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[01:32] <tsoliman> yesterday I took the latest munt and drop-in-replaced the one we currently have in scummvm
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[01:33] <tsoliman> it worked after a bit of massaging
[01:34] <tsoliman> I ended up losing the i386 assembly though which may explain why it is much much more CPU intensive (but maybe not .. I don't fully understand what the asm is for)
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[02:15] <tsoliman> I keep forgetting about git grep
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[02:44] <tsoliman> about bug logging: If I want to attach a patch to a bug, I should use the patch tracker?
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[03:06] <Kirben> Yes, use the patch tracker, and add comment about the patch, to the bug report.
[03:08] <tsoliman> Kirben: ok cool thanks
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[08:08] <Strangerke> hi guys
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[08:33] <Marisa-Chan> Strangerke, hi
[08:35] <Strangerke> hi Marisa-Chan
[08:39] Action: Strangerke summons Dreammaster
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[09:32] <Marisa-Chan> yeah, i finish menu-code for zgi %)
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[10:56] <Strangerke> >:(
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[11:56] <LunaVorax_mini> Hey all
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[13:57] <Strangerke> :(
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[15:26] <KingGuppy> Hi all :)
[15:26] <DrMcCoy> :O
[15:26] <DrMcCoy> The fish's alive!
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[15:55] <hayashi> With regards to the CruisE engine proposal on Open Tasks, what does "Strong C++ skills" entail? I'm interested (though I'm sure there'll be lots of people interested) in the project, and I'm somewhat confident in my C skills (and am learning Java), but not so much C++ =/
[15:59] <Mataniko2> from what i understand from the description, they mean strong OO design skills
[15:59] <Mataniko2> it's mainly refactoring
[16:00] <hayashi> Ah
[16:00] <Mataniko2> but you might want an official confirmation from a team member :)
[16:01] <hayashi> ScummVM looks like a project I'd like to try propose something for, but besides that engine work I haven't much of a clue what I could do (which would then be an issue for submitting an initial patch)
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[16:04] <KingGuppy> Is anyone working on Residual these days?
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[16:05] <KingGuppy> Ah, found the github repo...
[16:06] <qbxk> hello, a question about scummvm i've been having a hard time finding an answer on the web, has anybody worked on anything to script the player input, to allow for a bot to play scumm games?
[16:07] <Mataniko2> it's an open item for the summer of code
[16:08] <qbxk> hah, neat
[16:08] <Mataniko2> to allow the demo scumm games to play
[16:08] <Mataniko2> and maybe make it generic enough to record demos
[16:08] <Mataniko2> well, i saw it somewhere, maybe in the todo
[16:09] <Mataniko2> sorry, it was in the scumm engine todo
[16:09] <Mataniko2> not gsoc
[16:09] <qbxk> that's kind of too bad, but still cool,
[16:10] <qbxk> i see on http://wiki.scummvm.org/index.php/SCUMM/TODO that Monkey Island 2 is specifically named, and has an existing .rec file
[16:10] <Mataniko2> yeah, i don't think there are specific plans for general recording
[16:10] <qbxk> i didn't realize "demo" was what i was looking for until you said it
[16:10] <Mataniko2> but that thing can be generalized
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[16:11] <LordHoto> in fact I think there's rather plans for a generic recorder/player than for a SCUMM specific ones, which plays the rec file of the mi2 demo
[16:12] <LordHoto> and it should be part of a gsoc task idea (testing framework for engines or something in the lines of that)
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[16:12] <qbxk> specific to the game, not the vm, i guess that makes sense, but is disappointing
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[16:12] <Mataniko2> ah, knew i saw it somewhere on the gsoc page
[16:13] <qbxk> taken to the long term, i think it'd be fun to see a competition of teams writing bots to play through games
[16:13] <LordHoto> in any case it's not related to bots at all
[16:13] <LordHoto> if you want to write a bot playing an adventure game... have fun with that...
[16:14] <Mataniko2> i mean, it can just follow a script
[16:14] <Mataniko2> no real room for competition
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[16:21] <CIA-35> mthreepwood * r55936 /web/trunk/data/compatibility/compat-DEV.xml: WEB: Note that lilmonster CD-i isn't supported
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[16:36] <CIA-35> Alyssa Milburn master * rdb812c9 / engines/mohawk/livingbooks.cpp : MOHAWK: Use tryLoadPageStart where needed in LB. - http://bit.ly/dMPkIS
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[17:11] <Strangerke> Ha, on ohloh ScummVM description changes minutes ago from '9 years old' to '10 years old'
[17:11] <Strangerke> Happy birthday, ScummVM!
