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[04:01] <grogbot> <trembyle> Was a decision made on zip files? Speaking as an unorganized person who is constantly searching for a few extra GB on my laptop drive, I would appreciate being able to zip my data files.
[04:02] <grogbot> <trembyle> I can't believe that requiring that users unzip an archive is really stopping a lot of piracy.
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[05:33] <Scummette> scummvm/master 4dbeda0 : I18N: Update translations templates
[05:33] <Scummette> [scummvm] bluegr closed pull request #3028: MSVC: Add compiler printf validation (master...msvc-printf) https://git.io/JGguk
[05:33] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JGguI
[05:33] <Scummette> scummvm/master e3d082d SupSuper: MSVC: Add compiler printf validation
[05:33] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JGguY
[05:33] <Scummette> scummvm/master 6627665 : I18N: Update translation files
[05:47] <Deledrius> trembyle, just mount all your games using zipFS :p
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[09:44] <grogbot> <sev> @SupSuper re; user data, but we have that. You can already download game files from your private cloud
[09:45] <grogbot> <sev> @kreegee local files via drag and drop are already supported. ScummVM raises an internal HTTP server for that
[09:45] <grogbot> <sev> @trembyle yes, the decision is reflected in FAQ
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[11:41] <grogbot> <antoniou79> @Kebabounet hi! With a little search in the discussion history, I've found that you have the source code for the third party scummtr, scummrp tools. Do you also have the code for BMRP?
[11:42] <Scummette> [scummvm] alxpnv pushed 1 new commits to master: https://git.io/JG27g
[11:42] <Scummette> scummvm/master 0dbc280 alxpnv: ASYLUM: add vertex check to Polygon::contains()
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[12:49] <grogbot> <Kebabounet> hi @antoniou79 No sorry, BMRP was made by some other authors and I've just been in contact with Thomas who did the scummrp/scummtr/scummfont tools. I have their names though, in case you want to contact them
[12:59] <ScummBot> Build [#883](https://buildbot.scummvm.org/#builders/95/builds/883) of `master-dreamcast` failed.
[12:59] <ScummBot> Build [#883](https://buildbot.scummvm.org/#builders/94/builds/883) of `master-dreamcast-debug` failed.
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[13:27] <grogbot> <antoniou79> Ah, I see. Thank you for the info. There's no need to contact the authors for now. Maybe in the future. It would be great if we could expand that tool to support EGA versions of the games. I only written a tool that I called LMRP, for LOOM EGA, because BMRP would not work for it.
[13:28] <grogbot> <antoniou79> But that tool is specifically written for LOOM, was written in a few hours and was quite simple in its function (and the code is not optimal either).
[13:29] <grogbot> <antoniou79> Anyway, there's a new thread on the forums asking for such a tool, which prompted my question on the source code availability. https://forums.scummvm.org/viewtopic.php?f=2&t=16296
[13:31] <grogbot> <Kebabounet> ah yes, bmrp only worked with a couple of games I believe (never really used it myself)
[13:31] <grogbot> <Kebabounet> I wonder what set of tools were used by the person who did the "Ultimate" versions of Mi1 and Mi2
[13:32] <grogbot> <Kebabounet> he fixed some visual glitches and script errors so I guess he had a lot of good tools available
[13:32] <grogbot> <Kebabounet> although I believe most SCUMM tools always target MI2/DOTT 🙂
[14:31] <grogbot> <Bluedude588> Hi everyone! I am trying to get Might and Magic World of Xeen to play on my 3ds, but it crashes on start up. I've gotten other games to work. Any thoughts? Has anyone gotten that game to play on the 3ds build themselves?
[15:00] <ScummBot> Build [#1005](https://buildbot.scummvm.org/#builders/87/builds/1005) of `master-nds` failed.
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[17:24] <grogbot> <sev> I think nobody tried that
[17:25] <grogbot> <sev> But taking into account the complexity of the engine, I wouldnt exclude the fact that the 3ds simply doesnt have enough ram
[17:29] <grogbot> <Bluedude588> Dang but yeah that's what I figured. from what I understand, World of Xeen is the only M&M game that Scummvm supports right? Are there any plans to get M&M 1-3 supported? If not I'll just stick with King's Quest and Eye of the Beholder since both of them are working!
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[18:19] <grogbot> <DreamMaster> Long term it would be a nice to have. But unlike 4 & 5, each game has their own unique "engine" which would have to be disassembled from scratch, and would take a fair while. Except for 3.. it seems like it uses an earlier version of the 4&5 engine, so it may be more feasible to figure out and support. Still be a lot of work though. So yeh, stick with other games for the foreseeable future 🙂
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[18:20] <grogbot> <Khvostik> 1-2 shares a number of code I belive
[18:20] <grogbot> <Khvostik> Computer versions at least
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[18:22] <grogbot> <Khvostik> 3 and 4-5 more or less same engine yea
[18:24] <grogbot> <DreamMaster> In the case of Xeen, I was able to get a headstart on re-implementation due to WizardStan's early work disassembling the game's executable and implementing some rendering/scene code. Without that, I likely wouldn't have worked on it, since I've had my own preferences on what to work on
[18:25] <grogbot> <trembyle> I would personally love to have 1-2. I'm considering looking at those if I ever work up to reverse engineering an engine.
[18:31] <grogbot> <DreamMaster> I have to admit the earlier games do have their temptations for me, particularly the idea of creating "enhanced" versions, just like xu4 and Nuvie Ultima engines do. One of these days, I'll get back to working on my Ultima 1 reimplementation that was/is going to offer an enhanced mode that uses the Ultima VI tileset. Maybe similar kinds of things could be done for the early M&M and Wizardry games
[18:34] <grogbot> <trembyle> That's to indicate the huge grin on my face right now.
