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[06:44] dhewg (dhewg@dhewg.wiibrew.org) returned to #scummvm. [06:44] madmoose (~Hat@chef.nerp.net) returned to #scummvm. [06:44] jweinberg (~jweinberg@unaffiliated/jweinberg) returned to #scummvm. [06:44] wjp (~wjp@chaldan.usecode.org) returned to #scummvm. [06:44] #scummvm: mode change '+oooo aquadran DrMcCoy dhewg wjp' by sendak.freenode.net [06:44] enthusi (~n2c@static.117.164.40.188.clients.your-server.de) returned to #scummvm. [06:50] Smartnow (~Smartnow@unaffiliated/smartnow) left irc: Ping timeout: 272 seconds [06:51] Smartnow (~Smartnow@unaffiliated/smartnow) joined #scummvm. [06:57] Strangerke (~Strangerk@cable-85.28.107.228.coditel.net) left irc: Ping timeout: 252 seconds [07:07] _sev (~sev@scummvm/undead/sev) joined #scummvm. [07:07] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [07:32] Jon_God (~jon_god@c-76-126-57-155.hsd1.ca.comcast.net) joined #scummvm. [07:32] People talking about Double Fine much today? [07:32] James|GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) joined #scummvm. [07:32] #scummvm: mode change '+v James|GlideM' by ChanServ!ChanServ@services. [07:51] Vaikungfu (UPP@c-71-193-60-169.hsd1.ca.comcast.net) left irc: Read error: No route to host [07:51] Vaikungfu (UPP@c-71-193-60-169.hsd1.ca.comcast.net) joined #scummvm. [07:55] if anyone wants one of the last 4 triangle-boxed still-in-shrinkwrap copies of day of the tentacle, tim schaeffer is offering them for people who pledge at least 150,000usd to his kickstarter project http://www.doublefine.com/news/comments/the_double_fine_adventure-adventure_is_here/ [07:57] schafer* [08:01] ny00123 (~ny00123@bzq-79-177-192-243.red.bezeqint.net) joined #scummvm. [08:09] Tarek Soliman master * r38dea52 / backends/keymapper/remap-dialog.cpp : [08:09] KEYMAPPER: Display active keymap stack in remap dialog popup list [08:09] This should make it clear what keymaps are on the stack and in [08:09] what order. [08:09] Also renamed the label of the top "special" entry in the list to [08:09] "(Effective)" since it displays the top keymap's action and also [08:09] displays reachable mapped actions from other active keymaps. - http://git.io/azHycA [08:14] Smedles_ (~psmedley@ppp203-122-213-138.static.internode.on.net) joined #scummvm. [08:14] buttercup: Sounds like Notch might buy them. [08:14] Smedles (~psmedley@2001:44b8:1e3:1d00:1e6f:65ff:fec6:1db8) left irc: Ping timeout: 245 seconds [08:22] Smedles (~psmedley@ppp203-122-213-138.static.internode.on.net) joined #scummvm. [08:23] Smedles_ (~psmedley@ppp203-122-213-138.static.internode.on.net) left irc: Ping timeout: 265 seconds [08:39] maarezende (HydraIRC@200.145.119.146) left irc: Read error: Connection reset by peer [08:39] maarezende (HydraIRC@200.145.119.146) joined #scummvm. [08:43] Tarek Soliman master * r06b5299 / (2 files): [08:43] KEYMAPPER: Fix re-selecting the top keymap [08:43] Re-selecting the top entry would always populate the actions [08:43] from the GUI keymap since it is the active keymap (the remap [08:43] dialog itself is GUI) [08:43] The top keymap was correct during RemapDialog::open() because [08:43] the gui keymap had not been pushed to the stack yet. - http://git.io/DaB9Yg [08:52] digitall (~digitall@cpc2-hitc2-0-0-cust28.9-2.cable.virginmedia.com) joined #scummvm. [08:52] #scummvm: mode change '+o digitall' by ChanServ!ChanServ@services. [09:04] I mean not to bother, but does anyone know the status of the Neverhood? [09:04] Jon_God... Just a sec. [09:06] Hmm... The TODO list is still fairly full... Incomplete. [09:08] Mk [09:08] Anyone try and talk to the people trying to re-release it? [09:08] You may be God, but I'm afraid my omnipotence is on the blink ;-) [09:08] hahah [09:08] I am such a coding noob [09:09] Right now I am trying to figure out 3DMF parasing, and it's like, way beyond me. [09:09] i.e. I have no idea [09:10] gosh, is 3DMF actually used in anything real? [09:10] Nope. [09:10] Not really, at least [09:10] some older games [09:10] Quickdraw _3D_ [09:10] The tools for Myth imported 3DMFs [09:10] Action: digitall runs screaming [09:10] QD 2D was bad enough ;-) [09:11] well 3DMFs [09:11] are just text files [09:12] kettuz (~kettuz@host-94-101-5-98.igua.fi) joined #scummvm. [09:13] http://pastebin.com/DUnYujkm [09:13] There's an example of a 3DMF [09:13] not /that/ bad. [09:13] I think we are generally allergic to anything 3D in here. [09:13] heheh [09:14] I am still learning anything coding related [09:16] ny00123 (~ny00123@bzq-79-177-192-243.red.bezeqint.net) left irc: Quit: Leaving [09:18] Strangerke (51f60aa1@gateway/web/freenode/ip.81.246.10.161) joined #scummvm. [09:18] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [09:18] hi guys [09:18] hi guy [09:19] ny00123 (~ny00123@bzq-79-177-192-243.red.bezeqint.net) joined #scummvm. [09:20] Someday, I'd love to help this or Residual [09:20] but at this point, I know 1 semester's worth of learning C++ = not all that useful. [09:22] The only way to learn is to get your hands dirty :) [09:22] I am toying around with 3DMFs. :P [09:24] <_sev> \o/ [09:24] Eugene Sandulenko master * r030e155 / (48 files in 2 dirs): [09:24] MT32: Update MT-32 emulator to latest Munt code [09:24] Several changes against original code were made. They were intentionally [09:24] kept to the minimum - http://git.io/xqy2Pg [09:24] Eugene Sandulenko master * r22ea849 / audio/softsynth/mt32.cpp : MT32: Hooked up ScummVM MIDI gain - http://git.io/pVR3Tw [09:25] kaltsasa (~KD0ETH_Wo@MA2982.grinnell.edu) joined #scummvm. [09:25] digitall (~digitall@cpc2-hitc2-0-0-cust28.9-2.cable.virginmedia.com) left irc: Ping timeout: 276 seconds [09:27] Strangerke (51f60aa1@gateway/web/freenode/ip.81.246.10.161) left irc: Ping timeout: 245 seconds [09:27] Strangerke (51f60aa1@gateway/web/freenode/ip.81.246.10.161) joined #scummvm. [09:27] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [09:28] KD0ETH_Wo (~KD0ETH_Wo@MA2982.grinnell.edu) left irc: Ping timeout: 240 seconds [09:34] hrm, git question: what would have been the optimal way of making those changes against original munt visible? [09:34] but very nice to have an up-to-date mt32 emu [09:35] any idea how accurate the current munt is? [09:37] dreammaster (~paulfgilb@C-61-68-180-191.bur.connect.net.au) joined #scummvm. [09:37] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [09:38] Kenryu (UPP@c-71-193-60-169.hsd1.ca.comcast.net) joined #scummvm. [09:38] Vaikungfu (UPP@c-71-193-60-169.hsd1.ca.comcast.net) left irc: Disconnected by services [09:38] Nick change: Kenryu -> Vaikungfu [10:09] Pledge goal reached :D http://www.kickstarter.com/projects/66710809/double-fine-adventure [10:20] tuxuser (tuxuser@triggering.syscall.22.with.libxenon.org) joined #scummvm. [10:36] D0SFreak (~D0SFreak@72.1.88.158) joined #scummvm. [10:37] http://www.kickstarter.com/projects/66710809/double-fine-adventure [10:40] Tron_ (~Tron@srbk-5d807e60.pool.mediaWays.net) left irc: Ping timeout: 260 seconds [10:41] Tron (~Tron@srbk-5d807300.pool.mediaWays.net) joined #scummvm. [10:46] Herrman (wolter@p50913ECE.dip.t-dialin.net) joined #scummvm. [10:56] /waits for next person to join and post that [10:56] /beaming all the way [11:10] What are you guy's opinions on Telltale? [11:11] A machine to generate shitty 3D games [11:11] I like them. Some of their series, such as Back to the Future, were on the way-too-easy side, but it was great they made the effect making games on such classic series. [11:11] I dunno [11:11] I want to like them [11:11] they pick good liecnces, and don't shit all over them (pardon my french) [11:12] yes, I think Telltale's games are just *bad*, technically and as games [11:12] but I just don't enjoy their games. [11:12] Hkz (~Hkz@84.233.233.146) joined #scummvm. [11:12] #scummvm: mode change '+o Hkz' by ChanServ!ChanServ@services. [11:12] and expensive, and super short [11:13] Something like Machinarium is so much more of a game [11:13] or compare Sam and Max hit the road to any of the telltale games [11:13] I feel like they all fall flat, with the humor, art design, and overall presentation. [11:14] I just backed it. If you feel that Telltales games are failing, then back this one, and try and influence the design etc. For $15, it seems a worthwhile bet. [11:15] I love the Bone books, the first Sam and Max game, BTTF, Wallace and Gromit, Strong Bad, Monkey Island, etc, but I feel like all the originals are so far superior. [11:15] Yeah [11:15] i was going to [11:15] though I am a little on the poor side as of late. [11:15] Also [11:15] Dislike that they are launching it PC first, and other systems tba [11:16] I feel like it should launch PC/Mac/Linux [11:16] well, they have to be realistic [11:16] reach the large audience first [11:16] It's true. [11:16] But, at the same time, look at all the small indie games that manage [11:16] And an adventure game isn't a hugely intensive game, or anything. :D [11:16] Not to say, it's not amazing [11:17] are there large numbers of indie games which *launch* PC/Mac/Linux? [11:17] To tell you the truth, I am not sure, having been out of the computer gaming scene for a while [11:17] I did buy 3 of the indie bundles, but that doesn't count. [11:18] Also maybe I am sore on companies promising ports, and never delivering. [11:21] dreammaster (~paulfgilb@C-61-68-180-191.bur.connect.net.au) left irc: Quit: Leaving for the day [11:23] Herrman (wolter@p50913ECE.dip.t-dialin.net) left irc: Quit: Zitate von Versicherungskunden: Zuerst sagte ich der Polizei, ich sei nicht verletzt, aber als ich den Hut abnahm, bemerkte ich einen Schaedelbruch. [11:28] digitall (~digitall@cpc2-hitc2-0-0-cust28.9-2.cable.virginmedia.com) joined #scummvm. [11:28] #scummvm: mode change '+o digitall' by ChanServ!ChanServ@services. [11:50] night guys, happy DF day [11:50] Jon_God (~jon_god@c-76-126-57-155.hsd1.ca.comcast.net) left irc: Remote host closed the connection [12:15] Kirben (kirben@c220-239-194-17.brasd3.vic.optusnet.com.au) left irc: [12:18] [1]maarezende (HydraIRC@200.145.119.146) joined #scummvm. [12:21] maarezende (HydraIRC@200.145.119.146) left irc: Ping timeout: 272 seconds [12:25] GOG just released the 7th guest [12:26] (at a 20% discount for the first two days, it seems) [12:26] meanwhile it's still $5 on the iOS store .. :p [12:27] is that one available without having any apple devices? [12:28] afaik [12:28] should ask someone who is sure though :p [12:28] interesting; will have to take a look then :-) [12:32] Well, it used to be that you could grab the iOS version without owning an iDevice [12:32] I assume that's still the case [12:34] <_sev> wjp: current munt is pretty accurate [12:34] <_sev> wjp: diff could show the changes [12:35] <_sev> though they changed some footprints so I had to patch file operations [12:35] <_sev> and particularly I did not use version from the mt32-qt branch, though it has couple of little leaks plugged [12:36] <_sev> what it has as addition is relying on SHA checksums for the ROMs which I find plainly stupid, as the argument against md5 was that 'there are md5 clash paper published' [12:36] GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) joined #scummvm. [12:36] heh :) [12:38] hey, you wouldn't want a virus hidden in your mt-32 rom ;-) [12:41] GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) left irc: Ping timeout: 276 seconds [12:43] _sev: Probably shouldn't tell them that you can get collisions in SHA-1... or in fact any hash. [12:45] I see that the SSE and 3DNow report types are left over... Don't think they are used anymore. [12:45] Though they are still in the upstream... shrug. [12:47] <_sev> digitall: no, they went away from asm-optimised code [12:47] <_sev> guys, perhaps to avoid any clashes [12:48] <_sev> it would be best to keep full copies of the game data in our detection code, and compare that on startup? [12:48] Action: digitall picks the arcasm badge on _sev [12:48] you could sell copies of the scummvm executable on 1tb drives at a slight markup [12:48] Action: digitall pin the sarcasm badge on _sev .... and the spoonerism one on himself [12:49] <_sev> MAME in the past had problems with clashes [12:49] <_sev> but those were CRC32-related [12:49] <_sev> thus they added md5s in addition [12:49] <_sev> fuzzie: absolutely [12:49] yes, clashes in real world are not a realistic worry [12:49] <_sev> in any case [12:49] and look at how far we came with our few-bytes-at-the-start detection anyway :) [12:50] <_sev> the worst thing which could happen with mt32 rom clashes is that there will be no sound and/or application will crash [12:50] I wouldn't discount exploitable bugs easily, though [12:50] <_sev> fuzzie: few-bytes was added after we started to support original Mac SCUMM bundles [12:51] (not that I'd worry about malign ROMs in any case) [12:51] <_sev> fuzzie: i.e. those were several hundred megabytes, and the detection code was working forever. That's why we started to count 5000 bytes [12:51] _sev: yes, my point is just that it works very well even with that restriction :) [12:51] Performance of MT32 is still dire here.. [12:52] digitall: the new code is definitely not intended to be faster [12:52] Pegs the CPU and I get alsa pcm underruns :/ [12:52] I know.. Just pointing it out. [12:52] also is that on something which isn't an Atom, to ask the obvious? [12:52] fuzzie: *cough* My Atom is plenty fast enough :-) [12:53] yes, highly competitive with Pentium IIs [12:54] Ah, you've seen my server! ;-) [12:54] Action: digitall has a 15-node PII Beowulf Space Heater... [12:54] i'm sorry, that appears to be unfair, highly competitive with Pentium Is. [12:55] In all seriousness, my Atom netbook is actually fairly speedy for most things... [12:55] they cheat on graphical and video performance [12:55] mine is not :p [12:56] admittedly it is an early Atom. [12:56] Mine is 1.6GHz so fairly good... [12:56] well, so is mine [12:57] Admittedly... I really should look at investing in some new desktop hardware this year... [12:57] but it is completely thrashed by <1ghz p3s [12:57] for fairly obvious reasons [12:57] Level 2 Cache? [12:57] it's just a very simple architecture [12:58] no out-of-order, no register juggling, etc [12:58] Action: digitall is not really a performance guy anymore... since I worked out that the bottleneck was mainly drinking coffee at the keyboard :/ [12:59] pok0j (~pok0j@abth124.neoplus.adsl.tpnet.pl) joined #scummvm. [13:00] but to ask the obvious, compiled with optimisations? it probably gains a lot if you pass it the arch-specific options [13:02] <_sev> digitall: there is that setting which was discussed in the list [13:02] <_sev> digitall: which lets MT32 run with lesser quality but much faster [13:03] that AGS thread has become even more of a trainwreck than it was, I see. [13:03] Yes [13:03] I decided to just ignore it [13:03] {V} (~{V}@174-76-ftth.onsneteindhoven.nl) left irc: Ping timeout: 252 seconds [13:04] {V} (~{V}@174-76-ftth.onsneteindhoven.nl) joined #scummvm. [13:07] _sev: Thanks... Will try that. [13:07] DrMcCoy: Probably for the best... "Don't Feed The Trolls" [13:11] Eugene Sandulenko master * r377f140 / NEWS : NEWS: Slight formatting fix - http://git.io/6OFYfQ [13:11] Eugene Sandulenko master * r734b1e7 / NEWS : NEWS: Mention MT-32 emu update - http://git.io/NTkAqg [13:13] <_sev> fuzzie: I do not see any updates in the thread. [13:13] _sev: the AGS forum one. [13:14] <_sev> fuzzie: link? [13:14] they stopped posting in our forums and have been busy working themselves into a fit on their own forums instead. [13:14] DrMcCoy not particularly helping :p [13:14] they seem to have no identifiable purpose for arguing [13:14] starting from http://www.bigbluecup.com/yabb/index.php?topic=43383.160 or so, but it is not worth the effort, they are just going around in circles. [13:16] although it is helpful to know that we almost certainly really do not want AGS development inside ScummVM, given the arguments there. [13:16] At least for me. that feeling is mutual now :P [13:16] Ah, wait [13:16] 'arguments' as in reasons, or as in fights? :-) [13:16] That's what fuzzie said [13:17] digitall: Do you have a "blind fish" or "needs coffee badly" badge? :P [13:17] wjp: Yes [13:18] thought so :-) [13:18] The reasons are weirdly bend and out of shape though [13:18] Wow that's a lot of discussion!!! [13:18] Why did I click the link! [13:18] Action: James|GlideM slaps wrist [13:18] lol [13:19] close the window, seriously [13:19] he he done [13:19] please don't anyone encourage them any more :P [13:19] So is any of this directly involving ScummVM? [13:19] not at all [13:20] That's good, less stress :) [13:20] they just really really like arguing about license issues [13:20] For something completely different: Can anyone read this (or at least identify the language/script): http://drmccoy.de/zeugs/weirdtext.png ? [13:21] no idea [13:21] It's been suggested that it's shorthand, though I have no idea if that's correct [13:24] hmmm doesn't look like short hand to me, but been years and years since I viewed any [13:24] Unless countries have their own version of short hand of course! [13:33] droid2727 (~AndChat@50.sub-75-193-12.myvzw.com) joined #scummvm. [13:34] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [13:34] Ah... updated MUNT code [13:34] Action: droid2727 continues listening to sweet, sweet AdLib [13:35] Action: James|GlideM listens to his latest ScummVM Music Enhancement Project :P [13:35] :) [13:42] James|GlideM :) [13:42] Yes Strangerke ? :) [13:43] I still have some mid files waiting for you O:^) [13:43] LordHoto (~loom@unaffiliated/lordhoto) joined #scummvm. [13:43] #scummvm: mode change '+o LordHoto' by ChanServ!ChanServ@services. [13:43] (and before you ask: it's a joke, I don't want you to enhance Soltys) [13:45] kettuz (~kettuz@host-94-101-5-98.igua.fi) left irc: Quit: Leaving [13:46] LunaVorax (~LunaVorax@ABordeaux-552-1-30-28.w92-146.abo.wanadoo.fr) left irc: Ping timeout: 245 seconds [13:47] Strangerke: apropos adlib... :p [13:47] he he Strangerke [13:47] LunaVorax (~LunaVorax@ABordeaux-552-1-30-28.w92-146.abo.wanadoo.fr) joined #scummvm. [13:48] Well I have already added another game to my project which is nearly completed, but making official announcement this or next week when I get final confirmation of permissions [13:58] abjorck (~abjorck@h-240-60.a218.priv.bahnhof.se) joined #scummvm. [13:58] sup [13:58] Nick change: abjorck -> allanman [14:11] ajax16384 (~ajax16384@ip138.net138.n37.ru) left irc: Quit: ajax16384 [14:14] so i was gonna build 1.4.1 [14:15] Okaayy..... [14:15] and i ran in to a compiler issue which i remember having last time i updated too, but dont really rememeber how i got around it [14:15] enum {RIGHT, LEFT, DOWN, _UP}; [14:15] Last message repeated 1 time(s). [14:15] oops [14:15] that line in hugo.h [14:15] something in there is probably defined already [14:16] we changed that to SEQ_RIGHT, SEQ_LEFT, SEQ_DOWN, SEQ_UP in master [14:16] In file included from ./engines/hugo/hugo.h:32, from engines/hugo/console.cpp:24: [14:16] ./engines/hugo/game.h:69: error: expected identifier before numeric constant [14:16] ./engines/hugo/game.h:69: error: expected '}' before numeric constant [14:16] ./engines/hugo/game.h:69: error: expected unqualified-id before numeric constant [14:16] ./engines/hugo/game.h:69: warning: extra ';' [14:16] i undeffed them all to get around it now, but it doesnt really feel like the right way to do it [14:16] 15:23 <@wjp> we changed that to SEQ_RIGHT, SEQ_LEFT, SEQ_DOWN, SEQ_UP in master [14:17] ok :) [14:17] cool [14:17] 2a7c65f02 is the relevant patch [14:17] is this RIM's nutty headers? [14:17] probably [14:17] if it breaks on a supported platform then we should fix it on master [14:17] erm, on branch [14:18] I think that branch is effectively closed, though [14:18] Errm... I don't think RIM is supported. [14:18] but if it's playbook then we'd want development on top of master anyway [14:18] are there more people building for playbook? [14:18] This is allanman doing Playbook development... [14:18] yeah [14:18] And he should be working with v1.5.0pre i.e. master, not v1.4.1 :-) [14:19] 1.5.0git [14:19] i should? :) [14:19] we're not at pre yet [14:19] wjp: Concur. [14:20] just switched to tag since i wanted something known/stable to release from [14:22] BaaaZen (mirko@amsn/developer/baaazen) left irc: Read error: Operation timed out [14:22] well, it kind of depends what your goal is, I guess [14:22] if you want it supported upstream by us at all, then it'd have to be on top of master [14:22] do you have an idea of when you'll have something to release? [14:22] (hours, days, weeks, months?) [14:22] and lewellyn was trying playbook development but afaik not having much luck. [14:22] ok well i have it running well, but working on some integration stuff that could use a lot of polish [14:22] not exactly helped by things like the abuse of HEADERS is configure either [14:22] or whatever it is [14:22] but i was thinking i could just get a bare minimum usable version out [14:22] well [14:22] for starters [14:22] BaaaZen (mirko@tiger.mhid.de) joined #scummvm. [14:22] BaaaZen (mirko@tiger.mhid.de) left irc: Changing host [14:22] BaaaZen (mirko@amsn/developer/baaazen) joined #scummvm. [14:23] from our point of view, we'd have to basically throw out any bugs reported on such a version [14:23] sure [14:23] and then it'd all start again whenever someone manages to get playbook support into master [14:24] i could work from there to try to get into master, maybe with help of that other guy [14:24] cause i tire easily [14:24] :P [14:25] well i just worry that we will end up with a whole bunch of people with half-finished ports [14:25] hm, 2200+ commits since 1.4.x were branched [14:25] and all of them completely useless in the long-term [14:27] yeah i can see your point of view [14:27] on the other hand I have an android tablet so I don't actually care ;) [14:27] there are many integration issues that are crossplatform nowadays, on touch only devices, is there any cooperation there, anythin cross usable [14:27] like the F5 button [14:27] well, the solutions are often device-specific I think [14:27] e.g. on playbook you'd use a gesture I guess? [14:28] i'm using the bezel swipe thing from top now to show a button bar thing [14:28] there is a long-term plan to turn the half-finished keymapper into an eventmapper and then just have the backend generate events, and provide a default mapping [14:28] but it's pretty hack-y [14:28] but e.g. on android, we map the menu button to F5 [14:29] drawing directly on top of the same surface so i get issues when hiding it again [14:30] using SDL? [14:30] yes [14:30] yeah, so, that is probably a complicated fix if you can't use native platform UI at all [14:31] i could, but i thought it would be easier without :) [14:31] but we don't have a nice generic solution yet, no [14:31] if you have a suggestion of what a generic solution might look like, do tell, though [14:32] i suppose not [14:32] this i started would be more like a generic solution for the sdlport to playbook.. [14:33] yeah, it would be much nicer to have something actually in scummvm [14:33] because different games use different sets of keys, etc [14:33] yeah [14:34] another related question; any touch friendly theme i could use? [14:35] no, but *that* might get solved at some point :) [14:35] since ttf support got added to master very recently [14:35] ok [14:36] classic works on playbook but it's pretty tiny on the phone platform [14:36] yes, the android backend just scales the whole overlay on high-dpi displays by 2x [14:36] it's awful [14:37] how does input work? switch modes via that control panel? [14:38] thats what i was planning [14:38] hmph. [14:38] need a couple of different mouse modes i figure [14:39] yes, the iPhone backend has three - for touching, for touchpad-style, and for dragging around [14:39] cycled between using a gesture [14:40] and then multitouch for the rest [14:40] i never really though of using gestures actually [14:40] t [14:40] [1]maarezende (HydraIRC@200.145.119.146) left irc: Read error: Connection reset by peer [14:41] eventually what I think we'd really like is the backend saying 'I got gesture ' or 'I got a touch at ' and then an intermediate layer handles all the magic [14:41] maarezende (HydraIRC@200.145.119.146) joined #scummvm. [14:42] mm [14:42] and really that ought to be more than enough [14:43] http://wiki.scummvm.org/index.php/IPhone#Controls [14:44] the iPad has the advantage of a 4:3 screen which helps, since you can actually fit a virtual keyboard on there without losing most of the display [14:44] fuzzie: that's the idea of the eventmapper aye [14:45] those gestures sound a bit weird [14:45] maybe i'm just old fashioned [14:46] well, anything works as long as it's quick, I think [14:46] but you quickly realise if you try it that futzing around with config/buttons/menus is really annoying in the middle of a game [14:46] i'm thinking you dont really have to switch mid game [14:47] its just different modes in different games [14:47] heh, you should try it :-) [14:47] but ofc the arrow keys etc are not mode changes in any case [14:48] which games use arrows? [14:48] i assume AGI/SCI mostly [14:48] and some stuff like Hugo where you can maybe get away without, I'm not sure, but you'd need vkeyboard there anyway [14:49] arrow keys are somewhere near the top of 'things people keep bugging me about for the android backend', and yet I have not needed them myself at all yet [14:49] ok :) [14:51] I would rather we just add crazy hacks to all the engines until they work with just touch. [14:52] [1]maarezende (HydraIRC@200.145.119.146) joined #scummvm. [14:53] giucam (~giulio@adsl-ull-236-206.49-151.net24.it) joined #scummvm. [14:55] maarezende (HydraIRC@200.145.119.146) left irc: Ping timeout: 265 seconds [14:56] Nebrac (~Nebrac@5350EF2B.cm-6-1d.dynamic.ziggo.nl) joined #scummvm. [15:04] [1]maarezende (HydraIRC@200.145.119.146) left irc: Read error: Connection reset by peer [15:04] i think i'll redo the conf button thing natively instead of sdl anyway [15:05] maarezende (HydraIRC@200.145.119.146) joined #scummvm. [15:05] well, you could also do it using scummvm's UI (on the overlay surface) [15:06] hm [15:06] how would one go about that [15:12] Bastien Bouclet master * r9d85382 / video/bink_decoder.cpp : [15:12] VIDEO: Fix the BINK decoder to play file whose width is 24px [15:12] See https://ffmpeg.org/trac/ffmpeg/ticket/962 - http://git.io/QEcS9A [15:12] Bastien Bouclet master * r577635a / audio/decoders/wave.cpp : [15:12] AUDIO: Add support for RAW PCM wave stream with an incomplete packet [15:12] The last incomplete packet is ignored - http://git.io/3kyVrg [15:12] Bastien Bouclet master * rde0425c / (graphics/jpeg.cpp graphics/jpeg.h): [15:12] GRAPHICS: Add support for JPEG files using a restart interval [15:12] Patch by Scott and clone2727 - http://git.io/hvUmjA [15:12] Bastien Bouclet master * r3becde4 / (graphics/jpeg.cpp graphics/jpeg.h): [15:12] GRAPHICS: Switch to integer based JPEG IDCT [15:12] Based on public domain code, and explanations from : [15:13] http://halicery.com/jpeg/idct.html [15:13] Thanks. - http://git.io/6-yMzQ [15:13] yo gitioooo [15:13] bgKa: nice [15:13] i wonder what the chances are of actually getting scummvm on blackberry appworld [15:14] do you think they wouldn't like it? [15:14] i don't know really [15:15] feels like they could be very whiny, but then again they are opening up a bit [15:15] to opensource and all that [15:15] will have to try [15:15] they [15:15] "we" [15:15] whatever [15:15] you ;p [15:16] i think i'll try to make an initial build pretty soon with limited mouse stuff to see if i can release it [15:16] bgKa: THANKS!!!! [15:17] Action: digitall was never going to get round to that. [15:17] i had my own sdlport before but then we tried to consolidate all separate internal efforts [15:17] so now it's someone elses pointer stuff in use [15:18] digitall, since you have an atom, can you tell me how it comares to the previous version? [15:18] well, in general I am dubious about SDL ports for ScummVM because they tend to make it difficult to actually integrate with a platform [15:18] it's only an improvement of around 20% with an i3 [15:18] Smedles_ (~psmedley@2001:44b8:1e3:1d00:1e6f:65ff:fec6:1db8) joined #scummvm. [15:19] but no idea about how Playbook works. [15:19] Smedles (~psmedley@ppp203-122-213-138.static.internode.on.net) left irc: Ping timeout: 246 seconds [15:20] and i have no idea how scummvm backends really work [15:20] but e.g. I have games hooked up to homescreen icons on my Android device, which is really nice and also impossible to do if the SDL implementation is abstracting too much away [15:21] bgKa: this is Myst ME only, right? [15:21] would be nice to have like a folder with icon for each installed scumm game [15:21] fuzzie, yes, ME only [15:21] but also e.g. you can't do game-specific input config if the SDL implementation doesn't expose the configuration for that. [15:22] bgKa: ok. was just wondering if I could see how much it helps on ARM, but I don't have my own copy of Myst ME so can't do it from here. [15:23] bgKa: Two secs.... Recompiling... [15:23] but I would imagine the speed gain on mobile devices will dwarf any speed gain on Atom :-) [15:23] Then will have to do a full system recompile this evening to get my system optimised for Atom :P [15:23] True... This will mainly be for where FP is missing or PITA [15:25] we *laugh* at your theories of hardware fp [15:25] come to think of it I should really apply the arch patches to master [15:27] does ARM has hardware floating point? [15:28] only some processors [15:28] so the default is 'no' and it's all emulated [15:28] outch [15:29] yeah :) [15:52] I was under the impression that ARM had Floating Point... But I defer to your knowledge. [15:53] i think you can quickly conclude that not *all* ARM can possibly have floating point, given the age of the architecture :-) [15:54] there are two fp extensions to the architecture, 'VFP' and 'NEON' [15:54] well, two popular extensions [15:55] there are various other fp extensions too, because the more you have, the better [15:55] and VFP is sort of faked on some ARM chips which claim to have it anyway, and NEON support is spotty [15:56] so even with shiny modern hardware you can't actually rely on it. [15:56] UGH. [15:58] Sounds fun [16:00] well you haven't even heard all the fun bits yet, like how NEON doesn't actually do IEEE fp [16:05] There's systems out there using non-IEEE floats? [16:05] yup [16:05] well, this is IEEE format but not all the rules [16:05] so it's 'good enough' for stuff like scummvm [16:05] I always thought that's a myth C standard designers tell their children [16:06] and I'm pretty sure if you want fp nightmares then the x87's 80-bit fp stack format is quite enough to go on [16:07] "and then .. the value was moved back to a register .. and it was REDUCED IN ACCURACY!" [16:07] :OOO [16:10] can fp be anything but nightmares? [16:10] look at my pretty buttons http://bowbot.3dfxsweden.net/mail/14040/Malm%C3%B6-20120209-00016.jpg [16:11] well, it is my friend right now, because I have to learn it for math class. [16:11] and so you have a class of people going 'oh my god these computer scientists what did they do', it is fun to watch. [16:11] lol [16:12] lucasoriented labels [16:13] allanman: hopefully you can disable those buttons, in case any game requires you to click there ;-) [16:13] yeah you just swipe them up and down from the bezel bar [16:13] well, we're going to have to think of a nice way to do on-screen buttons at some point [16:14] although there's usually a lot of space at the sides due to the aspect ratio of the games? [16:14] yeah, thought of having them on the side at all time, too [16:15] oh fudge, i have a shutdown issue too, i forgot about that [16:15] doh [16:16] fuzzie: but all the users don't want to have proper aspect ratio but fullscreen ;-P [16:16] they really don't [16:17] which is annoying because it's much easier if we can just stretch a texture to cover the screen and say, done! [16:17] really? from what I've seen in our forums usually it's like "why are there black bars?!?!?!???" [16:17] huh :) [16:17] android defaults to fullscreen so [16:17] but frankly I didn't check the android etc. subforums much [16:17] That's because users are stupid [16:18] but there's a bug on the bugtracker about screen corruption in non-fullscreen mode after someone finally filed one rather than just complaining [16:27] hmm [16:27] since i switched to 1.4.1 it says game data not found for blue force [16:28] allanman: To 1.4.1 ? [16:28] the tag [16:28] from some old master [16:28] maybe i forgot something [16:29] blue force isn't supported on 1.4.1 [16:29] configured differently perhaps [16:29] oh [16:29] well then [16:29] Hence my confusion... [16:29] sorry, i thought it was since 1.4 [16:30] LSL's age verification questions are pretty hard [16:30] see, that's why I wanted to explicitly mention in the 1.4.1 release announcement that none of the newly announced games were supported in 1.4.1 :-) [16:31] :) [16:31] bgKa: Myst ME looks a bit quicker to change cards... [16:31] No slower than Original Masterpiece Interpreter anyway... [16:32] Still about 0.25s on my box... but that bodes well. [16:32] MetalSnake (~MetalSnak@77-22-219-166-dynip.superkabel.de) joined #scummvm. [16:33] http://yro.slashdot.org/story/12/02/09/1624232/ibm-seeks-patent-on-judging-programmers-by-commits :/ [16:33] digitall, thanks, sounds good [16:34] "avoid wasted time with ineffective developers."