[17:11] <madmoose> Yay!
[17:15] <DrMcCoy> :O
[17:15] Action: DrMcCoy hands out silly party hats
[17:18] <madmoose> Silly hats only!
[17:19] Action: Strangerke cooks carrot cakes
[17:19] <DrMcCoy> :O
[17:19] <madmoose> http://i.ytimg.com/vi/vEiyBbP28g8/0.jpg
[17:19] <DrMcCoy> Strangerke: I demand cheesecakes!
[17:20] <Strangerke> with carrots?
[17:20] <Strangerke> why not...
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[17:30] <salty-horse> Meretzky talk from GDC 96: are adventure games dead? http://www.gdcvault.com//play/mediaProxy.php?sid=1013865 -- I find the optimism depressing in retrospect
[17:31] <DrMcCoy> :(
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[17:35] <salty-horse> depressing because the years after that were not so favorable, but now there's a new resurgence, so don't be :(
[17:36] <DrMcCoy> :P
[17:36] <DrMcCoy> I'm still :(, though :P
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[17:53] <DrMcCoy> salty-horse: Hmm, "the games getting easier and easier"? Yeah, Telltale's games are dead-easy, for example. With hints turned down as much as possible, the BTTF games still think I'm a moron :P
[17:53] <salty-horse> you are really not the target audience for BTTF/W&G, and to a lesser extent, all of their other games
[17:54] <DrMcCoy> It's completely crystal clear what I'll have to do next (there's never that many possibilities to begin with), and it still shows me 5+ extra small cutscenes / cinematics and 20+ dialog lines that basically spell it out
[17:54] <salty-horse> as squidi pointed out, you probably play those games because they evoke a sense of nostalgia and because you like the IP they use
[17:54] <DrMcCoy> Yes
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[17:54] <salty-horse> DrMcCoy, that's why I started playing text adventures :P
[17:55] <DrMcCoy> :P
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[17:59] <DrMcCoy> salty-horse: He was right about DVDs
[17:59] <DrMcCoy> salty-horse: He was wrong about voice recognition :P
[17:59] <salty-horse> DrMcCoy, I didn't finish listening, so I can't comment on the end :)
[17:59] <DrMcCoy> :P
[17:59] <salty-horse> he was also right about 3d models of humans
[18:00] <salty-horse> I listened up to the guy who worked on The Last Express
[18:00] <DrMcCoy> I'm only 17 minutes in :P
[18:01] <DrMcCoy> Damn, I can still remember that one adventure-like game that tried voice recognition. "Corporation" or something like that. I spent hours screaming "email" and "go out" at my microphone, and it would go "No comprehende" 90% of the times and do something completely different than what I wanted 90% of the remaining 10% :P
[18:03] <salty-horse> never heard of that
[18:04] <salty-horse> and now all you say is "Objection!" to nintendo ds's :)
[18:04] <DrMcCoy> Yeah, I'm sure I didn't get the name right. Need to look for it on my "crappy games" pile :P
[18:04] <salty-horse> http://www.mobygames.com/game/dos/corporation
[18:04] <salty-horse> ?
[18:05] <salty-horse> paul kidby!?
[18:05] <salty-horse> wow
[18:06] <DrMcCoy> Ah
[18:06] <DrMcCoy> "Virtual Corporation"
[18:06] <DrMcCoy> salty-horse: http://www.mobygames.com/game/windows/virtual-corporation
[18:06] <salty-horse> I KNOW THIS
[18:07] <DrMcCoy> salty-horse: My condolences
[18:07] <salty-horse> I played it at a friend's house who brought it from the US after living there for a few years
[18:07] <salty-horse> we never got far. IIRC it seemed like just a bunch of minigames that you play with your FMV co-workers in a virtual reality environment
[18:08] <salty-horse> actually, when you said "corporation" I imagined it was that game :)
[18:08] <DrMcCoy> I don't actually remember much of the game as such. Just lots of frustration with the speech recognition
[18:08] <DrMcCoy> And badly rendered graphics
[18:08] <DrMcCoy> And hammy FMV actiong
[18:08] <DrMcCoy> acting*
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[18:15] <lskovlun> anyone who is familiar with the SCI upscaling code, please speak up
[18:16] <lskovlun> which games do I need to test my proposed patch against?
[18:16] <clone2727> lskovlun: I am somewhat
[18:16] <clone2727> lskovlun: GK1 Windows, KQ6 Windows, PC-98 games
[18:16] <lskovlun> don't have the PC-98 games
[18:16] <lskovlun> someone else is going to have to do that
[18:16] Action: clone2727 pokes waltervn
[18:17] <dhewg> gk1 is mentioed quite often recently :)
[18:17] <clone2727> Ah, and we'll need upscaling for Hoyle1/2 Mac eventually, but we don't support that at all yet ;)
[18:17] <lskovlun> Hoyle one half?
