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[00:07] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7922
[00:07] <GitHub35> scummvm/master 26ef2ce Paul Gilbert: TITANIC: Fix floating lifbot head in lift 4
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[00:18] <m_kiewitz> tsoliman: you should have given him PQ1AGI instead
[00:20] <tsoliman> I tried. He doesn't like AGI for some reason. We even did the AGS versions of KQ1,2,3 and SQ2
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[00:25] <snover> which compilers supported by scummvm dont optimise an unsigned division with 2^n denominator into a bit shift?
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[01:00] <GitHub117> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v79wu
[01:00] <GitHub117> scummvm/master 78a1d34 Paul Gilbert: TITANIC: Fix animation when leaving fusebox
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[01:02] <snover> i mean, i *guess* you could call it a fusebox.
[01:03] <dreammaster> fusebox, switchbox, the "no touchee" box :)
[01:05] <snover> unbelievably full of fuses box
[01:06] <dreammaster> The "I can't believe it's not dangerous" box
[01:06] <snover> yes!
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[01:07] <GitHub72> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v79wH
[01:07] <GitHub72> scummvm/master 20a3a08 Paul Gilbert: TITANIC: Fix rendering bottom line of room glyphs
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[01:37] <GitHub188> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v79ok
[01:37] <GitHub188> scummvm/master 5d9da66 Paul Gilbert: TITANIC: Fix highlighting PET tab icons during load or Deskbot conv
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[02:35] <AudioRCA[m]> ping
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[03:02] <snover> woo! a little more progress with the indeo 4 transparent plane. ive identified the transparent plane header and some header values that correspond to the number of 8x8 blocks in the image.
[03:03] <snover> all this work doing comparative analysis on different files just to avoid figuring out how to hook into the binary reference decoder&
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[05:25] <GitHub121> [scummvm] eriktorbjorn pushed 1 new commit to master: https://git.io/v79ML

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[05:25] <GitHub184> [scummvm] yinsimei pushed 1 new commit to master: https://git.io/v79Mm
[05:25] <GitHub184> scummvm/master c847208 Simei Yin: SLUDGE: Fix sprite depth error
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[06:31] <GitHub166> [scummvm] sev- closed pull request #985: Graphics:: Add multiply blend mode (master...multiply-blend) https://git.io/v7yro
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[06:31] <GitHub15> [scummvm] sev- pushed 1 new commit to master: https://git.io/v79ya
[06:31] <GitHub15> scummvm/master 7ec2fcc Simei Yin: Graphics:: Add multiply blend mode
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[06:47] <GitHub3> [scummvm] sev- pushed 1 new commit to master: https://git.io/v79yN
[06:47] <GitHub3> scummvm/master 1252270 Eugene Sandulenko: README: Added newly supported games to the NEWS
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[07:03] <GitHub13> [scummvm] bgK pushed 1 new commit to master: https://git.io/v79S2
[07:03] <GitHub13> scummvm/master cafec87 Bastien Bouclet: MOHAWK: Myst: Fix incorrect vault instructions using image patch...
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[07:12] <waltervn> morning
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[07:22] <eriktorbjorn> Cool, I almost didn't report that Myst bug because I figured it wouldn't be fixed. :-)
[07:23] <eriktorbjorn> The only other thing I noticed while playing through it was bug #10114, which should be trivial by comparison.
[07:27] <bgK> it always feels good fixing bugs that were in the original games :)
[07:27] <bgK> good to know Myst still works fine
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[08:51] <Deledrius> Oh, wow. That's awesome!
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[09:22] <GitHub196> [scummvm] yinsimei pushed 1 new commit to master: https://git.io/v795S
[09:22] <GitHub196> scummvm/master 044ea6f Simei Yin: SLUDGE: Apply lightmap to sprites
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[10:15] <GitHub199> [scummvm] yinsimei pushed 3 new commits to master: https://git.io/v79bK
[10:15] <GitHub199> scummvm/master 7734cb9 Simei Yin: SLUDGE: Fix uninitialised value
[10:15] <GitHub199> scummvm/master 02b09dc Simei Yin: SLUDGE: Fix Common::String operator[] out of range
[10:15] <GitHub199> scummvm/master 1892d60 Simei Yin: SLUDGE: Apply dark color to sprite using multipy mode
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[12:26] <Pantheon> Haha this is fantastic!