... Well if anyone checks my GH page, I'm boned for future employment ;-) [16:34] bgKa: Woot... [16:34] bgKa: \o/ [16:38] I only just noticed the Double Fine adventure game Kickstarter project... Resisted the urge to donate my life savings, since it's already fully funded. [16:38] KingGuppy! [16:38] Kingguppy... [16:38] DrMcCoy! [16:39] digitall... [16:39] *cough* gets out the MT32 list,... [16:39] Action: KingGuppy relurks [16:39] Soo.... Do you really need the SSE and 3DNow report types anymore? [16:39] Nope. [16:39] me is hoping to get upstream to remove first!!! [16:39] can you even hear enough audio on that Atom to tell whether the mt32 bugs exist, digitall? :P [16:40] :-( Bullied by a fuzzie over my BogoMIPS [16:40] :D [16:41] well, I am still traumatised from my netbook [16:41] Well, okay, I have a 7 years old Medion (Aldi) laptop... [16:41] DrMcCoy: does it have a processor which hasn't caught up with ppro-era technology? [16:41] Because my (now also 7 years old) Acer did thanks to burn through IDE controller [16:41] buttercup (karaus@pdpc/supporter/professional/drantin) left irc: Ping timeout: 260 seconds [16:42] died* [16:42] fuzzie: I don't think so? [16:42] so you win. [16:42] *I* have a Athlon II X2 250 because I couldn't find anything else cheaper that would actually fit in the board. [16:43] I think my latest Mobo dates from 2007.... but that has a defective North Bridge so was retired. [16:43] It has over 6000 bogomips, apparently. [16:43] 3200 here... [16:43] But I have two netbooks... so that works! [16:44] but my tablet has 2000 bogomips. [16:44] (and no NEON, because that's what happens when you license CPU designs to nvidia.) [16:44] so that's basically loads of bogomips. [16:45] also /proc/cpuinfo on the tablet gives me a very long serial number, perhaps i could add that to my socre [16:45] score [16:46] ANYWAY! :-) [16:47] you will note that KingGuppy has quickly escaped in the confusion [16:48] buttercup (karaus@pdpc/supporter/professional/drantin) joined #scummvm. [16:49] blergh my sdlport was working better than this [16:49] Whooo, OpenParsec development is back running!!! [16:49] That project has been dead 10 years or something [16:51] Damn, the screenshots look so dated now [16:51] I remember back in the days, it was really snazzy [16:52] so tim schafer will give you a copy of his sealed triangle dott box [16:52] if you donate 150k to their new project [16:52] almost worth it [16:52] I can give that much in computer memory# [16:53] metric k? 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[21:31] D0SFreak (~D0SFreak@71-23-3-153.gar.clearwire-wmx.net) left irc: Quit: If I'm not back in 5 minutes....just wait longer! [21:33] bgKa (~bbouclet@vai69-5-88-183-207-181.fbx.proxad.net) left irc: Ping timeout: 245 seconds [21:35] fuzzie: the problems i am having have to do with their crappy ports, mostly. i have figured out a solution, but i won't have time to get to it until at least monday, likely. :( [21:36] and i'm very close to the master tree so that's probably a good thing :) [21:36] in case someone else asks while i'm afk :/ [21:46] ny00123 (~ny00123@bzq-79-177-192-243.red.bezeqint.net) left irc: Ping timeout: 260 seconds [21:48] ny00123 (~ny00123@109.65.198.210) joined #scummvm. [21:51] Kaidane (~Kaidane@adsl-065-005-218-152.sip.cae.bellsouth.net) joined #scummvm. [21:51] D0SFreak (~D0SFreak@71-23-3-153.gar.clearwire-wmx.net) joined #scummvm. [21:52] Strangerke master * r4b2938c / (8 files in 2 dirs): TSAGE: R2R - Very preliminary implementation of scene 1337 - http://git.io/hIX_UQ [21:53] Could someone try to compile that with GCC? [21:54] Strangerke: |>.-377`/ |_337 5(3|\|3 [21:54] ? [21:54] tsage builds fine [21:55] thanks [21:55] and it even links :o [21:55] So I may keep on working on the next 3K lines .... [21:55] Strangerke: I'll let you work that out [21:56] hmmm [21:56] patchNum = 0; // Just to avoid unused variable warning [21:57] lol [21:57] audio/softsynth/mt32/Part.cpp:223:6: warning: parameter 'patchNum' set but not used [21:57] Strangerke: sent you a build error via query :-P [21:58] wjp: probably they have the unused parameter warning enabled [21:58] LordHoto: Thanks [21:58] LordHoto: and clearly the optimal way to fix that is causing another warning? [21:59] I think it's just a matter of putting & in front again [21:59] i guess that makes as much sense as anything [21:59] and phft, why does LordHoto get build errors?! I am feeling left out here [21:59] fuzzie: well that set but not used warning is only present in recent gcc versions [21:59] because LordHoto uses different compilers [21:59] phft [22:00] Strangerke: all other addMover uses do that, I'll just change it then, it's probably the correct way to pass a non-POD through ... anyway [22:01] Willem Jan Palenstijn master * r0864ede / audio/softsynth/mt32/Part.cpp : [22:01] MT32: Fix warning [22:01] The workaround for the unused parameter warning caused a warning: [22:01] parameter 'patchNum' set but not used - http://git.io/Bpzw4A [22:03] Johannes Schickel master * r6b16fe9 / engines/tsage/ringworld2/ringworld2_scenes1.cpp : [22:03] TSAGE: Fix compilation by passing non-POD via pointer through "...". [22:03] The other uses seem to pass Common::Point via a pointer to the object too, [22:03] so this seems fine to do here too. - http://git.io/I8eh6A [22:03] wjp: maybe we can get that change upstream ;-) [22:04] wjp: (in case it was not caused by a change local to our sources anyway) [22:04] I wish I could tell from git :-( [22:04] me too ;-) [22:05] let's see [22:06] it's from upstream [22:07] KingGuppy? [22:07] yup [22:07] James|GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) joined #scummvm. [22:07] #scummvm: mode change '+v James|GlideM' by ChanServ!ChanServ@services. [22:09] James|GlideM (~James|Gli@cpc2-mapp11-2-0-cust447.12-4.cable.virginmedia.com) left irc: Client Quit [22:10] Jedi_ (~Jedi@jedi.org) joined #scummvm. [22:16] LordHoto: submitted a pull request upstream [22:17] Ugh [22:17] I really should stop reading that AGS thread [22:17] That RickJ guy is either utterly and completely stupid or a troll [22:17] Or both [22:18] DrMcCoy: Feel free to correct him [22:19] I'm currently too busy bashing my head against the wall [22:19] So that's where all the neurons went! [22:20] wow, talk about paranoid [22:21] well, if he doesn't want to, fine [22:21] is there any way to contact him outside of the forum? [22:21] it's not our problem ;-) [22:22] oh wow, that is crazy [22:23] beyond paranoid [22:23] slanderous? [22:23] distrustful? [22:23] He's in idiot. [22:23] I especially like his funny views about the extra clauses to the license ;-) [22:23] an+ [22:23] it's amazing how he manages to turn things on their head [22:23] sure, you can easily replace the license