable)
[21:35] <clone2727> QbixAway: I'll edit it then ;)
[21:35] <QbixAway> LordHoto wish the bass files and such included it.
[21:36] <QbixAway> LordHoto yeah that is unfortunate as well.
[21:36] <LordHoto> QbixAway: well I don't know whether the original interpreters fall under the freeware thingy too... so it might very well be that it is intentional that they are left out
[21:37] <LordHoto> QbixAway: at least for LURE there should be the original interpreter on the revolution website
[21:37] <QbixAway> yeah but I have to look for it at another place :)
[21:37] <QbixAway> but it is a valid point
[21:37] <QbixAway> it is more something I am sad about. not blaming you guys specificly
[21:37] <QbixAway> samething with that steam windows thing
[21:37] <LordHoto> it's not like we are not blunding the DOS interpreters so people can not use the games with DOSBox ;-)
[21:38] <c2woody> indeed
[21:38] <_Longcat> syke: no, I was really sick all week, I ended up playing through Dreamfall instead:P I'll look into it this week, I promise
[21:38] <LordHoto> I guess it would be possible to get Indy3 from Steam to run with the DOS interpreter bundled with it
[21:39] <clone2727> QbixAway: Updated
[21:39] <LordHoto> but you would need to extract the resource file included statically in the windows interpreter (like you would do, to use the game with ScummVM btw.)
[21:39] <QbixAway> clone2727 thanks :)
[21:40] <clone2727> QbixAway: No problem ;)
[21:40] <D0SFreak> That would be nice. Bought Indy off of Steam to check it out and it's kind of useless....(no one to blame but myself of course)
[21:40] <QbixAway> the thread is a funny read :)
[21:40] <QbixAway> despite some bad argument practices :)
[21:40] <clone2727> Aye, it is
[21:40] <QbixAway> maybe tthat makes it fun to read :)
[21:43] <QbixAway> maybe we should aim to make it a frontpage thread :)
[21:44] <clone2727> QbixAway: Just for kicks, why not? ;)
[21:45] <QbixAway> yeah would be awesome :) still might have been more fun it was only users participating and not devs
[21:45] <QbixAway> although it might have gotten into mud fights then :)
[21:45] <clone2727> QbixAway: Maybe a poll somewhere ;)
[21:46] <QbixAway> hehe dosbox.com is without a new post as well fora long time :)
[21:47] <QbixAway> anyway just wanted to have the wiki thing mentioned :)
[21:47] <QbixAway> dosbox is spoken of in a bad way many times that I don't bother correcting mistakes about it :)
[21:47] <clone2727> QbixAway: Sorry about that. I do love DOSBox a lot :)
[21:47] <LordHoto> D0SFreak: it shouldn't be too hard, you just need to locate the datafiles in the windows interpreter and extract it (I did that for my copy too, but I don't think I have my tool for it around anymore...)
[21:48] <LordHoto> QbixAway: actually nobody tried to say DOSBox sucks, but it's rather that what Red_Avatar said about ScummVM was sometimes just plain crap ;-)
[21:48] <D0SFreak> or I could yank the files off my orig disks. heh. Just lazy.
[21:48] <QbixAway> still you guys might want to look at our pc speaker emulation. recall scummvm one was reallly simple
[21:48] <LordHoto> yup we basically only use a square wave generator for PC Speaker
[21:49] <QbixAway> LordHoto I know. but still he made a valid point about getting a mouse and different music. he picked of course a bad game for your case
[21:49] <QbixAway> (by default that is)
[21:49] <LordHoto> QbixAway: yeah by default :-)
[21:49] <LordHoto> QbixAway: I'm not saying that by default we try to offer the "original"
[21:50] <QbixAway> LordHoto yeah so both are right. no need to jump on him with 3 people using sometimes disputable arguments like a crt monitor
[21:50] <LordHoto> QbixAway: seeing what I heard about ppl saying what's the "original" it's obvious that it's beyond hope to try to achieve that ;-)
[21:50] <clone2727> Not to mention "original" is quite ambiguous
[21:50] <D0SFreak> Yeah, my understanding of ScummVM has been it was to get the games to work (where before they didn't) and to make it as pleasant as possible. Which is fine.
