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[01:48] <Deledrius> It's nice to see that whoever is handling their KS updates is more aware of what's going on than whoever they had in charge of their FB account.
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[07:02] <GitHub169> [scummvm] bgK closed pull request #1198: MOHAWK: README: Minor autosave changes and notes for autosaving (master...mohawk10536) https://git.io/vhvOs
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[07:02] <GitHub100> [scummvm] bgK pushed 4 new commits to master: https://git.io/vhqm3
[07:02] <GitHub100> scummvm/master 0500096 David Fioramonti: MOHAWK: MYST: Do not autosave over saves from the original...
[07:02] <GitHub100> scummvm/master 6041e4a David Fioramonti: MOHAWK: Allow non-autosaves in autosave slot to be deletable...
[07:02] <GitHub100> scummvm/master 0d88be5 David Fioramonti: README: Redo Autosave section and note newly supported autosave games...
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[10:01] <GitHub134> [scummvm-web] lotharsm pushed 1 new commit to master: https://git.io/vhqGJ
[10:01] <GitHub134> scummvm-web/master 07ee067 lotharsm: WEB: Announcing the partnership between Cyan and ScummVM
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[10:06] <GitHub43> [scummvm-web] lotharsm pushed 1 new commit to master: https://git.io/vhqGt
[10:06] <GitHub43> scummvm-web/master 4b6c589 lotharsm: WEB: Fix formatting in Cyan partnership announcement
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[10:12] <_sev> \o/
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[10:30] <dafioram> Thats some awesome myst news!
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[10:31] <GitHub7> [scummvm-web] sev- pushed 1 new commit to master: https://git.io/vhqG1
[10:31] <GitHub7> scummvm-web/master 99121a1 Eugene Sandulenko: WEB: Remove the Myst post (for now)
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[10:32] <bgK> indeed, it's an awesome news we have started discussion with Cyan thanks to rootfather and _sev, but it's a bit early for an annoucement
[10:33] <_sev> bgK: errr... I do not think it is early, but I listened to your request to hold off
[10:34] <bgK> an I thank you for that
[10:34] <bgK> *and
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[16:39] <Deledrius> &_&
[16:39] <Deledrius> ^_^
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[17:36] <Zorix> has anyone else noticed that myst save state is broken?
[17:36] <dafioram> explain
[17:36] <Zorix> easy to replicate, load a new game, get to the island and first thing save, quit, open scummvm again and load it and it loads you in some place i never saw before heh
[17:37] <Zorix> oh it loads to the library staring at the ceiling
[17:38] <dafioram> that is how the original does it as well
[17:40] <Zorix> the original had save states?
[17:40] <dafioram> as part of the save files yes.
[17:41] <dafioram> they store various states of the puzzles, which levers are up and such
[17:41] <Zorix> ah
[17:41] <dafioram> the scummvm saves store more information like play time, saved thumbnail and the like
[17:41] <Zorix> i was hoping it was a real save state such as freezing all memory values
[17:42] <Zorix> thumbnail is useless then
[17:42] <Zorix> should all be that ceiling
[17:43] <Lightkey> how is it useless? it tells you where you stopped
[17:44] <Zorix> hmm i suppose
[17:45] <Deledrius> That does make the thumbnail a bit misleading, but having every thumbnail show you the same picture of the library's ceiling isn't very useful either.
[17:45] <Zorix> it's just confusing for someone that has either never played, or like me that played when it was new but 20 some years later, cant remember that fact
[17:45] <Zorix> it makes it seem like a bug
[17:46] <Lightkey> let's put it next to the Broken Sword intro is broken FAQ :-)
[17:46] <Zorix> haven't played that one
[17:47] <Lightkey> the video starts black with audio only
[17:49] <Zorix> ah
[17:49] <Zorix> yea that would seem like a bug as well
[17:50] <dafioram> it may not be that difficult to add to the save file where the player is and which way they are facing, but that would probably require saving many more save states of objects to the file.
[17:52] <Deledrius> It's also not how the original worked.
[17:55] <dafioram> It would probably lead to better user experience when the user saves at a few places in the game, but I can forsee a lot of testing needed.
[17:56] <dafioram> You can default many of the objects in the world to some initial state if you know the user is starting at say, the library facing the ceiling.
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[17:57] <dafioram> says some door far away can be set to closed. but if we now allow the user to save his state with node information in fron that door we have to also save that state of that door being open/closed
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[17:59] <GitHub122> [scummvm] dafioram opened pull request #1203: SAGA: Don't show pause message in saved thumbnail (master...saga10008) https://git.io/vhq2o
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[18:01] <Deledrius> That's probably partly why they did it. I think the other reason is a tacit assumption that you're "linking back to myst" when you rejoin the game, and so arriving at the link-in spot. Admittedly, since you're trapped there, it doesn't make a whole lot of sense. The way this worked for Relto is a lot easier to justify that way.
[18:01] <Zorix> sure but when you initially link in you are at the dock anyways
[18:02] <Deledrius> Yeah, but all the other linking books take you back to the library.
[18:02] <Zorix> ah
[18:02] <Deledrius> and those are the ones you have access to
[18:03] <Deledrius> It's definitely hand-wavey
[18:03] <Zorix> i never played very far so i dont know much about it, so i will play it
[18:03] <Deledrius> It requires patience, but IMO does eventually reward you for it :)
[18:04] <dafioram> Zorix: autosave has been added to the game so if you don't save to slot 0 it will autosave.
[18:04] <dafioram> assuming you are playing on master (and not 2.0.0)
[18:04] <Zorix> yea saw the auto save, under what condition does it generate an auto save though?
[18:04] <Zorix> i actually compiled it about 5 min before i came in here from git master
[18:04] <dafioram> no non-autosave in slot 0
[18:05] <Zorix> wondered why i couldnt select that one heh
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[00:00] --- Sun May 27 2018