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[03:40] <clone2727> Oh god damn it
[03:41] <clone2727> Wikipedia is being blacked out tomorrow
[03:41] <clone2727> English version anyway
[03:41] <clone2727> Guess I'll be using Google Cache
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[05:07] <Endy> Oh cool.
[05:07] <Endy> Richards ScummVM article is out on Ars now: http://arstechnica.com/gaming/news/2012/01/maniac-tentacle-mindbenders-of-atlantis-how-scummvm-kept-adventure-gaming-alive.ars
[05:11] <Endy> Be nice if whoever controls the ScummVM twitter feed maybe links that ;)
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[06:03] <Endy> Off to go visit a computer museum.
[06:03] Nick change: Endy -> Endy|AFK
[06:54] <nutron> :o, nice read! Gives much respect to the efforts all of you have made to make this thing stellar.
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[07:50] <Strangerke> hi guys
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[09:21] <wjp> Endy|AFK: nice article
[09:22] <James|GlideM> Very indepth - although I didn't get a mention :) *sigh he he
[09:25] <James|GlideM> Very good read though - bits even I didn't know of
[09:26] <Endy|AFK> Yeah, apparently he read through the whole devel archive.
[09:27] <James|GlideM> That must have taken some time!
[09:27] <Endy|AFK> thats research ;)
[09:27] <Strangerke> Endy|AFK: he discussed a lot with us, too
[09:27] <Endy|AFK> strangerke: Yeah, i contributed a few small tidbits too.
[09:27] <Strangerke> Endy|AFK: I know :)
[09:28] <Endy|AFK> ps: ircing fro a nokia phone in Irish Murpheys
[09:28] <Endy|AFK> excuse my typos ;)
[09:28] <James|GlideM> ha ha nice
[09:28] <James|GlideM> Technology hey :)
[09:29] <James|GlideM> We should really get around to doing a podcast you know to feature on my site :)
[09:29] <Endy|AFK> Indeedy :P Cooll idea.
[09:30] <James|GlideM> I already have quite a few questions lined up, I will sort something out with sev in the near future
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[10:36] Nick change: Endy|AFK -> Endy
[10:39] <ajax16384> http://arstechnica.com/gaming/news/2012/01/maniac-tentacle-mindbenders-of-atlantis-how-scummvm-kept-adventure-gaming-alive.ars
[10:39] <fuzzie> anyone taking bets on how many times that's going to get pasted in here this week? :p
[10:40] <ajax16384> 8)
[10:40] <DrMcCoy> $23 say 235 times
[10:40] <fuzzie> (it is indeed pretty good)
[10:40] <Endy> :)
[10:41] <Endy> I claim frist post :P
[10:48] <DrMcCoy> Still, the article fails to mention the glory that is Urban Runner >:(
[10:48] <Endy> Awww
[10:51] <Strangerke> I still prefer Fascination
[10:53] <Strangerke> DrMcCoy: On the other hand, there's a screenshot of gob1
[10:53] <fuzzie> which of course doesn't work properly on Android
[10:53] <DrMcCoy> :(
[10:54] <Strangerke> Bah, as long as it works fine on N64... :D
[10:56] <fuzzie> should really fix that but for some reason I am studying pushdown automata instead
[10:56] <Endy> Whats the issue with Android?
[10:56] <fuzzie> Endy: it sends a mousedown event and then a mouseup event
[10:57] <Endy> Aha
[10:57] <Strangerke> Ha, that'll be a problem in a scene of R2R
[10:57] <fuzzie> but the gob engine expects a pause in between, obvious discrimination against superhumans
[10:57] <fuzzie> the iphone build fixes it by faking an inferior human delay, but i am busy with these automata
[10:59] <fuzzie> (and despairing at code analysis algorithms with "N.B. this only works on halting programs" disclaimers)
[10:59] <nutron|h> Who's Endy, why is he well known except by me and not on the Developer's Bios wiki page? I feel a minor conspiracy here... =)
[10:59] <fuzzie> Strangerke: it's ok, i'm sure as a responsible scummvm porter you will handle incoming events properly!
[11:00] <Endy> nutron|h: I'm James 'Ender' Brown, reformed ex-co-lead :)
[11:00] <nutron|h> Oh!
[11:00] <nutron|h> Hi!
[11:00] <wjp> I think I saw an article mentioning Endy earlier today *cough* ;-)
[11:00] <Endy> Okay, maybe not quite 'reformed' :)
[11:00] <Endy> Hi!
[11:00] <Endy> wjp: Link pls? lol
[11:01] <fuzzie> wjp: you saw you're in there too, right? :p
[11:01] <wjp> yes :-)
[11:01] <fuzzie> fame! glory! chickens!
[11:01] <Strangerke> Hum :)
[11:01] <Endy> fuzzie :)
[11:01] <Strangerke> Fame, glory and KFC
[11:02] <Strangerke> yum yum yum
[11:02] <nutron|h> I have two semi-working examples of new forums... who's in charge of that side of the site?
[11:02] <DrMcCoy> Great, now I'm hungry again
[11:03] <nutron|h> Strangerke, that was for you =)
[11:03] <Endy> nutron|h: I was playing with the phpBB3 upgrade, but never got a chance to play with the theme (Which was the main issue)
[11:03] <Endy> nutron|h: Probably bounce it to sev and let him delegate :)
[11:03] <Strangerke> nutron|h: well, if you want a beta tester I can help, but I have no knowledge concerning phpBB3
[11:03] <James|GlideM> Is SMF in consideration?
[11:04] <nutron|h> Aye, I have phpbb3 and smf running side by side, though smf is muuuuch easier to skin
[11:04] Action: Endy can't argue there
[11:04] <ST> From experience, phpbb3 is a real pain :/
[11:05] <nutron|h> Endy, k though I assumed there was a guy carrying a pumpkin labeled "forum dude" somewhere :)
[11:05] <James|GlideM> So what is the main concern at the moment for a decision to be made between the two?
[11:06] <DrMcCoy> Can you transfer the forums' contents to SMF?
[11:06] <nutron|h> If I'm not barking up the wrong tree with SMF atm.