[21:50] <QbixAway> yeah :)
[21:50] <syke> clone2727: ask them if they're playin them on a 9" EGA monitor with DIN-8 keyboard and serial mouse as well ;)
[21:50] <clone2727> syke: I think DrMcCoy already made a joke about that before ;)
[21:51] <QbixAway> LordHoto we have some interpolation for not moving instantly to the full position
[21:51] <clone2727> Not that in-depth :P
[21:51] <syke> when I was a contractor at a large search company, we were trying to get the coding standard changed to allow 120 column widths, rather than 79
[21:51] <QbixAway> although we will improve it again probably
[21:51] <LordHoto> QbixAway: sure he has a point about the Amiga mouse support in DOS version (and I even said so in the thread, I can't help that DrMcCoy likes to troll on such guys ;-P)
[21:52] <syke> and people went absolutely berzerk saying that it was too wide, would affect their productivity due to word wrapping, etc
[21:52] <syke> every engineer in that company has 27" widescreen monitors, and most engieners had *TWO* of those monitors
[21:52] <QbixAway> LordHoto yeah that is bad for the team :)
[21:52] <LordHoto> QbixAway: though for a pre-bundled version it's pretty obvious that the GOG guys could just select proper settings :-)
[21:52] <syke> so we started going to every single person who complained and told them we'd keep it at 79 columns if they traded in their dual widescreen monitors for a 9" CGA monitor
[21:53] <syke> and then they shut the fuck up :)
[21:53] <LordHoto> QbixAway: anyway if you will improve your PC Speaker emulation in the near future, I will wait till then ;-)
[21:53] <QbixAway> LordHoto i really don't have an opinion on wether gog should use dosbox or scummvm
[21:53] <QbixAway> what ever they want
[21:53] <c2woody> like you did with the opl emulation lordhoto?
[21:53] <c2woody> that was a nice move, yes
[21:53] <LordHoto> QbixAway: I don't care either :-)
[21:53] <QbixAway> LordHoto well h-a-l-9000 wants to fix a few bugs
[21:53] <clone2727> QbixAway: Agreed
[21:54] <QbixAway> oh yeah don't strip our copyright next time :)
[21:54] <LordHoto> QbixAway: it just struck me that Red_Avatar claimed some really stupid things about ScummVM ;-)
[21:54] <LordHoto> c2woody: waiting for it? or just using it in ScummVM? ;-P
[21:54] <D0SFreak> It a good thing he doesn't get on IRC ;)
[21:54] <c2woody> both
[21:54] <QbixAway> only thing wrong was the graphics thing. the sound and mouse was right :)
[21:54] <QbixAway> especially as nagi sound sound like "crap"
[21:55] <LordHoto> well he claimed there's no PC Speaker support .-)
[21:55] <LordHoto> (or at least it sounded like he believes that)
[21:55] <LordHoto> c2woody: so? ;-P
[21:55] <c2woody> thanks
[21:55] <c2woody> what i expected
[21:55] <QbixAway> yeah well i don't even want to discuss it. the thread was stupid to begin with
[21:56] <LordHoto> QbixAway: I'm not familiar with NAGI, but I thought it had better support than our Sarien code
[21:56] <QbixAway> i don't know either. I am talking that according to the people on your forum is sounds like crap :)
[21:56] <syke> LordHoto: NAGI had the ][gs sound code first, as I recall
[21:57] <LordHoto> c2woody: well I don't know what exactly you want to know, but all I can say is we have a note about the emulator being from DOSBox (even as the config option in the GUI)
[21:57] <syke> but Claudio changed sarien's tandy emulation to put the different channels mixed in stereo, with a chorus effect on one of them
[21:57] <-- GoGi left irc: Remote host closed the connection
[21:57] <LordHoto> QbixAway: I think they are talking about the Sarien code we use...
