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[00:05] <sanguine> Wassup
[00:05] <sanguine> Im pretty stoned right now :s
[00:06] <sanguine> so, apologies if my grammar and spelling is better than usual :p
[00:06] <sanguine> also Its not a regular thing :p
[00:06] <sanguine> I have TeenAgent to work on :D
[00:15] Nick change: TmRxX -> TmR|screen`0ff
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[00:31] <Hkz> i wonder if he crumbled on the keyboard while working on TeenAgent
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[01:35] <CIA-9> nolange * r41413 /scummvm/branches/gsoc2009-mods/sound/mods/ (tfmx.cpp tfmx.h):
[01:35] <CIA-9> Enabled envelope effect, but it still needs some work.
[01:35] <CIA-9> couple more macros implemented, all effects Monkey Island uses should be supported now
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[02:22] <CIA-9> dkasak13 * r41414 /scummvm/branches/gsoc2009-draci/engines/draci/ (gpldisasm.cpp gpldisasm.h): Redesigned the GPL2 disassembler to improve readability. It now does a linear search in a table of commands (instead of having a giant switch) when searching for the correct bytecode command.
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[03:46] <CIA-9> dkasak13 * r41415 /scummvm/branches/gsoc2009-draci/engines/draci/gpldisasm.cpp: Made handleMathExpression() properly handle mathematical expressions inside GPL bytecode (instead of just searching for the ending byte). The actual callbacks still need to be implemented.
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[06:21] <CIA-9> upthorn * r41416 /scummvm/branches/gsoc2009-16bit/ (5 files in 3 dirs): SDL backend now dynamically generates 8 or 16-bit color surface depending on engine request (using ad-hoc format).
[06:22] <CIA-9> upthorn * r41417 /scummvm/branches/gsoc2009-16bit/engines/ (engine.cpp engine.h scumm/scumm.cpp): Scumm engine now dynamically requests 16-bit color based on game features, (using ad-hoc request format)
[06:34] <Kerwork> good job Upthorn
[06:36] <Upthorn> now I need to update and rebuild the trunk to make sure I didn't break anything.
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[06:36] <Upthorn> (does the Urban Runner demo crash ScummVM normally?)
[06:37] <peres> Upthorn: knowing the developer... ;)
[06:38] <Kirben> Urban Runner demo still seems fine with ScummVM SVN (trunk).
[06:39] <Upthorn> well, either I need to merge changes in from the trunk, or I need to find and fix something I did
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[06:49] <Kirben> Urban Runner demo seems fine with your branch too.
[06:50] <Upthorn> well it's not working for me.
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[06:51] <CIA-9> Kirben * r41418 /scummvm/branches/gsoc2009-16bit/engines/scumm/he/wiz_he.cpp: Correct horizontal flipping in decompressWizImage(), when using 16bit color.
[06:54] <Kirben> Where does it crash for you?
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[06:56] <Upthorn> line 99 gob.cpp
[06:56] <Upthorn> Unhandled exception at 0x00f8cc93 in scummvm.exe: 0xC0000005: Access violation reading location 0x00000495.
[06:56] <Upthorn> (with my branch)
[06:56] <Upthorn> with trunk it runs fine
[06:57] <Upthorn> ... at least until I hit ctrl-f5
[06:57] <Kirben> With 16bit enabled or disabled?
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[06:58] <Upthorn> ENABLE_16BIT is defined, but I haven't changed gob at all to make use of it
[06:59] <Kirben> Strange, maybe I can't reproduce due to compiler difference (MS VC++ vs MinGW).
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[07:01] Action: Upthorn tries removing the #define and seeing what happens
[07:02] <Upthorn> err, not #define, project config preprocessor define
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[07:15] <Upthorn> I just realized that I haven't rebuilt gob in quite a while
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[07:21] <Upthorn> hmm, nope. Let's try defining ENABLE_16BIT in the gob project...
[07:22] <Upthorn> works...
[07:22] <Upthorn> this means that some of my #ifdefs are malformed
[07:22] <Upthorn> or some of my changes are mal #ifdef'ed
[07:22] <Upthorn> or something
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[08:15] <DrMcCoy> Hmmpf, I hate waking up with the switched off alarm clock in my hands
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[08:26] <Upthorn> same
[08:26] <Upthorn> that's why I started using IRC client based sound timers as alarms
[08:31] <Kerwork> my phone was empty of batteries last night, so I did a 3 liner python alarm clock that started a mp3
[08:49] <DrMcCoy> Well, I could use my computer to double as an alarm clock, yes. But our electricity bills are high enough already, with me powering down my machine at night
[08:49] <Kerwork> btw, I have no chance either of getting up when the alarm clock rings. I have to self-medicate :P
[08:50] <Kerwork> take 200mg of caffeine in pillform that I put ontop of my alarm, heh
[08:50] <DrMcCoy> lol
[08:57] <jvprat> hmm... I'm not sure what I found on the logs beats this :P
[08:58] <jvprat> DrMcCoy isn't a man of many words. He's the man of many slaps though. ;)
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[09:05] <CIA-9> sev * r41419 /scummvm/trunk/configure: Clarify that Cygwin is not supported as building platform anymore
[09:05] <ST> jvprat: doesn't seem accurate based on the stats
[09:06] <ST> Top in both words (or at least lines) _and_ slaps ;)
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[09:07] <jvprat> ST: owch, true... I didn't think he was on top at lines ;)
[09:07] <Kerwork> slaps counts as words, surely
[09:07] <jvprat> hahah
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[09:19] Action: DrMcCoy slaps jvprat :P
[09:19] <jvprat> :D
[09:19] <jvprat> I think this may be the first one I receive from you ^_^
[09:20] <DrMcCoy> :P
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[09:21] <DrMcCoy> ST: o_O
[09:22] <madmoose> Greetings and salutations, citizens.
[09:22] <DrMcCoy> In another channel, I'm only 4th with nearly 51500 lines

[09:23] <DrMcCoy> The top place has over 140000 lines
[09:24] <DrMcCoy> Hmm, "DrMcCoy spoke a total of 52046 words!". Seems like I'm top candidate there too
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[09:25] <Jubanka> <--- Dr Mc Coy --->
[09:25] <dreammaster> Me, my totals got reset when I switched over from '_dreammaster' :)
[09:25] <DrMcCoy> Jubanka: Phat
[09:25] <DrMcCoy> dreammaster: :P
[09:26] <Jubanka> DrMcCoy: Thin!
[09:28] <CIA-9> sev * r41420 /scummvm/branches/gsoc2009-16bit/backends/platform/sdl/graphics.cpp: Code formatting
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[09:36] <waltervn> morning
[09:37] <dreammaster> G'day
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[09:51] <ST> dreammaster: And the fact we're usually asleep when bulk of the talking occurs too ;)
[09:51] <Hkz> hi everyone!
[09:51] <ST> Hkz! :)
[09:51] <Hkz> ST!
[09:51] <Hkz> awayting for some more packages? :-)
[09:52] <ST> Not at the moment... Just awaiting some spare time :)
[09:52] <Hkz> hehe, that can hardly be bought :P
[09:53] <ST> Hehe. Fortunately, as of today I've only got one topic left for this semester (plus final year project)
[09:54] <DrMcCoy> Heh, there's a "Limited Edition" of Urban Runner on ebay.de, including sunglasses :P
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[09:56] <Hkz> DrMcCoy, that should make a collector's mouth watery
[09:58] <Hkz> and probably a collector's wallet a lot lighter

[09:59] <Hkz> lot's of days remaining?
[09:59] <Hkz> lotS
[10:00] <DrMcCoy> 5 days, 8 hours
[10:02] <Hkz> DrMcCoy, well, if you intend to go after it, let's hope it doesn't go too high
[10:02] <DrMcCoy> Naw, I don't care for sunglasses :P
[10:03] <DrMcCoy> Can't wear them anyway, since I already got normal glasses
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[10:57] <CIA-9> sev * r41421 /scummvm/trunk/common/ (debug.cpp debug.h): Added debugCN() call which does not add newline automatically
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[11:15] <CIA-9> sev * r41422 /scummvm/branches/gsoc2009-draci/common/ (debug.cpp debug.h): Backport debugCN() as it is needed for Draci engine
[11:48] <Hkz> waltervn, sci game related question: you know if there is sensible difference from Space Quest VI for pc and the mac port?
[11:50] Nick change: TheJoe -> TheJoe|ZzZz
[11:53] <waltervn> I don't know, why do you ask?
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[11:54] <Hkz> waltervn, plain curiosity
[11:54] <Hkz> waltervn, i was looking at the game page on mobygames
[11:55] <Hkz> and i just wondered :-)
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[12:20] <Q_u_a_r_K> Very offtopic, but does anyone know an SMB implementation of NET SERVICE on *nix? Samba doesn't have it implemented.