[18:17] <clone2727> And SQ3 Mac
[18:17] <lskovlun> what game is that?
[18:17] <clone2727> 1 and 2 :P
[18:17] <lskovlun> what resolution do they use?
[18:18] <clone2727> Some crazy one, sec
[18:18] <dhewg> in unrelated news, profiling native code on droid sucks
[18:18] <DrMcCoy> I should mention GK1 more often
[18:18] <DrMcCoy> I want GK1 support!
[18:18] <DrMcCoy> I gave you Urban Runner, now I want GK1 support!
[18:18] <clone2727> lskovlun: 480x300
[18:18] <DrMcCoy> :P
[18:18] <dhewg> DrMcCoy: i finished it yesterday with master :P
[18:19] <DrMcCoy> Well, I want no glitches and support
[18:19] <lskovlun> well, Wolfgang's head is going to look a lot nicer now...
[18:19] <DrMcCoy> And completability without any debug console hackery
[18:19] <clone2727> lskovlun: Ah, and GK1 Mac too, but that should be the same as GK1 Windows
[18:19] <DrMcCoy> Also, I want ice cream!
[18:19] <DrMcCoy> And cheesecake!
[18:20] <fuzzie> and a pony?
[18:20] <clone2727> He has that already
[18:20] <dhewg> here's my ugly gprof hack of ~2min of gk1 on droid, if anyone cares: http://pastie.org/1735890
[18:20] <fuzzie> hm, ice cream sounds like a good idea
[18:20] <dhewg> no timings, but number of calls should be ok
[18:20] <DrMcCoy> fuzzie: Well, if I'm allowed to eat said pony, sure
[18:21] <lskovlun> hmm, kq6 menu bar looks wrong
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[19:10] <DrMcCoy> salty-horse: I like how they're blaming Myst and Riven for everything :P
[19:11] <clone2727> :o
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[19:29] <salty-horse> clone2727, Meretzky talk from GDC 96: are adventure games dead? http://www.gdcvault.com//play/mediaProxy.php?sid=1013865
[19:29] <clone2727> salty-horse: I saw the link :p
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[19:43] <CIA-35> Matthew Hoops master * r00d01d9 / engines/mohawk/detection_tables.h : MOHAWK: Add detection for Just Grandma and Me 2.0 - http://bit.ly/gAaa2U
[19:44] <fuzzie> hopeful :P
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[20:07] <CIA-35> Alyssa Milburn master * r3a4fc2f / (engines/mohawk/livingbooks.cpp engines/mohawk/livingbooks.h): MOHAWK: Parse LB page options from the outline. - http://bit.ly/gLGAW0
[20:07] <LunaVorax_mini> Back Strangerke ? :)
[20:11] <Strangerke> No
[20:11] <Strangerke> :P
[20:13] <LunaVorax_mini> haha
[20:13] <LunaVorax_mini> Busy ?
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[20:19] <Strangerke> yes
[20:19] <Strangerke> working on tsage
[20:19] <LunaVorax_mini> kk no pb
[20:19] <Strangerke> but ask, I'll try to answer
[20:24] Action: Strangerke summons Hkz
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[20:34] <lskovlun> ok, it seems to work now
[20:34] <lskovlun> Wolfgang's head appears to be placed a little too high on the screen though
[20:35] <lskovlun> god knows why, everything else seems in order
[20:35] <clone2727> Compared to his eyes and mouth when talking?
[20:35] <lskovlun> no, the eyes and mouth line up with the face
[20:35] <lskovlun> but the whole face seems a bit too high
[20:35] <clone2727> Ah, ok. Not too terrible, I guess :P
[20:36] <lskovlun> so I'll just commit it?
[20:36] <clone2727> I guess. We'll just force waltervn to test the PC-98 ones and blame him when they don't work! (Muhahaha)
[20:37] <lskovlun> kq6 is fine also, that was just a bug on my part
[20:37] Action: lskovlun kicks CIA-35
[20:37] <CIA-35> ow
[20:38] <CIA-35> Lars Skovlund master * r40d9222 / (7 files):
[20:38] <CIA-35> SCI32: Support for views with 640x400 native resolution
[20:38] <CIA-35> (fixes Wolfgang closeup, room 720) - http://bit.ly/h89ErW
[20:38] <lskovlun> whee, rebasing worked :-)
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[20:38] <lskovlun> forgot to mention which game that was, damn
[20:39] <LordHoto> lskovlun: formatting!!111
[20:39] Action: lskovlun waits for the slaps
[20:39] Action: LordHoto slaps lskovlun
[20:39] <clone2727> lskovlun: typedef struct?! This isn't C anymore! :P
[20:40] <LordHoto> and in GfxView::isSci2Hires I would compare against a enum value instead of 0
[20:40] <lskovlun> that part may seem a bit over-engineered... I was hoping we could merge it with the old code someday
[20:40] <lskovlun> LordHoto: against?