[21:58] <QbixAway> hehe okay that super default then ;)
[21:58] <syke> having heard the before and after, sarien's sound definitely sounds better with the mild effects
[21:58] <LordHoto> I'm not sure but people in our forums seem to disagree with your syke :-)
[21:59] <LordHoto> (at least in case we use that sound support you described)
[21:59] <syke> they can emulate the PC speaker versions, if they want
[21:59] <syke> there's no extra processing on that
[21:59] <LordHoto> yeah but the note frequency sounds too low compared to DOSBox
[21:59] <LordHoto> (at least to me)
[21:59] <syke> ah
[21:59] <syke> probably math rounding, if I had to guess
[21:59] <LordHoto> (of the PC Speaker that is)
[22:00] <QbixAway> rounding at a level which you can hear ?
[22:00] <c2woody> :)
[22:00] <QbixAway> oh boy that sounds wrong :)
[22:00] <LordHoto> well it rather sounds an octave off or the like
[22:00] <LordHoto> so maybe some problems there? ;-)
[22:00] <syke> it is possible, on the tandy 3 voice extra effects, that the chorus and flange filters used could be updated to be better sounding
[22:00] Action: syke shrugs
[22:01] <QbixAway> think LordHoto was still talking about the pcspeaker
[22:01] <syke> if you can get ahold of Claudio via email, he might be able to help
[22:01] <LordHoto> I am still talking about the PC Speaker
[22:01] <LordHoto> as noted above ;-)
[22:01] <syke> ah, sorry
[22:01] <LordHoto> I'm unable to say the differences between the Tandy emulation we have and what DOSBox produces
[22:01] <LordHoto> it's just... different
[22:02] <D0SFreak> Guess compare scummvm vs dosbox vs real pc with Tandy
[22:02] <QbixAway> well doubt ours is that correct
[22:02] <QbixAway> tandy 3 voice is nominated for rewrite as well
[22:02] <QbixAway> although it sounds pretty nice
[22:02] <LordHoto> well I never heard any real Tandy
[22:02] <LordHoto> so I can't judge anything there ;-)
[22:03] <syke> LordHoto: most people hadn't heard real tandy ;)
[22:04] <LordHoto> sadly crossfire-designs.de doesn't have any sample of KQIII for their Tandy section ;-)
[22:05] <LordHoto> anyway I guess we should rather investigate that's wrong with the PC Speaker output
[22:06] <QbixAway> LordHoto can we expect c2woody and such appearing in your authors file for the opl emulation ?
[22:06] <QbixAway> as you guys seem to keep track of that :)
[22:06] <LordHoto> we still use your source header
[22:07] <c2woody> who reads the source headers besides devs?