[12:26] <Pantheon> https://ibb.co/kBgR9v
[12:26] <Pantheon> Scummvm is running on windows 98 :)
[12:27] <Pantheon> and I added direct OPL pass through so its playing with hardware adlib
[12:27] <Pantheon> :D
[12:27] <Pantheon> The timing is a bit off though :/ so something needs work there
[12:28] <Pantheon> https://drive.google.com/file/d/0B6ttKukykbi-MzdmZ3M0STB1Q00/view?usp=sharing
[12:28] <Pantheon> that link should work :D
[12:29] <Pantheon> Its all a bit hacky at the moment, so need to spend some time polishing now
[12:30] <Pantheon> Any the scummvm compiles to 15mb! I wonder why its so large :/
[12:30] <Pantheon> My PC only has 64mb
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[12:51] <Pantheon> I should profile and see why the timing is not tight
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[12:52] <GitHub193> [scummvm] dafioram opened pull request #986: TITANIC: add that titanic supports original saved games to readme (master...titanic_readme_savedgames) https://git.io/v79jp
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[12:53] <GitHub87> [scummvm] dafioram closed pull request #986: TITANIC: add that titanic supports original saved games to readme (master...titanic_readme_savedgames) https://git.io/v79jp
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[12:55] <GitHub183> [scummvm] dafioram opened pull request #987: TITANIC: add that titanic supports original saved games to readme (master...titanic_readme_savedgames) https://git.io/v7HeT
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[13:02] <GitHub121> [scummvm] sev- pushed 1 new commit to master: https://git.io/v7HeO
[13:02] <GitHub121> scummvm/master 4ca14e2 Eugene Sandulenko: WAGE: Turn warning into debug message
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[13:38] <GitHub107> [scummvm] bgK pushed 1 new commit to master: https://git.io/v7Hff
[13:38] <GitHub107> scummvm/master e62e287 Bastien Bouclet: MOHAWK: Myst: Fix one Atrus video being off position by one pixel...
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[14:19] <GitHub124> [scummvm] dreammaster closed pull request #987: TITANIC: add that titanic supports original saved games to readme (master...titanic_readme_savedgames) https://git.io/v7HeT
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[14:19] <GitHub138> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/v7HUo
[14:19] <GitHub138> scummvm/master 07350be David Fioramonti: TITANIC: add that titanic supports original saved games to readme...
[14:19] <GitHub138> scummvm/master e2a15a2 Paul Gilbert: Merge pull request #987 from dafioram/titanic_readme_savedgames...
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[14:44] <Farmboy0> dreammaster: i think virtual mouse clicks are a step backwards for keyboard navigation
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[14:46] <dreammaster> It was unavoidable, I'm afraid. The initial implementation simply bypassed too many in-game objects that grab the mouse clicks and do their own "leave scene" processing
[14:46] <Farmboy0> the problem it doesnt work well
[14:47] <Farmboy0> for instance cursor down for backwards never worked where i tried it
[14:47] <Farmboy0> and try cursor down when looking at the bomb
[14:47] <dreammaster> Damn. :P. I was hoping my latest work would do better at catching all the special cases
[14:48] <dreammaster> Well, down arrow will only work in cases where the scene has an explicit "back" arrow
[14:48] <Farmboy0> even cursor up doesnt work everywhere where forward motion is available for instance in that small room ion the sgt decks with the picture and the chair
[14:49] <dreammaster> For other cases, such as look up/down arrows, they're both triggered by the up arrow. Which means that there are a few cases, like the music system for the 1st class restaurant, where you have to use Up arrow to move away from it, and not back
[14:50] <Farmboy0> besides cursor keys seem to trigger cs skips which is annoying
[14:50] <dreammaster> Huh.. just checked, and the back arrow works fine with the bomb closeup
[14:50] <dreammaster> cs skips?