[11:07] <nutron|h> Yep
[11:07] Action: lewellyn peers in
[11:07] <fuzzie> :o
[11:07] <James|GlideM> I have used SMF from very early on - its development and abilities have always proven to be most helpful
[11:07] <lewellyn> fwiw, phpbb has been hit with fewer sql injection attacks recently
[11:07] <Strangerke> nutron|h: Well, as long as it's about banning/unbanning and misc administrative task... I'm efficient
[11:07] <lewellyn> smf had a few nasty ones a couple months back
[11:07] <Strangerke> but I don't know that part
[11:08] <lewellyn> apparently smf 2.0.1 took care of those though. and that's almost 6 months old now. *shrug*
[11:08] <fuzzie> somehow it seems that if your choice of forum software is about which has had fewer recent sql injection vulnerabilities, something has gone terribly wrong
[11:09] <James|GlideM> he he
[11:09] <nutron|h> lewellyn, well, I honestly believe phpbb use has been dwindling, though that's just a hunch and certainly not based on a metric. That may be why it's had less attacks?
[11:09] <lewellyn> fuzzie: that's often what it comes down to with php forum software though :(
[11:09] <DrMcCoy> I always found splitting a spam post from a thread very cumbersome with phpBB. If that's better with SMF, I'm all for it :P
[11:10] <lewellyn> "which one is less likely to end up with the spammers hijacking the site and making it so we can't delete their fake gucci spam?"
[11:10] <James|GlideM> DrMcCoy, You can just delete an accounts and all related posts
[11:10] <James|GlideM> the option is built-in
[11:10] <Endy> The main point for the forum upgrade initially was the moderation features in phpBB3, so that'd be the selling point for SMF too
[11:10] <DrMcCoy> James|GlideM: Well, that's not what I want, though :P
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[11:10] <James|GlideM> DrMcCoy, What do you want then sir?
[11:10] <James|GlideM> :)
[11:10] <nutron|h> ok, I'll try to port forward incoming connections to my example so that I may have some testers for it. I'll announce details in the list.
[11:10] <DrMcCoy> James|GlideM: Split a spam post from a thread into its own thread in the hidden "Spam" forum :P
[11:11] <lewellyn> anyhow. it's 3am again. i should fall over and go boom. i really really need to get back to figuring out why i couldn't get scummvm working on the playbook
[11:11] <lewellyn> i'd love to see it in appworld for the os 2.0 release
[11:11] <James|GlideM> You can have deleted posts automatically sent to a recycle or SPAM area if that helps
[11:11] <Endy> nutron|h: If you need test hosting, can give that to you with little trouble so let me know :)
[11:11] <DrMcCoy> James|GlideM: If you can easily do that with a sinle post in an otherwise useful thread, then probably :P
[11:11] <DrMcCoy> single*
[11:11] <James|GlideM> DrMcCoy, Yes you can
[11:12] <James|GlideM> Threads and individual posts
[11:12] <nutron|h> Endy, thanks for the offer, I have a whole data center at my disposal, though I'm making an effort to keep projects seperate from it and heck.. shorewall and I are old buddies =)
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[11:13] <Endy> nutron|h: Also have a DC under my control - fun isn't it? :)
[11:13] <James|GlideM> SMF also has a lot of cutomiosable options depending on member level, so ScummVM could have the ability to have signitures where other standard members can not etc
[11:13] <nutron|h> Endy, well my shoes are bigger'n yours!
[11:13] <nutron|h> :)
[11:13] <Endy> lol
[11:13] Action: lewellyn just has a pile of older servers in his office with decent connectivity :(
[11:14] Action: Endy isn't sure about shoes - he does wear about six hats tho :P
[11:14] <nutron|h> What I'm trying to figure out is reverse proxying with nginx, just started playing with it. Decided we need to stop throwing hardware at the problem and look for better software...
[11:15] <Endy> Ironic, thats also about #3 on my todo list atm.
[11:15] <Endy> Mainly for Magento *shudder*
[11:15] <nutron|h> btdubs, haproxy == sexinyourpants
[11:15] <nutron|h> :)
[11:16] <nutron|h> oh... oh... gah... a "platform" nice
[11:16] <lewellyn> nginx is fun when you finally stop thinking in apache terms :)
[11:16] <nutron|h> I'm so out of the loop on buzzwords, I just code everything (well my guys) I/we need
[11:16] <Endy> We do hosting and co-location... always fun to complete with 1/2 your customer base.
[11:17] <nutron|h> No problem reinventing the wheel..
[11:17] <nutron|h> Oh, lol, competing against your own customers ... never thought of that.
[11:18] <nutron|h> The DC, is solely for hosting our own sites and cluster computing... no one else
[11:18] <nutron|h> I've grown to hate intel
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[11:18] Action: nutron|h looks at the channel and topic and decides to quiet down
[11:19] <nutron|h> enough O/T, I'll put info on the list after I go sleep for a bit.
[11:19] <fuzzie> we already know sysadmins are crazy, it's ok
[11:19] <Endy> OT conversation on-channel? Never. (funnily, almost always my fault cough)
[11:19] <nutron|h> Heh...
[11:20] <lewellyn> Endy: you have an @ that lets you get away with that :/
[11:20] <ST> Isn't there some clause about OT conversation being allowed when involving op'd users?
[11:20] <ST> Heh. Beaten :P
[11:20] <Endy> :)
[11:20] <fuzzie> you too can have an @ for a low monthly fee
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[11:20] <nutron|h> heh! I haven't given enough blood yet...
[11:20] <lewellyn> fuzzie: ooh. will that fee get me out of finishing the playbook port!?
[11:21] <lewellyn> just looked at my notes. i remember why i shelved it now
[11:21] Action: lewellyn checks github to see if revisiting it is worthwhile yet
[11:21] <fuzzie> if the reason isn't "oh god QNX", you haven't tried hard enough
[11:21] <lewellyn> the sdl port was broken
[11:22] <lewellyn> adding to the pile of broken sdl ports was not on my agenda
[11:22] <lewellyn> (i found two other ports, also broken in other ways)
[11:22] <fuzzie> all the cool porter kids do non-SDL ports.
[11:23] <fuzzie> you don't *need* that sleep time.
[11:23] <lewellyn> maybe if rim documented the new screen stuff better :/
[11:23] <Endy> OSystem = Omg not hporting to this System
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[11:34] <Endy> pigeon: Yo!
[11:35] <pigeon> Endy: hey!
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[11:55] <Endy> Night from Ballarat!
[11:55] Nick change: Endy -> Endy|AFK
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[12:13] <lewellyn> fuzzie: btw, ro said you never emailed her back.