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[12:36] <Q_u_a_r_K> Wow, I want a pair of those DOTT shoes (junkyard forum)
[12:37] <Q_u_a_r_K> Uber-geekness
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[12:51] <nolange> hello
[12:51] <dreammaster> G'day
[12:51] <nolange> hi Jubanka
[12:54] <Jubanka> hey nolange
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[13:00] <madmoose> nolange: How's TFMX sounding? Are you getting anything that sounds recognizable yet? :-)
[13:01] <nolange> its a sound only its developer could like ;)
[13:02] <madmoose> nolange: I did the protracker player, I might like it ;-)
[13:02] <nolange> nah, sounding pretty fine already, only volume seems to be constantly wrong
[13:02] <CIA-9> dreammaster * r41423 /scummvm/trunk/engines/cruise/ (function.cpp saveload.cpp vars.cpp vars.h): Added variable to savegame format so that savegames can be correctly loaded from the ScummVM launcher
[13:02] <nolange> there are some mp3s from last week: http://gsoc-tfmx.blogspot.com/
[13:02] <CIA-9> dreammaster * r41424 /scummvm/trunk/engines/cruise/ (cruise_main.cpp detection.cpp): Added support for loading savegames from the launcher
[13:03] <Hkz> nolange, congratulations, i think i'll have to fetch my Monkey Island Amiga copy from the attic soon then :-)
[13:03] <nolange> madmoose: since I hacked around in the Paula-Class you might not be happy with me
[13:03] <nolange> dint check if it has any consequences for the other formats
[13:04] <madmoose> nolange: MD5 did the Paula class
[13:04] <nolange> Hkz: yeah hope so... cant hurt if someone helps testing
[13:05] <madmoose> nolange: I made the protracker as an independent class, then MD5 split it up into the player class and the Paula class.
[13:07] <nolange> the Paula Class makes perfect sense, but you cant easily queue samples in the trunk version
[13:07] <nolange> or get notified if a sample finished
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[13:09] <madmoose> nolange: No, it's purely pull based. I'm not entirely sure what the Paula provided, but the Paula class probably shouldn't provide anything that the real Paula did.
[13:09] <madmoose> ^Hn't.
[13:10] <DrMcCoy> madmoose: You did half of the protracker player. You've forgot lots of effects I had to hack in later :P
[13:10] <madmoose> DrMcCoy: I did what I needed! :-P
[13:10] <DrMcCoy> :P
[13:10] <DrMcCoy> madmoose: No, /I/ did the Paula class, not [md5]
[13:11] <madmoose> DrMcCoy: I didn't implement any effects that I couldn't verify :)
[13:11] <madmoose> DrMcCoy: Meh, you look the same anyway.
[13:11] <nolange> madmoose: it should provide anything "I" need =)
[13:11] <DrMcCoy> madmoose: What, you don't have a nice collection of mods with lots of effects?!? :P
[13:11] Action: DrMcCoy slaps madmoose
[13:12] <madmoose> nolange: That sounds pretty good!
[13:12] <DrMcCoy> madmoose: The Paula class was born when I did the Infogrames format for Gob amiga
[13:13] <nolange> yeah, the bad part is that amall improvements now take much time and work
[13:13] <DrMcCoy> nolange: Queuing and notify? You can do that in the actual hardware?
[13:13] <nolange> sure
[13:13] <madmoose> DrMcCoy: It's a beautiful seperation of code :)
[13:13] <DrMcCoy> Nice :). Didn't that
[13:13] <nolange> TFMX depend on both
[13:13] <DrMcCoy> know that*
[13:13] <nolange> depends
[13:13] <nolange> and Im surprised Protracker aint using queing
[13:14] <DrMcCoy> I only saw what the Delitracker/Eagleplayer replayer did for the Infogrames modules
[13:15] <DrMcCoy> nolange: I never needed queuing when I wrote a (horribly inefficient) Protracker player years ago :P
[13:15] <nolange> basically you can send samplestart + length to Paula, if its already playing it will finish the current sample, then load the new values
[13:15] <DrMcCoy> Ah, k
[13:15] <nolange> and you can enable interrupts when that happens
[13:15] <Jubanka> that kind of queueing sounds sensible, yeah
[13:16] <DrMcCoy> mhilmi (sp?) never said anything like that :P. Then again, you're already more advanced than he got in the whole GSoC time, IIRC
[13:17] <Jubanka> DrMcCoy: correct on both :-)
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[13:18] <nolange> I guess it helps if I know the Amiga-Hardware a bit from years ago
[13:19] <DrMcCoy> :)
[13:21] <madmoose> nolange: You wouldn't happen to know anything about digital filtering, would you? I think that would be the next step to great Amiga sound emulation in ScummVM.
[13:21] <Hkz> uhm, btw, as you're all talking about amiga
[13:22] <Hkz> is sound/music from MI2 amiga supported?
[13:22] <DrMcCoy> madmoose: Meh, I always liked the raw sound of unfiltered amiga music :P
[13:23] <nolange> you mean the LED?
[13:23] <nolange> and lowpassfilter
[13:24] <nolange> I always tried to disabled that, like the clearer sound more
[13:25] <Upthorn> oh hey.
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[13:25] <LordHoto> hi
[13:25] <Hkz> hi LordHoto
[13:26] <Upthorn> I was just looking at nolange's project description on google code
[13:26] <Upthorn> err, google summer of code
[13:28] <Upthorn> And I wanted to say I look forward to completion of that, I've always rather enjoyed the sound of amiga tunes
[13:29] <Upthorn> but also I wanted to ask how he got that blog feed at the bottom.
[13:29] <Upthorn> http://socghop.appspot.com/student_project/show/google/gsoc2009/scummvm/t124024840397 for reference
[13:32] <madmoose> nolange: I'm really enjoying those samples. Need MOAR! ;)
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[13:33] <CIA-9> lordhoto * r41425 /scummvm/trunk/common/debug.h: Fix documentation for debugC and debugCN, relying on special debug levels.
[13:33] <CIA-9> kjdf * r41426 /tools/branches/gsoc2009-decompiler/decompiler/ (cfg.h decompiler.cc instruction.h reader.h): decompiler: control flow graph visualization
[13:34] <nolange> Upthorn: somewhere in your gsoc-page is a setting for that
[13:34] <nolange> i think in "List of my Student Projects"
[13:35] <nolange> madmoose: I listened to the same tune 30 times yesterday, trying to fix some bugs
[13:35] <nolange> but yeah I planned to upload new versions sometime soon
[13:37] <madmoose> nolange: I'm on 5 for the Monkey Island intro... I keep waiting for the lookout theme after it's done. :-)
[13:43] <Upthorn> thanks nolange
[13:45] Nick change: TheJoe|ZzZz -> TheJoe
[13:52] <jvprat> nolange: it already sounds good indeed, however I haven't heard how the original amiga sounded, so I can't evaluate the lack of effects ;)
[13:52] <jvprat> what's annoying is the hanged note at the end :P
[13:53] <LordHoto> Upthorn: slight note you seem to miss checking for the "format" field in "endGFXTransaction" in the if statement in line 141
[13:56] <nolange> jvprat: actually the last effect I added made it worse =)
[13:56] <jvprat> oops heheh
[13:56] <jvprat> nolange: around second 52 there are some octave jumps on the main melody, is that the expected behaviour?
[13:57] <LordHoto> Upthorn: also I would merge that if statement checking for "formatChanged" with the "sizeChanged" one, it would make the whole thing easier to read IMHO. For that you can probably move the "_screenFormat" assignment into loadGFXMode.
[13:58] <LordHoto> Upthorn: since actually all real states shouldn't be set in "endGFXTransaction", but in the functions trying to setup the video mode (loadGFXMode) etc.
[14:00] <nolange> jvprat: I think what you mean belogs there
[14:01] <nolange> or... what I think you mean belongs there
[14:01] <jvprat> nolange: ok :P that sounds a bit different from what I remember of the dos soundtrack
[14:02] <nolange> dos and soundtrack in one line? heresy! =)
[14:02] <madmoose> jvprat: Sounds correct to me
[14:02] <jvprat> madmoose: ok :P
[14:03] <jvprat> do you have recordings of how it sounds on an original amiga?
[14:03] <nolange> i can dcc it to you if you want
[14:07] <LordHoto> nolange: is your current branch supposed to work with the files from the monkey1 amiga demo? I don't get any output over here... :-)
[14:07] <jvprat> nolange: that would be nice ;)
[14:08] <jvprat> though I don't think dcc will work for me :P
[14:08] <jvprat> let me know if you can upload it somewhere
[14:09] <LordHoto> ah stupid me I had to specify some song via "-s" :-)
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[14:13] <DrMcCoy> Yes, stupid LordHoto :P
[14:13] <nolange> jvprat: http://hotfile.com/dl/5965960/ba77a01/Monkey_Intro_Winuae.mp3.html
[14:13] <jvprat> nolange: thanks ;)
[14:13] <nolange> np
[14:14] <DrMcCoy> Well, UAE != Original, still :P
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[14:15] <nolange> no, but as I have no TV currently, thats as close as its gets =)
[14:15] <LordHoto> hm song 4 stops in the middle of the melody for the demo version, I can't check whether that's normal though :-)
[14:16] <nolange> LordHoto: playback stops after 60 secs
[14:16] <LordHoto> ah I see
[14:16] <nolange> I dint actually plan this utility to be used by anyone but me ;)
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[14:16] <LordHoto> oh well :-P
[14:17] <nolange> if you want to hear the last 50 secs, ill give you my bank account
[14:17] <nolange> -number
[14:17] <LordHoto> I just changed the code now, so no thanks :-)
[14:17] <nolange> damn opensource gonna be my ruin
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[14:19] <jvprat> yep, the uae recording has the same tones :-\
[14:19] <jvprat> my memory may be failing
[14:19] <jvprat> (more than I expected :P)
[14:21] <nolange> btw, volume-effects are broken, if you set finVol = 0x40 at sound\mods\tfmx.cpp Line 179 it should sound alot better
[14:21] <madmoose> nolange: Maybe you should just fix volume effects! Did you consider that?! ;)
[14:22] <nolange> im trying =(
[14:22] <madmoose> Do, or do not. There is no try.
