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[06:57] <Endy> Hey Tomaz :)
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[07:22] <Strangerke> hi guys
[07:28] <Tomaz^W> hey Endy
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[08:45] <madmoose> Hi Endy et al.
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[09:46] <CIA-38> DREAMWEB: Change selectSaveLoadPage()'s command type to be unique
[09:46] <CIA-38> At Filippos's and wjp's suggestion. I don't really understand what
[09:46] <CIA-38> it does (other than printing the mouse over text), so I had simply
[09:46] <CIA-38> copied and pasted from another function. - http://git.io/FIt5NA

[09:46] <CIA-38> DREAMWEB: Rewrite a comment, since the old one could be misread
[09:46] <CIA-38> I read it as "this is how the original code expects save slots to
[09:46] <CIA-38> be initialized", but I guess it could be read as "the original
[09:46] <CIA-38> engine had 21 save slots". Which it didn't. - http://git.io/QHtoFQ
[09:46] <CIA-38> Filippos Karapetis master * r21a7e3d / (3 files):
[09:46] <CIA-38> Merge pull request #146 from eriktorbjorn/master
[09:46] <CIA-38> DREAMWEB: Extend the original save/load dialogs from 7 to 21 slots. - http://git.io/DHWcIg
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[09:50] <wjp> huh?
[09:50] <wjp> ah well, no squash then :/
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[13:47] <spk64> Anyone knows some Informations about the game Indiana Jones and the Fate of Atlantis? especially about rooms!
[13:48] <spk64> I found two rooms that I have never seen in game
[13:49] <spk64> Here they are: http://imageshack.us/g/543/room015.png/
[13:50] <spk64> in 1st Picture it is the room on the right side
[13:50] <spk64> and the second one I've never seen so
[13:51] <[md5]> in the first picture, the room on the left is Sophia's dressing room (where you choose which path to take)... but I think that the screen never pans to the right, so the right room is never shown
[13:52] <[md5]> the second picture is the ruins in Crete
[13:52] <[md5]> where you search for one of the disks
[13:52] <WooShell> argh.. why does imageshack suck so hard..
[13:53] <spk64> yeah it is really a very slowly site
[13:54] <WooShell> the speed doesn't matter.. whenever I click on the zoom icon, i get an ad popup and a redirect to the 'sign up and upload' page..
[13:54] <[md5]> I got a popup blocker, so the popup dies the moment it tries to open
[13:54] <WooShell> is zooming only allowed for paying users?
[13:54] <[md5]> but yes, the site sucks :/
[13:55] <spk64> no
[13:55] <[md5]> here are direct links
[13:55] <spk64> i'm not premium but i can zoom
[13:55] <[md5]> http://img543.imageshack.us/img543/3191/room015.png
[13:55] <spk64> http://img832.imageshack.us/img832/4671/room058.png
[13:55] <[md5]> http://img832.imageshack.us/img832/4671/room058.png
[13:55] <spk64> faster^^
[13:55] <[md5]> heh :p
[13:56] <WooShell> hm. i wonder what the right room was intended for..
[13:57] <spk64> me too
[13:57] <spk64> but from where is the second one? Team path or action or puzzle
[13:58] <WooShell> all three. it's the overview you see when you look through the theodolite
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[13:59] <WooShell> hm. no. only the puzzle path requires you to triangulate the stone disc location..
[13:59] <[md5]> I think that the team path requires it too?
[13:59] <spk64> no I've played the team path for my wallpapers
[13:59] <[md5]> in any case, I remember that picture, so it's definitely used (the horns are used for triangulation)
[14:00] <WooShell> does it? it's at least five years that I last played indy4..
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[14:00] <[md5]> same
[14:00] <spk64> then it will be puzzle
[14:01] <[md5]> hm
[14:01] <WooShell> on combat path you get the disc from the safe, on team path I think it's already on the socket..
[14:01] <[md5]> well, according to this:
[14:01] <clone2727> the second picture is the pan of the whole area on crete when using the theodolite
[14:01] <[md5]> http://www.gameboomers.com/wtcheats/pcIi/IndJonesFA.htm
[14:01] <[md5]> this is certainly used on the team path too
[14:01] <[md5]> ohai clone2727
[14:02] Action: WooShell FUS RO DAHs in clone2727's general direction
[14:02] <spk64> no i swere it is not on team path! This is the location for Team path http://img233.imageshack.us/img233/9573/room043.png
[14:02] <clone2727> spk64: [09:06:39] <clone2727> the second picture is the pan of the whole area on crete when using the theodolite
[14:03] <[md5]> that would be the surveying equipment on the left
[14:03] <[md5]> where Indy says "I see the left horn" then the right horn
[14:03] <[md5]> and an X-marks the spot appears
[14:04] <[md5]> but you never see the full picture, you see it through the surveying equipment
[14:05] <spk64> ahhh okay the god damn equipement picture...... puhh that will very hard to merge it to panorama wallpaper
[14:06] <spk64> but thanks for the information about them.
[14:07] <WooShell> [md5]: so if I read the walkthrough right.. it's ONLY in the team path.
[14:08] <WooShell> on the other paths you get the disc from the submarine.. puzzle = make the guard hungry, combat = melt the safe open
[14:08] <[md5]> yeah, so it's only in the team path
[14:16] <spk64> but is very shame that it is only seeing in the equipment window. Thank you all for help
[14:26] <spk64> is it possible to deactivate or set the interface invisible?
[14:27] <spk64> with commands or something like that
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[14:33] <fuzzie> [md5]: did someone explain what _s means to you?