[12:13] <lewellyn> she just woke up to tell me this randomly
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[12:31] <Raziel^> do i need to --enable-release with 1.4.1 again?
[12:32] <Raziel^> or has this been set by default in the package?
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[12:43] <wjp> yes, no
[12:44] <wjp> (_sev also mentioned that in his 1.4.1 tarball email)
[12:44] <Raziel^> wjp: thank you
[12:44] <Raziel^> oh?
[12:44] <Raziel^> i thought i read them properly :-)
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[16:51] <CIA-26> Strangerke master * ra410584 / (3 files):
[16:51] <CIA-26> TSAGE: R2R - Implement scene 1580
[16:51] <CIA-26> Also fix a couple of setdetails calls in scene 1550 - http://git.io/jXHqBA
[16:51] <LordHoto> woo!
[16:53] <Strangerke> 20 scenes to go...
[16:53] <WooShell> hoo!
[16:54] <droid2727> woosh!
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[17:06] <CIA-26> Strangerke master * r8f03fef / engines/tsage/ringworld2/ringworld2_scenes1.cpp :
[17:06] <CIA-26> TSAGE: R2R - Fix bug in scene 1580 (not detected by MSVC)
[17:06] <CIA-26> Thanks eriktorbjorn for pointing it - http://git.io/hQRNOA
[17:07] Action: wjp thinks the "not detected by MSVC" shouldn't be in the first line of the commit message
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[17:08] <wjp> (not that it's important)
[17:08] <Strangerke> Well, it's my best excuse for that :)
[17:08] <fuzzie> yes, but excuses don't go in the summary line :-p
[17:08] <Strangerke> not even the best excuse?
[17:08] <wjp> exactly :-)
[17:08] <ScummBot> Port build status changed with a4105849: Failure: master-ps2, master-ps3
[17:08] <LordHoto> never the less: Strangerke broke buildbot
[17:09] <Raziel^> _sev: AmigaOS4 port coming up
[17:09] <Strangerke> no, only PS*
[17:09] <Strangerke> N64 is still perfect
[17:09] <LordHoto> N64 still doesn't build tsage
[17:09] <Strangerke> I know :)
[17:10] <LordHoto> if you manage to break N64 while hacking tsage, I will make sure you get some beer
[17:11] <Strangerke> Tempting...
[17:11] <droid2727> Strangerke just wants a free beer
[17:12] <droid2727> (and KFC)
[17:13] <Strangerke> yep
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[17:24] <ScummBot> Port build status changed with 8f03fef3: Success: master-ps2, master-ps3
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[17:42] <CIA-26> Johannes Schickel master * rbce3cc6 / NEWS : NEWS: Mention Loom FM-TOWNS difficulty dialog in the news. - http://git.io/fS5DUw
[17:42] <CIA-26> Johannes Schickel master * rce95e1a / NEWS : NEWS: Add changes from branch-1-4-1. - http://git.io/RhZW6Q
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[18:57] <notajf> Hello.
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[18:57] <notajf> I came here from Ars, if you hadn't guessed. I hear someone's working on Myst support?
[18:57] <clone2727> Yes
[18:57] <LordHoto> probably not ajf!
[18:58] <clone2727> notajf: What's up?
[18:58] <notajf> How would I work on it? Is it in the public SVN but "disabled"?
[18:59] <LordHoto> we don't use SVN for our main source tree since quite some time
[18:59] <notajf> oh?
[18:59] <clone2727> What would you want to "work on" with it?
[18:59] <fuzzie> it's in the git repository but yes, not enabled by default (but enabled in e.g. buildbot builds)
[18:59] <notajf> oh, git, good
[18:59] <fuzzie> but unless you can fix our quicktime playback to do backwards playback, there is not much to do
[18:59] <LordHoto> but yes, the myst engine part should be disabled by default if you run configure
[18:59] <clone2727> But that's my territory :P
[18:59] <notajf> I would like to help with it if I can
[18:59] <fuzzie> well ok, I am assuming you would prefer to be rid of quicktime forever :-p
[19:00] <clone2727> notajf: As fuzzie said, there's not much left to do
[19:00] <notajf> since I have played Myst and own both the original and the remastered one
[19:00] <notajf> forgot then name
[19:00] <clone2727> Masterpiece Edition
[19:00] <notajf> yeah
[19:00] <notajf> if there's not much to do, well, I'd still like to help if I can
[19:00] <notajf> does the Masterpiece Edition use a different engine?
[19:00] <clone2727> no
[19:01] <notajf> Updated engine? Is it supported?
[19:01] <clone2727> Except for SVQ1/SVQ3 video codecs
[19:02] <clone2727> the differences are slight
[19:02] <notajf> by "not much left to do", that means it works? or is it very close to working?
[19:02] <notajf> I see.
[19:02] <fuzzie> it's just really complicated bits of the QuickTime playback code left, basically
[19:02] <clone2727> You can play the game from beginning to end, but there's only a couple missing things - SVQ1/SVQ3 and the backwards playback that fuzzie mentioned (but I'm working on that one)
[19:02] <fuzzie> is the JPEG code still annoyingly slow?
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[19:03] <clone2727> fuzzie: Not that horrible now
[19:03] <notajf> QuickTime JPEG, I take it?
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[19:03] <clone2727> No, JPEG JPEG
[19:03] <notajf> oh :/
[19:03] <notajf> I'm just aware that QuickTime has some sort of JPEG decoder
[19:04] <notajf> and Myst probably uses it
[19:04] <clone2727> Well, yes, it's just a JPEG file embedded in a PICT
[19:04] <fuzzie> it's only used in Myst ME anyway
[19:04] <clone2727> But it's not like it's some special JPEG variant ;)
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[19:04] <notajf> I see
[19:05] <fuzzie> http://wiki.scummvm.org/index.php/Mohawk/TODO is the list but I think most of it for Myst (e.g. transitions/fading) probably depend on pending refactoring
[19:05] <clone2727> yeah, there's that help system too
[19:06] <notajf> huh
[19:06] <clone2727> which is stubbed off atm
[19:06] <notajf> releases with corrupt video frames
[19:06] <clone2727> The Myst one looks to be an original bug, the Riven ones I'm not sure about
[19:08] <notajf> so, is this using its own Quicktime decoder?
