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[03:17] <Endy> Argh, missed syke :)
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[03:37] <DrMcCoy> Endy!
[03:37] <Endy> Hey Doc :)
[03:38] <DrMcCoy> I think I'm going to follow syke
[03:38] <DrMcCoy> Not literally, that is
[03:38] <DrMcCoy> But I seriously need to sleep :P
[03:38] <Endy> :)
[03:38] <Endy> (Yes, and don't let syke sneak up on you from behind either *snig*)
[03:38] <clone2727> DrMcCoy: No Geisha work? :P
[03:39] <DrMcCoy> clone2727: I'll try tomorrow?
[03:40] <clone2727> DrMcCoy: Cookies for everyone!
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[03:41] <DrMcCoy> What kind of cookies?
[03:41] <clone2727> The best kind.
[03:41] <clone2727> The delicious kind.
[03:42] <DrMcCoy> That goes with the word cookie
[03:42] <DrMcCoy> but What kind?
[03:42] <Endy> Cookie-dough cookies?
[03:43] <DrMcCoy> o_O
[03:43] <clone2727> Yes, cookies made from cookie dough
[03:43] <clone2727> Can't go wrong with that recipe
[03:45] Action: Endy nods sagely
[03:46] <clone2727> Very philosophical
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[06:25] <JimmyJ> I got a good deal on MI 1-3 today!
[06:27] <JimmyJ> It's The Curse of Monkey Island, but has 1 and 2 included as a bonus, along with a prima guide.
[06:27] <JimmyJ> But I can't really find any references to this bundle existing online, it seems kinda obscure.
[06:28] <JimmyJ> Any of y'all know more about it?
[06:31] <Endy> JimmyJ: Not one I'm aware of personally. Should work fine tho :)
[06:31] <JimmyJ> It's not every day I see a deal like that for four bucks.
[06:31] <JimmyJ> Shrinkwrapped even.
[06:32] <JimmyJ> I had to buy it!
[06:32] <Endy> :)
[06:32] <Endy> It does sound a little too good to be true, but hope it turns up as advertised - sounds like a great buy if so.
[06:33] <Endy> What region did the bundle seem to be from?
[06:33] <JimmyJ> Lemme show you a picture, it looks legit.
[06:33] <JimmyJ> It has an ancient CompUSA sticker on the back that bosts $40.
[06:34] <JimmyJ> boasts*
[06:34] <JimmyJ> Being from CompUSA at some point I guess it's a North American region thing
[06:35] <JimmyJ> http://dl.dropbox.com/u/3925001/Picture0157.jpg
[06:35] <JimmyJ> There's a low quality photo of most of the front.
[06:35] <JimmyJ> Plus some of my chocolate orange.
[06:35] <Endy> *g*
[06:36] <JimmyJ> *g*?
[06:36] <Endy> Yep, looks legit. And a $40 CompUSA sticker on the back would be going a bit far :)
[06:36] <Endy> grinning at the chocolate orange.
[06:36] Action: Endy is once again not IRC'ing at work, also.
[06:36] <JimmyJ> There is a barcode on the bottom of the box that reads "MONKEY ISL/COMPUSA"
[06:36] <JimmyJ> So maybe it's some speical CompUSA bunde deal.
[06:37] <Endy> Its nice that LEC used to know how to push their games. Still, that was a great bargin find - well done :)
[06:37] <JimmyJ> It used to be that Lucas Arts made games worth buying!
[06:38] Action: JimmyJ glances at his TIE-Fighter and X-Wing collectors CD-ROMS.
[06:38] <Endy> JimmyJ: True that!
[06:38] <JimmyJ> My trip to Goodwill was productive today!
[06:38] <JimmyJ> Very productive!
[06:39] <JimmyJ> I figure MI 1 and 2 are on some weird extra disc together.
[06:39] <JimmyJ> 1997 was a little late to be bundling floppies.
[06:39] <Endy> You would think that.
[06:39] <JimmyJ> If they are floppy, I got plenty of drives for that. :3
[06:40] Action: Endy still has a 5 1/4" maniac mansion floppy floating around somewhere :)
[06:40] <JimmyJ> My two 5 1/4 drives are in my 8088; http://dl.dropbox.com/u/3925001/DSCF1623.JPG
[06:40] <JimmyJ> Sadly kept under my bed for now, till I find a good EGA monitor for it.
[06:41] <JimmyJ> Or CGA, I'm not picky.