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[14:23] <madmoose> Arrg, ye lazy cretin. Ye fight like a dairy farmer.
[14:23] <nolange> how fitting, and you fight like a cow
[14:24] <nolange> TFMX is a bit of a mess as it wasnt a static format, each tune had its own game and own modified player
[14:25] <nolange> TFMX Pro atleast
[14:29] <LordHoto> it seems the song doesn't send any song end command or the like, if remove the maxsecs check the player will run forever, I guess it does never return true for "endOfData" currently
[14:31] <LordHoto> oh well afk again
[14:31] <CIA-9> nolange * r41427 /scummvm/branches/gsoc2009-mods/ (sound/mods/tfmx.cpp tfmx/tfmxplayer.cpp): Fix looping of Tracks
[14:32] <DrMcCoy> Yay
[14:32] <Hkz> ok, as soon as i get one cool day here i'll go to the attic and take my copy of MI amiga down... can't wait to try :-)
[14:33] <nolange> no, different bug =)
[14:33] <DrMcCoy> :P
[14:33] <DrMcCoy> Hkz: Why waiting for a cool day?
[14:34] <Hkz> DrMcCoy, because there's a high risk of melting going up there
[14:34] <DrMcCoy> Ah, okay
[14:34] <DrMcCoy> No windows there?
[14:35] <Hkz> nope, nothing :-/
[14:35] <Hkz> just a lot of dust, heath and a mess of old things
[14:35] <Hkz> heat
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[15:14] <jvprat> nice! python uses mercurial and perl uses git
[15:14] <jvprat> what does dosbox use? ;)
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[15:20] Nick change: TmRxX -> TmR|screen`0ff
[15:22] <logix> jvprat: cvs
[15:23] <jvprat> owch :P
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[15:32] <__maximus__> if anyone's around, I've got a question about cursors
[15:33] <salty-horse> hi __maximus__
[15:33] <__maximus__> do i need to listen for Common::EVENT_MOUSEMOVE in order to have the custom cursor work, or should it automatically work if it's been changed using _system->setMouseCursor/setCursorPalette/showMouse(true)?
[15:33] <__maximus__> hey salty
[15:33] <salty-horse> sec..
[15:34] <LordHoto> __maximus__: the cursor palette has to be enabled first and it isn't supported by all backends
[15:34] <jvprat> __maximus__: the mouse position should be automatically updated on the next screen update
[15:34] <salty-horse> I think you have to use listen to it and call _system->warpMouse(x, y);
[15:34] <LordHoto> __maximus__: and you should rather use Graphics::CursorMan
[15:35] <LordHoto> salty-horse: nope
[15:35] <__maximus__> ok
[15:35] <LordHoto> no need for warpMouse there
[15:35] <salty-horse> LordHoto, I still think that :P
[15:35] <__maximus__> i can see the cursor at (0,0), but it doesn't move with the mouse
[15:35] <LordHoto> EVENT_MOUSEMOVE just gives you the cooridinates of the new mouse position
[15:35] <__maximus__> that's why i was wondering if there's something i'm missing
[15:35] <jvprat> __maximus__: you have to update the screen ;)
[15:35] <__maximus__> lol
[15:35] <LordHoto> you might need to call _system->updateScreen() though
[15:35] <__maximus__> that would make sense
[15:36] <LordHoto> that's what most engines do on EVENT_MOUSEMOVE :-)
[15:36] <salty-horse> LordHoto, oh wait.. that part of my code is when the software wants to move the mouse by force :)
[15:36] <__maximus__> so if i'm in an eventloop, if the event == EVENT_MOUSEMOVE, updateScreen()?
[15:36] <LordHoto> salty-horse: yes :-)
[15:36] <LordHoto> __maximus__: yes
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[15:36] <__maximus__> ok, thanks .. i'll give that a shot
[15:36] <salty-horse> that's one of the first things I wrote :D
[15:36] <salty-horse> a cursor on a red screen
[15:36] <jvprat> __maximus__: that depends on your needs :P that may cause lots of updates per second when the mouse is moved fast
[15:36] <__maximus__> btw, good job on scummvm, it's retardedly easy to get things working relatively quickly
[15:36] <LordHoto> __maximus__: anyway you should really use CursorMan instead of OSystem for mouse handling
[15:37] <jvprat> __maximus__: yes, it's what I mainly like of it :)
[15:37] <LordHoto> __maximus__: for example if you want support for the GMM in your engine, it'll need to use CursorMan, since the GUI uses that for temporarly changing the mouse cursor to its own
[15:37] <LordHoto> __maximus__: if you would've just used OSystem, your cursor would just be overwritten
[15:37] <__maximus__> i though OSystem was just exposing CursorMan
[15:37] <LordHoto> the other way round
[15:38] <jvprat> yep, that part confused me too :P
[15:38] <LordHoto> the palette features of CursorMan are only supported when the backend has the "kFeatureCursorHasPalette" flag
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[15:39] <jvprat> it's not completely clear what's aimed to be used directly by engines and what not
[15:39] <LordHoto> all backends without it, will use the normal palette set via OSystem::setPalette for the cursor too
[15:39] <__maximus__> ok
[15:39] <__maximus__> so make sure i set that flag if i want to set palette cursors
[15:39] <LordHoto> well the CursorMan does that actually
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[15:40] <__maximus__> ok
[15:40] <__maximus__> what you guys said works
[15:40] <__maximus__> but it's choppy
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[15:41] <LordHoto> actually that cursor palette thing isn't that nice, since some backends do not support it, thus they will always use the normal palette for that
[15:41] <jvprat> __maximus__: try not to request a screen update for each event, it's too demanding. just update the screen a limited number of times per second, and set a "update required" boolean when you get a mouse move event :P
[15:42] <__maximus__> ok, thanks
[15:42] <jvprat> __maximus__: are you working on sanitarium?
[15:42] <salty-horse> :D
[15:43] <LordHoto> jvprat: actually I guess the main problem here is that we still have the cursor related functionallity from OSystem public here
[15:43] <jvprat> cursor and audio cd are the two topics that come to mind ;)
[15:44] <jvprat> we were using them directly on groovie and it didn't work as expected :P
[15:45] <LordHoto> rule of the thumb is just check the higher level apis first, thus check graphics/ for graphics functionality first and then OSystem :-)
[15:45] <__maximus__> jvprat: yes
[15:45] <Malignant_Manor> Could someone please tell me the relevant source files that contain the WinCE mouse emulation code?
[15:45] <__maximus__> sorry if there's a delay in response from me, i'm at work :P
[15:47] <CIA-9> lordhoto * r41428 /scummvm/trunk/graphics/cursorman.cpp: Fix a bug in disableCursorPalette, where it never allowed the palette to be enabled properly again.
[15:48] <jvprat> LordHoto: yes... but it's hard to be aware of all the high level functionality available :P
[15:48] <__maximus__> jvprat: I'm sure you're sick of these questions, but do you think there will be more progress made on dgds or tsage?
[15:49] <jvprat> Malignant_Manor: no idea about the mouse cursor, but WinCE specific code should be in backends/platform/wince
[15:49] <__maximus__> (just outta curiosity, not to be a pest :P)
[15:49] <jvprat> hahah
[15:49] <jvprat> __maximus__: maybe, but I don't think that will be on the short term
[15:49] <__maximus__> no worrie
[15:49] <__maximus__> *s
[15:49] <LordHoto> jvprat: well feel free to write some documentation for our Wiki or the like about it then :-)
[15:49] <__maximus__> I grabbed a copy from your darcs repo when it was online
[15:50] <jvprat> I received some offers to help with dgds though, I should answer them someday... >_<
[15:50] <__maximus__> i tried sent a message to Jeff Tunnel about that
[15:50] <__maximus__> apparently Vivendi owns the rights, so that was the end of that
[15:50] <CIA-9> strangerke * r41429 /scummvm/trunk/engines/gob/detection.cpp:
[15:50] <CIA-9> Gob detection :
[15:50] <CIA-9> - use GUIO_NOSPEECH and GUIO_NOSUBTITLES intensively, as there is no control other them even when they are present
[15:50] <CIA-9> - Replace non-ASCII characters by hex values
[15:51] <jvprat> __maximus__: ok, as part of sierra I guess...
[15:51] <Malignant_Manor> Thanks, hopefully I can find what I am looking for.