[14:50] <Farmboy0> cutscene skipping
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[14:51] <GitHub178> [scummvm] yinsimei pushed 2 new commits to master: https://git.io/v7HkC
[14:51] <GitHub178> scummvm/master 606d213 Simei Yin: SLUDGE: Fix SoundManager destructure error
[14:51] <GitHub178> scummvm/master 3cfb5bc Simei Yin: SLUDGE: Fix unmatched delete and delete []
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[14:51] <Farmboy0> like at the beginning when the titanic crashes on the house and the doorbot comes out
[14:51] <dreammaster> They shouldn't, the arrows simply trigger standard mouse clicks. So they'll only skip transitions if you also hold down shift
[14:52] <dreammaster> Let me try running it from the start
[14:53] <Farmboy0> when i tried the cursor down at the bomb the bomb went off
[14:53] <Farmboy0> tried it again and the countdown reseted
[14:53] <dreammaster> Oh, wait, you may be running an outdated version of the code. Previously, pushing up whislt at the computer triggered an old transition in the upper-left corner of the screen, probably left in by the original developers to quickly skip over the arrival cutscene
[14:54] <dreammaster> Likewise, I've made improvements to cursor movement since then, since there were problems in scenes where objects partially overlayed the exit regions.. they could accidentally capture the mouse clicks
[14:54] <dreammaster> You can actually see the cursor in the original if you go up to the very top-left corner of the computer scene :)
[14:54] <Farmboy0> my last build was a751ad5530b991b92d36c04adff14410156c907a
[14:55] <dreammaster> Woo.. that's all the way back from the 8th. That's ancient! :)
[14:55] <Farmboy0> i see
[14:55] <dreammaster> Actually, it looks like you missed my arrow improvements by only hours, since I committed improvements on the 8th as well
[14:56] <Farmboy0> yeah 8 hours
[14:56] <Farmboy0> youre just too slow you know :p
[14:57] <Farmboy0> anyway ill try again with the latest code
[14:57] <dreammaster> Well, that's good then. I'm glad that there aren't yet more problems for me to look into. dafioram and csnover are keeping me busy enough as it is :)
[14:57] <Farmboy0> dont be so sure :)
[14:58] <Farmboy0> if theres any bugs left ill find them
[14:59] <dreammaster> Well, I guess they're better off all found now, so the game can be as rock-solid as possible for release.
[14:59] <dreammaster> Even if some of them do end up being a pain to track down
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[15:03] <dreammaster> If someone with more experience with the GUI than me could answer this: https://github.com/scummvm/scummvm/commit/12522705d8109aa1eb7a1ea67afb87105c148fd4
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[15:07] <GitHub79> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7HIJ
[15:07] <GitHub79> scummvm/master eaab1f0 Paul Gilbert: TITANIC: Fix duplication of RealLife icons when passenger class changes
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[15:46] <Farmboy0> dreammaster: in the SGT cabin is it normal if the inventary like the tv doesnt always get moved out of the wall?
[15:48] <dreammaster> Well, if you mean the various graphic corruptions that occur, then yes, at the moment. Those videos use a special form of transparencies that still need to be properly reverse engineered. At the moment, I'm using a hacky "best guess", which only partially works
[15:50] <Farmboy0> no i mean like on the pet there a button for move tv out move tv in move the seat out move it in
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[15:51] <dreammaster> Ah, well there are a bunch of conditions for when the items can turn and/or off. The TV for example, can only turn on if it's in the "closed" position and the Bed footer is not "closed"
[15:53] <dreammaster> Makes sense.. if you could just open the TV immediately (if this were real life), you wouldn't need to solve the rest of the room to get the bed out.. you could just watch the TV standing up
[15:55] <Farmboy0> never played this game before so thats why im asking whter its a bug or not
[15:55] <Farmboy0> so you say its a puzzle
[15:56] <dreammaster> Yes, you have to fiddle around with all the furniture to figure out how to get the bed out, and only then it lets you open the TV and lie on the bed to watch it.
[15:56] <Farmboy0> so the button on the pet will switch position even if you dont like pull out the tv thats ok too right?
[15:57] <dreammaster> Yes, that's like the original
[15:57] <Farmboy0> although id like it better if the button stayed in the off position then
[15:59] <dreammaster> That would make some sense if it kind of debounced back to the old position, yes. Though since the original explicitly had it this way, I'm loathe to just simply change it.
