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[00:18] <sanguine> I found a uk site selling a JPN PC Engine Loom pretty cheaply if anybody is interested http://www.genkivideogames.com/games/loom-lucas-arts-pcenginesupercdrom/jccd2009
[00:19] <sanguine> Apparently they only have one copy in stock at the moment, but I asked and they are happy enough to track down mulitple versions if required
[00:20] <sanguine> -versions +copies
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[06:57] <CIA-36> Hkz * r40876 /scummvm/trunk/engines/tinsel/ (graphics.cpp palette.cpp palette.h): tinsel: endianess fix Discworld PSX palette remapper
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[07:07] <CIA-36> Hkz * r40877 /scummvm/trunk/engines/tinsel/detection.cpp: tinsel: add entry in detector for Discworld PSX demo
[07:07] <Hkz> i love when things work out of the box :P
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[08:29] <CIA-36> Hkz * r40878 /scummvm/trunk/engines/tinsel/ (dw.h handle.cpp scn.h): tinsel: Discworld PSX uses "index.dat" as scene index file, not "index"
[08:32] <Kerwork> nice going Hkz, you almost finished? :P
[08:33] <Hkz> i'm missing SEQ music support
[08:33] <Hkz> but the game seems to work pretty nice
[08:33] <Hkz> i'm finishing act 1
[08:33] <Kerwork> colors look nice now too?
[08:33] <Hkz> yes
[08:34] <Kerwork> awsome =)
[08:34] <Hkz> i've put up some shots yesterday
[08:35] <Hkz> http://hkzlab.ipv7.net/files/misc/Discworld_psx_shots/ , not much to see, as it's virtually identical to pc version i think
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[08:43] <Q_u_a_r_K> Is the keymapper functionality stable yet? I noticed some commits, but haven't done a diff.
[08:45] <CIA-36> Hkz * r40879 /scummvm/trunk/engines/tinsel/ (graphics.cpp palette.cpp): tinsel: avoid unnecessary iterations in Discworld PSX palette remapper
[08:51] <Hkz> hmm
[08:51] <Hkz> now a million-dollars question
[08:52] <Hkz> anyone remebers if in talkie discworld version the dragon had some kind of reverb effect in the voice?
[08:56] <_sev> Hkz: save couple of screenshots once we announse support for PSX version
[08:56] <DrMcCoy> Hkz: Some kind of effect, yes
[08:56] <Hkz> aha
[08:56] <Hkz> dragon voice in psx version is different then :)
[08:56] <Hkz> it's a plain voice
[08:56] <Hkz> _sev, ok
[08:56] <Hkz> this is a good thing, it could mean that psx audio isn't a reencoded pc audio
[08:57] <Hkz> and could be in fact higher quality, as the frequency is 44100hz :)
[08:57] <Q_u_a_r_K> "Widget <KeyRemapper.Close> has y > 400 (437)!"
[08:57] <Q_u_a_r_K> I guess the keymapper isn't usable yet? :)
[09:03] <DrMcCoy> Hkz: There's a complete gameplay of Discworld on YouTube, but the guy uploading it has a problem with his sound breaking of in the middle of the videos. Every time the dragon can be heard, it's already a silent video
[09:03] <Hkz> damn :-|
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[09:15] <DrMcCoy> Hkz: http://drmccoy.de/zeugs/dragon.ogg , recorded from PCM. I could probably use ScummVM to dump the speech verbatim, but I'm too lazy for that now ;)
[09:16] <Hkz> thanks :)
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[09:36] <Hkz> yes, it's really different
[09:37] <_sev> Q_u_a_r_K: it is, just make sure you have latest scummmodern.zip
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[09:39] <_sev> Q_u_a_r_K: and it also works strictly for Modern theme >=640x400, because I am going to reswsign the dialog
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[09:40] <Q_u_a_r_K> _sev: Strange. I'm using the scummmodern from svn.
[09:40] <Q_u_a_r_K> Gonna check again.
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[09:59] <coldz> are those files in engine-data same license as scummvm itself or with the license as the games are?
[10:08] <salty-horse> each game has its own license
[10:08] <salty-horse> in the zip file
[10:10] <DrMcCoy> salty-horse: He's talking about kyra.dat et al.
[10:11] <salty-horse> ah :/
[10:11] <salty-horse> I'm not :)
[10:12] <DrMcCoy> coldz: I for one can't help you there, I've got no idea :P
[10:17] <salty-horse> coldz, can you ask the mailing list? it seems like an important issue
[10:19] <coldz> i will try that
[10:20] <Hkz> damn, it seems that i got a script bug in discworld psx, it gets triggered if i do (or don't do) specific actions before going into "past ankh-morpork"
[10:20] <DrMcCoy> :/
[10:20] <salty-horse> thanks coldz
[10:21] <salty-horse> Hkz, that's also a spoiler bug :)
[10:21] <salty-horse> Hkz, does it happen on the psx?
[10:22] <Hkz> don't know, i have to check, i just run into it :-|
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[10:56] <Kerwork> heya dreammaster
[10:56] <dreammaster> G'day
[11:02] <Kerwork> sup?
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[11:04] <dreammaster> Well, I finished Runaway 2. What a cop-out end for a game.. if there's one thing that pisses me off, it's a game that uses 'to be continued' rather than properly winding up the story
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[11:07] <dreammaster> Apart from that, I'm still bashing away at the Cruise engine, trying to fix the remaining bugs. ;P
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[11:15] <Kerwork> get anywhere on them yet?
[11:17] <dreammaster> Fixed one of them. As for the other, a pathfinding issue, it seems that entering the specific room by the one spceific entrance, half the time doesn't make the player properly walk all the way into the room.. it's weird..
[11:17] <CIA-36> thebluegr * r40880 /scummvm/trunk/engines/sci/ (5 files in 3 dirs): Objectified the AudioResource code (used for speech and digitized music in CD talkie games)
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[11:20] <CIA-36> thebluegr * r40881 /scummvm/trunk/dists/ (4 files in 4 dirs): Updated the MSVC project files of the kyra engine (added sound_lol.cpp)
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[11:37] <waltervn> hi
[11:37] <Kerwork> hey walt
[11:47] <wjp> hi
[11:49] <CIA-36> Hkz * r40882 /scummvm/trunk/engines/tinsel/ (play.cpp tinlib.cpp): tinsel: add PSX specific code to workaround the thief bug in past ankh-morpork, i still have to give a better look at this though
[11:49] <dreammaster> Hkz: Out of curiousity, what what was the PSX thief bug?
