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[07:14] <Scummette> scummvm/master bde92c1 : I18N: Update translation files
[07:14] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JG0Qs
[07:14] <Scummette> scummvm/master 2b869aa antoniou79: I18N: Update translation (Greek)
[07:14] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JG0QG
[07:14] <Scummette> scummvm/master a14fb51 : I18N: Update translation (French)
[07:14] <Scummette> scummvm/master 64bc9fb marcosoutsider: I18N: Update translation (Portuguese (Brazil))
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[07:31] <eriktorbjorn> Threads and mutexes scare me, but shouldn't MidiDriver_MT32GM::isReady() use _sysExQueueMutex, when most (all?) other things that touch _sysExQueue does? Or will that cause deadlocks? I'm wondering because the Lure engine calls it repeatedly in its SoundManager::initCustomTimbres().
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[08:34] <Scummette> [scummvm] alxpnv pushed 1 new commits to master: https://git.io/JGEJA
[08:34] <Scummette> scummvm/master 5232b84 alxpnv: ASYLUM: disable used keywords in dialogs
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[08:58] <LePhilousophe> _sev: we can now proceed to create a #scummvm-notifications then
[09:30] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGEs8
[09:30] <Scummette> scummvm/master 4064616 IlDucci: I18N: Update translation (Spanish)
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[10:14] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGE4c
[10:14] <Scummette> scummvm/master 2e03836 antoniou79: I18N: Update translation (Greek)
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[13:52] <grogbot> <gu3> Is there any up-to-date "port" of scummvm for html5/js? (like this one: https://github.com/mutle/jsscummvm )
[13:53] <grogbot> <gu3> It will be nice to have to run it without any jailbreaking in devices like Nintendo Switch
[13:54] <eriktorbjorn> I haven't heard of any. (Then again, I also haven't *looked* for any, so that that for what it's worth.)
[14:03] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JGEhD
[14:03] <Scummette> scummvm/master 84d2f0d moralrecordings: DIRECTOR: Add sanity checks for starting/stopping video
[14:04] <grogbot> <gu3> There is this: https://web.libretro.com/
[14:04] <grogbot> <gu3> but the scummvm core is not precompiled (for some reason)
[14:16] <grogbot> <Mataniko> @gu3 We would need to add a new build target to webassembly and potentially a new backend
[14:16] <grogbot> <Mataniko> that work was done in the past, but never merged and is bitrotted to death
[14:16] <grogbot> <Mataniko> https://github.com/juj/emscripten-scummvm
[14:33] <grogbot> <shrimp> Hello, i am shrimp, i come from China. i'm interested in game, and i want to contribute to this project. And i use the c++.
[14:35] <grogbot> <sev> hi @shrimp
[14:35] <grogbot> <sev> are you friend of @sheep ?
[14:35] <grogbot> <shrimp> yes
[14:35] <grogbot> <sheep> yes
[14:36] <grogbot> <sev> let's put it into direct messages
[15:14] <grogbot> <timofonic> What about other channels only available on Discord too? Would it be difficult and/or resource intensive?
[15:19] <grogbot> <sev> why?
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[16:53] <grogbot> <timofonic> Some people are still using IRC. They may be able to participate. And avoid vendor lock in too. Of course, permissions may limit to those not allowed to or spamming, as usual. Just a very humble suggestion.
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[17:00] <grogbot> <bluegr> this would be a bit of a pain to sync, for little gain
[17:04] <grogbot> <lephilousophe> I agree it would be great but it will also be painful to manage all of these channels on the IRC side (think about NickServ registration and so on).
[17:12] <Scummette> [scummvm] sev- closed pull request #3037: DETECTION: Fix MD5 cache when starting engine (master...detection) https://git.io/JGR8h
[17:12] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JGuoR
[17:12] <Scummette> scummvm/master edb6d99 SupSuper: DETECTION: Clear MD5 cache when starting games
[17:14] <grogbot> <Mataniko> I'm getting kinda tired of the Discord/IRC topic.
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[17:38] <Deledrius> As am I, Mataniko.
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[18:03] <grogbot> <DreamMaster> Guess it's that time of year for the obligatory comic again 😅 https://imgs.xkcd.com/comics/team_chat.png
[18:03] <Deledrius> :/
[18:04] <grogbot> <bluegr> hahaha 😄 true story
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[18:05] <Deledrius> Not especially relevant except superficially, but sure.
[18:06] <grogbot> <bluegr> I find the comic quite fitting 🙂
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[18:07] <Deledrius> Then you haven't read any of the feedback and the reasons given if you think "because I like it this way" is the reason.
[18:07] <Deledrius> And frankly, that's both disappointing and deeply insulting.
[18:09] <Deledrius> I love this project, and I don't understand why there is suddenly such a devoted love for Discord and its proprietary, closed system to the extent that it's become easy to insult other members of the community here over having legitimate concerns with it.
[18:09] <Deledrius> Unfortunately, not talking about it favors the default position differently than it does those who are adversely affected by the decision(s). I hope you can appreciate that this means we all tire of the topic in very different ways.