[06:41] <Endy> Nice.
[06:41] <Endy> Thats much smaller than the old Ollivetti 8086 I had kicking around till my last move.
[06:41] <Endy> Sadly it had to be sacrificed :(
[06:41] <JimmyJ> :<
[06:42] <JimmyJ> Smaller maybe, but it still weighs a ton.
[06:42] <Endy> Solid engineering!
[06:42] <JimmyJ> Heavy metal cases are the best!
[06:42] <JimmyJ> I cut my thumb open opening the darn thing once.
[06:42] <JimmyJ> That case has shed blood, you don't get tougher than that.
[06:42] <Endy> hah
[06:43] <JimmyJ> Well, they probably do get tougher, but I wouldn't want such a beast under my bed.
[06:43] <Endy> Alright, sorry... really gotta get back to it. I heard the boss clear his throat *g*
[06:43] <JimmyJ> Good luck!
[06:44] <Endy> Cheers
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[07:15] <Strangerke> hi guys
[07:26] <JimmyJ> Howdy.
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[07:56] <madmoose> morning all
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[08:03] <JimmyJ> Good morning.
[08:03] <JimmyJ> Even if it's midnight heer.
[08:03] <JimmyJ> here*
[08:12] <Strangerke> midnight? Where are you from? California?
[08:14] <JimmyJ> Washington.
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[08:42] <dreammaster> G'day WooShell
[08:47] <madmoose> morn
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[09:13] <[md5]> good morning
[09:13] <WooShell> dito
[09:13] <dreammaster> G'day
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[10:02] <[md5]> anyone around to give me his/her opinion on a patch I'm working on? It's about per-game options in the GUI
[10:03] <fuzzie> How grumpy an opinion are you looking for?
[10:03] <[md5]> don't mind the grumpiness :)
[10:03] <[md5]> I just want to see if (a) what I'm doing is a good idea and (b) an idea on how to move on from this point
[10:03] <[md5]> anyway, it's just the beginning, very small patch, so here goes: http://pastebin.com/zdGiCG7h
[10:04] <[md5]> (yes, it doesn't do anything)
[10:04] <fuzzie> well, I brought this up on the mailing list at some point, prototyped something, and drowned under the result.
[10:04] <[md5]> hm, I should probably convert the tabs to spaces
[10:04] <[md5]> did you have a prototype?
[10:05] <fuzzie> Well, I had an 'Extras' tab with a bunch of checkboxes in it.
[10:05] <[md5]> hm
[10:05] <[md5]> ok
[10:05] <fuzzie> My personal view is that I want to be able to click 'Options', check a bunch of checkboxes and have them apply globally.
[10:06] <[md5]> this approach allows engines to add checkboxes in the graphics/options tab
[10:06] <[md5]> not sure if this is a good idea
[10:06] <fuzzie> And a dyanmic engine-specific system means I can't do that.
[10:06] <[md5]> sec to find your prototype
[10:06] <fuzzie> I don't think it's online (except in screenshot form). Maybe somewhere, but I don't think it was public..
[10:07] <fuzzie> I don't mean "I have better magical code for this", just remembering the previous discussion.
[10:07] <[md5]> I can't find the previous discussion, at least not from 1.3.1 onwards
[10:08] <fuzzie> http://thread.gmane.org/gmane.games.devel.scummvm/10163
[10:08] <fuzzie> I guess?
[10:08] <fuzzie> Maybe the game-specific bit was all on IRC, sigh.
[10:09] <[md5]> ah, I was searching in my mail for "Alyssa", but it truncated your name to "A." :P
[10:10] <[md5]> ah yes
[10:10] <[md5]> now I remember
[10:12] <[md5]> well
[10:12] <Strangerke> Yeah, searching for 'A' helps a lot...
[10:12] <[md5]> concerning the theme layout
[10:12] <[md5]> Strangerke: :P
[10:13] <[md5]> the checkbox widgets don't have any specific layout, at least not from what I can see
[10:13] <[md5]> e.g. in scummmodern_layout.stx, the definition for a checkbox is:
[10:13] <[md5]> <widget name = 'grFullscreenCheckbox'
[10:13] <[md5]> type = 'Checkbox'
[10:13] <[md5]> />
[10:13] <fuzzie> the important thing about the layout is the small-screen thing
[10:13] <fuzzie> e.g. you can't fit anything more into the Audio tab
[10:14] <[md5]> yeah but that only applies to the global options
[10:14] <[md5]> per-game options shouldn't be that many
[10:14] <fuzzie> oh?