[11:50] <Hkz> dreammaster, i get this in psx version only: it happens when the thief steals the evocation book in the "yesteday" unseen university
[11:51] <Hkz> if the player follows him immediately, it seems that vars on the stack gets corrupted somehow, or get wrong values, so i get a segfault because the game tries to load an unexistent film
[11:51] <Hkz> though, if the player looks around and interacts with some items
[11:51] <Hkz> the next screen works perfectly fine
[11:51] <dreammaster> Hmmm.. interesting
[11:51] <Hkz> yes, i was going to ask you, but i did not see that you were logged in :)
[11:52] <dreammaster> Yeh, these days I'm 'dreammaster', not '_dreammaster' :)
[11:53] <salty-horse> Hkz, mmmm... l-space...
[11:54] <dreammaster> I vaguely remember that we did have an issue with l-space originally.. there was some sort of workaround/fix to handle it properly
[11:54] <Hkz> ah
[11:55] <Hkz> it could be very well related to that
[11:55] <Hkz> also
[11:55] <dreammaster> Here it is - PlayMidi in tinlib.cpp
[11:55] <Hkz> if the player goes back to lspace and back again the thing works
[11:55] <dreammaster> It seems to be related to when the music volume is zero.. since you haven't implemented PSX music yet, that could be the reason
[11:55] <Hkz> ah
[11:55] <Hkz> very good
[11:56] <Hkz> i just have some work to do now, but i'll look at it as soon as i finish
[11:56] <dreammaster> NP :)
[11:56] <Hkz> thanks for pointing that out :)
[11:57] <dreammaster> Actually, it looks like it's still a FIXME, which means that it still hasn't been corrected for the PC versions either.
[12:02] <CIA-36> waltervn * r40883 /scummvm/trunk/engines/sci/engine/ (kernel.cpp kgraphics.cpp): SCI: Force movie palettes (KQ6).
[12:03] <Hkz> dreammaster, in fact, adding TinselV1PSX at the check you pointed out fixes the problem
[12:03] <Hkz> thanks again
[12:05] <Kerwork> thats my current strategy for eliminating crashes in noir too at the moment, hehe
[12:06] <CIA-36> Hkz * r40884 /scummvm/trunk/engines/tinsel/ (play.cpp tinlib.cpp): tinsel: remove the ugly psx l-space workaround, and instead add a check into PlayMidi for psx version
[12:16] <dreammaster> Kerwork: Given all the recent additions to Tinsel, you should make sure your repository is up to date with the changes as well. It'll save problems later on down the track
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[12:28] <Kerwork> dreammaster: yea, I need to figure out a good way to do it. maybe it would be best to use git-svn so I can rebase unless svn has a way of doing that
[12:29] <LordHoto> hi
[12:31] <dreammaster> G'day
[12:31] <CIA-36> thebluegr * r40885 /scummvm/trunk/engines/sci/engine/ksound.cpp: Fixed crash when starting KQ6
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[12:55] <waltervn> hey max
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[13:13] Action: Kerwork pokes L0_ongcat
[13:13] <Hkz> hooooooot
[13:14] <Hkz> i'm going to liquefy myself
[13:14] Action: L0_ongcat chuckles
[13:14] <L0_ongcat> :)
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[13:25] <Hkz> _sev, shots of discworld psx with hq2x and ratio correction, right?
[13:25] <salty-horse> Hkz, see wiki
[13:25] <Remere> Aaah, first exam done, now to study for the next one, oh joy! :)
[13:25] <Hkz> right
[13:25] <CIA-36> waltervn * r40886 /scummvm/trunk/engines/sci/sfx/softseq/adlib.cpp: SCI: Adlib: fix crash in SQ4.
[13:25] <salty-horse> http://wiki.scummvm.org/index.php/Screenshots#How_to_make_screenshots
[13:26] <salty-horse> Hkz, ^^
[13:26] <Hkz> ok, thanks. i was taking them correctly then
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[13:28] <CIA-36> lordhoto * r40887 /scummvm/trunk/engines/sci/resource.cpp: Fix mismatching new[]/delete pair (silences a valgrind warning).
[13:35] <CIA-36> lordhoto * r40888 /scummvm/trunk/engines/sci/resource.cpp:
[13:35] <CIA-36> - Fix various valgrind warnings in the audio sync code
[13:35] <CIA-36> - Fix crash when qutting KQ 5 CD
[13:35] <CIA-36> (It was caused by resources of type "kResourceTypeSync" getting allocated an "Resource" object instead of an "ResourceSync" object, I hope this is the correct fix)
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[13:52] <Fingolfin> hi waltervn
[13:53] <Fingolfin> (sorry, late reply, but just after I logged on I was called in for a meeting ;)
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[13:56] <salty-horse> can I assume short circuiting in such an example? if (test == 0 || test(foo)) ?
[13:56] <salty-horse> (my real test isn't really with a function)
[13:56] <salty-horse> the real test:
[13:56] <salty-horse> if (targetLine >= SCREEN_H - PANEL_H) {
[13:56] <salty-horse> _screenBuf[targetPixel] = lineBuffer[sourcePixel];
[13:56] <salty-horse> } else if (_mask.getPixel(targetPixel) >= maskDepth) {
[13:56] <salty-horse> _screenBuf[targetPixel] = lineBuffer[sourcePixel];
[13:56] <wjp> || and && short-circuit yes
[13:56] <salty-horse> }
[13:56] <salty-horse> I want to write this in one line
[13:58] <wjp> if you do that with an ||, the getPixel will only get executed if the first condition is false
[14:00] <salty-horse> ok it indeed works :)
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[14:06] <LordHoto> what's the desired behavior when specifing an invalid save slot via the -x command line parameter? should the engine just start up as if there had been no slot specified? should the engine error out?
[14:06] <LordHoto> or is every engine free to do whatever it likes? :-)
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[14:08] <bakerkj692> hi is anyone online?
[14:10] <wjp> hi
[14:11] <bakerkj692> hi mate just a question do you have anything to do with the scummvm client?