[19:08] <clone2727> yes
[19:08] <fuzzie> scummvm has its own quicktime decoder
[19:08] <notajf> what other games use it?
[19:08] <fuzzie> there is no other open source quicktime framework that isn't useless
[19:08] <clone2727> Right now: Myst, Riven, CSTime, KQ6 Mac, and KQ7 Mac
[19:08] <notajf> so
[19:08] <fuzzie> and LB tyvm!
[19:08] <notajf> mostly Mohawk games?
[19:09] <clone2727> yes
[19:09] <notajf> also, what's this JPEG optimization? aren't you using a 3rd-party JPEG decoder?
[19:09] <clone2727> fuzzie: Right, Rugrats too :P
[19:09] <fuzzie> clone2727: also t7g iOS for audio, right?
[19:09] <clone2727> notajf: No, our own
[19:10] <fuzzie> notajf: we depend on as few external libraries as possible
[19:10] <clone2727> fuzzie: Yeah, that too! I can't remember everything :P
[19:10] <notajf> ahh
[19:10] <fuzzie> as the ars article notes, portability is a huge problem
[19:10] <notajf> and hence the lack of external libraries where possible
[19:10] <fuzzie> I don't know if anyone's looked at e.g. libjpeg-turbo for inspiration.
[19:10] <notajf> "Add fading (Myst demo only)"
[19:10] <notajf> >demo?
[19:11] <clone2727> There's a demo of Myst, yes
[19:11] <notajf> so a trial version thing? why does only it have fading?
[19:11] <clone2727> we stopped asking questions about why original developers chose to do things
[19:12] <notajf> haha
[19:12] <fuzzie> it stops being so funny after a while :-/
[19:12] <notajf> er, so if I wanted to work on ScummVM, I should fork it on GitHub, clone, commit, push, pull request, as normal on GitHub?
[19:12] <fuzzie> yep
[19:12] <clone2727> sure
[19:13] <notajf> so you need AIFF support... I can write an audio decoder, can't be that hard, right, RIGHT?
[19:13] <clone2727> We already have AIFF support
[19:13] <clone2727> Just not in Myst ME
[19:14] <clone2727> (Mac0
[19:14] <notajf> yes
[19:14] <clone2727> Because I didn't bother to figure out the name mapping yet
[19:14] <notajf> ...name mapping?
[19:14] <clone2727> Since the MSND resources exist anyway
[19:14] <clone2727> Yes, the internal names of the files (in the archives) do not match the external names of the AIFF files
[19:15] <notajf> oh :/
[19:17] <fuzzie> I like how even I don't know whether you're just making stuff up now, clone2727.
[19:17] <clone2727> I can't make any of this up if I wanted to :P
[19:18] <notajf> heh
[19:18] <notajf> so, Myst Mac is a different engine?
[19:18] <clone2727> The original Macintosh version is HyperCard
[19:18] <notajf> right.
[19:18] <notajf> Let's make a HyperCard interpreter :D
[19:19] <clone2727> And any non-Windows/Mac version of Myst/Riven is yet another engine
[19:19] <clone2727> notajf: Good luck with that :p
[19:19] <notajf> clone2727: iOS?
[19:19] <clone2727> yet another engine
[19:19] <notajf> not like anyone would be dumb enough to try and use the .app file in ScummVM
[19:20] <clone2727> people try anything
[19:20] <notajf> and sometimes it works
[19:20] <notajf> oh wow, this clone is taking a while... you're either shipping binary assets or your codebase is actually huge
[19:21] <fuzzie> well .. we don't keep binary assets in the git repository, so.. ;p
[19:21] <LordHoto> except for some images, zip files and other binary data!
[19:21] <wjp> not strictly true
[19:21] <wjp> right :-)
[19:21] <fuzzie> oh that is true, the stupid themes
[19:21] <notajf> unless, maybe
[19:21] <wjp> and some game .dat files
[19:21] <clone2727> and the engine-data files
[19:22] <notajf> you actually, secretly
[19:22] <clone2727> and some icons
[19:22] <fuzzie> i can't say i am too attracted to the idea of all the ttf files in-tree
[19:22] <notajf> wrote an x86 interpreter, and included the EXEs for all the lucasarts games
[19:22] <wjp> ttf?
[19:22] Action: clone2727 points notajf to DOSBox
[19:22] <notajf> as C headers
[19:22] <LordHoto> as stated several times the vera stuff is just an example
[19:22] <fuzzie> LordHoto: yes, but if we want an attractive UI then we need something, right?
[19:22] <LordHoto> I am still waiting for _sev to obtain some good fonts
[19:22] <LordHoto> so in the end it might be like 1 or 2 ttf files
[19:23] <fuzzie> are we likely to get something better than Vera?
[19:23] <clone2727> fuzzie: free version of comic sans ftw
[19:23] <fuzzie> or rather a subsetted DejaVu for the glyphs, I sppose
[19:23] <LordHoto> we might want to use at least dejavu to have at least some foreign language support ;-P
[19:23] <fuzzie> but you get the idea
[19:24] <LordHoto> but sev said he'll handle that
[19:24] <LordHoto> so I'm not thinking too much about that yet
[19:24] <fuzzie> very optimistic
[19:24] <notajf> so
[19:24] <LordHoto> not everyone can be as ruined by life's experience like you
[19:25] <notajf> playing videos at custom speeds... decoder or playback issue?
[19:25] <clone2727> that's all related to the backwards playback
[19:25] <fuzzie> LordHoto: It's not as if DejaVu wouldn't be a perfectly fine option. Have a cookie. :-)
[19:25] <LordHoto> I don't eat cookies :-P
[19:26] <clone2727> Right, LordHoto runs only on alcohol
[19:26] <wjp> mmm, cookies
[19:26] Action: wjp runs off to make some tea to go with them
[19:26] <LordHoto> clone2727: didn't drink any since new year's eve!
[19:26] <clone2727> LordHoto: A new year's miracle!
[19:27] <LordHoto> hehe
[19:27] <fuzzie> touching the quicktime code is really probably a bit of a pointless exercise, notajf, since anything you do will almost certainly get invalidated over by clone2727 doing more refactoring and fixing it all
[19:28] <fuzzie> LordHoto: but really the TTF work is great!
[19:28] <notajf> hmm, so I should ignore Myst then I suppose
[19:28] <notajf> or work on the help system.