[10:14] <[md5]> let's take for example QFG2
[10:14] <fuzzie> I mean, you envisage some completely new dialog?
[10:14] <[md5]> no
[10:14] <fuzzie> I mean, there's *no space* in the Audio tab.
[10:14] <fuzzie> It's full.
[10:14] <[md5]> agreed
[10:15] <[md5]> I am talking about the extras tab you proposed
[10:15] <fuzzie> Oh, right.
[10:15] <[md5]> and I'm saying that there won't be many things there for a single game
[10:15] <fuzzie> Yeah, my concern was just about the global options.
[10:15] <[md5]> but these can be added at a later stage
[10:17] <[md5]> i.e. this is a separate dialog, and although it can be quite cluttered, it doesn't have to be added right from the beginning
[10:17] <fuzzie> Well, if it's possible at all. :-)
[10:17] <[md5]> yep
[10:17] <[md5]> the important thing, at least to me, is the per-game options dialog
[10:17] <[md5]> cause things are a bit clearer there
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[10:20] <fuzzie> But since a lot of these options are shared across a variety of games, I think engines providing the whole thing per-gameid is something that will cause more troubles than it solves.
[10:21] <fuzzie> I remember just suggesting flags but I'm not sure if anyone thought that was a good idea.
[10:25] Action: ST wonders how many games have an 'iOS speed mode' option ;)
[10:25] <[md5]> hm
[10:25] <[md5]> well, well you need the game ID
[10:25] <[md5]> cause, for example, not all SCI games should have an undithering option
[10:26] <ST> fuzzie: Do we still need a rooted phone to edit the config file on android?
[10:26] <[md5]> and there are some, e.g. Jones in the Fast Lane, that have their own options (e.g. "Use CD audio" - this only applies to that game)
[10:26] <fuzzie> ST: I think so.
[10:27] <[md5]> so, ideally the engine itself should should provide a list of options per game ID
[10:27] <fuzzie> [md5]: right, but the options could just be a collection of returned GUIO-type flags
[10:27] <ST> fuzzie: k. not that I have a non-rooted phone to check at all
[10:27] <[md5]> hm
[10:27] <[md5]> they could?
[10:28] <[md5]> how?
[10:28] <fuzzie> (and we're already doing such a thing for aspect ratio)
[10:28] <[md5]> I mean, you need to tell the users that option X has this description and sets this flag
[10:28] <fuzzie> well, no
[10:28] <[md5]> GUIO sounds restrictive to me
[10:28] <[md5]> in this case
[10:28] <fuzzie> you need to tell the UI code that you need option X displayed
[10:28] <[md5]> oh
[10:29] <[md5]> so there could be two functions, one that initializes the list of extra options for a whole engine
[10:29] <fuzzie> but if you make the options completely gameid-specific down to the description/config/etc details, you make it so that options can never be global, right?
[10:29] <[md5]> and another one that shows option X for a specific game ID
[10:29] <fuzzie> and that's what I mean about whether it's possible at all
[10:29] <[md5]> well
[10:29] <[md5]> these options aren't global
[10:29] <fuzzie> I think the situations where options truly only apply to a *single* game are pretty rare.
[10:29] <[md5]> so, this is to be expected?
[10:30] Action: [md5] thinks
[10:30] <[md5]> sec to check my game list
[10:31] <fuzzie> ST: yes, for the config file we still just ask android for an internal data file, which is private
[10:31] <[md5]> well, I can think of 2 games that need their own setting
[10:32] <ST> fuzzie: thx
[10:32] <[md5]> the "Use CD audio" checkbox applies to Jones in the Fast Lane only
[10:32] <fuzzie> I think the best conclusion from the previous discussion was "we should just have a scrollable list of checkboxes".
[10:32] <[md5]> and the "Use Windows cursors" checkbox applies to KQ6 Windows only
[10:33] <[md5]> fuzzie: but that is only needed in the global options dialog
[10:33] <fuzzie> right
[10:33] <[md5]> I mean, per-engine options shouldn't be that many
[10:33] <[md5]> per-game, sorry
[10:33] <fuzzie> but you're saying you don't *want* a global options dialog?
[10:33] <[md5]> no, I'm saying that the global options dialog can happen at a different stage
[10:34] <fuzzie> I mean, for real single-gameid options then something custom can make sense.