[14:12] <wjp> if you have a question about scummvm, just ask it :-)
[14:13] <CIA-36> thebluegr * r40889 /scummvm/trunk/engines/sci/ (engine/kgraphics.cpp gfx/gfx_widgets.cpp): Fixed a nasty bug in the GUI code, which caused the windows in PQ3 and SCI1.1 games to be erased incorrectly
[14:13] <Fingolfin> LordHoto: IIRC we don't specify a behaviour, but I think it would be preferable to do so. I am fairly open to any... I think for the user, it would be best if we aborted with an error "saveslot deos not exist", but for implementation it'd be easiest to just ignore it, I guess... :) whatever, I don't mind, as long as it is behaves consistently across all engines ;)
[14:13] <Fingolfin> LordHoto: maybe we should agree on one behavior, announce it on scummvm-devel and update the "extended engine feature" page in the wiki accordingly?
[14:14] <bakerkj692> i am a iphone developer and I am looking to bring the scummvm to the app store legally as I am buying the rights to day of the tentacle and want to release it for iphone. i know you can do this with a jailbreak version. i want to know how to licence the iphone client of scummvm?
[14:15] <LordHoto> Fingolfin: well I'm fine with that, currently most engines I tried just do startup the game normally if the slot specified doesn't exist
[14:15] <LordHoto> Fingolfin: tinsel makes an exception here, it only shows a black screen
[14:17] <LordHoto> Fingolfin: I guess quitting when a error occured would be best yeah :-)
[14:19] <wjp> bakerkj692: I'm not sure I understand what you're asking exactly. ScummVM is licensed under the GNU GPL, in any case.
[14:20] <Fingolfin> bakerkj692: ScummVM is licensed exclusively under the GPL, a license which require you to release any modifications you make into the open
[14:20] <Fingolfin> bakerkj692: you are allowed to derive a program from ScummVM and even sell it, as long as you release *all* of the sources required to build it
[14:21] <Fingolfin> bakerkj692: as for buying rights to days of the tentacle: that's curious, you mean LucasArts is actually willing to seel them? wow :)
[14:21] <bakerkj692> thanks that answers that, yes the rights are currently owned by Activision now
[14:22] <Fingolfin> bakerkj692: anyway, I also think the current ScummVM code base uses some APIs which are not in Apple's official SDK, and as such are not allowed for use in an app released via the AppStore. Those would have to be replaced/rewritten (and by the above, the required modifications would have to be released to the public)
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[14:23] <Fingolfin> bakerkj692: also, to comply with the GPL (and more specifically, our individual copyright), you would have to add a clear notice to your product that it is based on ScummVM; give credits; and include the GPL license text; also, you need to comply to the distribution clauses of the GPL
[14:23] <bakerkj692> i know i am going to use the 3.0 sdk to mod the code so you have the option of buying a license and download DOTT in the app then play it
[14:23] <Fingolfin> bakerkj692: I strongly recommend getting legal assistance for the details. We are happy to discuss this via email, too
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[14:24] <Fingolfin> bakerkj692: that would violate the AppStore terms of service, which specifically prohibit loading interpreted bytecode
[14:24] <bakerkj692> of course all code will be submitted to this fourm the only thing the end user buys is the game not the means of playing it
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[14:25] <bakerkj692> this is what i need to know
[14:25] <Fingolfin> (it's 3.3.2 of their EULA: "No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."
[14:25] <Fingolfin> and this is one of the main reasons we do not already offer a version of ScummVm via the App store
[14:25] <Fingolfin> it's the same reason there is no legal flash player for the iPhone
[14:25] <Fingolfin> (and I think flash and java are the main reasons Apple added that clause... :)
[14:27] <bakerkj692> oh i see when i went to the apple dev con they spoke about the possibility of doing this as the client would comply and use apple API's like the purchase api and push for updates
[14:28] <bakerkj692> in the same way EA offer ingame purchases in the upcomming sims3 release
[14:28] <CIA-36> lordhoto * r40890 /scummvm/trunk/engines/tinsel/tinsel.cpp:
[14:28] <CIA-36> Till we specify an common behavior when loading a game state on startup fails /
[14:28] <CIA-36> the user tries to load an non existing save slot, change Tinsel to start up the
[14:28] <CIA-36> game as if no slot was specified. (This 'fixes' bug #2796215 "DW: Black screen
[14:28] <CIA-36> when loading via command line")
[14:29] <joostp> Hmm, if Activision owns the rights, then xbox 360 Monkey Island may be legit afterall (it said "Publisher: Activision Blizzard")
[14:29] <_sev> bakerkj692: interesting
[14:30] <joostp> I wonder how they got the rights...
[14:30] <Fingolfin> bakerkj692: well -- then Apple must change their EULA, though.... do you mean they plan to do that?
[14:32] <bakerkj692> activision is the face behind lucasarts now and the publishing house. Lucasarts is still owned by George Lucas and operates from within activision
[14:32] <Fingolfin> bakerkj692: or do you mean to say this is yet another case of apple purposefully letting selected customers ignore their silly EULA ? The thing is, we don't like the idea of relying on Apple's "goodwill" for publishing ScummVM via the AppStore... either they mean this EULA restriction, then they should enforce it (and they obviously do enforce it in certain cases). Or they should drop / revise it...
[14:33] <madmoose> Fingolfin: They approved Flashback for iPhone which does the same. I don't think Apple interprets that section so strictly. Which is silly, of course.
[14:33] <bakerkj692> thats right and sega just released sonic under the same agreement
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[14:34] <wjp> does sonic contain a bytecode interpreter?
[14:35] <madmoose> Of course it's not easy for an Apple app reviewer to figure out that Flashback uses an interpreter.
[14:35] <bakerkj692> What i would like to know if I can get the rights to DOTT or at worst case open license and clarify with apple if they will allow me to do this would this community be up for it?
[14:36] <Kirben> Why would data files need to be downloaded at all? why not simply bundle with ScummVM? like GoG.com does for several games.
[14:36] <madmoose> The community could not prevent you from doing this as long as you comply with the GPL.
[14:37] <bakerkj692> sure why not i was thinking the 001/002 and sol files but that would be an option
[14:37] <bakerkj692> sul sorry
[14:38] <joostp> SOU
[14:39] <Fingolfin> madmoose: wait, does flashback download interpreted code?
[14:39] <Fingolfin> bakerkj692: and does sonic *download* interpreted code?
