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[00:12] <GitHub26> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHH4A
[00:12] <GitHub26> scummvm/master 649f51a Paul Gilbert: TITANIC: Fix saying goodbye to Bellbot
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[00:13] <snover> dreammaster: my heart longs for an easter egg for saying goodbye forever instead
[00:14] <dreammaster> :)
[00:15] <dreammaster> One of these days, when I've had to properly spend time away from the game, I'm going to have fun using the code to figure out lots of difference phrases the bots will respond to
[00:17] <snover> i was sorry to read that you are getting burnt out on it. that is a rough feeling to have. let me know if i can be helpful in that regard.
[00:22] <dreammaster> Thanks. At this stage, there's not much left to do, thankfully, before I can announce a proper testing period. Hopefully, not too many bugs will be found. Fingers crossed
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[00:34] <snover> 1st bug report: no 3d audio (sorry, i had to)
[00:35] <snover> (its out of my system now)
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[00:36] <dreammaster> :o
[00:38] <snover> i suspect your revenge will be to create that ticket in trac and then assign it to me :|
[00:39] <dreammaster> LOL. Good idea. And of course, there's still those few Indeo 4 videos with transparency data encoded directly into the video frames.
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[00:57] <GitHub103> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vHH0z
[00:57] <GitHub103> scummvm/master 335bb21 Paul Gilbert: TITANIC: Fix bots to do more than a single idle sequence
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[03:33] <snover> sci2 is so weird. why would a game script want to change the size of the DACs audio buffer? i dont know, but they made it possible. (it didnt last long; that op got replaced in sci2.1.)
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[04:09] <GitHub79> [scummvm] bgK pushed 1 new commit to master: https://git.io/vHHrt
[04:09] <GitHub79> scummvm/master 1e64ef4 Bastien Bouclet: SCI32: Add detection for PQ4, French CD version
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[04:12] <snover> unfortunately that game probably is not any better in french.
[04:17] <bgK> i'm sure it's worse :) -- they enabled both the subtitles and the voices, translation mistakes will be easy to notice
[04:19] <bgK> (French subtitles and English voices)
[04:20] <snover> oh, they forced both of them to be on?
[04:22] <bgK> yes, both of them are force enabled
[04:23] <snover> of course. who *wouldnt* want to hear the wonderful voice acting :)
[04:23] <snover> i think this game has the most passive-aggressive narrator of any adventure game
[04:28] <snover> detective carey, neener neener rnrnrn youre just terrible at your job
[04:40] <bgK> the worst French voice acting in a SCI32 game is probably the narrator in SQ6 .. makes the game unplayable to me
[04:40] <bgK> was it possible to toggle hi-res graphics with SSCI in PQ4?
[04:41] <snover> yes, iirc it is a selection in the installer
[04:41] <snover> (for the CD version only)
[04:41] <bgK> I noticed loading a hi-res mode save in low res breaks the game
[04:42] <snover> hm. i can imagine that they might not have thought about that happening.
[04:43] <snover> id say its too bad to hear about the SQ6 narrator in French, but the English narrator is probably my favourite part of that game, so maybe it works out (makes you play it in English! :))
[04:43] <snover> i also cant imagine how some of the jokes would translate.
[04:46] <snover> phew. so i think i can get away with not having to care about how some of these audio opcodes in SCI2 worked. i see only 2, 3, 6, 9, and 12 in use in decompiled scripts and the indirect calls from kDoSound.

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[05:24] <GitHub124> [scummvm] bgK pushed 1 new commit to master: https://git.io/vHH6C
[05:24] <GitHub124> scummvm/master 9bb9c0d Bastien Bouclet: GUI: Focus the first 'focusable' widget when rebuilding dialogs...
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[08:05] <GitHub45> [scummvm-web] criezy pushed 1 new commit to master: https://github.com/scummvm/scummvm-web/commit/2e3047c27805e73ebc04df5f0dbad5bf0cb5a03e
[08:05] <GitHub45> scummvm-web/master 2e3047c Thierry Crozat: WEB: Indicate we got permission to distribute Broken Sword cutscenes
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[16:45] <WooShell> meow =^.^=
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[16:49] <t0by> woof
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[20:54] <TMM> ha! I found another sample of mve for that stupid 0x10 opcode
[20:54] <TMM> in mario typing
[20:55] <TMM> it plays! :D
[20:55] <TMM> I did not, in fact, make an interplay logo player :P
[20:55] <logix> something something mar(0x)10
[20:56] <logix> also, congrats :)
[20:57] <TMM> I can play the star trek: judgement rites videos too
[20:57] <TMM> whoooooo
[20:57] <TMM> they use opcode 0x06
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[21:04] <wjp> excellent :-)
[21:05] <TMM> so, mario typing in scummvm then? ;)
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[21:15] <TMM> I'm porting my work to ffmpeg now, my plan is to then port that to osystem
[21:16] <TMM> it seems that ffmpeg is the source for quite a bit of stuff in video/
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[21:28] <wjp> it is
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[22:10] <snover> TMM: congrats on your decoder!
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[22:13] <TMM> snover, thanks! :D
[22:15] <snover> Reminds me that there is still some work needed to support the vmd audio in some lighthouse vmds
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[22:26] <TMM> snover, I'm definitely first finishing this ffmpeg thing, I maybe can help a bit after. Strangerke is a fucking machine on the other bits of kingdom
[22:26] <TMM> he may end up being done with all the ui and logic stuff before I'm done with this codec :P
[22:27] <snover> I feel like video decoders are among the hardest things to work on
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[23:40] <snover> TMM: just let me know if you find yourself with time and interest still.
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[00:00] --- Wed Jun 14 2017