[18:10] <Deledrius> I too wish it wasn't constantly a thing that is coming up.
[18:11] <Deledrius> It keeps getting brought up because the community keeps running into the problems the division has caused, and then we're told either that (insufficient) workarounds exist or that these problems simply don't exist at all. And when that doesn't work, that we should just stop talking about it anyway.
[18:13] <grogbot> <DreamMaster> You're quite right. I haven't read any of the recent feedback. I've been concentrating on my engine work recently to the extent that I frequently just skim the channels. I apologize if that's insulting to you. It certainly wasn't my intention
[18:13] <Deledrius> Right now, as things stand, the bridge and the bots all seem to working pretty well IMO. So I'd hope that it's mostly okay as-is.
[18:14] <Deledrius> Thanks, DreamMaster. I know how it is only having time to skim things :) I'm glad to hear the engine work is going well!
[18:16] <grogbot> <DreamMaster> Let's hope the AGS team doesn't do any more significant refactorings before AGS 4. Just refactoring their up to date codebase is going to end up taking about a month overall 😛
[18:16] <grogbot> <bluegr> OK, I never expected you'd find this insulting, at least I took it as a lighthearted joke. My apologies if this offended you, I'm busy with work and real life, as well as engine work, and I haven't delved into the channel discussions about the chat client and medium
[18:16] <Deledrius> Perhaps I should have worded it as "dismissive" more than "insulting", I apologize for that. :)
[18:17] <Deledrius> We're all busy, and this topic itself is a pretty minor one all things considered.
[18:18] <grogbot> <bluegr> OK... so please don't get offended by lighthearted jokes, we're here to discuss and enjoy talking about life, the universe and games 😉
[18:18] Action: Deledrius nods
[18:19] <Deledrius> Too true.
[18:19] <Deledrius> Thanks, bluegr. Which engine(s) are you working on presently? There are so many active right now I've had a hard time keeping track myself.
[18:21] <grogbot> <bluegr> trecision, these days I have plans to work on other engines too, but I need to find some free time
[18:22] <Deledrius> I don't think I'm familiar with any of their games, though I do recall Nightlong being brought up recently and I looked into that one. Sounds really interesting :D
[18:23] <grogbot> <bluegr> Our current target is Nightlong, yes
[18:23] <grogbot> <bluegr> It is a nice game
[18:24] <grogbot> <kreegee> I've been playing around with it. Hopefully I can soon share more. It's mostly just a new build target, very few changes are required to the SDL backend. There are some questions to be clarified though on how I/O (game data + savegames) should be handled and dynamic plugins need to work as well otherwise the binary is waaaay to big
[18:24] <grogbot> <kreegee> https://cdn.discordapp.com/attachments/581224061091446795/849353208634671114/scummvm-wasm.mp4
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[18:24] <grogbot> <trembyle> What is the level of interest / feasibility of adding other Trecision games after Nightlong is done?
[18:24] <grogbot> <NMIError> @eriktorbjorn re:MidiDriver_MT32GM::isReady() not using a mutex. The use case for the SysEx queue is: 1. Put SysExes on the queue 2. Check isReady while an SDL timer sends the SysExes (possibly using another thread) isReady uses Queue::isEmpty, which is a read-only operation, so it does not affect the queue in any way. The only possible issue I can see is if Queue::isEmpty returns true when the queue is not actually empty due to some
[18:24] <grogbot> concurrent modification, but I don't think it does that.
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[18:25] <Deledrius> That's so cool, kreegee!
[18:28] <grogbot> <bluegr> @kreegee great 🙂 And the performance looks to be good too. I assume that only support for grim is compiled in? Cause I see warnings about missing engines in the console
[18:29] <grogbot> <kreegee> i once built it with all engines and the wasm file was > 100MB, the good news though is that they all compile (including the required 3rd party libs)
[18:29] <grogbot> <bluegr> @trembyle Ark of Time seems to share some code, so this could be a next target. But the games had almost half of their logic hardcoded in the executable, so we'll see we had the sources for Nightlong, so it was a more straightforward task
[18:30] <grogbot> <bluegr> @kreegee nice! So most features seem to be working. How about external libraries (e.g. libmad)?
[18:31] <grogbot> <Mataniko> for WASM the accepted way is to build it with a specific engine and game bundled
[18:31] <grogbot> <gu3> Looks very cool!
[18:32] <grogbot> <Mataniko> and skip the GUI altogether
[18:32] <grogbot> <Mataniko> then we could embed demos in the website
[18:32] <grogbot> <bluegr> cool
[18:34] <grogbot> <kreegee> i compiled and linked (but didn't test): theoradec, faad, mad, mpeg2, a52
[18:35] <grogbot> <trembyle> awesome! thanks.
[18:35] <grogbot> <kreegee> static engine and bundling the game via a preloaded data file works. that's what's running in the video
[18:35] <Deledrius> Mataniko... oooh embedded demos sound like a great idea!