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[19:29] <clone2727> Yeah, there's a buncha QuickTime items on my immediate TODO list... backwards/rate throttling, being able to set the end of a video properly, MIDI...
[19:29] <clone2727> OK, MIDI not on the immediate TODO, but you get the idea :P
[19:29] <notajf> ...MIDI?
[19:29] <clone2727> QuickTime MIDI, another fun thing used by a couple games including IHNM Mac and The 11th Hour Mac
[19:29] <notajf> Apple's Music Synth then?
[19:30] <fuzzie> the plan is just to spit out MIDI events into scummvm's MIDI system and hope it suffices, I guess?
[19:30] <clone2727> that was the plan indeed
[19:31] <clone2727> of course, not that one could "just" do that atm with resource forks floating about and whatnot
[19:31] <notajf> resource forks?
[19:31] <clone2727> notajf: http://en.wikipedia.org/wiki/Resource_fork
[19:32] <notajf> oh, right
[19:32] <notajf> memory refreshed
[19:32] <notajf> well yes you'd have to extract the MIDI data, but surely that's all?
[19:32] <clone2727> Sure, but the data is between both forks for ones embedded in the QuickTime container
[19:33] <notajf> o.O
[19:33] <fuzzie> the relevant documentation is only 100 pages or so
[19:34] <notajf> I see now what a resource fork is... intriguing
[19:34] <notajf> I confused it with something else
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[19:37] <LordHoto> fuzzie: yeah yeah
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[19:55] <notajf> So uhm
[19:56] <notajf> What's incomplete that I could work on? Any Japanese stuff needing work? I'm interested in the language so getting that to work might be fun
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[20:01] <[md5]> are you volunteering to work on stuff other than mohawk? :P
[20:02] <[md5]> (hi, btw)
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[20:05] <notajf> [md5]: quite possibly. The ars technica article has left me interested :)
[20:05] <notajf> hi.
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[20:19] <clone2727> notajf: Well, what other games are you interested in? That's always a good place to start ;)
[20:26] <notajf> well
[20:27] <notajf> er
[20:27] <notajf> Monkey Island? :P
[20:27] <notajf> in all seriousness, probably none that don't work
[20:27] <notajf> but I would be interested in getting games to work for the sake of it
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[20:31] <Paolo86cripple> hi guys.Always good to find someone who's interest in coding for the sake of it, not just for a game in particular :)
[20:34] <notajf> heh, yes
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[20:35] <notajf> one open source game I play... I spend more time modding it than I do playing it
[20:35] <Mindkontrol> Hey guys, trying to get bass working on android version of scummvm, I have the sky plugin from the store, and the 3 files that are supposed to be in the game folder are, but when i get to that folder from scummvm to add the game, it will not let me select any of the files
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[20:36] <LordHoto> Mindkontrol: you need to select the folder
[20:36] <clone2727> Mindkontrol: You're only supposed to select the directory you're in, not the files
[20:37] <Mindkontrol> clone2727: Bah, /facepalm
[20:37] <Mindkontrol> Kept trying to select the files, but just choosing choose did the trick.
[20:37] <Mindkontrol> ffs, thanks guys
[20:37] <LordHoto> the files are grayed out for a reason ;-P
[20:37] <Mindkontrol> word
[20:37] <Mindkontrol> got it working, what a great VM project! Learned about it from the article on arstechnica today
[20:38] <clone2727> Had a feeling you did ;)
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[20:41] <criezy> notajf: if nobody directed you to it yet, you might want to look at http://wiki.scummvm.org/index.php/Developer_Central
[20:41] <criezy> (and in particular the "things to do" section)
[20:41] <criezy> but I am not sure this is up to date so if you find something you want to work on speak with the devs here first
[20:43] <-- Paolo86cripple left irc: Quit: Page closed
[20:44] <notajf> criezy: OK
[20:49] <[md5]> I'm quite pleased with this article :) more people get to know us as a project
[20:49] <LordHoto> the idea of the article is nice
[20:52] <[md5]> there is a weird spike in the downloads, though
[20:52] <[md5]> https://sourceforge.net/projects/scummvm/files/stats/timeline
[20:52] <[md5]> I would have expected a rise in downloads at the time the article was published
[20:52] <CIA-26> criezy * r56226 /web/trunk/data/press_articles.xml: WEB: Add two articles to the press coverage page
[20:53] <[md5]> but there's a big spike some days before that
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[20:53] <clone2727> criezy: When was the last time that page was updated? :P
[20:53] <[md5]> 14th of January, 20.5k downloads/day, instead of the usual 2-3k
[20:53] <criezy> The last article is from 2004
[20:53] <criezy> *was
[20:54] <criezy> I though having some more recent ones would be good :p
[20:54] <[md5]> :)
[20:54] <LordHoto> since 56% of the downloads are from russia, maybe a russian site had some article about us in the last days too
[20:55] <[md5]> hm
[20:56] <[md5]> http://www.reddit.com/r/todayilearned/comments/ojdsv/til_ludvig_strigeus_creator_of_utorrent_also/
[20:59] <clone2727> "Man, scummware is a POS. Somehow my 2-year-old laptop slows to a crawl when I want to play Monkey Island? "
[21:00] <[md5]> :/
[21:01] <[md5]> yeah, but right above... "That's awesome! Without ScummVM, I would never be able to enjoy my old adventure favourite, Curse of Monkey Island. Good job, Strigeus!"
[21:03] <clone2727> I vote we change our name to scummware
[21:05] <LordHoto> clone2727: one should tell that guy to use ScummVM instead
[21:06] <clone2727> DrMcCoy's our native redditor here, he should do it!
[21:08] <[md5]> he's a doctor, not a redditor!
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[21:09] <[md5]> sorry... dammit clone2727! He's a doctor, not a redditor!
[21:09] <syke> howdy
[21:09] <clone2727> hey syke
[21:09] <[md5]> hi syke
[21:09] <syke> sup guys?
[21:09] <syke> someone emailed me and asked about the Space Quest 3 per-resource-palette screenshots on freesci.org
[21:10] <syke> was that feature ever re-enabled in scummvm, now that it has 16bpp support?