[14:39] <joostp> flashback downloads an "abandonware" version of the game
[14:40] <Fingolfin> essentially, if you do as Kirben says and bundle ScummVM+DOTT and sell the package via the AppStore, then (assuming you have the rights to DOTT, and comply to the GPL) this would be OK, both with ScummVM and Apple.
[14:40] <Fingolfin> if you download later on, and Apple accepts it, they are ignoring their own EULA. I wonder if that invalidates that section of their EULA... In Germany it might... ;
[14:40] <bakerkj692> sorry doing 100 things at once ok I will work on a 3.0 version of scummvm that launches the game code with no front end so the user can only play that game and i will credit it as powered by scummvm engine ect
[14:41] <Kirben> Anyway I don't see LucasArts licensing out their games, would have better luck with games from Humongous Entertainment, if that system could handle them.
[14:41] <madmoose> Fingolfin: The app reviewers do not have access to the source code of the app, so their ability to enforce all sections of the EULA during the approval process is limited.
[14:43] <bakerkj692> thats right they just load the app and test it for 100% compatibility and content, they are not privy to the source code for legal reasons
[14:46] <bakerkj692> thanks for your help guys I will keep you posted
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[15:04] <tanoku> Gentlemen.
[15:05] Action: madmoose tips hat
[15:06] <madmoose> Fair morning, good Sir.
[15:09] <Kerwork> tanoku!
[15:11] <Fingolfin> tanoku: shouldn't you be coding for your project instead of wasting your time here? ;)
[15:11] Nick change: TmR|screen`0ff -> TmRxX
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[15:20] <clone2727> Activision owns DOTT now? O_o
[15:21] <sanguine> huh clone?
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[15:22] <clone2727> sanguine: See the logs ;)
[15:25] <sanguine> sweet
[15:25] <sanguine> I need to get myself an iphone
[15:26] <sanguine> I have so many ideas in my head for stupid little games
[15:26] <Hkz> i too have lots of ideas
[15:26] <Hkz> pity i have much less money :P
[15:27] <sanguine> Hkz: I am poor too, stupid landlords stealing all my rent money
[15:27] <Hkz> eh :-(
[15:28] <madmoose> Ideas are a dime a dozen :-P
[15:29] <sanguine> Im going to eat, catch you in a few hours
[15:29] <Hkz> bye!
[15:29] Action: Hkz goes back to study
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[16:04] [md5] --> (n=asd-@adsl209-53.kln.forthnet.gr) joined #scummvm.
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[16:04] <[md5]> hello
[16:05] <LordHoto> [md5]!
[16:05] <[md5]> H0T0!
[16:05] <[md5]> thanks for fixing my mess...
[16:05] <[md5]> valgrind is wonderful :)
[16:07] <LordHoto> hehe
[16:07] <sanguine> Hi :D
[16:08] <[md5]> hi sanguine
[16:18] <clone2727> [md6]!
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[16:19] <[md5]> clone26!
[16:20] <WooShell> nohmd
[16:21] <clone2727> Woo!
[16:23] <WooShell> clo!
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[16:23] <salty-horse> Bud!
[16:27] <WooShell> weis!
[16:27] <clone2727> er?
[16:29] <Buddha^> salty-horse, clone, woo & ppl
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[16:31] <salty-horse> new ubuntu-based tablet. looks great for scummvm: http://www.umpcportal.com/gallery/v/SmartQ7/



[16:31] Action: salty-horse wants an umlaut too
[16:31] <Buddha^> Boneez!

[16:32] <DrMcCoy> Er
[16:32] <DrMcCoy> o_O
[16:32] <DrMcCoy> Hmm

[16:32] <DrMcCoy> Now

[16:32] <DrMcCoy> Why is pasting stuff sometimes messed up?
[16:33] <DrMcCoy> Could it be the 2 screen sessions? o_O
[16:33] <WooShell> i only see weird characters.. ~A)o( ~Aq| ~A<<
[16:33] <DrMcCoy> WooShell: Your client is backwards and can't do UTF8?
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[16:34] <WooShell> your client is backwards and throws multibyte characters into a singlebyte protocol :p
[16:35] <WooShell> .oO(some day i'll hack me a script to filter those broken clients..)
[16:35] <[md5]> hrm

[16:36] <[md5]> eek
[16:36] <[md5]> that looks messy
[16:36] <[md5]> sorry
[16:37] <WooShell> ztutsil sloek naztla - aweertsa na roo mey xan?
[16:38] <DrMcCoy> Not pig latin, not rot13
[16:38] <DrMcCoy> :P
[16:39] <WooShell> Ieea klatsek - klatsek sta! Nyok na judsta zto? Rha zto.
[16:39] <[md5]> Klingon?
[16:39] <WooShell> Glhagh tu sia nayieea umd? Lahum stchiadnak tresto luum.

[16:39] <DrMcCoy> [md5]: No, not Klingon
[16:40] <Hkz> an son dre' capir proprja gnent :P
[16:40] <WooShell> dig.
[16:40] <Hkz> :->
[16:45] <DrMcCoy> And I'm too lazy to break a substitution code now, if it's even one
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[16:55] <hashier> hej
[16:55] <clone2727> hashier!
[16:56] <clone2727> hashier: Got some dirt on DrMcCoy for us? :P
[17:02] <DrMcCoy> :o
[17:03] Action: DrMcCoy slaps hashier
[17:03] <hashier> DrMcCoy: you need a new monitor
[17:03] <DrMcCoy> hashier: Stop telling clone2727 to tell me to use my CRT as a rain collector!
[17:03] <hashier> with doesn't need that much power
[17:03] <clone2727> LCD's will also save you on electricity
[17:03] <hashier> DrMcCoy: it's one of my ideas, you know, they're the best
[17:04] Action: DrMcCoy snuggles his CRT
[17:05] <clone2727> hashier: Just use the hammer :P
[17:05] <hashier> DrMcCoy: wait, i want to see this
[17:06] <DrMcCoy> clone2727: :((
[17:06] <clone2727> Rain water takes precedence over love for CRT's!
[17:07] <DrMcCoy> No
[17:07] <hashier> clone2727: you have to see his glasses
[17:07] <DrMcCoy> Rain water can die for all I care ;)
[17:07] <hashier> DrMcCoy is bild, almost
[17:07] <hashier> he's typing all his code in braille
[17:07] <clone2727> hashier: haha! Send a picture :P
[17:08] <DrMcCoy> hashier: I'm not Bild! I abhor that "newspaper"
[17:08] <hashier> http://loessl.org/~hashier/relpub/DSCF4089.JPG clone2727
[17:08] <clone2727> hashier: DrMcCoy on the right?