[22:08] <LordHoto> if you tell me your names I can add you to the Special thanks section of our credits file
[22:08] <LordHoto> but actually I never thought you guys would be so much about copyright strings, after I was asked to drop my copyright from some patch I posted on your tracker
[22:09] <QbixAway> well which you wouldn't do :)
[22:09] <c2woody> well you were fucking picky about your code
[22:09] <QbixAway> and removed ours when you the code :)
[22:09] <c2woody> maybe you'll learn it that way
[22:09] <LordHoto> actually I only used mine in the newly added files
[22:10] <LordHoto> I didn't remove any of ours in your files
[22:10] <LordHoto> yours*
[22:11] <c2woody> you insisted on your header when you posted a patch against dosbox sources
[22:11] <LordHoto> so? :-)
[22:11] <c2woody> where the patch was a simple ripoff of existing dosbox code
[22:11] <c2woody> no so? :)
[22:11] <c2woody> just getting there
[22:11] <LordHoto> well I just subclassed one class and added a simple and stupid implementation for POSIX-like
[22:12] <LordHoto> anyway I have no problems in mentioning you in your credits file
[22:12] <QbixAway> comparable with opl2 and opl3 emulation for sure :)
[22:12] <LordHoto> well as I said I kept your source header
[22:12] <c2woody> i'd prefer to have been asked when you released the stuff
[22:12] <LordHoto> I didn't even add the ScummVM header on top
[22:12] <c2woody> rather than having to point at it
[22:13] <QbixAway> initially you did if I recall
[22:13] <c2woody> yes
[22:13] <LordHoto> nope
[22:13] <D0SFreak> Removed the offending paragraph. Still some errors there though: http://www.dosbox.com/wiki/TOOLS:ScummVM
[22:13] <LordHoto> http://scummvm.svn.sourceforge.net/viewvc/scummvm/scummvm/trunk/sound/softsynth/opl/opl_impl.h?revision=40334&view=markup
[22:13] <LordHoto> that's still your header and the first revision of the file in the ScummVM source
[22:14] <DrMcCoy> LordHoto: Should "as good as possible" be "as well as possible"? :P
[22:14] <c2woody> that's not the original stuff you committed
[22:14] <LordHoto> it is
[22:14] <QbixAway> planned to commit
[22:14] <QbixAway> that stuff posted in the tracker
[22:14] <c2woody> i've seen other sources you've put up
[22:15] <c2woody> might have been on the tracker indeed
[22:15] <LordHoto> maybe
[22:15] <LordHoto> but I did change that without any objection too
[22:15] <c2woody> when pointing at it
[22:16] <c2woody> so yes, thanks
[22:18] <QbixAway> anyway i hope our point is clear. You make one file based of our files and insist on your copyright. while you take a file of us and slap your own headers on it
[22:18] <QbixAway> or intended to
[22:18] <QbixAway> that is what we weren't entirely happy about
[22:18] <[md5]> QbixAway: btw, on a side note: does DOSBox have an IRC channel?
[22:18] <QbixAway> ofcourse
[22:18] <QbixAway> #dosbox :)
[22:18] <c2woody> secret dosbox channel ;)
[22:18] Action: [md5] feels silly
[22:18] <syke> hey md5 :)
[22:18] <[md5]> thanks :p
[22:18] <LordHoto> actually I wasn't happy about the other thing back then either, maybe that's why I used our header :-P anyway no need to be pissed about old things
[22:19] <[md5]> hey syke :)
[22:19] <[md5]> trying to figure out the successor stuff in SCI
[22:19] <[md5]> and get rid of it...
[22:19] <[md5]> it mostly works, but I'm getting a weird error :/
[22:19] <c2woody> well i was annoyed that somebody insists on his copyright tag for a nifty thing like the one you put up
[22:19] <c2woody> otherwise i wouldn't even thought about being picky about the opl stuff
[22:19] <LordHoto> and I still had your copyright notice at least intact
[22:20] <c2woody> yes but not in the form we're keeping things straight
[22:20] <LordHoto> anyway if you tell me who worked on the emulator we are using now, I'm happy to add you guys to the special thanks list right now
[22:20] <syke> [md5]: successor?
[22:20] <c2woody> depends on what you're actually using
[22:21] <wjp> syke: engine state switching when loading a save
[22:21] <syke> ah
[22:21] <[md5]> syke: whenever a game is loaded, EngineState is deleted, and a new one is created. There's a "successor" pointer, which points to the new state
[22:21] <LordHoto> c2woody: not the one from Harekiet (i.e. we are using the one, which was committed first)
[22:21] <[md5]> ...which is all a hack\
[22:21] tpw_rules (tpw_rules@ericneill.com) left #scummvm ("Evil will always triumph, because good is dumb. ").
[22:21] <c2woody> but putting dosbox team there is always correct
[22:22] <wjp> [md5]: the concept or the implementation?