[20:40] <lskovlun> there are several possible values of that one
[20:41] <lskovlun> ah right, I think I see what you mean
[20:41] <LordHoto> yeah but you do " _sci2ScaleRes > 0", but I would personaly think "_sci2ScaleRes > SCI_VIEW_NATIVERES_320x200" would be nicer
[20:41] <CIA-35> Alyssa Milburn master * r023cb90 / engines/mohawk/livingbooks.cpp : MOHAWK: Strip slashes from beginning of LB Windows paths. - http://bit.ly/epwfqz
[20:41] <LordHoto> apart I wait till clone2727 fixes the formatting issues :-P
[20:42] <clone2727> Sure, just let clone2727 handle the dirty work
[20:42] <LordHoto> indeed
[20:43] <LordHoto> and make the upscaledAdjustTable const too :-P
[20:43] <LordHoto> and probably static
[20:43] Action: clone2727 pulls
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[20:46] <clone2727> lskovlun: Wolfgang is positioned correctly on the screen. The problem is, is that he should be stretched out to the correct aspect ratio
[20:47] <lskovlun> hmm, did I miss an upscaling call somewhere?
[20:47] <lskovlun> or why doesn't that happen?
[20:47] <lskovlun> I changed all the places I could find that deal with upscaled coordinates
[20:47] <clone2727> No, the putPixelScaled() function (or whatever it's called) assumes we're outputting the hi-res stuff in the 640x480 resolution
[20:47] <lskovlun> oh right, I had some stuff there originally
[20:47] <lskovlun> but dropped it for the commit
[20:48] <lskovlun> still an improvement, though :)
[20:48] <clone2727> yup ;)
[20:49] <lskovlun> hmm, the FIXME comment could be deleted now.
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[20:54] <clone2727> lskovlun: Will do. And I'll add a FIXME about blitting the pixels of the 640x400 resolution views :P
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[21:01] <CIA-35> Matthew Hoops master * r2a2c7f5 / (2 files): SCI: Minor cleanup - http://bit.ly/fQgocq
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[22:02] <salty_horse> DrMcCoy, takeaways from the session: 1) Sanitarium makes you cry. 2) someone predicted episodic adventure games
[22:03] <digitall> I love Sanitarium...
[22:03] Action: digitall offers cookies for the Asylum devs to finish...
[22:04] <salty_horse> digitall, someone in the talk I linked, around 50:00, mentioned how he showed a scene from an alpha of the game to his CEO and director of marketing and they both cried
[22:04] <salty_horse> I have the game but did not play it yet
[22:04] <salty_horse> it sits on my windows partition
[22:05] <DrMcCoy> Yeah, I love Sanitarium too
[22:05] <salty_horse> that guy: http://www.mobygames.com/developer/sheet/view/developerId,30927/
[22:05] <salty_horse> which it seems, now (recently) is talking about inane matrix games
[22:05] <salty_horse> he claimed he is insulted by myst and riven that reduce his interactivity to wooden peg puzzle games
[22:06] <DrMcCoy> Truth :P
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[22:17] <digitall> Sanitarium is a classic example of "It is the Story, Stupid"...
[22:18] <digitall> i.e. good special effects/technology/GPU throughput can't make a bad story good
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[22:25] <digitall> :-(
[22:25] Action: digitall is filling in for DrMcCoy :-)
[22:27] <DrMcCoy> :(
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[22:39] <CIA-35> dhewg master * rdd1c52f / (2 files in 2 dirs): ANDROID: Map right click to Camera/Search - http://bit.ly/gtfwV7
[22:42] <CIA-35> dhewg master * rae58ca4 / dists/android/README.Android : ANDROID: Document Camera/Search mapping - http://bit.ly/gotCdD
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[23:18] <CIA-35> Alyssa Milburn master * re553340 / (engines/mohawk/livingbooks.cpp engines/mohawk/livingbooks.h): MOHAWK: Nicer names/info for some LB data. - http://bit.ly/frD7N3
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[00:00] --- Thu Mar 31 2011