[17:08] <DrMcCoy> Yes
[17:09] <clone2727> DrMcCoy: Nice shirt :P
[17:09] <DrMcCoy> :P
[17:09] <hashier> clone2727: it's me on the left
[17:09] <DrMcCoy> My Wacken-thingy was uncrumbled there too
[17:09] <clone2727> DrMcCoy: The CRT is right below the window! It's perfect to collect water!
[17:10] <DrMcCoy> It's also perfect for working on ScummVM :P
[17:11] <LordHoto> DrMcCoy beat the sword master? probably only with a walkthrough though!
[17:11] <clone2727> hahaha!
[17:12] <DrMcCoy> :O
[17:12] <DrMcCoy> LordHoto: You're dead.
[17:13] <LordHoto> DrMcCoy: no I'm still fine, why? :-P
[17:14] <DrMcCoy> LordHoto: You'll pay for that insolence
[17:14] <LordHoto> DrMcCoy: yeah at the next German ScummVM dev team meeting, right? :-P
[17:15] <DrMcCoy> Yes
[17:15] <LordHoto> we know who'll not invite then :-P
[17:15] <hashier> LordHoto: nothing to worry about. DrMcCoy even hasn't got a venus fly trap
[17:16] <DrMcCoy> hashier: I'll kill him with my Kuhgel
[17:17] <hashier> and what do you plan to do against the flies? kill them with you kuhgel too?
[17:17] <LordHoto> what's a "Kuhgel"? :-P
[17:17] <DrMcCoy> LordHoto: It's a plush sphere cow
[17:17] <LordHoto> omg
[17:17] <clone2727> Too cute for LordHoto :P
[17:18] <CIA-36> thebluegr * r40891 /scummvm/trunk/engines/sci/engine/kgraphics.cpp: Re-enabled the code for correct text positioning - it should work correctly now
[17:18] <DrMcCoy> LordHoto: http://www.karstadt.de/dbimages/ki/0/0681787740_g.jpg
[17:18] <LordHoto> lovely... not :-P
[17:18] <salty-horse> DrMcCoy, is that a cake?
[17:18] <LordHoto> lol
[17:18] <clone2727> Failcake!
[17:18] <DrMcCoy> salty-horse: o_O
[17:18] <hashier> DrMcCoy: make cake
[17:19] <clone2727> hashier: Did you see DrMcCoy's failcake? :P
[17:19] <DrMcCoy> No, failcake was that: http://drmccoy.de/food/20090509_02_Failcake2.jpg
[17:20] <hashier> clone2727: He was too ashamed, so he only took a pic. and threw it away
[17:20] <clone2727> hahaha!
[17:20] <hashier> the last cake was delicious
[17:20] <DrMcCoy> That's not true
[17:20] <hashier> but it wasn't made by coy (:
[17:20] <DrMcCoy> I did eat the cake
[17:20] <DrMcCoy> hashier: You're mean
[17:21] <hashier> DrMcCoy: your last one was fine too
[17:21] <DrMcCoy> My parents ate the cake too
[17:21] <[md5]> http://raoworld.files.wordpress.com/2009/01/double-facepalm.jpg
[17:21] <DrMcCoy> hashier: You're biased on that last cake anyway
[17:21] <LordHoto> less cake more code pls
[17:21] <DrMcCoy> [md5]: :P
[17:21] <DrMcCoy> LordHoto: Pffft
[17:21] <[md5]> :PP
[17:22] <clone2727> DrMcCoy: My gf called the kuhgel ugly :P
[17:22] <hashier> DrMcCoy: why? did I ever! "my that's good" to any of riegers tries to make any ediable?
[17:22] <DrMcCoy> clone2727: :O
[17:22] <hashier> edible
[17:22] <DrMcCoy> clone2727: Dump her!
[17:22] <hashier> clone2727: Coy's right!
[17:22] Action: clone2727 shall not!
[17:23] <DrMcCoy> clone2727: See, you made it cry :(
[17:23] <clone2727> DrMcCoy: Tears of rain water from the CRT?
[17:23] <DrMcCoy> :o
[17:23] <LordHoto> CRT > * !
[17:24] <hashier> LordHoto: are you as odd as coy?
[17:24] <clone2727> hashier: LordHoto and DrMcCoy are opposites, really :P
[17:24] <hashier> LordHoto: and as blind as he is?
[17:24] <LordHoto> no I don't have an CRT anymore, but I would love to get one for those old games, 320x200 looks stupid on an TFT :-P
[17:25] <hashier> just play it in a window, not fs
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[17:26] <LordHoto> that's lame when you *play* the game though IMHO :-P
[17:27] <hashier> my glx isn't working ):
[17:28] <LordHoto> all because of you not using a CRT!!!!!!!!1111111111
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[17:31] Nick change: TmRxX -> TmR|screen`0ff
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[17:37] <salty-horse> yay. room background zoom works. now to play the audio and commit
[17:38] <clone2727> hashier: You know, you could just buy a bucket ;)
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[17:57] <salty-horse> after calling the mixer's playRaw, do I have to make sure not to delete the sample before playback is done?
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[18:17] <eriktorbjorn> salty-horse: Isn't the buffer freed automagically when the mixer is done playing it?
[18:18] Action: eriktorbjorn afks.
[18:18] <salty-horse> eriktorbjorn, I have a class that wraps it. the question it if it's copied when playback starts
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[18:38] <CIA-36> Hkz * r40892 /scummvm/trunk/engines/tinsel/palette.cpp: tinsel: avoid unnecessary checks in discworld psx palette remapper
[18:54] <[md5]> salty-horse: the stream playing classes got a flag for autofreeing the sound buffer if you want
[18:54] <[md5]> Audio::Mixer::FLAG_AUTOFREE
[18:56] <salty-horse> [md5], my code doesn't quite work that way, and I wonder if I should change it.
[18:56] <[md5]> what are you trying to play? speech?
[18:56] <salty-horse> I load the audio file into a sample class, and then call mixer->play() on it.