[21:10] <[md5]> syke: no, it hasn't been reimplemented yet
[21:10] <syke> ok
[21:10] <[md5]> plus, SCI runs at 256 colors
[21:11] <syke> SQ3 is SCI0. this only makes particular sense for the EGA games, of course
[21:11] <clone2727> Except when running a true color video :P
[21:11] <[md5]> ah yes, except when playing duckies
[21:11] <clone2727> Or mac videos or that one video in the GK2 demo
[21:11] <[md5]> and I still don't understand how they do color transparency in GK1
[21:12] <[md5]> meh
[21:12] <syke> with 16bpp support now well established, is it just a developer resource/time issue that prevents it?
[21:13] <[md5]> if the engine is using 256 colors, changing it to use more would only limit the platforms where SCI can run under
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[21:13] <syke> I remember some folks had philosophical grievances..
[21:13] <notajf> so hm
[21:13] <notajf> what engines are incomplete? need volunteers? :)
[21:14] <[md5]> ooh a volunteer!
[21:14] <[md5]> quick, grab him now
[21:14] <[md5]> ahem
[21:14] <[md5]> hello notajf :P
[21:14] <notajf> hi [md5] :P
[21:14] <[md5]> well, it depends on which games/engines you'd like to work on, really
[21:14] <notajf> anything interesting :P
[21:14] <clone2727> notajf: There's other stuff you can do in Mohawk
[21:14] <syke> [md5]: does that mean that color-blending and other features are also disabled, still? also, would it be wrong to just disable said features if 16bpp support isn't enabled in config.h?
[21:14] <matan> dgds!
[21:15] <matan> :)
[21:15] <CIA-26> Strangerke master * r29a063c / (7 files in 2 dirs): TSAGE: R2R - Implement scene 1625 - http://git.io/q8ILKg
[21:15] <notajf> clone2727: oh?
[21:15] <[md5]> and how good are your reverse engineering skills
[21:15] <Hkz> notajf, or you could add support for discworld 2 PSX version in tinsel!
[21:15] <clone2727> notajf: fuzzie's been working on those Living Books games, and there's plenty to do in CSTime too :P
[21:15] <[md5]> syke: color blending is working
[21:15] <notajf> I have no real RE skills... but I could try I suppose
[21:15] <[md5]> hm
[21:15] <syke> [md5]: that requires 16bpp, no?
[21:15] <[md5]> well
[21:15] <[md5]> syke: no, not at all
[21:15] <clone2727> notajf: Maybe just some non-engine work would be better then? There's plenty of TODO items for that too ;)
[21:16] <[md5]> syke: the original uses 256 colors, so the algorithm for blending new colors in had to be limited to use an indexed palette
[21:16] <syke> [md5]: ok. is there anything disagreeable about having PRP, but only enabling them when 16bpp is enabled in config.h?
[21:17] <notajf> clone2727: like the GUI? :P
[21:17] <clone2727> notajf: Like the GUI ;)
[21:17] <syke> [md5]: or we could do PRP with 256 colors, of course.
[21:17] <notajf> or I could write a back-end for a [non]existant platform
[21:17] <[md5]> syke: but you don't need 16bpp color just for PRP in SCI0
[21:17] <[md5]> i.e. it's like trying to open a door with a jackhammer
[21:17] <syke> great minds think alike -- that's what I just said ;)
[21:17] <[md5]> :P
[21:18] <[md5]> so, I'm fine with this feature, if it works with an indexed palette
[21:18] <syke> ok, cool
[21:18] <[md5]> it may clash with the undithering algorithm, but I guess that these two can be mutually exclusive
[21:18] <[md5]> at least for now
[21:19] <syke> I'll start with just animation resources, where that won't be an issue
[21:19] <[md5]> ok
[21:19] <[md5]> feel free to :)
[21:19] <syke> i'll "port" my PRP configs for SQ3 and KQ4 first
[21:19] <[md5]> sure
[21:19] <[md5]> can you do a pull request?
[21:19] <syke> I *think* so
[21:20] <[md5]> ok, if you could, that would be great. Feel free to ask if you're unsure
[21:20] <syke> I think it was liteally 10 years ago I did the first code for this feature in Sarien and FreeiSCO ;)
[21:20] <syke> er
[21:20] <syke> FreeSCI
[21:20] <[md5]> FreeDISCO!
[21:20] <syke> FUQ YEA!##%()
[21:20] Action: syke dances
[21:20] Action: [md5] dances
[21:21] Action: syke yells "do you come here often?"
[21:21] <Strangerke> wow guys, you're really high
[21:21] <[md5]> http://barblissseoul.files.wordpress.com/2010/02/disco-ball.jpg
[21:21] <syke> high? I prefer the term cum-drunk, personally
[21:21] <syke> anyways
[21:21] <syke> in AGI, it was an easy test since ego was always resource 0
[21:21] <[md5]> hm, well, it's relatively easy in SCI too
[21:22] <syke> initially, I just made it so everything else used the EGA palette and resource 0 used Amiga
[21:22] <[md5]> in fact, there's a workaround for ego in LSL5
[21:22] <syke> (which had the better fleshtone color, etc)
[21:22] <syke> SCI games usually have more alternate/complex animations for ego
[21:22] <syke> so, the simple hack doesn't work as good there
[21:23] <syke> I think that per-animation/loop/cel is a good starting point
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[21:23] <[md5]> syke: have a look at vm.cpp:165
[21:23] <syke> then it can be specific fill instructions
[21:23] <[md5]> ah
[21:23] <[md5]> yeah, I suppose
[21:24] <syke> LSL2 has a lot of those detailed vector rendering of Larry, etc
[21:24] <syke> with EGA palette, he looks really sunbirnt
[21:24] <[md5]> anyway, notajf: a good candidate might be the CINE engine
[21:24] <syke> sunburnt
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[21:24] <[md5]> notajf: it's relatively small and easy
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[21:25] <[md5]> and Operation Stealth is almost done, but there are things missing here and there
[21:25] <[md5]> digitall might be able to help with Operation Stealth, as I believe that he did a lot of work on it
[21:26] <[md5]> syke: yeah, the different palettes are funny :)
[21:26] <notajf> [md5]: CINE? Operation Stelath?