[22:22] <LordHoto> well if you're fine with special thanks to the DOSBox team for their OPL2/OPL3 emulator
[22:22] <c2woody> the other one is from ken silverman and almost-fully rewritten by me
[22:22] <[md5]> wjp: the concept is correct, the implementation has become a hack :/
[22:22] <c2woody> but you should switch to the current stuff from harekiet
[22:22] <[md5]> sec, I'll make a paste
[22:22] <LordHoto> last time I tried harekiets I had some problem with it
[22:23] <c2woody> there were small fixes after the last release, but proves to be very good and fast
[22:23] <LordHoto> but that's been some time now ;-)
[22:23] <c2woody> yes i know
[22:23] <c2woody> it was aiming at speed first, then getting things fixed
[22:23] <c2woody> that was some time before the release
[22:23] <QbixAway> yeah it sounds pretty good now
[22:23] <LordHoto> anyway so just general thanks to the DOSBox team is fine with you?
[22:23] <c2woody> of course
[22:24] <c2woody> pick harekiet if you need names, can blame him then
[22:24] <QbixAway> lol
[22:24] <clone2727> haha
[22:24] <lisppaste4> [md5] pasted "Stopping EngineState reinitialization on load" at http://paste.lisp.org/display/94537
[22:24] <LordHoto> you guys are using "DOSBox Team" right? (or DosBox?)
[22:24] <QbixAway> someone else then c2woody to blame :)
[22:24] <c2woody> hehe
[22:24] <QbixAway> it is a miracle :)
[22:25] <[md5]> wjp, waltervn, syke, clone2727: check the paste
[22:25] <c2woody> use "DOSBox Team" and stop talking about it now since there's too much dosbox now in the scummvm channel already
[22:25] <QbixAway> we need a new dev to blame :)
[22:25] <[md5]> it works in most games, but in some exceptions, like Longbow, I get a "run_vm(): stack underflow"
[22:25] <[md5]> and I'm not sure what's wrong :/
[22:25] <QbixAway> h-a-l-9000 isn't that blamable :)
[22:25] <wjp> [md5]: how does it handle failing to load a game?
[22:25] <QbixAway> c2woody agreed :)
[22:25] <QbixAway> lets check that forum thread again!
[22:25] <[md5]> wjp: same way it used to: it doesn't yet
[22:25] <QbixAway> *runs*
[22:26] <wjp> [md5]: can it?
[22:26] <QbixAway> :( still the same. we won't reach the frontpage that way.
[22:26] <LordHoto> you probably need to start a real flame then
[22:26] <[md5]> wjp: that bit hasn't been changed...
[22:27] <QbixAway> LordHoto email connections ;)
[22:27] <LordHoto> hm?
[22:27] <QbixAway> was kidding.
[22:29] <LordHoto> anyway sorry about forgetting to put you guys on our special thanks section
[22:29] <DrMcCoy> Hmm
[22:29] <QbixAway> well you just had the "bad" luck that you complaimed about that header before.
[22:30] <LordHoto> actually I was only annoyed because of that topic back then, since you said you want no other copyright strings in case you change licenses one day
[22:30] <c2woody> the license won't be changed
[22:31] <QbixAway> hehe oh yes
[22:31] <QbixAway> doubt that it would be even possible :)
[22:31] <LordHoto> IIRC back then it said "in case", but probably not :-)
[22:31] <[md5]> can we all get along happily now? :P
[22:31] <DrMcCoy> Hmm, now that dosbox guys are here, how about discussing a merge? Integrate DOSBox as a ScummVM engine? ;)
[22:32] <QbixAway> well how about the other way around :)
[22:32] <QbixAway> we could use a decent backend system :)
[22:32] <[md5]> http://icanhascheezburger.files.wordpress.com/2008/09/funny-pictures-cats-get-along-great-and-always-see-eye-to-eye.jpg
[22:32] <c2woody> scummvm should run in dosbox indeed
[22:32] <QbixAway> and we run all scummvm games already ;) *hides*
[22:32] <waltervn> did ScummVM ever have a port for DOS?