[18:56] <salty-horse> this case is a bit more tricky:
[18:57] <salty-horse> I have a video playback class which I new, play() and delete. inside it there's an sample member. if I tell the mixer to play it, then I wonder if it's ok that the playback class's "delete" is reached before the playback is done
[18:58] <salty-horse> otherwise I won't new and delete the player, but use a class member for that playback that will keep the sample "alive"
[18:59] <[md5]> er, why would you want to keep the audio playing?
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[19:06] <salty-horse> because that's what the game does :)
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[19:28] <salty-horse> [md5], got an answer to my first question? :)
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[19:30] <[md5]> sorry salty-horse, busy with something atm
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[19:31] <dkasak_> Hi everyone.
[19:31] <clone2727> Hi dkasak_
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[19:31] <Strangerke> hi guys
[19:32] <clone2727> hey Strangerke ;)
[19:32] <Strangerke> hi clone :)
[19:32] <clone2727> Strangerke: When you spoke to the (pardon the expression) DEV dev, did you ask about sources?
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[19:33] <Strangerke> I mention them, barely
[19:33] <Strangerke> Why ?
[19:34] <Strangerke> Do you think that DrMcCoy's code is not good enough ? ;)
[19:34] <clone2727> Strangerke: Well, there are several games that aren't completable in ScummVM ;)
[19:34] <Strangerke> clone2727 : If you're thinking of Diablo 2, they told me it's not DEV...
[19:34] <Strangerke> O:^)
[19:35] <clone2727> haha
[19:35] <clone2727> More like Inca 2 or The Last Dynasty ;)
[19:36] <Strangerke> The problem is that they do not work for Coktel anymore... and the sources are still the property of Coktel
[19:37] <clone2727> Ah :\
[19:37] <Strangerke> And out of the 3 I contacted, only 1 seem to have a little something
[19:37] <Strangerke> the others have nada
[19:37] <clone2727> "little something" ? :P
[19:38] <Strangerke> => nothing concerning the old games
[19:39] <Strangerke> DEV was well protected to avoid the others company to get it
[19:39] <clone2727> heh, that's interesting
[19:40] <Strangerke> For example, only 2 persons had access to the computer room
[19:40] <Strangerke> quite paranoiac :)
[19:40] <clone2727> That seems strange :P
[19:40] <clone2727> Ok, I'm going to go see Terminator 4 now. See you all later :P
[19:40] <Strangerke> well, those 2 persons were 2 of 3 founders of MDO ;)
[19:40] <Strangerke> Yep, see you later
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[19:48] <eriktorbjorn> Heh. I didn't even notice that this program died. I guess it was overshadowed by the much more obvious death of "Plasma".
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[20:36] <CIA-36> wjpalenstijn * r40893 /scummvm/trunk/engines/sci/gfx/operations.cpp:
[20:36] <CIA-36> SCI: Only let gfxop_set_color use priority/control if mask has their bits set.
[20:36] <CIA-36> This fixes a regression from r39089 where text in the KQ5(floppy) intro
[20:36] <CIA-36> was displayed behind trees.
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[20:44] <CIA-36> thebluegr * r40894 /scummvm/trunk/engines/sci/ (engine/ksound.cpp resource.cpp resource.h): WIP code for the speech in the floppy version of KQ6 (still needs work)
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[20:46] <seubz> hello
[20:46] <garrythefish> hi seubz. :)
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[20:51] <Strangerke> hi seubz, garrythefish
[20:51] <garrythefish> hi Strangerke :)
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[21:03] <LordHoto> ah nice it seems with the latest SCI changes, KQ 5 CD intro works pretty fine now, the text isn't hidden behind the trees anymore and the GUI box disappears at the beginning at the right time now :-)
[21:04] <LordHoto> ok there's a serious palette issue now in this scene :-)
[21:05] <seubz> nice LordHoto, good job :)
[21:05] <LordHoto> I didn't do anything for that though :-P
[21:05] <seubz> good job to the team anyway then ;)
[21:17] <LordHoto> http://img509.imageshack.us/img509/2341/kq5cdintro.png this is what I'm getting shortly after Graham enters the scene
[21:17] <wjp> LordHoto: yeah... I assume you have a patch too? ;-)
[21:17] <LordHoto> nope :-)
[21:17] <Strangerke> It looks like the palette of Graham is correct
[21:17] <LordHoto> I was glad that I could fix this 'crash' when qutting KQ 5 CD, related to the resource code
[21:18] <wjp> Strangerke: yeah, and Cedric too
[21:18] <LordHoto> yeah the palette of the actors (objects?) in that scene looks pretty good
[21:18] <wjp> currently we don't handle the transitions between scenes properly
[21:19] <wjp> (i.e., there's a brief palette-flash between any two scenes)
[21:19] <LordHoto> parts of the background are ok too, at least some parts of the green grassland there looks ok
[21:19] <wjp> I'm hoping this is a symptom of the same thing
[21:19] <wjp> since the syncing of palette/background updates seems to be at least partially script-controlled
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[21:23] <wjp> the correct parts of the background probably use the first 64 colours, which seem to be mostly the same in all palettes
[21:25] <LordHoto> ah
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[21:28] <Strangerke> I was just wondering... how does cyx work ? Is he really alone on each project ?
[21:30] <waltervn> LordHoto: oddly, I now get a hang instead, when I quite KQ5CD
[21:30] <waltervn> *quit
[21:30] <LordHoto> waltervn: nothing like that over here
[21:32] <waltervn> it seems to be gone now...
[21:32] <LordHoto> did you quit it at any specific point?
[21:33] <waltervn> no idea, oh well :)
[21:33] <CIA-36> anotherguest * r40895 /scummvm/trunk/backends/platform/symbian/ (4 files in 2 dirs): Added hardwarekeys.cpp to makefile
[21:41] Nick change: TmRxX -> TmR|screen`0ff
[21:43] <CIA-36> lordhoto * r40896 /scummvm/trunk/engines/sci/engine/ksound.cpp: Remove leftover debug messages.
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[22:01] <Hkz> time to sleep here: lessons tomorrow
[22:02] <Hkz> bye everyone!
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[22:05] <eriktorbjorn> Heh. Nice combination. Pity it's pretty obvious that the song and animation weren't made for each other: http://www.youtube.com/watch?v=1Z_OIVJ6XDY
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[22:13] <garrythefish> _sev: are you there?
[22:14] <salty_horse> there's a place you're always welcome
[22:14] <garrythefish> dw2?