[15:51] <__maximus__> yeah
[15:51] <__maximus__> dynamix, but they were bought by sierra, which was bought by vivendi
[15:51] <jvprat> yep
[15:51] <__maximus__> also tried to get a hold of any of the dreamforge guys for sanitarium ... but nothing
[15:52] <__maximus__> can't track anyone down
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[15:52] <Jubanka> Malignant_Manor: it's in wince-sdl.cpp
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[15:54] <jvprat> LordHoto: that documentation would also fit in the appropiate sections of common/system.h, right? that's the main reference I use ;)
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[15:56] <LordHoto> jvprat: partly
[15:56] <LordHoto> jvprat: common/system.h is there to document OSystem
[15:56] <LordHoto> jvprat: it might of course link you to the high level APIs there too
[15:56] <jvprat> just adding a note to reference the higher level apis
[15:56] <LordHoto> do it then ;-)
[15:56] <jvprat> :P
[15:57] <CIA-9> lordhoto * r41430 /scummvm/trunk/common/system.h: Extend documentation for "kFeatureCursorHasPalette".
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[16:04] <CIA-9> kjdf * r41431 /tools/branches/gsoc2009-decompiler/decompiler/ (cfg.h decompiler.cc instruction.h misc.h parser.h reader.h):
[16:04] <CIA-9> decompiler: basic blocks are now single class, new Script class to manage intermediate bytecode
[16:04] <CIA-9> queries, cleaning up graph code
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[16:06] <LordHoto> I wonder why we have OSystem::disableCursorPalette, when usually all features should be enabled/disabled via OSystem::setFeatureState :-/
[16:07] <CIA-9> lordhoto * r41432 /scummvm/trunk/graphics/ (cursorman.cpp cursorman.h): Add a convenience wrapper to CursorMan for checking whether cursor palettes are supported.
[16:10] <jvprat> also the CursorManager has all the cursor functionality... except for warpMouse ;)
[16:11] <LordHoto> yes since it's all about the cursor image :-)
[16:11] <LordHoto> not about the position etc.
[16:11] <LordHoto> that's what EventMan is for
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[16:12] <jvprat> it feels strange :P
[16:12] <LordHoto> not really
[16:12] <jvprat> there are managers for some things, for others you have to use osystem directly
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[16:13] <LordHoto> actually the only place where you need OSystem directly is graphics setup and copying data to the screen
[16:13] <jvprat> and mouse warping ;)
[16:13] <LordHoto> and even for general graphics setup we have ::initGraphics as wrapper
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[16:14] <LordHoto> hm right yes EventManager does not have any functionality for mouse wrapping (yet)
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[16:15] <jvprat> EventManager should probably notify when there's a warp (I don't know if it does now), but I think the warp call would fit better in the cursor manager
[16:16] <LordHoto> maybe the term cursor manager is misleading
[16:16] <LordHoto> but it's purely based for graphic related functionality to the *cursor*, not the mouse position and button states
[16:16] <jvprat> maybe :P
[16:17] <jvprat> hmm...
[16:17] <LordHoto> that's why it's in graphics/ after all
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[16:18] <jvprat> ok
[16:18] <LordHoto> EventMan does have the EVENT_MOUSEMOVE event btw. no idea whether it's triggered on wrapCursor though
[16:18] <LordHoto> warpCursor*
[16:18] <LordHoto> warpMouse I mean :-)
[16:19] <jvprat> hehe
[16:20] <CIA-9> jvprat * r41433 /scummvm/trunk/common/system.h: Point to the Cursor and AudioCD Managers to help engine authors following the right path.
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[16:37] <CIA-9> nolange * r41434 /scummvm/branches/gsoc2009-mods/ (sound/mods/tfmx.cpp tfmx/tfmxplayer.cpp):
[16:37] <CIA-9> Finally fixed weird volume effects by fixing "wait on keyup"
[16:37] <CIA-9> Added commandline option to output to flac
[16:37] <nolange> need to go
[16:37] <nolange> or run rather
[16:37] <nolange> laters
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[17:17] <[vEX]> http://fredrik_w.users.sourceforge.net/downloads/
[17:17] <[vEX]> What do you think of that quick javascript code?
[17:17] <TheJoe> itsucksidontliHELLO [vEX] !
[17:18] <TheJoe> I want to see that on the site immediately.
[17:18] <[vEX]> :-)
[17:18] <TheJoe> Much cleaner
[17:19] <[vEX]> Still considering whether I should bloat it some with pictures instead
[17:19] <TheJoe> There's enough pictures
[17:20] <fydo> lol ,"PlayStation Porfiles"
[17:20] <WooShell> nohmd
[17:20] <[vEX]> fydo, nice catch, fixing
[17:22] <TheJoe> There should be a pointless fading effect, and a little piglet dancing across the screen
[17:22] <[vEX]> Hehe
[17:22] <TheJoe> Whenever you expand a section
[17:22] <CIA-9> fredrik_w * r41435 /web/trunk/data/downloads.xml: Fix PSP typo spotted by fydo.
[17:22] <TheJoe> *downloads*OINKOINK
[17:23] <fydo> wow! I contributed to scummvm! ;)
[17:23] <[vEX]> Your alias will live on forever ;-)
[17:23] <TheJoe> untilscummvmclosesdowYES IT WILL!
[17:24] <[vEX]> https://www.watterott.com/Mini2440-with-35-Color-LCD-Touch-Panel_1 <- this looks like a small sexy machine, I have no idea what use I could have for it, but I want one!
[17:25] <TheJoe> 17:38 <@[vEX]> this looks like a small sexy machine
[17:27] <fydo> that's topic-worthy
[17:27] <TheJoe> It is
[17:27] <[vEX]> http://validator.w3.org/checklink ... looks like a nice service
[17:27] <[vEX]> Haha
[17:27] Action: [vEX] is a sexy machine
[17:28] <[vEX]> Any windows users around? :-p
[17:28] <[vEX]> Or actually, I have more usage of Mac users
[17:28] <[vEX]> I can use my virtual XP
[17:28] <TheJoe> I'm on 7
[17:28] <TheJoe> :>
[17:28] <Remere> I'm on Vista.
[17:29] <Remere> :>
[17:29] <[vEX]> http://whatsmyuseragent.com/
[17:29] <joostp> [vEX]: I'm on a Mac, sadly.
[17:29] <[vEX]> joostp, yay!
[17:29] <[vEX]> joostp, what does it give for your user agent
[17:29] <fydo> I'm in XP right now
[17:33] <TheJoe> imonyourmotheYES WE CAN'T MAKE ANY JOKES HERE
[17:33] Action: joostp wonders how TheJoe escaped his /ignore.
[17:33] <TheJoe> joostp: A new hostname?
[17:33] <joostp> ah, the old nick was TheJoe__
[17:33] <fydo> Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.0.10) Gecko/2009042316 Firefox/3.0.10 (.NET CLR 3.5.30729)
[17:33] <TheJoe> But you love me, really
[17:33] <[vEX]> I wonder if he knows how to escape /kick and his companion /ban
[17:33] <[vEX]> fydo, thanks
[17:33] <[vEX]> joostp, please give me your useragent :-)
[17:33] <LordHoto> [vEX]: seems like it shows the "0.13.1 Relese binaries" for me even though the symbol next to it is a "+", clicking on it has no effect too
[17:33] <[vEX]> LordHoto, it's still WIP ;-)
[17:33] <LordHoto> it should autodetect my platform, if my browser is too talkative!!!!!!11111
[17:33] <[vEX]> I'm working on it!
[17:33] <joostp> [vEX]: Mozilla/5.0 (Macintosh; U; Intel Mac OS X 10_5_6; nl-nl) AppleWebKit/525.18.1 (KHTML, like Gecko) Version/3.1.2 Safari/525.20.1
[17:33] <[vEX]> That's why I need to max useragents
[17:33] <[vEX]> joostp, thanks!
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[17:47] Nick change: TheJoe -> TheJoe|ZzZz
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[17:59] <rainb> I can't seem to find a list of data files for LoL
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[18:17] <[vEX]> http://fredrik_w.users.sourceforge.net/downloads/
[18:17] <[vEX]> Try it again and tell me if it displays the correct files :-)
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[18:18] <seubz> hi
[18:18] <[vEX]> Hello
[18:20] Nick change: TmRxX -> TmR|screen`0ff
[18:22] <rainb> it displays an error
[18:22] <rainb> Invalid URL
[18:23] <[vEX]> Weird, works fine for me
[18:23] Action: [vEX] pokes rainb's DNS server with a stick
[18:24] <rainb> bitch proxy
[18:24] <rainb> "Illegal character in hostname; underscores are not allowed"
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[18:24] <[vEX]> Haha
[18:25] <rainb> that is curious though
[18:25] Action: [vEX] pokes _sev with http://fredrik_w.users.sourceforge.net/downloads/
[18:25] <rainb> I don't think I've ever seen an instance of that before
[18:25] <[vEX]> There's a first to everything ;-)
[18:26] <jvprat> [vEX]: looks nice :)
[18:27] <jvprat> though I would make it expand when clicking on the section name too :P
[18:27] <[vEX]> I will
[18:27] <jvprat> ok ;)
[18:27] <[vEX]> Did it display the correct download options? :-)
[18:27] <jvprat> haven't looked at the contents yet ;)
[18:27] <rainb> sneaky
[18:27] <[vEX]> >_<
[18:28] <jvprat> you asked for the javascript! :P
[18:28] <[vEX]> Yes
[18:28] <[vEX]> It gives you a list of downloads that should match your useragent
[18:28] <[vEX]> And collapses all others
[18:28] <jvprat> ah, I hadn't noticed the useragent thingy ;)
[18:29] <[vEX]> "Download the latest ScummVM binary for your platform: <list>"
[18:29] <[vEX]> So does <list> provide relavant downloads for you? :-p
[18:29] <[vEX]> s/relavant/relevant/
[18:29] <LordHoto> [vEX]: I find it strange, that it seems to list those binaries now on above the "0.13.1 Release binaries" section for me
[18:29] <jvprat> yep, linux ones (fedora, debian, ubuntu)
[18:29] <[vEX]> LordHoto, it's still WIP :-p
[18:29] <[vEX]> LordHoto, it will have some CSS lovin' later on with a nice header and so
[18:29] <jvprat> [vEX]: what about showing the platform name?