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[22:33] <DrMcCoy> QbixAway: You do? I wonder how well you run the Mac and Amiga versions of, say, Gobliins 2 :P
[22:33] <[md5]> yeah, but do you run them like THE AUTHENTIC ONEZ????!!!!1111
[22:33] <QbixAway> indeed!!!!!
[22:33] <CIA-27> lordhoto * r47983 /scummvm/trunk/ (AUTHORS gui/credits.h tools/credits.pl): Add the DOSBox Team to our "Special Thanks" section for their awesome OPL2/OPL3 emulator.
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[22:33] <QbixAway> DrMcCoy it is all the same game to me *hides*
[22:33] <Strangerke> re
[22:33] <CIA-27> lordhoto * r47984 /web/trunk/data/credits.xml: Sync.
[22:34] <QbixAway> (as i never owned an amiga or a mac ) ;)
[22:34] <LordHoto> QbixAway: it's a gob game, you never missed anything ;-P
[22:34] <DrMcCoy> LordHoto: :o
[22:34] Action: Strangerke slaps LordHoto
[22:34] <DrMcCoy> Strangerke: Harder!
[22:34] <DrMcCoy> :P
[22:34] <QbixAway> did you guys get to the cdrom code btw ?
[22:34] <[md5]> oooh kinky!
[22:35] <[md5]> QbixAway: what cdrom code?
[22:35] <QbixAway> as I recall people always complaining that syncing the animations and the sound from cdrom didn't work in dosbox
[22:35] Action: ST wishes he didn't have to leave for work - this is interesting reading :)
[22:35] <QbixAway> that one with those 2 guys that start with an old man before a house
[22:35] <[md5]> we just tell people to copy their game files to their hard drive. Problem solved :P
[22:36] <c2woody> cdda?
[22:36] <QbixAway> well that is the easy way. but maybe you found something on how it syncs :)
[22:36] <QbixAway> thought it was cdda indeed
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[22:37] <[md5]> I'm not aware of any such functionality. The stance has always been to avoid running games off CD-ROM drives
[22:37] <[md5]> for syncing reasons
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[22:37] <[md5]> so the answer is no
[22:37] <QbixAway> you happend to develop sdl1.3 as well ? ;)
[22:37] <[md5]> :/
[22:37] <[md5]> I'm sorry you lost me :) what does SDL has to do in this discussion?
[22:38] <[md5]> have *
[22:38] <LordHoto> probably it works around such issues by similar methods ;-P
[22:38] <QbixAway> they removed cdrom reading support.... in 1.3 as it is not multimedia enough or so
[22:38] <LordHoto> hehe
[22:38] <QbixAway> or because nobody uses cdrom anymore.... :)
[22:38] <DrMcCoy> QbixAway: Sync, where, what, how?
[22:38] <[md5]> hehe :)
[22:38] <DrMcCoy> QbixAway: Gob2 CD sync?
[22:38] <QbixAway> DrMcCoy yeah
[22:38] <QbixAway> that intro movie
[22:39] <[md5]> Gob2 CD sync is a myth!
[22:39] <QbixAway> with that speech
[22:39] <[md5]> you mean baby talk :P
[22:39] <DrMcCoy> QbixAway: The intro sound drifts away from the animation, you mean?
[22:39] <QbixAway> yes.
[22:39] Action: [md5] points the blaming finger at DrMcCoy
[22:39] <QbixAway> and if you apply a patch it is alright, but then the game stutters or so with music
[22:39] <QbixAway> their cdrom code was a bit weird I recall
[22:40] Action: [md5] keeps pointing at DrMcCoy for the heck of it
[22:40] <LordHoto> (according to DrMcCoy and Strangerke not only their CD-ROM code was!)