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[16:00] <Farmboy0> yeah i know what you mean
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[16:22] <GitHub123> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Hq5
[16:22] <GitHub123> scummvm/master 99d5097 Paul Gilbert: TITANIC: Fix to processing textual numbers in sentences
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[16:30] <criezy> Good evening
[16:30] <snover> hi criezy
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[17:21] <GitHub45> [scummvm] criezy pushed 1 new commit to master: https://git.io/v7HOc
[17:21] <GitHub45> scummvm/master 1932275 Thierry Crozat: NEWS: Reword two GUI related changes
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[18:17] <GitHub122> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7Hsd
[18:17] <GitHub122> scummvm/master 76f8279 Paul Gilbert: TITANIC: Fix converting double digit words into numbers
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[19:12] <Lightkey> does anyone here even own any of the Leisure Suit Larry Casino games?
[19:12] <Lightkey> https://www.mobygames.com/game/dos/crazy-nicks-software-picks-leisure-suit-larrys-casino that is almost empty
[19:15] <Lightkey> https://www.mobygames.com/game/windows/leisure-suit-larrys-casino this isn't even listed in Sierra Game Versions
[19:16] <Lightkey> and first time I hear there was a LarryCasino released this year, though probably not using SCI..
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[19:35] <Lightkey> m_kiewitz: come on, where is your pride as a hoarder?
[19:40] <snover> Lightkey: Leisure Suit Larrys Casino is not SCI
[19:41] <Henke37> say, anyone heard of the visionaire engine?
[19:42] <Lightkey> snover: https://www.youtube.com/watch?v=yNY6ZstdUdY
[19:42] <snover> Lightkey: I have Crazy Nicks LSL, it is on disc 1 of the LSL collection
[19:42] <snover> Lightkey: yes, very sure, i downloaded the demo and checked the executable.
[19:43] <Lightkey> snover: for the first one, what is the exact title? that's why I was looking for a box scan, though I don't know whether it was even sold separately
[19:46] <snover> The title screen is Crazy Nicks Software Picks: Leisure Suit Larrys Casino
[19:46] <Lightkey> thanks
[19:47] <snover> because its sierra, the readme.txt says Crazy Nicks Budget Picks instead
[19:47] <snover> and Crazy Nicks Budget Picks
[19:47] <Lightkey> oh please stop
[19:47] <snover> and Nicks Picks Budget Games
[19:47] <Lightkey> the pain
[19:48] <snover> so its definitely probably one of those.
[19:48] <Henke37> a clear example of how much care and attention went into the product
[19:49] <m_kiewitz> Crazy Nick was done by interns. So many issues
[19:49] <Lightkey> oh, actually found a box scan
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[19:50] <GitHub21> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7HC2
[19:50] <GitHub21> scummvm/master 8fe7187 Paul Gilbert: TITANIC: Fix resuming well music after looking down well
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[20:06] <GitHub190> [scummvm] dafioram opened pull request #988: MOHAWK: Myst and Riven saves and controls readme additions (master...mohawk_myst_riven_readme) https://git.io/v7HWr
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[20:36] <Pantheon> The Dig is such a great game
[20:45] <Lightkey> snover: what is the status of the Hoyle games and Police Quest: SWAT? they are not listed in http://wiki.scummvm.org/index.php/SCI/Testing but were added to http://wiki.scummvm.org/index.php/Engines#Complete_Engines_in_the_Latest_Unstable_Version
[20:45] <m_kiewitz> you don't want to play SWAT
[20:46] <Lightkey> that's not what I asked :-P
[20:46] <snover> Lightkey: i dont know what magic is responsible for putting stuff in the Engines page. PQ:SWAT and Hoyle are still not supported.
[20:46] <Lightkey> it's magiiiiic?
[20:47] <Lightkey> you added them there yourself :-P
[20:47] <snover> apparently i was the magic, and careless.
[20:47] <snover> there are too many places to change the same information
[20:48] <Lightkey> here we go with the excuses..