[18:35] <grogbot> <trembyle> The very idea brings me joy.
[18:57] <Scummette> [scummvm] orgads closed pull request #3014: SCUMM: Workaround missing subtitle in The Dig (master...dig-missing) https://git.io/JsEYH
[18:57] <Scummette> [scummvm] orgads pushed 1 new commits to master: https://git.io/JGVOp
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[19:40] <grogbot> <Khvostik> With 1-2, may people use "where are we?" tools which adds a lot of usefull info and stuff for dos version of the game
[19:40] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/849734865548083200/Screenshot-Main1.png
[19:41] <grogbot> <trembyle> Apologies, did not mean to get hopes up. I'm not a developer. I might get there eventually, but I can't contribute to this at my current skill level.
[19:42] <grogbot> <Khvostik> No, I just tried to comment on 1-2 games, not get into some rush that someone doing something 😄
[19:43] <grogbot> <trembyle> I think I misread your comment as "With 1-2 people, where are we" in terms of development, and then I panicked a little bit.
[19:43] <grogbot> <Khvostik> Just that they are fun games, and 1-2 had like 9000 versions to different platforms and some of them pretty advanced and would be fun if scummvm did support those
[19:44] <grogbot> <Khvostik> Like macintosh mouse gui versions
[19:44] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/849735863477993532/871904-might-and-magic-ii-gates-to-another-world-macintosh-screenshot2.png
[19:46] <grogbot> <Khvostik> Or ability to combine graphics and music from different versions etc. That would be fun in future, if anyone get to these games
[19:46] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/849736269449527356/94152-might-and-magic-ii-gates-to-another-world-snes-screenshot-in.png
[19:53] <grogbot> <trembyle> There's also PC Engine with red book audio and animated intro in MM1, or the weird Japanese computer versions of MM2.
[19:53] <grogbot> <trembyle> https://cdn.discordapp.com/attachments/581224061091446795/849738117983633428/unknown.png
[19:54] <grogbot> <trembyle> Not to speak for him, but I think @DreamMaster's style would be to combine the best features of the various platforms into "enhanced" versions of the DOS games. Apologies if I'm off base here.
[19:54] <grogbot> <Khvostik> Yea, mm2 msx/pc98 88/sharp x86000 version is wierd
[19:55] <grogbot> <Khvostik> Thing with mm1-2 versions that you may divide them as "close to original" or "with serious mechanics changes"
[19:59] <grogbot> <Khvostik> And while pc-apple2-c64 (+amiga of 2), others has minor changes (mac 1-2 graphical gui, genesis version of 2 music and cut close combat/party order, snes version of 2 is same as genesis but with more re drawn graphics etc), some other ports are VERY different
[19:59] <grogbot> <Khvostik> Like Superfamilcom japan version of 2 (not snes one), a lot of japan ports of 1, yea
[20:03] <grogbot> <Khvostik> So it is a big question if they will count as same or just different games in scummvm lol
[20:10] <ScummBot> Build [#1010](https://buildbot.scummvm.org/#builders/34/builds/1010) of `fetch-master` failed.
[20:24] <speachy> line voltage is hovering around 111v, dipping to ~104v at times.
[20:25] <speachy> the other UPS claims ~113v currently, dippnig to ~107v
[20:26] <speachy> third is about the same
[20:27] <speachy> whoops, my apologies, folks. sloppy window focus.
[20:29] <grogbot> <gu3> is it possible to have an official scummvm release in the nintendo switch store?
[20:30] <grogbot> <gu3> (I think it cost money, but let's assume that's not an issue)
[20:30] <Scummette> scummvm/master 3b05a52 orgads: SCUMM: Workaround missing subtitle in The Dig (#3014)
[20:30] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://git.io/JGV05
[20:30] <Scummette> scummvm/master 996e238 Strangerke: CRYO: Fix crash in showMovie
[20:30] <Scummette> scummvm/master 43098ca Strangerke: CRYO: Save Preferred Subtitle Language to config, load it in InitPrefs instead of using the default language
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[20:34] <grogbot> <_athrxx> Offering homebrew stuff in the official nintendo store? Seriously? 😂
[20:43] <grogbot> <DreamMaster> That's correct. I'm only really familiar with DOS/Windows PC assembly. Since figuring out all the base game logic would require disassembling the entire game, it means DOS versions always get the priority
[20:48] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/JGVuD
[20:48] <Scummette> scummvm/master 1e51093 criezy: Revert "OPENGL: Fix aspect ratio bug when switching render"
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[21:03] <Scummette> [scummvm] bluegr closed pull request #2929: WIN32: Use UTF8 instead of local codepage (master...z_hebrew_path_icecream) https://git.io/JYxK6
[21:23] <Scummette> [scummvm] criezy opened pull request #3040: SDL: Add new pixel perfect stretch mode (master...stretch-pixels) https://git.io/JGVaR
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[23:05] <grogbot> <sev> @gu3 it is not possible due to license
[23:06] <grogbot> <sev> Nintendo SDK cannot be combined with GPL code
[23:06] <Lightkey> Apropos RPGs: GemRB 0.8.8 is out, immediately followed by merging the subviews branch that has been six years in the making: http://log.usecode.org/gemrblog.php?log=2Jun2021
[23:52] <grogbot> <Mataniko> what are subviews
[23:58] <Lightkey> https://github.com/gemrb/gemrb/wiki/Subviews---Origins-and-Summary-of-Changes Window manager.
[00:00] --- Thu Jun 3 2021