[22:15] <salty_horse> eriktorbjorn, this rocks!
[22:15] <eriktorbjorn> garrythefish: The song's from Discworld 2, if that's what you meant. (The animation is, of course, from The Corpse Bride.)
[22:15] <salty_horse> and I haven't watched corpse bride yet
[22:15] <garrythefish> the death song by eric idle, yeah. :)
[22:15] <salty_horse> I watched the casper movie yesterday, after first seeing it as a child when it came out. and I was like WTF eric idle was in it
[22:16] <salty_horse> I was so young and silly not to know who he was back then
[22:16] <garrythefish> what is scummvm's policy towards fan translations?
[22:17] <garrythefish> having a discussion about it in the residual channel. :)
[22:18] <garrythefish> just curious.
[22:19] <garrythefish> anyone?
[22:19] <eriktorbjorn> salty_horse: I think it's worth watching The Corpse Bride once, at least. I like The Nightmare Before Christmas better, but from a technical standpoint it's pretty amazing.
[22:20] <salty_horse> eriktorbjorn, I'm planning to
[22:20] <salty_horse> (as well as coraline)
[22:21] <Fingolfin> _sev / _sev|work_: here?
[22:22] <eriktorbjorn> salty_horse: I watched Coraline a little over a week ago. The cinema was almost empty, but I thought it was pretty good. Even if I had to watch Chicken Run afterwards to cheer myself up. :-)
[22:23] <salty_horse> stop motion double feature?
[22:23] <salty_horse> did you watch it in 3d?
[22:23] <garrythefish> Fingolfin, can you please explain the bit about fan translations support? as a project leader, you dictate the policies, right? so pretty please. :)
[22:24] <eriktorbjorn> salty_horse: No, I watched Chicken Run on DVD. No, no 3D. I live in a too small city for that kind of thing.
[22:24] <Fingolfin> garrythefish: the policy is this: we have no problem with fan translations, but we do not add MD5s for them in general. For SCUMM, this is not an issue, because fan translated games are correctly detected anyway, the only drawback is that ScummVM prints a warning about an unknown game version
[22:24] <salty_horse> coraline is being delayed in israel, and I hope to see it in 3d when/if it comes out
[22:25] <salty_horse> Fingolfin, and it also allows fan-made scumm games :)
[22:25] <Fingolfin> garrythefish: main reason for not adding fan translation MD5s: They constantly change, we'd end up having to support 10x as many MD5s, for a very questionable gain, if any
[22:25] <LordHoto> Fingolfin: actually I did add some MD5 sums in kyra, but only because it's the only way to properly distinguish them from "normal" versions (currently, that might change, but actually I'm too lazy to add another detection scheme)
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[22:26] <Fingolfin> salty_horse: that wasn't the main reason to write the SCUMM detector, though. nor were fan made translations :)
[22:26] <LordHoto> but the authors promised me not to touch the files in the dection entries anymore
[22:27] <garrythefish> Fingolfin: ah, thanks :D
[22:27] <Fingolfin> MD5 based detection is IMO a relatively crude way to detect games, and I am rather proud that the SCUMM detector can detect virtually all games correctly (with a few exceptions that the user can easily manually fix), even with all MD5s removed.
[22:28] <Fingolfin> but of course a detector that does that is highly game/engine specific, and it's impossible to implement that in a generic manner, hence most of our engines use the MD5 based "AdvancedDetector" (understandble, I guess)
[22:28] <Fingolfin> LordHoto: fine by me
[22:28] <LordHoto> might be, but since there's "AdvancedDetector" it's so much easier to use it instead ot thinking of a proper way to detect all different game flags possible :-)
[22:28] <Fingolfin> LordHoto: for SCUMM, there are so many many many fan translations, and active translation projects, it would be a nightmare :)
[22:28] <Fingolfin> LordHoto: that's what I said, right? :)
[22:29] <LordHoto> well for KYRA all was provided by the translation authors, md5sums for create_kyradat, offset tables etc.
[22:29] <LordHoto> well I was writing it at the same time
[22:29] <LordHoto> and pressed enter before reading yours :-P
[22:29] <Fingolfin> so, while I think the SCUMM detector is far superior to the AdvancedDetector in automated detection quality, it is definitely far less flexible than it :)
[22:29] <Fingolfin> and of course for SCUMM we don't need something like kyra.dat which makes this possible
[22:30] <Fingolfin> kyra is in a different situation; in fact ever engine we support has its unique requirements and issues when it comes to detection; this is in general a difficult domain
[22:30] <Fingolfin> so MD5 based detection seems fine to me
[22:31] <LordHoto> actually kyra.dat isn't important for detection, just since some strings are in the hardcoded executable of course kyra.dat need some way to extract it
[22:31] <LordHoto> and that was provided by the authors too :-)
[22:33] <LordHoto> if that hadn't been done I wouldn't have added support anyway, it's just too annoying to check out all offsets
[22:36] <garrythefish> does someone here have a localized version of grim fandango on the disk, or in hand reach? MD5 of the first 5000 bytes of the GRIM.TAB file is needed. so if anyone wants to help out, it would be appreciated.
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[22:48] <salty_horse> garrythefish, you can get google translate to translate it
[22:48] <madmoose> Is there a way that I can reopen a bug on sf.net? I believe ZAK: Cannot pickup Ladder on Mars Youth Hostel - ID: 2687801 was improperly closed.
[22:49] <garrythefish> salty_horse: ? ? ? :P
[22:51] <salty_horse> oh you mean an OFFICIAL translation :)
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[22:51] <Fingolfin> madmoose: if you are (a) logged in and (b) are submitter of the bug or a tracker technican, then you shoudl be able to reopen it, i think
[22:51] <madmoose> Fingolfin: I'm neither
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[22:52] <garrythefish> salty_horse: yeah, salty. :)
[22:53] <salty_horse> garrythefish, I used google translate to translate the gobliiins 4 demos from russian to english. it was adequate
[22:53] <garrythefish> the russians weren't pissed? :P
[22:54] <salty_horse> I did it for my own use
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[22:56] <Fingolfin> madmoose: but you can add a comment asking for it to be reopened, can't you?
[22:56] <garrythefish> ah, ok. i thought you've started a diplomatic incident or scandal. :P
[22:56] <garrythefish> google translators sucks in most languages :P
[22:57] <madmoose> Fingolfin: Apparently not: "Comments have been closed for this artifact."