[10:34] <[md5]> yes
[10:34] <fuzzie> I think _sev suggested that we just pass XML around and add callbacks, but honestly a struct is probably a lot less painful.
[10:34] <[md5]> yeah
[10:34] <[md5]> cause the XML adds a big bad ugly layer of complexity
[10:35] <[md5]> I agree that there are options that apply to a list of diffeent games
[10:35] <fuzzie> It's just that e.g. the digital sounds checkbox would be a bad idea to include in such a system.
[10:35] <[md5]> but having the user edit multiple games to set them initially sounds better than not having any custom options at all
[10:35] <[md5]> there, I said it :p
[10:35] <fuzzie> well, right, but that's different from *designing* the whole thing so that you can't do them globally without rewriting it again.
[10:36] <fuzzie> I mean, if I could get away with just adding something like this then Android would have a sodding options tab already. :P
[10:36] <[md5]> :P
[10:36] <fuzzie> But everyone seems firmly against any "quick hack to make it work" plan.
[10:36] <[md5]> well, the information needed to make the options global is already there
[10:37] <fuzzie> So am approaching it from that point of view.
[10:37] <[md5]> i.e. options for engines + game IDs
[10:37] <[md5]> so this can be expanded into a global options tab
[10:37] <[md5]> without redesigning the whole thing
[10:37] <fuzzie> Well, I'm not sure it can?
[10:38] <fuzzie> Because how would the main binary know which options it should be showing?
[10:38] <[md5]> from the list of compiled engine plugins (as mass add does)
[10:38] <[md5]> granted, a user may not have all the games supported by a build
[10:38] <fuzzie> well, mass add is hideously hideously slow with dynamic plugins for a reason :p
[10:39] <fuzzie> but I guess it is a possibility
[10:39] <[md5]> so you're saying that such an approach would make the global options tab hideously slow too. True. But I don't see any other possibility
[10:39] <[md5]> global options screen *
[10:40] <[md5]> cause the launcher needs to poll each engine plugin for the options it wants
[10:40] <fuzzie> Well, my (still not particularly thought out) proposal is just that we have a central list of options and an engine just says which ones you want for a specific gameid.
[10:41] <ST> Would you still want/have the option for custom game-specific options then?
[10:41] <_sev> fuzzie: I was talking about XML in external files. Internar representation is irrelevant
[10:42] <fuzzie> I can see that cluttering up the dialog with gameid-specific options might quickly get annoying.
[10:42] <ST> On the global options dialog, sure
[10:42] <fuzzie> although this doesn't work well with gameids anyway
[10:42] <[md5]> hm
[10:42] <fuzzie> since you can't use gameid to identify games with a lot of engines
[10:42] <[md5]> well, there could be an entry in each option, the game ID
[10:43] <[md5]> if it's set to a string, it applies to a single game ID
[10:43] <[md5]> otherwise it applies to the whole engine
[10:43] <[md5]> so the global options dialog can only show the options that are not targeted to a specific game ID
[10:44] <fuzzie> in fact, does SCI have gameids?
[10:44] <[md5]> yes
[10:44] <[md5]> like all engines
[10:44] <fuzzie> no
[10:45] <fuzzie> I mean, pre-engine-launch.
[10:45] <fuzzie> i.e. does it have gameids in .scummvmrc?
[10:45] <[md5]> there is a list of game IDs for all of the games it supports, yes
[10:45] <fuzzie> in .scummvmrc?
[10:45] <[md5]> in sci/detection.cpp
[10:46] <[md5]> I'm sorry, what does .scummvmrc have to do in this case?
[10:46] <fuzzie> so the GUI would have to re-run detection before displaying options?
[10:46] <[md5]> er... no?
[10:46] <fuzzie> so where would the gameid come from?
[10:46] <[md5]> (sec, phone)
[10:47] <fuzzie> _sev: thanks for clarifying, btw
[10:47] <[md5]> well, the GUI knows the game ID of each game
[10:48] <[md5]> of each game entry *
[10:48] <fuzzie> I don't think it does.
[10:48] <[md5]> but it does, this is how the engine fills in the list of saves
[10:48] <[md5]> each engine *
[10:48] <fuzzie> The saves are done using the target id, no?