[18:30] <jvprat> "for your platform (Linux):"
[18:30] <LordHoto> but it shows the linux ones for me too (on Debian here)
[18:30] <[vEX]> jvprat, good idea!
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[18:30] <[vEX]> LordHoto, http://whatsmyuseragent.com/
[18:30] <jvprat> and where it says "Release binaries", maybe "other platforms"?
[18:30] <[vEX]> jvprat, what distro are you using? :-)
[18:31] <jvprat> gentoo ;)
[18:31] <LordHoto> [vEX]: Mozilla/5.0 (X11; U; Linux x86_64; en-US; rv:1.9.0.10) Gecko/2009042805 Iceweasel/3.0.9 (Debian-3.0.9-1)
[18:31] <jvprat> hehe
[18:31] <[vEX]> Aha, it contains debain!
[18:31] <LordHoto> well it's "Iceweasel" instead of "Firefox" too :-)
[18:31] <jvprat> Mozilla/5.0 (X11; U; Linux i686; en; rv:1.9.0.10) Gecko/20080528 Epiphany/2.22 Firefox/3.0
[18:31] <[vEX]> Yeah, but that's no good for me :-p
[18:31] <__maximus__> works nicely for me
[18:32] <[vEX]> LordHoto, try again please and tell me if it only gives you debian downloads now
[18:32] <__maximus__> Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.0.10) Gecko/2009042523 Ubuntu/9.04 (jaunty) Firefox/3.0.10
[18:32] <[vEX]> __maximus__, great! :-)
[18:32] <__maximus__> not sure if you can filter x86 from x64 based on that info (assuming not)
[18:32] <[vEX]> Oh yeah, good point
[18:32] <jvprat> [vEX]: do you have a todo list? I have some suggestions :P
[18:32] <[vEX]> I can do that too, will need some modifications too
[18:33] <[vEX]> jvprat, erm... *ignore*
[18:33] <[vEX]> :-D
[18:33] <jvprat> heheh
[18:33] <LordHoto> [vEX]: yep both ia32 and amd64 though
[18:33] <jvprat> I'd recomend separating extras and game downloads (maybe free games)
[18:33] <jvprat> otherwise it looks like kyrandia, broken swords are free games...
[18:33] <LordHoto> or in our terms on the webpage: "i386" and "x86 64Bit"
[18:33] <[vEX]> brb, medicine time
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[18:34] <Strangerke> Hi guys
[18:34] <__maximus__> i wonder if you can update the cursor when it moves over the branch expansion button so it doesn't turn into a text selection cursor :P
[18:35] <jvprat> __maximus__: yep, I was about to suggest that too ;)
[18:35] <Kerbox> Strangerke! ^^
[18:35] <Strangerke> hi Kerbox :)
[18:36] <__maximus__> and clicking on a link in the navigation menu should take you to the anchor, but also expand the branch (if it's closed)
[18:37] <[vEX]> __maximus__, agreed
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[18:42] <__maximus__> jvprat: btw, i sort of got my cursor updates to be less choppy :)
[18:43] <jvprat> :)
[18:43] <__maximus__> it kinda sucks that google code has been in maintenance mode for the last couple days
[18:43] <__maximus__> lots of changes to check in ;)
[18:43] <jvprat> hehe
[18:43] <__maximus__> i just hope that none of the core devs judge my work until i've had a chance to clean it up significantly :D
[18:43] <jvprat> if scummvm used a dvcs you could already have commited... ;)
[18:43] <__maximus__> lol
[18:44] <__maximus__> svn or git seem to be my scm's of choice
[18:44] <jvprat> __maximus__: sure, most engines start just as small tests, until people learns how the original game and scummvm works
[18:44] <jvprat> so you have time for several refactorings :P
[18:46] <__maximus__> yay :D
[18:46] <__maximus__> i can yank graphic resources out of the game bundles and draw them ... that's about it :P
[18:46] <Kerbox> any good way to test/analyse code in a way as to eliminate much of the fluctuations in performance due to os stuff? Get relative timing information as if you had run it as the only app on the cpu? Can valgrind do that? (doesnt matter if the absolute time is worse, as long as it doesnt vary so much between runs)
[18:46] <__maximus__> alexfont is working on the scene format reversing
[18:47] Action: Kerbox slaps DrMcCoy
[18:47] <jvprat> __maximus__: :)
[18:47] <__maximus__> we're always on the lookout for more devs ... as i'm sure ALL the other engines are :P
[18:48] <jvprat> yep
[18:48] <jvprat> but you have moral (and technical) support here ;)
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[18:51] <__maximus__> i guess moral and technical support is better than a poke in the eye :P
[18:51] <jvprat> I guess so ;)
[18:52] <__maximus__> and i'll be pestering you guys for technical more frequently as time goes on
[18:52] <__maximus__> (probably relating to deciphering asm routines :P)
[19:00] Nick change: TmR|screen`0ff -> TmRxX
[19:04] <CIA-9> dkasak13 * r41436 /scummvm/branches/gsoc2009-draci/engines/draci/ (barchive.cpp draci.cpp draci.h): Added an additional debuglevel "archiver" to facilitate displaying debug info from the BAR archiver. Also adjusted numeric debug levels.
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[19:09] <DrMcCoy> Kerbox: :(
[19:11] <Strangerke> DrMcCoy : I agree. For once, you didn't do anything
[19:11] Action: [vEX] slaps DrMcCoy
[19:11] <Kerbox> was to get his attention :P
[19:11] <[vEX]> Start doing something!
[19:12] <Strangerke> "Dance !"
[19:13] <Upthorn> LordHoto: in response to your suggestion of merging the check for "formatChanged" with the "sizeChanged" one, how would I know when to set kTransactionPixelFormatNotSupported instead of kTransactionSizeChangeFailed?
[19:15] <LordHoto> Upthorn: I don't see any problem here, it's still handled inside endGFXTransaction, on rollback
[19:16] <LordHoto> Upthorn: I didn't mean to merge those two settings, but rather rely on the same code, instead of code duplication
[19:16] <Upthorn> right, I understood what you meant. I misstated the problem
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[19:17] <Upthorn> what about situations where both errors should be set?
[19:17] <LordHoto> Upthorn: the errors will be set by try and error in endGFXTransaction though, so I don't get that question now :-)
[19:18] <Upthorn> since only one error is set per rollback
[19:18] <DrMcCoy> :((
[19:18] <LordHoto> what the rollback system tries to do is, apply most of the changes the client requested
[19:19] <LordHoto> so it'll try to revert settings step by step
[19:19] <LordHoto> 'minor' settings like fullscreen / aspect ratio first
[19:19] <LordHoto> 'major' settings like screen size and bit depth (added by you) later
[19:19] <LordHoto> so the only case were both should be set is when both can't be applied
[19:20] <Upthorn> right
[19:21] <LordHoto> I never asked you to change something about that
[19:21] <Strangerke> Just to tell, if someone is concerned : Don't buy ADI 5 packs if you want windows versions of gobs & inca2 & lost in time : they are not included ! They are only included in ADI 4
[19:21] <Upthorn> but if the application of the two occurs in shared code with only one call to rollback at the end
[19:21] <LordHoto> it's recursive after all, so it might try another rollback step in that call
[19:22] <Upthorn> oh
[19:22] <Upthorn> I didn't see that.
[19:22] <LordHoto> :-)
[19:22] <Upthorn> that does answer the question
[19:23] <LordHoto> did you see my other remark about the missing formatChanged check?
[19:23] <Upthorn> if rollbacks are recursive
[19:23] <jvprat> Strangerke: all of that included for free in adi 4? where can I get it? :P
[19:24] Nick change: Thargor -> Thargor_
[19:24] <Upthorn> yeah, but I don't have the code open right now so I'm not quite sure what you meant
[19:25] <LordHoto> that if check is actually the place, where the rollback code tries whether all new settings have been reverted
[19:25] <Upthorn> ah, I see now
[19:25] <LordHoto> but since your latest "formatChanged" addition, it misses a check for that
[19:26] <LordHoto> actually I think it was the comparison between _videoMode.format and _oldVideoMode.format
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[19:28] <seubz> hey kjdf
[19:29] <kjdf> hey
[19:29] <seubz> any cool results already with the decompiler ?