[21:26] <[md5]> yes
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[21:26] <[md5]> CINE is the engine
[21:26] <[md5]> it supports two games, Future Wars and Operation Stealth
[21:27] <[md5]> Future Wars was the first game, which is supported
[21:27] <clone2727> Now that Fuzzmz has left, I can easily auto-complete fuzzie again :P
[21:27] <[md5]> with some features missing, such as sound repeat, and CD audio track support for the CD version
[21:27] <[md5]> :p
[21:27] <[md5]> Operation Stealth was the second CINE game
[21:27] <[md5]> which had some slight differences
[21:27] <[md5]> most of which are done, but there are things still missing
[21:28] <[md5]> then, there's The Big Red Adventure
[21:28] <[md5]> which might also be a good candidate
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[21:28] <[md5]> clone2727: ha :P
[21:30] <[md5]> notajf: then, there are some in-progress engines by johndoe. I am aware of Prisoner of Ice, which should be in a very good state, but it needs someone to clean its code
[21:30] <Hkz> prisoner of ice? GREAT!
[21:30] <notajf> hmm OK
[21:30] <sirlemonhead> [md5]: I didn't realise he had code for that already
[21:30] <[md5]> Shadow of the Comet should be in a good state too, but not as good as Prisoner
[21:30] <sirlemonhead> how far aslong is it?
[21:31] <sirlemonhead> i'd be keen to work on Shadow of the Comet at some point, in some fashion
[21:31] <[md5]> sirlemonhead: he does, Prisoner is completable AFAIK, but only one version (the hires one)
[21:31] <[md5]> oh
[21:31] <LordHoto> [md5]: speaking about cleaning code, how's toltecs coming along?
[21:31] <[md5]> I've played Comet, it's in a pretty good state, but there are things like pathfinding which aren't working
[21:31] <notajf> wait a second... you're md5... that means you're that-guy-in-the-article-who-did-something
[21:31] <sirlemonhead> i don't own Prisoner of ice, but i have shadow
[21:31] <[md5]> LordHoto: haven't had time to work on that, it's almost done though
[21:32] <[md5]> notajf: I'm that-guy-in-the-article who worked on SCI, yes
[21:32] <notajf> ah
[21:32] <[md5]> together with a lot of developers
[21:32] <wjp> why the past tense? :-)
[21:32] <[md5]> sorry, works :P
[21:32] <wjp> good :-)
[21:32] <[md5]> :)
[21:32] <LordHoto> [md5]: that's good to know, just wanted to check, since as in our merge guidelines the engine should be in 1.5.0, except for very good reasons, when we can delay it to 1.6.0
[21:33] <[md5]> wjp is another SCI developer, right wjp? :)
[21:33] <notajf> 'twould be interesting if ths project kept Another World, hmm
[21:33] <Hkz> notajf, don't start that
[21:33] <[md5]> yes, please don't
[21:33] <notajf> very well
[21:33] <notajf> I know it caused a lot of controversy.
[21:34] <[md5]> notajf: then, there's the WAGE engine if you're interested
[21:34] <[md5]> http://en.wikipedia.org/wiki/World_Builder
[21:35] <[md5]> notajf: have a look at the engines page: http://wiki.scummvm.org/index.php/Engines
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[21:35] <notajf> I will.
[21:36] <[md5]> and the TODO page: http://wiki.scummvm.org/index.php/TODO
[21:36] <notajf> and btw, does Myst really fit ScummVM? Myst is a 3D game in a sense
[21:36] <[md5]> might find something that interests you there
[21:36] <clone2727> Definitely not a 3D game
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[21:36] <[md5]> 3D? where? how? :P
[21:36] <Strangerke> Oh, Myst is a game?
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[21:36] Action: clone2727 slaps Strangerke
[21:36] <Strangerke> How?
[21:36] <Strangerke> :D
[21:37] Action: [md5] slaps clone2727 for slapping Strangerke
[21:37] <DJWillis> notajf: nothing like a fresh article to dig up old ground ;).
[21:37] <notajf> clone2727: I know it's not 3D in the modern sense
[21:37] <[md5]> notajf: the distinction between "3D" here lies mostly in "real" vs prerendered 3D
[21:37] <notajf> yes
[21:38] <notajf> it just feels like a bit of an oddball in ScummVM just because of the graphical style
[21:38] <[md5]> well, not all of our supported games look have the same graphical style
[21:38] <[md5]> er
[21:38] <[md5]> have the *
[21:38] <DJWillis> Nope, in fact there are a LOT of styles in supported games.
[21:39] <notajf> Full F
[21:39] <notajf> *Throttle
[21:39] <notajf> for example
[21:39] <notajf> DJWillis: but they're mostly 2d, visually?
[21:39] <[md5]> e.g. Feeble Files has a different graphical style, too
[21:39] <[md5]> prerendered 3D graphics
[21:39] <notajf> ah, OK
[21:39] <DJWillis> notajf: mostly pre-rendered ;)
[21:40] <[md5]> the 7th Guest, too
[21:40] <DJWillis> And for non-pre-rendered 3D there is ResidualVM ;)
[21:40] <notajf> non-pre-rendered? :O
[21:40] <[md5]> yeah
[21:41] <[md5]> as in, actual 3D :P
[21:41] <notajf> in ScummVM?
[21:41] <[md5]> ResidualVM
[21:41] <[md5]> that started as a subproject in ScummVM, and grew into a separate project altogether
[21:41] <[md5]> it now supports Grim Fandango
[21:42] <[md5]> and I think that they're working on Monkey Island 4, plus adding other games like Discworld Noir
[21:42] <[md5]> try the #residual channel :)
[21:42] <[md5]> http://www.residualvm.org
[21:43] <notajf> so, it's SCUMM2VM? :P
[21:43] <LordHoto> SCUMM2 is supported by ScummVM
[21:43] <[md5]> ResidualVM targets different games than ScummVM
[21:44] <[md5]> it has a (small) OpenGL implementation, TinyGL
[21:44] <notajf> LordHoto: I mean
[21:45] <notajf> LucasArt's current engine, the lua one, is essentially "SCUMM 2" in my mind
[21:45] <fuzzie> 'current' :p
[21:45] <MetalSnake> they seem to work mostly on Myst 3 currently :)
[21:45] <LordHoto> they're secretly making star wars games with it
[21:46] <[md5]> well, LUA isn't an engine
[21:46] Action: notajf thinks the following statement will cause considerable controversy
[21:46] <clone2727> MetalSnake: They being one person? :P
[21:46] <DJWillis> notajf: Myst 3 is also being worked on as a ResidualVM engine and the 2 projects share a lot including devs.
[21:46] <notajf> ScummVM should support X-Wing ;P
[21:46] <[md5]> ok, it is an engine
[21:46] <Strangerke> 0_o
[21:46] <fuzzie> clone2727: Phft, I saw your commits!