[18:36] <grogbot> <Mataniko> yeah, i mean WASM target would never need to load games from disk or have all engines
[18:36] <grogbot> <kreegee> if that's a goal for the project I can clean it up and push a MR fairly soon (I was planning on using dropbox/gdrive for game+save data and dynamic plugins - but that's a lot more work)
[18:37] <grogbot> <Mataniko> I'd be nice to have a PR for the basic build target working
[18:38] <Deledrius> ^__^
[18:39] <grogbot> <bluegr> @kreegee great! When you open a PR, please add a compiled version with a demo, so we can check it out!
[19:01] <grogbot> <SupSuper> would our existing cloud support work for file i/o?
[19:08] <grogbot> <kreegee> I think that would be something which would better be reimplemented in JS and bridged specifically for this. two reasons: - afaik it downloads all data instead of accessing it on the fly - that means it's going to blow up the browser memory - it uses a HTTP stack based on sockets which are mapped as websockets and would probably require a proxy to work
[19:11] <grogbot> <Mataniko> the issue is, you can't load file:// resources from WASM
[19:15] <grogbot> <kreegee> with range requests and modern internet connections it should be completely fine to play these games directly off cloud storage I think. it just requires a lot of integration code. (BrowserFS can help, but it's no panacea)
[19:25] <Scummette> [scummvm] eriktorbjorn opened pull request #3038: RFC: AUDIO: Add missing (?) mutex locking to MidiDriver_MT32GM::isReady() (master...mt32gm-mutex) https://git.io/JGzf1
[19:27] <grogbot> <ZvikaZ> ScummVM doesn't support adding games in zip files, because of possible piracy. Doesn't playing games from the cloud (which is a cool feature!) raise similar concerns?
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[19:34] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGzTZ
[19:34] <Scummette> scummvm/master 462a334 lotharsm: I18N: Update translation (German)
[19:34] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGzTn
[19:34] <Scummette> scummvm/master 5bc9d05 jepael: I18N: Update translation (Finnish)
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[19:38] <grogbot> <somaen> Thats just another way of storing your files though, similar to an NFS drive.
[19:39] <grogbot> <somaen> Zip files quickly get a tad similar to ROM files&
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[20:18] <grogbot> <sev> @ZvikaZ it does, this is why the current cloud code is working only with personal cloud files
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[21:10] <Scummette> [scummvm] lolbot-iichan opened pull request #3039: ACHIEVEMENTS: Minor fixes (master...achievements_stat_lists) https://git.io/JGznY
[21:20] <Scummette> [scummvm] digitall closed pull request #3020: AGOS: Fix restoreBlock() regression (needs testing!) (master...agos-crash) https://git.io/Jsibh
[21:20] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JGzcX
[21:20] <Scummette> scummvm/master f6bac7b eriktorbjorn: AGOS: Fix restoreBlock() regression
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[21:37] <grogbot> <somaen> The line needs to be drawn somewhere, while still avoiding to make piracy convenient. Supporting .zip-files doesnt add much value for people that have their own discs to grab the data from, but it makes piracy ever so slightly more convenient, hence we avoid adding support for that.
[21:38] <grogbot> <somaen> Supporting private cloud accounts does introduce a value add for people that own original discs, in that it makes playing on various devices more convenient.
[21:39] <Scummette> [scummvm] antoniou79 pushed 2 new commits to master: https://git.io/JGz8T
[21:40] <grogbot> <SupSuper> right, i was thinking just user data. usually web emulators have some kind of mechanism to just drag your local game into them
[21:41] <grogbot> <SupSuper> if users self-host it they could bundle it however they see fit
[21:41] <grogbot> <somaen> An emscripten-variant that only read local files would also be OK
[22:06] <grogbot> <kreegee> local files would be easy-ish (not sure what happens if it's >1GB), but I'm not 100% sure what the value here is if you have the data local you can probably also run scummvm locally. I was thinking more about scenarios where having scummvm is not that easy (i.e. iOS), or quickly wanting to play from the web. either way, any limitations about private cloud accounts can also be implemented in emscripten, my goal would be to support the same
[22:06] <grogbot> use cases the current cloud integration already supports. (without the need for an explicit sync)
[22:07] <grogbot> <kreegee> for me first step is anyway just providing freeware demos as Mataniko suggested.
[22:19] <Scummette> scummvm/master 22bd6da antoniou79: BLADERUNNER: Expand comments on two clues
[22:19] <Scummette> scummvm/master 86d0239 antoniou79: BLADERUNNER: Minor optimizations for vqa decoder
[22:19] <Scummette> [scummvm] lolbot-iichan closed pull request #3039: ACHIEVEMENTS: Minor fixes (master...achievements_stat_lists) https://git.io/JGznY
[22:19] <Scummette> [scummvm] lolbot-iichan pushed 2 new commits to master: https://git.io/JGz0c
[22:19] <Scummette> scummvm/master 080b8da lolbot-iichan: GUI: Remove mistakenly used _("string")
[22:19] <Scummette> scummvm/master b9f4e1a lolbot-iichan: ACHIEVEMENTS: Mark const methods as const
[22:19] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGz08
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