[19:30] <kjdf> not really
[19:30] <kjdf> i can stare at a huge control flow graph ;)
[19:30] <seubz> :)
[19:31] <seubz> do you generate those yourself already ?
[19:31] <Upthorn> if you generate them yourself, that could be classified as a cool result
[19:31] <kjdf> well, yes
[19:31] <seubz> then that's a cool result
[19:31] <seubz> :)
[19:31] <kjdf> cool. :)
[19:32] <[vEX]> http://fredrik_w.users.sourceforge.net/downloads/
[19:32] <[vEX]> Now you can click the headers and it will filter x86/x86_64 for linux users
[19:33] <fydo> well
[19:33] <fydo> guess who just bought a PSP? :D
[19:33] <LordHoto> [vEX]: filtering works
[19:33] <LordHoto> at least it only shows the amd64 binary for me now :-)
[19:33] <fydo> If I can get homebrew stuff going on it, I'll totally help with testing and stuff if needed
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[19:34] <LordHoto> Upthorn: I don't know whether you develop under Linux (another Unix like system) or under Windows, but if you want to check out the rollback system, say on size changes etc, you might want to check out Xephyr
[19:35] <LordHoto> Upthorn: doesn't work under Win though :-)
[19:35] <Upthorn> no I have it figured out now
[19:36] <LordHoto> was just a suggestion anyway, I did use it back then, found it helpful for testing
[19:36] <Upthorn> somehow I thought that everything that wasn't in if (_transactionMode == kTransactionRollback) { ... } was in an else { ... }
[19:36] <Upthorn> I develop under windows though
[19:36] <jvprat> [vEX]: cool :)
[19:37] <LordHoto> too bad ;-)
[19:37] <Upthorn> but what does xephyr do? I could probably get similar results by setting breakpoints and using the MSVS debugger
[19:38] <LordHoto> well you can setup an separate X server running under your X with it, so I could limit the max resolution there
[19:38] <LordHoto> so I was able to verify whether the resolution rollback worked etc.
[19:39] <Upthorn> Ah.
[19:40] <Upthorn> yeah, with the current setup, I don't think it will ever actually return the PixelFormatNotSupported error
[19:40] <jvprat> [vEX]: what do you think of separating extras and free games?
[19:40] <Upthorn> because format compatibility is checked way way before application
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[19:41] <LordHoto> probably :-)
[19:42] <LordHoto> you never know if setting up the real mode will fail due unexpected problems though
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[19:42] <Upthorn> yeah
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[19:44] <Upthorn> what are your feelings on the use of an enum, though?
[19:45] <LordHoto> not really my preferance, I'm still for a PixelFormat struct
[19:45] <LordHoto> :-)
[19:46] <Upthorn> yeah, I recently noticed that they have an == operator built in already
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[19:47] <LordHoto> btw. it seems your OSystem::findCompatibleFormat function has no way to return "no format supported" currently
[19:47] <LordHoto> that's probably because your enum has no value for a invalid format yet
[19:47] <Upthorn> that's a product of "it should fallback gracefully to 8 bit mode"
[19:47] <LordHoto> I still don't like this either actually :-)
[19:48] <LordHoto> also OSystem::getPixelFormat looks pretty much like a generic function, nothing specific to the backend
[19:49] <Upthorn> yeah I was meaning for it to be that
[19:49] <LordHoto> thus would probably move it to graphics/pixelformat.h/.cpp
[19:49] <LordHoto> but of course, when you drop that enum, there's no need for that function either
[19:49] <Upthorn> but then I accidentally made it virtu -- OH, you mean that game engines could use it, too
[19:49] <LordHoto> well it doesn't fit the OSystem
[19:50] <LordHoto> it's more a general way to conver the ColorFormat enum into an PixelFormat
[19:50] <Upthorn> yeah
[19:50] <Upthorn> my intenion actually was to provide a generic function to do that
[19:50] <Upthorn> and then I accidentally programmed it into the OSystem object
[19:51] <LordHoto> well I wouldn't spent too much time on it, except you really plan to have the ColorFormat enum for ever :-)
[19:51] <Upthorn> well, actually there are a couple of massive positives in favor of the enum thing
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[19:52] <LordHoto> question about that "gracefully fallback to 8bpp" again: why is that needed? if the engine is able to handle 8bpp, it can just pass it via the list to findCompatibleFormat
[19:52] <Upthorn> if engines are required always to produce colors in the RGB(A) order
[19:52] <LordHoto> and if it isn't capable of handling the format, there's no sense in falling back to 8bpp
[19:52] <Upthorn> then it is unsafe to allow them to specify any PixelFormat possible
[19:53] <Upthorn> as it gives engines the freedom to specify BAGR order if they want... which will always fail.
[19:54] <LordHoto> your enum does that currently too ;-)
[19:54] <Upthorn> yeah, but if I remove the ordermask portion (which is a pretty dirty hack as it is)
[19:55] <_sev> [vEX]: nice
[19:55] <_sev> though I would keep all release binaries visible
[19:55] <_sev> and only those
[19:55] <_sev> [vEX]: also I have one note
[19:55] <_sev> could you, please, add a vertical separator between two donation buttons?
[19:56] <_sev> those on the right
[19:56] <Upthorn> LordHoto: the second thing, though
[19:56] <LordHoto> Upthorn: anyway we have findCompatibleFormat for that issues with very strange formats, and then again which engine would do that now?
[19:56] <LordHoto> Upthorn: why should we add another need to convert between different datatypes, just because we want to rule out things, which will never happen anyway
[19:57] <Upthorn> is that findCompatibleFormat is a whole lot easier to write for an enum than a fully created PixelFormat
[19:59] <Upthorn> and if getPixelFormat is made as a generic function available to all backends...
[19:59] <LordHoto> we have easy conversion for R5G6B5, R5G5B5 to PixelFormat already and an operator == in PixelFormat
[19:59] <LordHoto> thus it would be trivial to check that with a PixelFormat too
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[20:00] <LordHoto> after adding ColorFormat, we'll have ColorFormat, PixelFormat and ColorMasks :-)
[20:01] <Upthorn> well, I guess you're right that it's the difference between a switch and an if/elseif/else tree
[20:01] <LordHoto> also it might be nice to have some function to query supported pixel formats
[20:02] <LordHoto> since for example gob, which only does YUV->RGB conversion AFAIK, would probably be able to work with *all* modes out there
[20:02] <LordHoto> so if the backend says: "hey I'm supporting A8R8G8B8" it can work with it the same way as with "hey I'm supporting B8G8R8A8" or "R8G8B8A8"
[20:03] <LordHoto> so it'll bascially just try to get the highest available bit per channel count
[20:04] <[vEX]> jvprat, yeah, I like that idea
[20:04] <LordHoto> so I would propse for those engines something like "querySupportedFormats", which'll just return a list of all supported PixelFormats
[20:04] <[vEX]> _sev, oh yeah I'll add a separator right away
[20:06] <LordHoto> for example joostp had reported his IRIX machine used B5G6R5 instead of R5G6B5, since you said it might be wise to require engines to work with RGB, it would end in unneeded conversions all the time, if the engine does only YUV->RGB
[20:07] <LordHoto> while if the engine just chooses the mode with highest bit count, it'll use that mode and use the return value of "OSystem::getScreenFormat" as conversion format
[20:07] <LordHoto> no need to use "findCompatibleFormat" there at all, and thus no need to add all formats for that one too :-)
[20:09] <[vEX]> _sev, I think it looks nicer to only show the relevant binaries at first, and if the user wants to download one of the others they can just expand the list
[20:10] <LordHoto> bascially I guess all 16bit engines will only request R5G5B5 or R5G6B5 in real world anyway, I don't know if we now need to reflect that in just allowing the engine to ask for that via some enum
[20:10] <jvprat> [vEX]: yep, it will be easier for windows users ;)
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[20:10] <LordHoto> and of course R5G5B5 could also be handled by A1R5G5B5, since the alpha channel will probably just ignored by most backends
[20:11] <jvprat> [vEX]: clicking on the [+] doesn't expand :P
[20:11] <[vEX]> jvprat, darn it, I need to bubble it
[20:11] <LordHoto> so I don't know if we really need two different enum values for that currently
[20:14] <DrMcCoy> LordHoto: Yeah, that's what I had in mind anyway, query for something and then grab the modes with the highest colors and out of these the one with the "fastes" conversion
[20:15] <DrMcCoy> Errr, query for the modes*
[20:15] <DrMcCoy> No idea where the something just came from o_O
[20:16] <jvprat> [vEX]: "Download the latest ScummVM binary for your platform (Linux)" <- I would remove "download the" and "binary" (since it's implied by being platform specific) and add "stable" (I think we should use "stable" at the top of the page and "unstable" or "testing" instead of "subversion" for daily builds)
[20:19] <[vEX]> jvprat, clearly I should run this by -devel after some more polishing to get more suggestions/comments
[20:20] <[vEX]> Latest stable ScummVM for your platform (Linux)
[20:20] <__maximus__> [vEX]: overall though, i think it looks great :D
[20:20] <[vEX]> __maximus__, thanks :-)
[20:21] <CIA-9> fredrik_w * r41437 /web/trunk/css/layout.css: Add small (2px) margin between the SF donate and the GOG buttons.
