[00:07] Considering the bugs the original release of the game had, particularly with not being able to target the destination for jumps, I think most of us would be justified in wanting to vent our frustration with the game. [00:07] In fact, having jumps at all be a mechanic to begin with. [00:21] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JeDqA [00:21] scummvm/master 053ecc3 aquadran: SAMSUNGTV: Fixed compilation [00:23] [scummvm] aquadran pushed 1 new commits to branch-2-1: https://git.io/JeDqx [00:23] scummvm/branch-2-1 9cd518e aquadran: SAMSUNGTV: Fixed compilation [01:13] vliaskov (~vliaskov@x4db7b619.dyn.telefonica.de) left irc: Ping timeout: 240 seconds [01:34] SylvainTV (~Sylvain@lfbn-lil-1-240-153.w90-45.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [02:13] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [02:13] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. 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[04:00] jamm (~jamm@unaffiliated/jamm) left irc: Ping timeout: 265 seconds [04:06] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeD3r [04:06] scummvm/master 795dbed digitall: GROOVIE: Use Advanced Detector LISTEND Macro in Detection Entries [04:20] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeD3y [04:20] scummvm/master 6a2a0c8 digitall: AGI: Use Advanced Detector LISTEND Macro in Detection Entries [04:33] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDsf [04:33] scummvm/master f65799a digitall: DRASCULA: Use Advanced Detector LISTEND Macro in Detection Entries [04:38] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDsI [04:38] scummvm/master 0b0c714 digitall: TEENAGENT: Use Advanced Detector LISTEND Macro in Detection Entries [04:47] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDs3 [04:47] scummvm/master 227182b digitall: TINSEL: Use Advanced Detector LISTEND Macro in Detection Entries [04:54] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDsC [04:54] scummvm/master 1e27808 digitall: TINSEL: Fix Missing List End Markers in Detection Entries [04:59] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDsB [04:59] scummvm/master 575531a digitall: CINE: Use Advanced Detector LISTEND Macro in Detection Entries [05:07] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDsa [05:07] scummvm/master b5a4adf digitall: PARALLACTION: Use Advanced Detector LISTEND Macro in Detection Entries [05:08] jamm (~jamm@unaffiliated/jamm) joined #scummvm. [05:23] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDs9 [05:23] scummvm/master 76d1814 digitall: SAGA: Use Advanced Detector LISTEND Macro in Detection Entries [05:28] Begasus (~begasus@ptr-4qba4e96psjkcgz54ro.18120a2.ip6.access.telenet.be) joined #scummvm. [05:52] dreammaster: What about expand Glk to Infocom V6 games, future DAAD engine, etc. could be easier? Did you say Infocom V6 games are more difficult to support in ScummGlk because of windowing limitations? [05:52] [scummvm] digitall pushed 1 new commits to master: https://git.io/JeDGm [05:52] scummvm/master d194243 digitall: AGOS: Use Advanced Detector LISTEND Macro in Detection Entries [06:16] cd (~cd@unaffiliated/cd) left irc: Quit: cd [06:32] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) left irc: [06:42] @DreamMaster, with the new engineIds, several engines can use the same gameIds. On the command line when there is an ambiguity, you need to specify a qualified name: engineid:gameid. When there is no ambiguity, the gameid is enough. [06:50] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 252 seconds [06:51] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [07:02] eriktorbjorn (d91tan@213-65-60-100-no2480.tbcn.telia.com) left #scummvm. [07:16] [scummvm] aviloria opened pull request #1969: WINTERMUTE: Removed 2 dulpicated entries (master...patch-2) https://git.io/JeDZe [07:32] timofonic (~timofonic@unaffiliated/timofonic) left irc: Read error: Connection reset by peer [07:34] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [07:35] Nick change: ldevulder_ -> ldevulder [07:37] [scummvm] bgK pushed 1 new commits to master: https://git.io/JeDZO [07:37] scummvm/master d62f463 bgK: GUI: Fix translations for the mass add button [07:38] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JeDZ3 [07:38] scummvm/master 310ea54 criezy: I18N: Update translations templates [08:23] ink0gnito (~ink0gnito@185.132.133.69) got netsplit. [08:23] Grogbot (~Grogbot@146.255.62.21) got netsplit. [08:23] bazaar (~bazaar@unaffiliated/bazaar) got netsplit. [08:23] echelog-1 (~echelog-1@108.61.103.42) got netsplit. [08:23] DrMcCoy (~drmccoy@xoreos/drmccoy) got netsplit. [08:24] ink0gnito (~ink0gnito@185.132.133.69) returned to #scummvm. [08:24] Grogbot (~Grogbot@146.255.62.21) returned to #scummvm. [08:24] bazaar (~bazaar@unaffiliated/bazaar) returned to #scummvm. [08:24] echelog-1 (~echelog-1@108.61.103.42) returned to #scummvm. [08:24] DrMcCoy (~drmccoy@xoreos/drmccoy) returned to #scummvm. [08:24] #scummvm: mode change '+o DrMcCoy ' by karatkievich.freenode.net [08:24] Grogbot (~Grogbot@146.255.62.21) left irc: Remote host closed the connection [08:24] Grogbot1 (~Grogbot@vm2.scummvm.org) joined #scummvm. [08:25] Nick change: Grogbot1 -> Grogbot [09:12] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 240 seconds [09:51] vliaskov (~vliaskov@x4d0d54f6.dyn.telefonica.de) joined #scummvm. [10:35] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) left irc: Quit: bye! [10:46] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) joined #scummvm. [11:02] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) left irc: Quit: bye! [11:03] antlarr (~quassel@9.red-81-44-53.dynamicip.rima-tde.net) joined #scummvm. [11:39] jamm (~jamm@unaffiliated/jamm) left irc: Ping timeout: 265 seconds [11:49] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [12:00] @dreammaster zzo38 has experience with IF stuff. His website is a gopher site now, he's into retro and obscure stuff. I just informed him about ScummGlk, maybe he can be interested in it :) [12:55] ldevulder (~ldevulder@176.167.87.119) left irc: Ping timeout: 240 seconds [12:56] ldevulder (~ldevulder@176.167.87.119) joined #scummvm. [13:02] ldevulder (~ldevulder@176.167.87.119) left irc: Quit: Leaving [13:10] Mia (~Mia@unaffiliated/mia) joined #scummvm. [13:13] ldevulder (~ldevulder@176.167.87.119) joined #scummvm. [14:03] Unseen2 (snowcat@snowcat.de) got netsplit. [14:03] Tea (tea@fsf/member/tea) got netsplit. [14:09] Unseen2 (snowcat@snowcat.de) returned to #scummvm. [14:09] Tea (tea@fsf/member/tea) returned to #scummvm. [14:13] Unseen2 (snowcat@snowcat.de) got netsplit. [14:13] Tea (tea@fsf/member/tea) got netsplit. [14:19] Unseen2 (snowcat@snowcat.de) returned to #scummvm. [14:19] Tea (tea@fsf/member/tea) returned to #scummvm. [15:18] Lightkey (~Darklock@p200300F693C0480622CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 250 seconds [15:31] Lightkey (~Darklock@p200300F693C0482022CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [15:40] BeefEats (~BeefEats@unaffiliated/beefeats) left irc: Ping timeout: 268 seconds [15:41] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [16:41] ldevulder_ (~ldevulder@i15-lef02-th2-89-83-207-153.ft.lns.abo.bbox.fr) joined #scummvm. [16:44] ldevulder (~ldevulder@176.167.87.119) left irc: Ping timeout: 240 seconds [16:50] bgK: Ah, good. Hmm.. At some point I should look into whether it's feasible for the different sub-engines to have their own engine Ids. Somewhat redundant if I end up going the route of Babel support, but if I end up keeping the detection tables, it would be helpful, since some games were ported to multiple different IF systems, and I kept having to add suffixes to them to uniquely identify them. [17:18] [scummvm] sluicebox pushed 2 new commits to master: https://git.io/JeDum [17:18] scummvm/master da9c7d3 sluicebox: SCI32: Fix VMDPlayer yielding when frames skipped [17:18] scummvm/master 05b21ac sluicebox: SCI32: Implement VMD Censorship Blobs [17:19] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JeDu3 [17:19] scummvm/master a51c163 lotharsm: I18N: Update translation (German) [17:19] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JeDus [17:19] scummvm/master 6c70603 goodoldgeorge: I18N: Update translation (Hungarian) [17:26] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 250 seconds [17:28] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [17:29] cd (~cd@unaffiliated/cd) joined #scummvm. [17:34] there could be different versions of multi-platform game for same engine [17:35] you will add sub-suffixes for suffixes then? 🙂 [17:36] don't detection tables already support that? [17:38] Right. Currently, if a game is multi-platform, you just have multiple entries for the same Game Id string, with different platform values, though even they are really just for display purposes in the launcher. [17:40] Glk is a little different because currently the game Id needs to be unique to determine which particular sub-engine a game has to go to. Which is actually inefficient, and will be moreso as time goes by, since it needs to essentially do a redetection when a game is started to figure out which sub-engine is handling the game. [18:00] Begasus (~begasus@ptr-4qba4e96psjkcgz54ro.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [18:07] @DreamMaster, at the moment ScummVM is pretty hardwired to have a 1:1 mapping between the plugins, the MetaEngine sub-classes and the engineIds. Allowing multiple engine ids per metaengine subclass would not be too hard, but would weaken the notion. I believe allowing multiple MetaEngine classes per plugin would not be so easy as it ties into the dynamic plugin loaders. So ¯\_(Ä)_/¯. [18:25] cd (~cd@unaffiliated/cd) left irc: Quit: cd [18:27] bgK. Thanks for the explanation. Pity. Though it may not be much of an issue if I do end up integrating Babel support. Certainly, trying to maintain detection tables long term is a losing strategy. Particularly given that many of the games went through multiple releases. [18:30] Heh. You think the --list-games list is long now? Wait until the full list of games from the IFDB database gets added (for supported engines). 