[22:57] <Fingolfin> madmoose: make sure you are logged in... if you are, give me the link and I can check it out
[22:58] <Fingolfin> madmoose: SF.net confusiingly generates that message if you are not logged in and the tracker is set to only accept comments from ppl who are logged in
[22:58] <madmoose> Fingolfin: I am logged in... I guess SF is just being silly.
[22:58] <madmoose> Fingolfin: https://sourceforge.net/tracker/index.php?func=detail&aid=2687801&group_id=37116&atid=418820
[22:59] <garrythefish> anyone with a german version of grim fandango, out there? you might get a free lolipop with a chewing gum in the middle. :D
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[23:01] <garrythefish> do they even make these anymore? :P
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[23:09] <syke1> howdy
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[23:10] <garrythefish> what brings ya 'ere stranger? :P
[23:11] <garrythefish> and holster yer weapon. :P
[23:12] <garrythefish> french maybe? italian? bantu?
[23:13] <syke> buh
[23:14] <garrythefish> the grim fandango version, i mean.
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[23:16] <Fingolfin> $ head -c 5000 /Volumes/GRIM_DISC_A/GRIMDATA/GRIM.TAB | md5
[23:16] <Fingolfin> 464138caf47e580cbb237dee10674b16
[23:17] <Fingolfin> garrythefish: german grim, just had to find it
[23:17] <garrythefish> German? cool. :) thanks.
[23:17] <Fingolfin> garrythefish: where do I get my lollipop now?
[23:17] <garrythefish> i can send it if you like.
[23:19] <garrythefish> but we need to discuss the means of posting it.
[23:19] Action: DrMcCoy summons clone back
[23:20] <garrythefish> don't have much francophones here?
[23:21] <Strangerke> Ben non...
[23:21] <Strangerke> O:^)
[23:22] <Strangerke> and by the way, "french speaker" instead of "francophone" would help the other to understand...
[23:23] <garrythefish> would it?
[23:23] <Strangerke> Who knows...
[23:23] <salty_horse> I thought you mean some kind of phone
[23:23] <Strangerke> garrythefish : you see ? :)
[23:24] <Strangerke> salty_horse : Stop using google translator ;)
[23:24] <garrythefish> i think i do :)
[23:24] <salty_horse> am not :)
[23:25] <garrythefish> http://en.wikipedia.org/wiki/File:New-Map-Francophone_World.PNG - the guys in the blue area :P
[23:25] <Strangerke> salty_horse : or are you spanish ? Franco phone ?
[23:25] <garrythefish> hehe, lol
[23:25] <seubz> Strangerke: bah t'es pas seul !
[23:25] <P2E> ring ring ring ring ring ring francophone?
[23:26] <Strangerke> seubz, garrythefish : So, we are now 3 french speakers... :)
[23:26] <DrMcCoy> :D
[23:26] <salty_horse> I don't get it
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[23:26] <Fingolfin> madmoose: see if you can comment/reopen now
[23:27] <Strangerke> salty_horse : it's the name of a general in Spain (a dictator in fact)
[23:27] <salty_horse> yeah now I do
[23:27] <salty_horse> I didn't associate it with him
[23:28] <Strangerke> (sorry for the VERY BAD sense of humor : it's late)
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[23:28] <Strangerke> seubz, garrythefish : By the way, we have a 'francophile' here : DrMcCoy
[23:29] <DrMcCoy> Actually, I'm a francophobe :P
[23:29] <madmoose> Fingolfin: I can, thank you
[23:29] <Strangerke> do not hesitate to discuss with him in french, he's just SO SAD not to be able te train... :D
[23:29] <DrMcCoy> I hate the French language
[23:29] <Strangerke> DrMcCoy :)
[23:29] <DrMcCoy> ;P
[23:29] Action: salty_horse is very annoyed by project euler problem
[23:29] <DrMcCoy> Too many damn cases, and a freaking ugly number system ;P
[23:30] <Strangerke> DrMcCoy : You should have at least wait for the first messages to come
[23:30] <DrMcCoy> Strangerke: I can't let such a blatent falsehood stand there ;P
[23:30] <Strangerke> :D
[23:32] Action: Fingolfin just managed to use unshield to extract the feeble files data files. yipie :)
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[23:38] <madmoose> Fingolfin: I added my analysis of the cause of the bug, but I don't have the rights to reopen it.
[23:38] <garrythefish> ok, does anyone have a french version of grim fandango by chance? it's a long shot. :P
[23:39] <madmoose> It's been a long time since I've debugged scumm scripts, it feels good :-)
[23:42] <seubz> DrMcCoy: you shouldnt hate it, it works well with girls in the US ;)
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[23:42] <DrMcCoy> I couldn't care less about girls in the US ;P
[23:43] <garrythefish> well, in europe they think you're a little funny in the head if you speak french to them. :P
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[23:44] <Strangerke> re clone2727
[23:44] <Strangerke> garrythefish : Aren't we ? :)
[23:44] <clone2727> hey Strangerke ;)
[23:44] <garrythefish> plus i also don't care much about american women. ;)
[23:45] Action: clone2727 slaps garrythefish
[23:45] <DrMcCoy> cl0ne!
[23:45] <DrMcCoy> :)
[23:45] <clone2727> DrMcCoy!
[23:45] <CIA-36> athrxx * r40897 /scummvm/trunk/engines/kyra/ (6 files): LOL: implemented support for the mine car
[23:45] Action: DrMcCoy cuddles clone2727 :)
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[23:45] <garrythefish> Strangerke: hehe :)
[23:46] <clone2727> DrMcCoy: I'll pass :P
[23:46] <DrMcCoy> :(
[23:46] <madmoose> If it wasn't 1AM I would see if I could find some disassembly of zak... I must have something lying around somewhere.
[23:48] <Strangerke> madmoose : You could locate it tonight, so you have it for tomorrow ...
[23:49] <madmoose> Strangerke: Locating it would be the time consuming part...
[23:49] <clone2727> It would still be the same day when he wake up, anyway :P
[23:49] <clone2727> wakes*
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[23:51] Nick change: TmRxX -> TmR|screen`0ff
[23:54] <Strangerke> Hu... I'm sleepy ... Good night guys
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[23:56] Nick change: TmR|screen`0ff -> TmRxX
[00:00] --- Tue May 26 2009