[20:22] <LordHoto> DrMcCoy: ok :-)
[20:24] <[vEX]> Well, I'm off to sleep, g'night people
[20:24] [vEX] <-- (n=vex@90-227-34-127-no42.tbcn.telia.com) left irc: "http://niechift.com"
[20:26] <LordHoto> Upthorn: we could for example add an comparison operator to PixelFormat which only checks the values for r, g, b, and thus would match R5G5B5 and A1R5G5B5 :-)
[20:27] <clone2727> DrMcCoy!
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[20:28] <DrMcCoy> cl0n3!
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[21:41] Nick change: TheJoe|ZzZz -> TheJoe
[21:46] <waltervn> For some reason my eyes have problems with stuff like A1R5G5B5, I find ARGB1555 a lot easier to read.
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[21:59] <CIA-9> dkasak13 * r41438 /scummvm/branches/gsoc2009-draci/engines/draci/ (draci.cpp gpldisasm.cpp): Code formatting
[21:59] <seubz> waltervn: how about A1 R5 G5 B5
[22:00] <waltervn> not much better...
[22:00] <seubz> how about.... a1 r5 g5 b5
[22:01] <seubz> that should be alright
[22:03] <waltervn> It still takes me 5 times as long to read or say that, compared to argb1555 though ;)
[22:04] <waltervn> well, maybe not 5 times... but yeah
[22:04] <DrMcCoy> Same here :P
[22:04] <CIA-9> dkasak13 * r41439 /scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp: Shifted the palette one bit to the left aft toemake the dragon animation brighter.
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[22:14] <CIA-9> dkasak13 * r41440 /scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp: Removed special-casing for the colour black as it's no longer needed.
[22:18] <TheJoe> Woah
[22:18] <TheJoe> wtf is Woodruff?
[22:18] <TheJoe> These screenshots make me nauseous
[22:18] <logix> ... and the schnibble of azimuth
[22:19] <logix> (or something like that)
[22:19] <clone2727> TheJoe: A Coktel game
[22:19] <logix> weirdest game name evar
[22:19] <WooShell> bah
[22:19] Action: DrMcCoy slaps TheJoe
[22:19] <Strangerke> logix : Adequate name. :)
[22:20] <DrMcCoy> logix: There are other Gob games worthy of that title :P
[22:20] <TheJoe> DrMcCoy...
[22:20] <clone2727> DrMcCoy: All the Coktel games get the Vomit Award :P
[22:20] <DrMcCoy> TheJoe...
[22:20] <TheJoe> DrMcCoy...
[22:20] Action: DrMcCoy slaps clone2727
[22:21] <DrMcCoy> TheJoe: What?
[22:21] <clone2727> DrMcCoy: :D
[22:21] Action: Strangerke slaps clone2727 too
[22:21] Action: TheJoe smacks DrMcCoy round the face, hits him in the stomach and then shoves him to the floor before dumping a horde of rabbid kittens on him
[22:21] <TheJoe> The end.
[22:22] <jvprat> woodruff is actually the coktel game that made more sense to me until now :P
[22:22] <TheJoe> See - it's an open ended ending
[22:22] <TheJoe> THose kittens could do anything
[22:22] TheJoe kicked from #scummvm by DrMcCoy: No. /That's/ the end.
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[22:22] <TheJoe> Fine don't let me finish
[22:22] <Strangerke> jvprat : what other Coktel game did you play ?
[22:22] <TheJoe> I was going to say how DrMcCoy could have had the healing touch and suddenly cure the kittens
[22:22] <TheJoe> But no!
[22:23] <DrMcCoy> TheJoe: I'm no magic man, just a doctor
[22:23] Action: WooShell spanks DrMcCoy with the three-collar monkey leash
[22:23] <Strangerke> TheJoe : He hates kittens ;)
[22:23] <DrMcCoy> TheJoe: An annoyed doctor
[22:23] <TheJoe> You're always annoyed
[22:23] <WooShell> s/ed/ing
[22:23] <DrMcCoy> Strangerke: No, I quite like them. With mustard :)
[22:23] Action: DrMcCoy slaps WooShell
[22:23] <TheJoe> Strangerke: And therefore the ending is completely open ended
[22:23] <TheJoe> DrMcCoy: That's sick!
[22:23] <TheJoe> Dammit man
[22:23] <WooShell> ow.
[22:23] <DrMcCoy> TheJoe: No. Tasty.
[22:24] <TheJoe> You don't serve kittens with mustard
[22:24] <DrMcCoy> I do.
[22:24] <TheJoe> Dammit
[22:24] <WooShell> red wine sauce. definitely.
[22:24] <TheJoe> A sprinkling of mixed pepper
[22:24] <Strangerke> DrMcCoy : Do you roast them before ?
[22:24] <jvprat> Strangerke: gob1-3 (though I just completed 1)
[22:24] <TheJoe> Mixed pepper
[22:24] <Strangerke> jvprat : And you didn't like those ?
[22:24] Action: clone2727 slaps DrMcCoy :P
[22:24] <TheJoe> You're a sick freak, DrMcCoy. A sick freak.
[22:24] <DrMcCoy> Strangerke: No, I like them raw. That meowing when I bite them makes it oh so sweet
[22:25] <Strangerke> DrMcCoy : lol :)
[22:25] <WooShell> DrMcCoy: you're weirder than I had thought.
[22:26] <jvprat> Strangerke: those are try-error games... woodruff is closer to the classic adventure games ;)
[22:26] <TheJoe> Death metal, raw kittens, Star Trek, SCUMM
[22:26] <TheJoe> Yep
[22:26] <TheJoe> Weird
[22:26] <Strangerke> jvprat : Hum, yes...
[22:26] <jvprat> and it's fun ;)
[22:26] <Strangerke> jvprat : To be honest, my preferred Coktel game is still Fascination. ;)
[22:26] <jvprat> hehe
[22:26] Nick change: TheJoe -> TheJoe|ZzZz
[22:27] <jvprat> haven't played that one
[22:27] <jvprat> lost in time looks good though (where can I get that adi4 again? ;))
[22:27] <Strangerke> jvprat : I'm not sure that windows Lost in time is on all Adi4
[22:28] <Strangerke> or is it Windows Inca2 that is not on all ?
[22:28] <Strangerke> Hum, bad memory
[22:28] <Strangerke> jvprat : I saw some on priceminister not long ago
[22:28] <Strangerke> (this morning)
[22:29] <Hkz> uhm, i loved gob games, always found them quite funny :-)
[22:29] <Hkz> woodruff too
[22:30] <Strangerke> Hkz : And Bargon ?
[22:30] <Hkz> don't have it
[22:30] <jvprat> I already have inca2 :)
[22:30] Nick change: TheJoe|ZzZz -> TheJoe
[22:30] <Strangerke> jvprat : Well, anyway, if you want I can dig in my CDs
[22:30] <Strangerke> I start having quite a lot from Coktel :P
[22:32] <Hkz> sigh, that adi4 transaction is still "waiting for the confirmation of the seller" :P
[22:32] <jvprat> Strangerke: do you mean you have it twice? :P
[22:33] <Strangerke> I just checked ADI 4 Accompagnement scolaire 4e and 3e, they don't have Lost in time included
[22:33] <jvprat> oh :-\
[22:33] <jvprat> what do they contain then? gob1-3?
[22:33] <Strangerke> only gobs
[22:33] <jvprat> I already have them :(
[22:33] <Strangerke> and a demo of Inca3
[22:34] <jvprat> inca3? :S
[22:34] <jvprat> didn't know about that one
[22:34] <seubz> Strangerke: accompagnement scolaire ;)
[22:35] <Hkz> 3?
[22:35] <Hkz> uhh
[22:35] <Strangerke> seubz : ?
[22:35] <Strangerke> jvprat : Inca3 is The last dynasty :P
[22:35] <Hkz> ah
[22:36] <jvprat> ah
[22:36] <Hkz> are the inca games and the last dinasty related? i didn't know that
[22:36] <seubz> Strangerke: it just seems pretty funny to me that grown up guys talk about adibou games for kids in 4eme or 3eme
[22:36] <jvprat> so I own inca 3 :P
[22:36] <Hkz> or is this like woodruff being called "goblins 4"?
[22:37] <Hkz> me too... but i've never been able to finish that one :-/
[22:38] <Strangerke> Hkz : I never played The last dynasty.
[22:38] <DrMcCoy> TheJoe: Actually, I'm more into Doom than Death at the moment
[22:38] <Strangerke> And Woodruff is not Gob 4
[22:39] <TheJoe> I like Doom too
[22:39] <TheJoe> Quake is good as well
[22:39] <Hkz> yep, i know that, but it was named like that by a lot of people
[22:39] <DrMcCoy> TheJoe: Doom Metal
[22:39] <Strangerke> seubz : Well, those were used by my brother...