[22:40] <DrMcCoy> QbixAway: Yeah, because the script only syncs once, at the start. Waits for a specific time index to start the animation and then hopes that nothing disturbs it :P
[22:40] <Strangerke> LordHoto: I confirm ;)
[22:40] <[md5]> darn, so it's the game scripts :(
[22:40] Action: [md5] stops pointing at DrMcCoy now :(
[22:41] <QbixAway> hmm so we don't play at the speed they intended... or they just messed up
[22:41] <LordHoto> I wonder why ScummVM doesn't fix that too, in its attempt to create the "ultimate" version ;-P
[22:41] <QbixAway> and has an option to let it drift again!
[22:41] <LordHoto> (and thereby destroying the "authenticity")
[22:42] <QbixAway> scummvm --driftaudio
[22:42] <DrMcCoy> LordHoto: I tried, by adding some lag detection into Util::waitEndFrame(). Sadly, that messes stuff up in other parts of the game and especially in other games :P
[22:42] <LordHoto> haha
[22:42] <LordHoto> QbixAway: --drift-audio please ;-P
[22:42] <DrMcCoy> LordHoto: Because waitEndFrame() isn't used consistently :P
[22:42] <LordHoto> DrMcCoy: :-)
[22:42] <DrMcCoy> Coktel Vision
[22:43] <DrMcCoy> :P
[22:43] <QbixAway> hehe
[22:43] <Strangerke> MDO
[22:43] <clone2727> DEV!
[22:43] <DrMcCoy> ...
[22:43] <Strangerke> clone2727: MDO was the name of the team that coded that ;)
[22:43] <Strangerke> DEV was the name of the engine
[22:43] <clone2727> Strangerke: I know :P
[22:44] <Strangerke> (It was just in case you forgot your lesson)
[22:44] <Strangerke> :P
[22:44] <LordHoto> probably "DEV" indicated that it was always in development and never nearly reached any sane state ;-P
[22:44] <Strangerke> LordHoto: I agree with the 'always under development' part, but not with the rest.
[22:44] <clone2727> LordHoto: UNDEV, I guess
[22:45] <Strangerke> LordHoto: It evolves a lot between 1989 and 1998
[22:45] <Strangerke> evolved
[22:45] <DrMcCoy> QbixAway: The effect is quite noticable in ScummVM, since we're doing actual sleeps instead of busy-waits after each animation frame and so the system timer resolution/inaccuracy destroys sync after a while
[22:45] <DrMcCoy> QbixAway: My "fix" is to compile the kernel with a higher resolution timer :P
[22:46] <LordHoto> haha
[22:46] <wjp> DrMcCoy: hm? that kind of inaccuracy shouldn't have to build up
[22:46] <[md5]> btw, concerning the "authentic" trolling thing: http://img21.imageshack.us/img21/3742/churchsignd.jpg
[22:46] <[md5]> :P
[22:49] <DrMcCoy> wjp: Well, sure, I could add detection and then sleep less/more the next time. Problem is that waitEndFrame() isn't called for /every/ task in gob, only for Mults, and even then there are exceptions. I started getting 1-2 second waits in parts of Woodruff, for example
[22:50] <syke> [md5]: hahahahahaa
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[22:51] <DrMcCoy> wjp: I fiddled around with it for a few hours and then threw everything out again because I couldn't get something that worked for every case without destroying other stuff
[22:52] <clone2727> [md5]: Classic!
[22:52] <c2woody> need that on a tshirt
[22:52] <QbixAway> you never saw that ?
[22:53] <c2woody> me? nope :)
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[22:54] <[md5]> :)
[22:55] <wjp> DrMcCoy: hm, I see. Pity
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[23:06] Nick change: Amodorri -> Deepa
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[23:19] <StarG> i could need some help from someone how could who could post on sf tracker instead of me
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[23:21] <Hkz> hi
[23:23] <StarG> on the other hand... skip what i said earlier... i dont need now :)
[23:26] <garrythefish> hi Hkz :)
[23:28] <syke> just tweeted this: GCC 4.4 and 4.2 bug where -finline-small-functions (-O2) doesn't inline when it should. work around with: --param max-inline-insns-auto=20
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[00:00] --- Mon Feb 8 2010