[21:46] <DJWillis> MetalSnake: sorry, you got there 1st ;).
[21:46] <fuzzie> Also Myst 3 is 2D, darnit.
[21:46] <Jedi_> GrimE?
[21:46] <LordHoto> the engine was called GrimE...
[21:46] <LordHoto> yes
[21:46] <notajf> fuzzie: you mean RealMyst?
[21:46] <LordHoto> at least IIRC :-P
[21:47] <clone2727> fuzzie: nevar!
[21:47] <DJWillis> notajf: are you just trolling ;)
[21:47] <notajf> sort of
[21:47] <notajf> but it would be awesome
[21:47] <syke> RealMyst was fucking *awesome*
[21:47] <syke> would love to see an "HD" version of that on PSN
[21:48] <notajf> http://en.wikipedia.org/wiki/Star_Wars:_X-Wing if anyone doesn't know
[21:48] <MetalSnake> Real Myst sucked
[21:48] <clone2727> MetalSnake: Speak for yourself!
[21:48] <notajf> I rember that. I remember X-Wing. I remmeber trashing the floppies and being mad at myself for it
[21:49] <MetalSnake> ?
[21:50] <MetalSnake> well, I'm off anyway
[21:51] <[md5]> notajf: but then we would have people working on other odd games, like Rebel Assault!
[21:51] <[md5]> right clone2727? :P
[21:51] <notajf> but... but... X-Wing
[21:52] <clone2727> Rebel Assault is no odd game!
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[21:52] <[md5]> in fact I really liked it, even though I kept dying
[21:53] <LordHoto> Rebel Assault!
[21:53] <[md5]> see what you did now notajf?
[21:53] Action: [md5] hides
[21:54] Action: notajf ducks
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[21:54] Action: notajf slaps clone2727 around a bit with a large trout
[21:54] <clone2727> :O
[21:54] <clone2727> ah well, bbl :p
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[21:54] <notajf> bye
[21:56] <[md5]> :(
[21:57] <sirlemonhead> is much happening with Sanitarium?
[21:58] <[md5]> no, not really
[21:58] <[md5]> it's in a state of hiatus
[21:58] <fuzzie> I think it needs considerable more RE work and no-one has the time at the moment.
[21:58] <notajf> I read that as Santorum for a second and was confused.
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[22:03] <Endy|AFK> Just 'woke up' :)
[22:03] Nick change: Endy|AFK -> Endy
[22:03] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services.
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[22:09] <droid2727> Endy!
[22:12] <notajf> oh btw, my name is notajf because my noraml IRC nick is ajf
[22:13] <Endy> That makes sense.
[22:14] <[md5]> of course, self-denial always makes sense
[22:14] Nick change: [md5] -> [notmd5]
[22:14] Nick change: Strangerke -> [notnotmd5]
[22:14] <[notnotmd5]> it may become quickly confusing
[22:14] Nick change: [notmd5] -> notStrangerke
[22:14] <notStrangerke> indeed
[22:15] <LordHoto> especially since notnotmd5 seems to indicate you're md5!
[22:15] <notStrangerke> :O
[22:15] <[notnotmd5]> yep
[22:15] Nick change: notStrangerke -> notLordHoto
[22:15] <notLordHoto> identity crisis!
[22:15] Nick change: [notnotmd5] -> maybestrangerke
[22:15] Action: Endy is still Endy :P
[22:15] Nick change: notLordHoto -> [maybemd5]
[22:16] Nick change: [maybemd5] -> [md5]
[22:16] <maybestrangerke> Hum :)
[22:16] Nick change: maybestrangerke -> Strangerke
[22:16] <[md5]> it's a-me!
[22:16] <Strangerke> Mario!
[22:16] <[md5]> :P
[22:16] <Hkz> lol
[22:16] <Strangerke> what 'D5' stands for?
[22:17] <Strangerke> MarioD5? :)
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[22:26] <pigeon> Endy: so, how's it going?
[22:26] <Endy> pigeon: Good good - at LCA as usual :)
[22:26] <pigeon> aaaahhhh
[22:26] <Endy> Hungover in a keynote as usual :P
[22:26] <pigeon> i totally forgot
[22:27] <pigeon> it's on now?
[22:27] <Endy> Yeah, Ballarat this year
[22:27] <Endy> Wierdly.
[22:28] <pigeon> this few years we've always been so busy during xmas/new year preparing demos for ces, i've completely forgotten lca
[22:28] <pigeon> wow, live streaming this year
[22:28] <Endy> Ah, been doing CES lately eh, cool. Had a chance to go yourself?
[22:29] <pigeon> no, i chose not to ;)
[22:29] <Endy> Yeah, and last year too. mithro from 1000 Parsec built the streaming kit iirc
[22:30] <pigeon> so you're at the paul fenwick keynote now?
[22:30] Action: Endy nods
[22:30] <pigeon> cool, i'm watching right now
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[22:43] <pigeon> Endy: so, you want to wave at the camera?
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[22:59] Nick change: tuxuser -> XeCrypt
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[23:09] [md5] <-- (~md5@unaffiliated/md5/x-729473) left irc: Quit: nn
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[23:13] Nick change: notajf -> notajf|offline
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[23:23] <Endy> pigeon: After Sydney I've learnt to avoid cameras *cough*
[23:25] <pigeon> heh
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[23:41] <syke> ENDY
[23:41] <syke> I need the URL for your xtube channel
[23:44] <Endy> syke: You really don't :)
[23:44] Action: Endy doesn't have one :P
[23:44] <syke> oh, right *wink wink*
[23:44] <Endy> lol
[23:44] <syke> ./msg endy srsly, gimme the URL. I tipped you AU$100 on paypal last week!
[23:44] <syke> oopz
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[23:46] <Endy> But they needed to be in singles (heh, paypal fees on 100 x $1)
[23:49] <syke> ha
[23:49] <syke> how you doing, man?
[23:49] <syke> landed a bf yet?
[23:50] <-- Vaikungfu left irc: Ping timeout: 245 seconds
[23:50] <-- Smartnow left irc: Quit: Smartnow
[23:50] <Endy> Still no, only ex's. But happy and generally doing well :)
[23:50] <Endy> Hows you?
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[00:00] --- Wed Jan 18 2012