[10:49] <[md5]> hm, yes, the target ID is different from the game ID
[10:49] <fuzzie> (no idea if re-detecting would be a problem in any way, by the way! we do it at game launch time anyway)
[10:50] <[md5]> IIRC there is a way to get to a game ID from the target ID
[10:50] <[md5]> but I could be wrong
[10:51] <fuzzie> well, don't assume I know what I'm talking about
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[10:52] <James|GlideM> Morning all :)
[10:52] <[md5]> hi James|GlideM
[10:52] <James|GlideM> hi [md5]
[10:52] <fuzzie> especially because I can't play with the code this week
[10:52] <[md5]> fuzzie: so, this problem has a two stage approach, from what I see
[10:52] <[md5]> stage 1: have a per-game options tab
[10:52] <[md5]> stage 2: make it global
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[10:53] <[md5]> step 1 seems easier than step 2
[10:53] <Mataniko> wouldn't it make more sense have hooks for a game specific dialog that opens only in that game
[10:54] <[md5]> Mataniko: there are two option dialogs
[10:54] <[md5]> the global one and the game-specific one
[10:54] <Mataniko> right, im talking outside of those
[10:54] <[md5]> the idea is that a user will want to change an option that applies to multiple games
[10:54] <Mataniko> but these options are only relevant to games with the same id
[10:54] <[md5]> instead of editing them all individually
[10:55] <[md5]> no, an option could apply to a whole engine
[10:55] <Mataniko> but what you discussed are stuff like, kq6 - use windows cursors
[10:55] <fuzzie> yes, those are the outlying game-specific cases
[10:55] <[md5]> or multiple games in that engine, e.g. the undithering checkbox, or the "prefer digital sfx" checkbox, which apply to multiple SCI games
[10:55] <fuzzie> we have in-game dialogs for Myst/Riven for configuring the truly game-specific options already
[10:56] <[md5]> yes, that option would not be shown in the global dialog
[10:56] <fuzzie> and those are indeed something which people want to change from inside the games
[10:56] <[md5]> but a full-blown UI is needed per engine for these options
[10:57] <fuzzie> which is something I hadn't thought about, but is not all checkboxes anyway, so alas
[10:57] <[md5]> checkboxes are easy to implement globally
[10:57] <[md5]> more advanced widgets can be painful :/
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[10:58] <[md5]> but most global options refer to enabling or disabling feature X
[10:58] <[md5]> so checkboxes should cover most cases, at least in the beginning
[10:58] <[md5]> there are exceptions like Kyra, which has a walkspeed setting
[10:59] <[md5]> and sword2, which has a gfx_details option
[11:01] <ST> for completeness, groovie/t7g has a video speed option too
[11:01] <[md5]> oh
[11:01] <[md5]> ok, groovie too then :p
[11:01] <ST> i added it with the iOS changes - tis awesome :P
[11:01] <[md5]> please update the README :)
[11:01] <[md5]> section 8.0
[11:02] Action: ST might have a checkout somewhere
[11:02] <[md5]> game specific options start at line 2012
[11:03] <ST> heh. so they do.
[11:04] <Mataniko> does kyra3 support the helium mode? :)
[11:06] <Strangerke> and the N2O mode?
[11:06] <Mataniko> no im serious
[11:07] <Mataniko> kyra 3 had a helium mode
[11:07] <WooShell> sirius?
[11:07] <Strangerke> 0_o
[11:07] <[md5]> I think it does, yes
[11:07] <[md5]> it's in the game's options
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[11:07] <Mataniko> makes all the actors sound like they're on helium
[11:08] <[md5]> yeah
[11:08] <Mataniko> i think that should be a global setting
[11:08] <[md5]> haha :p
[11:08] <[md5]> well, it's relatively straightforward to do
[11:08] <Mataniko> where do i submit
[11:08] <Mataniko> a feature request
[11:08] <Mataniko> :)
[11:08] <[md5]> :P
[11:08] <Strangerke> a global setting....
[11:09] <Strangerke> Hum...
[11:09] <Strangerke> I imagine a owl with an helium voice....
[11:09] <Strangerke> Damn. where's that 'slay the owl' checkbox !?
[11:10] <ST> [md5]: what's the convention for describing the options (string with three possible values)
[11:10] <[md5]> um
[11:11] <[md5]> "T7G adds the following non-standard keywords:"
[11:11] <ST> Gathered that much :P
[11:11] <[md5]> video_speed string Video speed setting ("slow", "normal", "fast")
[11:11] <[md5]> something like that, I suppose?
[11:12] <ST> guess that works
[11:18] <ST> Nowhere else uses quotes so leaving those out...