[22:39] <DrMcCoy> TheJoe: http://en.wikipedia.org/wiki/Doom_Metal
[22:39] <Strangerke> seubz : And as i found on it win-gobs, I was pretty pleased to find the CDs at my parent's ;)
[22:39] <Hkz> Strangerke, that's why i asked if the relation was "similar" (TLD being dubbed Inca 3 by fans)
[22:40] <TheJoe> DrMcCoy: Is this a Doom expansion pack :O
[22:40] Action: TheJoe hids
[22:40] <TheJoe> * hides
[22:40] <seubz> Strangerke: I'm not complaining or anything, it just sounds funny ;)
[22:40] <Hkz> DrMcCoy, hopeless
[22:40] <Strangerke> Hkz : Inca3 was also the project name used at Coktel during development
[22:40] <Hkz> ah, very interesting
[22:40] <Strangerke> Hkz : Woodruff wasn't named Gob4 during developement :P
[22:41] <Strangerke> just woodruff
[22:41] <Hkz> i'll have to dig out the box of that game now... :P
[22:41] <TheJoe> 22:54 <@DrMcCoy> WE ARE NOT AMUSED

[22:41] <Hkz> Strangerke, in fact i never understood why people called it gob4 :P
[22:41] <Strangerke> Hkz : Because of the graphics
[22:41] <Strangerke> same artist
[22:41] <Hkz> TheJoe, he's right... we are not amused, not a little bit
[22:41] <seubz> Strangerke: nice :)
[22:42] <TheJoe> Dammit
[22:42] <seubz> Strangerke: when I was young, ADI games were pretty popular, but for some reason, only one friend of mine bought them
[22:42] <TheJoe> You fail at Queen Victoria reference.
[22:42] <Strangerke> seubz : No, not nice : no free coktel games hidden, and additionnaly it's STK21/obc
[22:42] <seubz> I believe it was gob1
[22:42] <DrMcCoy> TheJoe: You fail at behaving
[22:42] <TheJoe> I am behaving
[22:42] <seubz> STK21/obc ?
[22:42] <Strangerke> seubz : latest gob engine
[22:43] <DrMcCoy> TheJoe: Badly
[22:43] <TheJoe> B-b-b-b-b-b-but
[22:43] <Strangerke> or let's say : latest file format used by later versions of gob engine
[22:43] <seubz> how come it's not nice, is it already working in scummvm ?
[22:43] <DrMcCoy> seubz: We're currently guessing that OBC is a new script format ;)
[22:43] <Strangerke> seubz : no
[22:44] <TheJoe> DrMcCoy: What if you're behaving badly but think you're behaving well and therefore assume I'm behaving badly. Or reverse.
[22:44] <TheJoe> wtf
[22:44] <TheJoe> No - ignore me
[22:44] <TheJoe> Please
[22:44] <seubz> so it's even nicer, that means you'll have some work to do Strangerke
[22:44] <Strangerke> seubz :P
[22:44] <Strangerke> I'm slow :P
[22:44] <DrMcCoy> TheJoe: Okay
[22:44] <LordHoto> TheJoe: could you please ask us to kick you? :-)
[22:44] <TheJoe> No
[22:44] <DrMcCoy> 23:58:22 Ignoring ALL from TheJoe
[22:44] <TheJoe> \o/
[22:44] Action: TheJoe prods DrMcCoy repeatedly
[22:46] <seubz> Strangerke: I would'nt mind helping, but I have no time for my own projects ;)
[22:47] <Strangerke> no problem, I understand
[22:47] <-- Schnaks left irc:
[22:49] <joostp> DrMcCoy: took you long enough ;)
[22:51] <Strangerke> joostp : Yep, DrMcCoy is really becoming patient these days...
[22:51] <DrMcCoy> :P
[22:52] <seubz> DrMcCoy: it's night time, you should start coding
[22:52] <seubz> :)
[22:53] <Strangerke> Speaking of Coktel games...
[22:53] <Strangerke> Does someone ever heard of Lost in Town ?
[22:54] <DrMcCoy> seubz: :/. I'll got to sleep soon :/
[22:55] <DrMcCoy> go*
[22:56] <Strangerke> Hum... Lost in town is urban runner, stupid me
[22:56] <Strangerke> good night DrMcCoy

[22:56] <Hkz> DrMcCoy, good night!
[22:56] <DrMcCoy> I said /soon/, not /now/
[22:56] <seubz> Strangerke: H still exists ?
[22:57] <DrMcCoy> And stop speaking French
[22:57] <seubz> Strangerke: I'm in the US now so... I don't watch it :)
[22:57] <Strangerke> seubz : On Comedie, everything that is older than 10 years still exist
[22:57] <seubz> that's right
[22:57] <seubz> DrMcCoy: stop speaking nonsense
[22:58] <DrMcCoy> seubz: Nevar!
[22:58] <seubz> ... and go to bed then :)
[22:58] <clone2727> DrMcCoy: No, I think you should still code :P
[22:58] <seubz> as long as he leaves the chat I'm fine ;)
[22:58] <DrMcCoy> :(
[22:59] <seubz> DrMcCoy seems to make people angry today
[22:59] <Strangerke> seubz :(
[22:59] <seubz> alright fine, bad joke, everybody loves DrMcCoy anyway :)
[22:59] <DrMcCoy> seubz: Wait until /I/ get angry >:(
[23:00] <seubz> DrMcCoy: alright alright go easy on me :)
[23:00] Nick change: TmRxX -> TmR|screen`0ff
[23:00] <seubz> what are you working on these days DrMcCoy
[23:01] <DrMcCoy> I'm still thinking about restructuring the gob engine
[23:01] <DrMcCoy> Cleaning up the expression parser and creating a Script class, like in the decompiler
[23:02] <Strangerke> Well, if I remember well, if was the next big thing on your list...
[23:02] <clone2727> DrMcCoy: Yeah, clean that parser :P
[23:02] <-- WooShell left irc:
[23:03] <DrMcCoy> clone2727: Now why do I've got this image in my head now, with me cleaning the expression parser half-nude, like those car-washing babes? :P
[23:04] <LordHoto> lol
[23:04] <waltervn> o_O
[23:04] <seubz> interesting...
[23:04] <waltervn> That's an odd line to come back to...
[23:04] <waltervn> hi all
[23:04] <DrMcCoy> waltervn: :D
[23:04] <LordHoto> hi waltervn
[23:04] Action: Hkz turns the head away from the monitor
[23:04] Action: DrMcCoy huggles waltervn
[23:05] <clone2727> DrMcCoy: Uhh.... No comment :P
[23:05] <seubz> DrMcCoy: check for Garage Babes, a nice French movie with some cleaning involved (it's not pornography don't worry)
[23:05] <-- clone2727 left irc: "dinner!"
[23:06] <DrMcCoy> seubz: I'm rather worrying about it not being pr0n now ;P
[23:06] <Strangerke> seubz : I just bought it. I'm still looking for Kitchen boys to have the complete collection
[23:06] <Strangerke> DrMcCoy : Not porn.
[23:06] <Strangerke> DrMcCoy : Pure spirituality. With real piece of A-Team inside.
[23:06] <LordHoto> why would one watch it then?
[23:07] Action: LordHoto hides
[23:07] <DrMcCoy> notpr0n: http://www.deathball.net/notpron/notprond.htm ? :P
[23:07] <seubz> Strangerke: I used to work at Sagem (on set top boxes), and garage babes was one of the test streams, so all developpers had big TV screens with babes cleaning cars and changing tires
[23:07] <DrMcCoy> Or rather the thing in English: http://deathball.net/notpron/notpron.htm
[23:07] <DrMcCoy> It's a puzzle thingy
[23:07] <Strangerke> seubz : It's the 3rd title
[23:07] <Strangerke> Bricol'girls is the first, of course
[23:08] <Strangerke> But I can imagine a giant screen with garage babe in a loop
[23:08] <Strangerke> Neat.
[23:10] <seubz> kitchen boys...
[23:10] <Strangerke> DrMcCoy : And you should love those movies, they are only in french.
[23:10] <seubz> the title doesn't seem as appealing
[23:10] <Strangerke> seubz : yep. Impossible to found...
[23:10] <Strangerke> seubz : Most likely due to the cruel absence of girls, indeed
[23:11] <seubz> cruel is the right word...
[23:11] <-- garrythefish left irc: Read error: 104 (Connection reset by peer)
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[23:25] #scummvm: mode change '+o clone2727' by ChanServ!ChanServ@services.
[23:29] <-- Hkz left irc: "Quit"
[23:30] <Strangerke> Ha, I finally found the windows lost in time and inca2
[23:31] <Strangerke> It's on ADI 2.4 in spanish
[23:31] <-- kjdf left irc: Read error: 110 (Connection timed out)
[23:31] <Strangerke> I haven't find yet then in other language, so I don't know if they are in them
[23:35] <Strangerke> Now I found, I can go to sleep
[23:35] <Strangerke> Good night everyone
[23:36] <-- Strangerke left irc:
[23:37] <-- LordHoto left irc: "..."
[23:47] <-- rainc left irc: Read error: 113 (No route to host)
[23:50] Nick change: TheJoe -> TheJoe|ZzZz
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[23:53] <salty-horse> upgrade buildbot please :D http://build.chromium.org/buildbot/waterfall/console
[23:55] <salty-horse> oh it's a special template
[23:55] <salty-horse> this is also 0.7.8: http://buildbot.buildbot.net/waterfall
[23:56] <salty-horse> and scummvm's 0.7.10. it looked like a 0.7.1 :/
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[00:00] --- Thu Jun 11 2009