🙂 [18:35] huhu we'll definitely need a way to filter it [18:42] ldevulder__ (~ldevulder@176.167.108.182) joined #scummvm. [18:45] ldevulder_ (~ldevulder@i15-lef02-th2-89-83-207-153.ft.lns.abo.bbox.fr) left irc: Ping timeout: 265 seconds [18:54] eriktorbjorn (~d91tan@213-65-60-100-no2480.tbcn.telia.com) joined #scummvm. [18:54] #scummvm: mode change '+o eriktorbjorn' by ChanServ!ChanServ@services. [18:58] JohnnyonFlame (~quassel@131.0.31.41) joined #scummvm. [19:06] Hmm.. converting to Babel may actually have a fringe benefit. I did a quick reskim of the Babel document, and it seems like the tools provided for detecting and getting the information for a game are done one at a time, rather than in bulk. Which means, with Babel implemented, none of the Babel-supporting subengines would have any games listed for list games anymore. [19:08] Rather, the provided tool code generates the effective IFId for older games, or reads in an existing IFId from the files of the more modern created games, and then hits a URL to get the description for that specific detected game. So there's no master database/list of games that would need to be included with ScummVM, nor need to be kept updated. Which is a definite plus, and a load off my mind. [19:36] vliaskov (~vliaskov@x4d0d54f6.dyn.telefonica.de) left irc: Remote host closed the connection [19:41] cd (~cd@unaffiliated/cd) joined #scummvm. [20:00] SylvainTV (~Sylvain@lfbn-lil-1-240-153.w90-45.abo.wanadoo.fr) joined #scummvm. [20:00] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [20:01] @DreamMaster i am sure TONS of people use scumm completely offline [20:02] so you have to get an offline database in any case [20:14] cd (~cd@unaffiliated/cd) left irc: Quit: cd [20:26] Glum.. good point. I'm not sure that the library they provide comes with a cached copy or what. My brief scan seemed to indicate they use a URL to hit to get information for a single game at a time. Which, if so, sounds like it would be easily prone to getting hammered if someone did a Mass Add of IF games from within ScummVM. The if-archive/games/ folder for the most popular systems already have hundreds of games. [20:40] _sev (~sev@scummvm/undead/sev) left irc: Read error: Connection reset by peer [20:40] _sev_ (~sev@scummvm/undead/sev) joined #scummvm. [20:40] #scummvm: mode change '+o _sev_' by ChanServ!ChanServ@services. [20:46] hi guys [20:49] i am unsure what parts of scummvm aren't ready for this. it already has to be able to separate multiple versions of the same game in most places. such as when someone has both the demo and full game [20:50] where does grogbot's pasting come from? [20:58] discord [20:58] you should join us [20:59] we have profile images, multiple channels, emotes, embeds, voice chat and... [21:01] blackjack? [21:05] Free money? Free ScummVM developers? Couple counseling? Psychologists? :P [21:10] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 265 seconds [21:10] :) [21:10] free timeout [21:10] timofonic (~timofonic@unaffiliated/timofonic) joined #scummvm. [21:14] discord doesn't timeout. that's irc [21:16] right, Discord only massively spams notifications... ;) [21:16] ok, this irc/discord pasting is odd 🙂 [21:16] The worse in my case is that 2/3rd of the notifications are in Russian :P [21:18] try turning off notifications for all messages. just those that mention you is more than enough [21:18] many servers even has it as a default for some inane reason [21:19] I already did that for a couple of servers, but then when I have a look, I have tons of messages to read [21:19] the most likely is that I'll uninstall it sooner or later [21:19] yeah, turns out that discord lets you see what happened when you were offline. [21:19] that can be a bit of a cognitive load [21:39] the trick is to give up on trying to keep up with everything. there isn't enough time. [21:40] besides, 98 % of all content is either trash or repeats. you aren't loosing anything of value [21:59] I miss the old Internet days, despite the low bandwidth and unstable connecting... [22:00] ... And the BBS, before? [22:03] discussion boards are still where the real discussions take place [22:03] BBS were much more than discussion boards [22:05] they were also piracy hubs [22:11] yeah, but there were also online "games"... that was fun [22:15] I hate the HTML nightmare of discussion boards. I miss the elegance of the NNTP protocol. I wish there would exist a powerful webforum/ discussion board to NNTP proxy [22:19] cd (~cd@unaffiliated/cd) joined #scummvm. [22:27] @dreammaster What do you think of Z-Code versions 9 and 10? Are they difficult to support? I know they are experimental and very rarely used, plus only a pair of interpreters support it, but well... [22:43] timofonic (~timofonic@unaffiliated/timofonic) left irc: Ping timeout: 276 seconds [22:55] timofonic: That rings a bell.. but I'm not really familiar with the changes. For all my work on Frotz, it was mainly trying to get version 6 games to work. The question really becomes if there are any completed games using the experimental verison or not. And if so, and if Frotz don't already support it, then it could be looked at being patched in. [23:06] Just checking engines/glk/frotz/frotz_types.h, it seems the version enum goes up to V9, so it may well be that the Frotz code I based the engine on already has at least v9 experimental support [23:22] Nick change: ldevulder__ -> ldevulder [00:00] --- Thu Dec 5 2019