[20:50] <snover> the adgf flag in the detection table, the individual game page on the wiki, engines page on the wiki, compatibility data in scummvm-web, the readme, the testing spreadsheet, im pretty sure i am forgetting something else
[20:50] <snover> the NEWS file&
[20:50] <Lightkey> while we are at it, the games are generally marked as supported on their wiki pages after a new version has been released that support them, there have been "complete engines" before that didn't make it into the next release
[20:52] <snover> the game list in the bug tracker
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[20:52] <GitHub67> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/v7H85
[20:52] <GitHub67> scummvm/master a031837 Paul Gilbert: TITANIC: Fix music fadeout when entering Parrot room
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[22:23] <dreammaster> Okay, I'm somewhat pertubed. I spent the last half hour trying to figure out why the following three lines kept crashing on the delete:
[22:23] <dreammaster> Common::MemoryWriteStreamDynamic compressedData(DisposeAfterUse::YES); Common::WriteStream *zlib = Common::wrapCompressedWriteStream(&compressedData); delete zlib;
[22:24] <dreammaster> Turns out that, if I understand correctly, the internal wrapper class uses a shared pointer, and it crashes because I passed it a pointer to a local heap object, rather than one explicitly created with new Common::MemoryWriteStreamDynamic.
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[22:27] <dreammaster> Ah.. the GZipWriteStream defines the wrapped field as a ScopedPtr<WriteStream> _wrapped. So presumably ScopedPtr doesn't like heap object pointers. Not sure why it needs to be defined like that though
[22:28] <dreammaster> Is it trying to protect the underlying stream from being freed whilst it's still active? In which case, it would be cleaner to be using a DisposeAfterUse as an optional parameter to the wrapCompressedWriteStream call
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[22:51] <Pantheon> Nice!
[22:51] <Pantheon> oh crap
[22:51] <Pantheon> thought I fixed my timing issue, but I didnt :'(
[22:52] <Pantheon> its a lot better though
[22:55] <Pantheon> Guess I need to dig into IMUSE and see how it does its timing
[22:56] <Pantheon> or the DefaultTimerManager, as I still dont know how it all interacts
[22:57] <snover> dreammaster: compressedData is stack-allocated, not heap-allocated.
[22:58] <dreammaster> Ah, okay, I can never keep the differences for stack vs heap straight in my mind :P
[22:59] <snover> ScopedPtr is like std::unique_ptr, it calls `delete` on the held pointer when the parent object is deleted. so just heap-allocate compressedData instead and it should be fine.
[22:59] <snover> Common::MemoryWriteStreamDynamic *compressedData = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES);
[23:00] <dreammaster> Yep, I already switched over to that when I realized what the problem was. It wasn't worth obsessing over it any further, once I vented into the channel ;)
[23:00] <snover> basically, wrapCompressedWriteStream takes ownership of whatever object you pass to it. it should probably be documented better that this is what it does.
[23:09] <dreammaster> Agreed. Likewise for wrapCompressedReadStream.
[23:10] <dreammaster> I'll add some lines into their declaration comments once I've committed in my current work
[23:10] <snover> 👍
[23:11] <dreammaster> I'm setting up create_titanic to compress the bitmaps. It reduces the size from 3.7Mb to 2.7Mb
[23:17] <snover> just for fun? :)
[23:19] <dreammaster> Mostly due to prior grumbling about the size of it. I'm going to see if I can't push it down further by compressing some of the other large resources
[23:19] <dreammaster> Not all of them will be easily suitable for convenient compression, but I'll see what I can do
[23:19] <snover> prior grumbling from yourself or from others?
[23:20] <dreammaster> Others. And somewhat understandable considering the previous largest other DAT file was the queen.tbl, and that was barely 1Mb.
[23:23] <tsoliman> Titanic continues to break size records! :)
[23:23] <dreammaster> \o/
[23:25] <tsoliman> a part of me really enjoys how fitting the name is
[23:26] <snover> in the era of 1 petabyte of storage fitting within a 1U, complaining about an extra MB feels like a weird concern to me, but whatever :)
[23:28] <snover> not to mention that 1MB is roughly .07% of the total size of the game data
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[00:00] --- Sun Aug 13 2017