[14:33] <[md5]> fuzzie: yeah, _sev did, I added an example to the wiki page too
[14:34] <[md5]> thanks :)
[14:34] <fuzzie> ok, cool :)
[14:34] <[md5]> it's kind of embarassing, really, as the difference should be apparent
[14:35] <[md5]> but for some reason I couldn't get it
[14:49] <fuzzie> It's not exactly commented, I'm not sure if it would be obvious to anyone who hasn't prodded at this kind of thing before.
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[15:11] <_sev> fuzzie: are you back?
[15:13] <fuzzie> no; I have an exam tomorrow morning, but here in the afternoon (will look at composer demos, any needed backports for 1.4.1 then).
[15:20] <_sev> ok
[15:20] <[md5]> fuzzie: I'll backport your changes to support for the BASS enhanced soundtrack, at _sev's request
[15:20] <_sev> fuzzie: good lack for your exam
[15:20] <_sev> err
[15:20] <_sev> good luck rather
[15:20] <_sev> autocomplete laughs at me
[15:20] <fuzzie> [md5]: that would be great, one less thing on the last-minute list :)
[15:20] <fuzzie> _sev: thanks!
[15:22] <CIA-38> Alyssa Milburn branch-1-4 * r0627b0b / engines/sky/music/musicbase.cpp : SKY: Map the floppy intro track. - http://git.io/98ANqA
[15:22] <CIA-38> Alyssa Milburn branch-1-4 * r382a19b / engines/sky/music/musicbase.cpp :
[15:22] <CIA-38> SKY: Don't loop the floppy intro track.
[15:22] <CIA-38> This isn't relevant at present, so this is "just in case". - http://git.io/aN4BMw
[15:22] <CIA-38> Alyssa Milburn branch-1-4 * r3d83111 / (9 files in 2 dirs):
[15:22] <CIA-38> SKY: Support external digital music tracks.
[15:22] <CIA-38> This allows replacement of the supplied MIDI music with tracks from
[15:22] <CIA-38> the Music Enhancement Project. - http://git.io/YenAXA
[15:22] <[md5]> fuzzie, _sev: done
[15:23] <clone2727> Hm? A new feature in a bugfix release?
[15:24] <_sev> clone2727: it is reviewed one
[15:25] <fuzzie> hm, I hadn't realised the mails on that weren't on-list
[15:25] <wjp> the decision to backport might not have been, I suppose
[15:26] <_sev> it is an isolated feature
[15:26] <_sev> and should not introduce any regressions
[15:26] <_sev> and I believe James even mentioned it in our news item on the main site
[15:27] <fuzzie> but, summary: core/admin team OKed the backport 2 months ago as long as no regressions were found
[15:28] <_sev> exactly
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[15:31] <clone2727> I don't have any qualms with it, it just seems a bit weird IMO
[15:33] <LordHoto> fuzzie: I did say, OK? OK can't remember that. Not that I think it's not fine to backport the changes.
[15:36] <fuzzie> well, ok, core/admin team didn't loudly object :-p sorry, thought you'd OKed too, no mail arcive here
[15:37] <LordHoto> any idea what that mail subject was?
[15:38] <fuzzie> "ANN: intention to sabotage 1.4.1 by introducing subtle hard disk formatting bug?" (no, sorry)
[15:38] <LordHoto> hm can't find that mail in my archives
[15:39] <LordHoto> ah found it
[15:39] <LordHoto> yes I just didn't reply on that as far as I can see :-P
[15:41] <wjp> yeah, you didn't :-)
[15:42] Action: LordHoto still blames fuzzie for implying I said "OK"
[15:43] <fuzzie> yes, I'm sorry, I should have made up something more imaginative to claim you said
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[16:07] <LunaVorax_win> Hi everyone
[16:15] <Strangerke> hi LunaVorax
[16:16] <LunaVorax_win> :)
[16:33] <LunaVorax_win> I may be doing it wrong but I can't find any documentation about the OpenGL renderer in the Wiki.
[16:34] <LunaVorax_win> Can someone explain me the difference between the three OpenGL renderer? The names are a bit obscur.
[16:41] <Strangerke> LunaVorax_win: LordHoto, I guess
[16:43] <LordHoto> Strangerke: I think nobody can that
[16:45] <DrMcCoy> The candyman can!
[16:45] <LordHoto> the easiest explanation might be: the "Normal" mode just scales the screen to whatever resolution ScummVM is using, except if aspect ratio is enabled for 320x200/640x400 games, when it forces a 4:3 aspect on the output, assuming the output uses square pixels.
[16:45] <LordHoto> "Conserve" just preserves the original aspect, except if you use aspect ratio for 320x200/640x400.
[16:46] <LordHoto> "Original" just uses the original resolution, even if you have aspect ratio enabled IIRC.
[16:47] <LordHoto> just trying some modes and playing with the window size/the fullscreen resolution should easily give you an idea what's going on
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[17:06] <LunaVorax_win> Ok LordHoto that's a bit confusing but thanks.
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[18:22] <LunaVorax_win> Support for Myst seems to be pretty good, how far it is from being completable?
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[18:36] <clone2727> LunaVorax_win: It is completable.
[18:38] <LunaVorax_win> Thanks clone2727
[18:39] <LunaVorax_win> Support is planned for 1.5.0 then?
[18:40] <clone2727> LunaVorax_win: It's completable, but not everything is implemented. Support is planned for whenever those features are finished
[18:40] <LunaVorax_win> Ok
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[19:12] <LunaVorax_win> LordHoto: Shouldn't OpenGL Normal, Preserve and Original be renamed Stretch, Scale and No scale?
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[19:14] <LunaVorax_win> Oh well
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[00:00] --- Fri Jan 13 2012