with an equivalent text without asking anybody [22:24] as if _that_ doesn't raise questions about the meaning changing [22:25] argh. And I so wanted to stay out of this [22:25] heh [22:25] honestly, let's just put one more answer to get it straight: we just offered our help/support, if they don't want it, fine with us [22:26] but can we have *one* person writing a reply? :P [22:26] any volunteers? [22:26] I think fuzzie volunteers [22:26] she wrote something diplomatic on there already [22:26] I can also do it [22:28] well i'm not really sure i can write a diplomatic answer to that one [22:28] too much crazy. [22:28] we just need to cover a few points: 1) we offered help/support/knowledge/technology to help them (i.e. we never tried to force anything about them) 2) changing a license text itself isn't that much of a nobrainer as some people like to claim 3) we tried to do steps into their direction with the FAQ explanations etc, but if they don't want to move it's not our problem [22:30] anyone noticed how his two links link to the same paper? [22:31] fuzzie: I'm writing a non-diplomatic right now [22:31] please don't [22:31] Butbutbut [22:31] i know :( [22:31] There's someone wrong on the internet [22:31] haha :-) [22:31] Action: DrMcCoy bites his desk instead [22:31] and it's not often someone is *so clearly wrong* [22:31] there there [22:32] gnghggngngng [22:32] this "we need to get this straight in our heads" paragraph is really fun too [22:32] Wait, RickJ was the one complaining about agression from ScummVM's side, wasn't he? [22:32] yes [22:32] GNGNGGNGNGGN [22:33] it's probably short for RickJerk [22:33] "You also say that you don't know who all the contributors are or how to contact them and that's why you can't add clarification to the license. However, if the clause that is added does not change the meaning of the license as you have said above then it wouldn't be necessary to contact everyone, Right?. It ought to be a no brainer!" [22:33] That's....not...how...licenses...work [22:33] yeah [22:33] yes, but legal stuff is hard [22:34] so did anyone look at integrating AGS of some form into scummvm yet? [22:34] I think if the AGS community is like that, I don't think I want any version of AGS supported at all [22:34] I had a look-see a few months ago [22:34] :-) [22:34] But the released AGS code is very, very, very bad [22:34] well, I was thinking of treating it as an RE engine [22:35] only with the source code for reference [22:35] And the current source code is still missing support for 2.x games. Unless I missed something in the source [22:35] Which might of course be, given how convoluted it is [22:35] people have been hacking in support for the later 2.x versions, which were closer to v3 [22:36] But from what I've seen, the archive / game info struct reading doesn't work anymore because the layout of the struct changed [22:36] MetalSnake (~MetalSnak@77-22-219-166-dynip.superkabel.de) left irc: Quit: MetalSnake [22:36] but i was thinking more of just making an engines/ags/ and going as usual from REing [22:36] if anyone has any suggestions for AGS games which might be interesting to target? [22:36] The thing is: I've seen the source [22:36] I don't want to reverse that crap [22:36] It's gonna be really bad [22:36] well it's ok, you can stay here and fix the gob script bugs :-p [22:36] mind you fuzzie, DrMcCoy works on gob and says things like this [22:36] it must be *really* horrible [22:37] giucam (~giulio@adsl-ull-236-206.49-151.net24.it) left irc: Ping timeout: 244 seconds [22:37] Exactly [22:37] Even in the light of the horrible gob engine, the AGS stuff is way, way worse [22:37] It makes me want to retreat to my happy place in my head [22:38] fuzzie: Well, games /I/ want to see working are Yahtzee's games [22:38] The Chzo Mythos games [22:39] http://www.fullyramblomatic.com/5days/ , http://www.fullyramblomatic.com/7days/ , http://www.fullyramblomatic.com/notes/ and http://www.fullyramblomatic.com/6days/ [22:47] DrMcCoy: Gosh, that doesn't go well under wine. [22:49] I should know better than to ask friends for suggestions. [22:49] wjp: So did you get suckered into doing the reply? [22:49] fuzzie: It does work with the AGS linux port thingy [22:50] working on it [22:50] DrMcCoy: excellent [22:50] Which only exists for x86 linux, in 32 bit, and with freaking allegro [22:51] do you have a copy? [22:56] oh nice. [22:56] fuzzie:  http://drmccoy.de/zeugs/ags.tbz2 [22:56] wjp: Thanks! [22:56] gitorious won't let me view AGS .cpp files online because they're too big to syntax-highlight nicely. [22:57] so it suggests I view the raw form, which I can't because it's too big and I should clone the repo. [22:57] lol [22:58] reply draft: http://www.usecode.org/scummvm/ags.txt [22:59] That's way too nice [22:59] Where's the namecalling? The yelling? The threats of violence? :P [23:00] that may show up when I get through this quiz to register [23:00] i would repeat the pointing out that it's been used in sold commercial games [23:00] yes, that one was a beautifully condescending beginning to the whole thing [23:00] :-D [23:00] I wonder how RickJ managed to pass through the trolling etc. questions [23:01] fuzzie: updated [23:01] Sylvain (~SylvainTV@ALille-553-1-63-86.w90-18.abo.wanadoo.fr) got netsplit. [23:01] Smedles_ (~psmedley@2001:44b8:1e3:1d00:1e6f:65ff:fec6:1db8) got netsplit. [23:01] Tron (~Tron@srbk-5d807300.pool.mediaWays.net) got netsplit. [23:01] Tron (~Tron@srbk-5d807300.pool.mediaWays.net) returned to #scummvm. [23:01] Sylvain (~SylvainTV@ALille-553-1-63-86.w90-18.abo.wanadoo.fr) returned to #scummvm. [23:01] I would say s/are bundled with ScummVM/include ScummVM/. [23:01] (and again because the subject of that new sentence didn't make sense) [23:02] Action: wjp nods [23:02] Where's this AGS thread? [23:02] on their forums [23:02] http://www.bigbluecup.com/yabb/index.php?topic=43383.220 [23:02] but this one pretty much sums up why all are annoyed at RickJ: http://www.bigbluecup.com/yabb/index.php?PHPSESSID=ff0jjhuid7nlk20ibesh5q9t90&topic=43383.220 [23:02] Smedles (~psmedley@2001:44b8:1e3:1d00:1e6f:65ff:fec6:1db8) joined #scummvm. [23:02] hm [23:02] odd [23:02] why is there a sessid in the link :-P [23:02] i'm not entirely convinced of the value of replying at all [23:04] _sev, Strangerke? [23:05] but it seems as reasonable as it will get at this time of day [23:05] qptain_Nemo (~qN@81.200.28.83) joined #scummvm. [23:05] if you're suggesting a different time of day would be better... :-) [23:06] I'd still prefer being more unreasonable, but if you all think that this is the better way... :P [23:08] Hmm. [23:08] ny00123 (~ny00123@109.65.198.210) left irc: Quit: Leaving [23:09] At risk of getting flamed myself, he doesn't