[11:19] <[md5]> but your options are strings
[11:19] <[md5]> doesn't matter much, I suppose
[11:19] <ST> so is lang, gfx_mode, etc :P
[11:20] <ST> just trying to stay consistent with the lines above
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[11:31] <CIA-38> Scott Thomas master * rb2a3889 / README : README: Mention T7G specific configuration option - http://git.io/c8W1Aw
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[11:55] <Mataniko> oh kyra3 still has helium mode
[11:55] <Mataniko> with the ingame dialog
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[14:09] <LunaVorax> Mataniko, which means?
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[14:32] <Tomaz^W> Endy!
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[14:48] <Strangerke> LunaVorax: There's an option to swith the speechs to sound like if the actors were sniffing helium
[14:57] <LunaVorax> Ok, nice
[14:58] <LunaVorax> Does anyone knows if, when compiled with GCC, ScummVM takes advantages of the MMX and SSE instructions?
[14:59] <LunaVorax> (I meant, when telling GCC that theses instuctions can be used)
[14:59] <Strangerke> Did you check with IDA free?
[14:59] <LunaVorax> What no, and I couldn't since I use Linux
[15:00] <fuzzie> are you thinking of some specific piece of code?
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[15:00] <matan> LunaVorax: ?
[15:00] <matan> oh
[15:00] <matan> nm Strangerke answered
[15:00] <LunaVorax> No I was just wondering
[15:00] <Strangerke> LunaVorax: That sounds like the worst excuse ever :)
[15:01] <LunaVorax> Well I've been playing with Gentoo
[15:01] <fuzzie> I mean, the x86-specific scaler asm is obviously using MMX at a glance, but that's not a gcc thing.
[15:02] <fuzzie> And if you enable SSE2 then you're sure to get SSE2 code out of gcc in some places.
[15:02] <LunaVorax> I've just badly expressed myself
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[15:08] <Strangerke> Hum. I vexed him :/
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[15:13] <matan> matan wins
[15:13] <matan> flawless victory
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[18:30] <syke> HOWDY
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[18:37] <[md5]> howdy partner, what's cookin'?
[18:38] <syke> still playing with latest PC-Lint
[18:38] <syke> rather, FlexeLine
[18:38] <syke> er
[18:38] <syke> FlexeLint
[18:39] <syke> turns out to be worth the bit of extra money -- being able to compile it from source with latest optimizations cut my analysis time by 80%
[18:39] <[md5]> ah
[18:39] <[md5]> sounds promising
[18:39] <[md5]> how much does it cost?
[18:45] <syke> PC-Lint is $300
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[18:45] <syke> I bought a personal copy about 13 years ago when it was still like $189, tho :)
[18:46] <syke> I found it easier to just carry it with me in my toolbox than try to convince a place to pay for it
[18:46] <syke> usually when I show them the bugs it found, that eliminates most arguments
[18:46] <syke> especially since it's a fraction of the cost of other commercial offerings
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[18:46] <syke> been playing with smatch and some others recently as well
[18:47] <syke> but nothing has been able to find these leaks in the FreeBSD kernel that affected the product I work on
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[18:50] <[md5]> interesting
[18:51] <[md5]> didn't know that it's that good
[19:02] <Tomaz^> gday
[19:08] <wjp> hrm, sci locks up when loading from the launcher from time to time. Sound mutex, it seems
[19:08] <[md5]> :/
[19:09] <wjp> also, shouldn't monsters chase you in QfG1?
[19:19] <[md5]> they should, yes
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[19:38] <matan> i can't get into qfg
[19:38] <matan> don't know why
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[21:37] Action: man_in_shack waves
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[21:47] <man_in_shack> i have a copy of discworld 2 here
[21:47] <man_in_shack> on two cds
[21:48] <man_in_shack> how would i go about merging the data from the two discs for scummvm?
[21:50] <man_in_shack> oh, found the entry on the wiki about it
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[21:53] <WooShell> praised be the readers..
[21:54] <WooShell> for they will attain final clarity[tm]
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[22:06] <LordHoto> [md5]: it would be better if you would just reply on the line comments instead of the "global" pull request comments
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[22:08] <[md5]> LordHoto: yes, you're correct, apologies
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[23:14] <CIA-38> Tarek Soliman branch-1-4 * ref58cc3 / backends/platform/maemo/debian/changelog : MAEMO: Update debian/changelog for the upcoming 1.4.1 release - http://git.io/Uh_lbA
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[00:00] --- Thu Jan 12 2012