sound completely out of line. [23:09] and where exactly? ;-) [23:09] their reservations are understandable, but "out of line" is pretty much exactly how I would describe that last post... [23:10] OK, his attitude is out of line. [23:10] He's not entirely without a point. [23:11] well if his point is that someone might sue him, because they think the license they put their code under is different, then yes, that's a point [23:11] if you think his point that we could just change the license text without any hassle is correct, then it's just wrong [23:11] Perhaps offering to add a "licensing FAQ" document to ScummVM (source/binary distributions, web page?) to say "it is our legal understanding that you can point to us for source if using our binaries", "don't need to GPL your games", etc. would assuage concerns. [23:12] Smedles_ (~psmedley@2001:44b8:1e3:1d00:1e6f:65ff:fec6:1db8) got lost in the net-split. [23:12] KingGuppy: already offered several times [23:12] no, we offered it [23:12] OK, screw that guy then. [23:12] yeah :) [23:12] the incompatibility with proprietary Steam code is perhaps a showstopper on their side, but of course not our problem [23:13] I even said I'm for such a clarficiation back when there's this talks on our forums [23:13] but he still said we need to do it in our license text [23:13] my personal stance is: just screw that guy ;-) [23:14] one reason why I think this whole we need to get their license shit straight in our heads stuff is just plain funny [23:14] it's not like he got our issues... [23:14] He has got issues, though [23:15] but is it really confirmed that you can't interact with steam from a gpled application? [23:15] it's a very grey area, no doubt [23:15] it sounds really bizarre that valve would forbid merely referencing their api [23:15] I have no idea [23:15] frankly: I don't care about Steam ;-) [23:15] i actually wrote to valve about that [23:15] but they haven't responded [23:15] There's apparently no public license text available for the Steamworks API or the SDK [23:16] valve aren't the ones who can/will potentially complain [23:16] And you have to sign an NDA to use it? [23:16] but well i don't see how making an *optional* dll that interacts with steam is a problem for either gpl or steam [23:16] yeah, a *secret* interface is obviously completely incompatible [23:16] And according to the Open Steamworks guys, Valve has not answer any mails about how they think about their project [23:16] answered* [23:17] why do you need a blessing from random guys from the ags forums anyway? [23:17] i mean they down own ags [23:17] *don't own [23:17] nope probably not [23:18] we can probably just not listen to RickJerk at all and try to contact the original author [23:18] CJ himself released it under AL so you can gpl the hell out of it [23:18] qptain_Nemo: we don't care [23:18] what we do care about is that this guy claims utter bullshit about us ;-) [23:19] honestly I think we will probably end up writing an engine and it will probably be a *rewrite*. [23:19] also did i get it right that there's some source (psp port?) from which you can salvage stuff needed for decoding v 2.x games? [23:19] yeah totally [23:19] ags needs a rewrite [23:19] for all purposes [23:19] qptain_Nemo: yeah, that is basically the situation [23:19] it's not like there's a lot to rewrite anyway [23:19] 2.7x games anyway [23:20] but people talk about random incompatibilities since obviously it's a hack [23:20] i mean anybody who is worth a damn can write an ags clone in like 3 months [23:20] hm [23:20] that's a shame [23:20] yeah :( [23:20] i said in an earlier post, we would *jump* on the real 2.x source [23:20] just we're really not interested in developing AGS forward [23:20] it's crazy that CJ still didn't release that [23:21] i will maybe stub a simple scummvm AGS engine if no-one else is doing it secretly already [23:21] but i have more exciting IEEE floating point in the morning so ninight for now [23:22] fuzzie: I might be in the minority there, but I actually would welcome an actively developed open game engine in ScummVM [23:22] But AGS? No [23:22] Action: wjp ponders pressing the reply button some more [23:22] well ags future is as vague as it gets [23:22] fuzzie: I have that here [23:23] with all these confused people who don't know what they want [23:23] fuzzie: Very stubby though [23:23] I'm impressed on how you guys managed not to insult anyone in that thread [23:23] Hkz: we managed to hold DrMcCoy back [23:24] a pity :) [23:24] well, replied [23:24] let's see if I'll regret it in the morning [23:25] if that guy answers, I'm sure you'll ;-) [23:26] incidentally does somebody want some music from nice ags games by Ben304? ^_^ http://qptainnemo.bandcamp.com/ [23:26] fuzzie: I don't remember in what state the bit of code that's already there was. No warranty, it might eat your grandmother. http://drmccoy.de/zeugs/ags_engine.tbz2 [23:27] wjp: that's a nice post! [23:27] risca (~risca@wi-secure-2731.cc.umanitoba.ca) left irc: Ping timeout: 240 seconds [23:27] and I can't load the thread anymore, pff just pff [23:28] qptain_Nemo: Not my kind of music [23:28] fair enough :) [23:28] did anyone read the text under the avatar of RickJ? :-) [23:28] chkr (~chkr@pD9F87C8F.dip.t-dialin.net) left irc: Remote host closed the connection [23:29] break'n two :> [23:29] Herrman (wolter@p50913457.dip.t-dialin.net) joined #scummvm. [23:42] DoubleFine have broke the 1 million mark :) [23:42] woah [23:42] Hkz (~Hkz@84.233.233.146) left irc: Quit: sleep time! [23:43] risca (~risca@wi-secure-2731.cc.umanitoba.ca) joined #scummvm. [23:43] WooShell (woo@178-27-165-32-dynip.superkabel.de) left irc: Quit: svc.startd: The system is coming down. syncing file systems... done. [23:43] Tim said on his twitter account that the budget for the original monkey island games was 100k. 10 x monkey island games, plz :D :p [23:44] Well, if I had a lot of money, I'd give them some of it with the request of making the game portable and releasing native Linux binaries [23:45] Or even releasing the game's sources under the terms of the GPL [23:45] yeah that'd be nice [23:45] sirlemonhead: Not really compareable [23:45] oh I know [23:45] sirlemonhead: The budget requirements for today's games is way higher [23:46] with inflation and everything aside, i'd be happy if it didnt look any better than mk1 [23:46] I'd be actually more happy with pixel art than 3D stuff, but that's just me :P [23:47] it better not be keyboard controlled.. [23:49] risca (~risca@wi-secure-2731.cc.umanitoba.ca) left irc: Read error: Operation timed out [23:54] Jon_God (~jon_god@c-76-126-57-155.hsd1.ca.comcast.net) joined #scummvm. 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