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[01:19] <Scummette> [scummvm] Mataniko pushed 1 new commits to master: https://git.io/JUslL
[01:19] <Scummette> scummvm/master c93dacd Mataniko: CREDITS: Remove XML-WEB and other unused code
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[04:35] <Scummette> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/JUs0R
[04:35] <Scummette> scummvm/master 7e80b42 dreammaster: NUVIE: Fix boolean defaults to be yes/no
[04:35] <Scummette> scummvm/master 518247c dreammaster: NUVIE: Improve cursor responsiveness of main menu
[04:36] <Scummette> [scummvm] dreammaster pushed 2 new commits to branch-2-2: https://git.io/JUs00
[04:36] <grogbot> <mduggan> Now that master branch has unicode GUI support I gave it a quick go adding some Japanese translations .. but quickly hit the problem that FreeSans doesn't have the characters, so I had to switch to a font that does. I think that might mean the theme engine needs a way to support per-language font overrides to get the full advantage of unicode. I'll try and think of a nice way to put that in (if I ever get around to it .. not so much
[04:36] <grogbot> free time recently). In good news though, after hacking the theme file I was able to pretty much drop in this font and get decent results https://fonts.google.com/specimen/Noto+Sans+JP#standard-styles
[04:37] <grogbot> <mduggan> quick test translations
[04:37] <grogbot> <mduggan> https://cdn.discordapp.com/attachments/581224061091446795/751662973231169556/2020-09-05_13.27.16.png
[05:58] <Deledrius> nice work, mduggan!
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[06:05] <Begasus> g'morning peeps
[06:06] <Begasus> for the C++11 standard should I check out master branch or switch to 2.2 branch?
[06:22] <grogbot> <rootfather> @mduggan this looks really nice
[06:22] <grogbot> <rootfather> I prefer this over FreeSans to be honest
[06:31] <grogbot> <mduggan> yeah, the cheapest fix would be to just change the default font, but I guess that would only work until someone decides to translate to Mandarin or Cantonese or Korean I guess 🙂
[06:32] <grogbot> <rootfather> isn't there a unicode version of Noto Sans too?
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[06:42] <grogbot> <mduggan> there's a CJK "OTC" bundle which supports all of them, which I think freetype can use, I must admit this stuff is all pretty confusing to me https://www.google.com/get/noto/help/cjk/
[06:44] <grogbot> <rootfather> confusing indeed.
[06:45] <grogbot> <mduggan> CJK unification is a nightmare.. characters which were kind of the same got given the same codepoints, but they should look different depending on the language you're rendering.. https://en.wikipedia.org/wiki/CJK_Unified_Ideographs
[07:01] <Deledrius> Begasus, not 100% sure, but I used the master branch for my tests.
[07:02] <Begasus> Checked with 2.2 branch, 259 tests ... Ok :)
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[07:34] <Scummette> scummvm/branch-2-2 3c641c7 dreammaster: NUVIE: Fix boolean defaults to be yes/no
[07:34] <Scummette> scummvm/branch-2-2 71b9cad dreammaster: NUVIE: Improve cursor responsiveness of main menu
[07:34] <Scummette> [scummvm] mduggan pushed 5 new commits to master: https://git.io/JUsae
[07:34] <Scummette> scummvm/master 98915ba mduggan: DEVTOOLS: Add usage message to create_translations
[07:34] <Scummette> scummvm/master 13302fc mduggan: ULTIMA8: Add a few comments about what classes do
[07:34] <Scummette> scummvm/master 26f8cb7 mduggan: ULTIMA8: JANITORIAL: Better whitespace
[08:06] <grogbot> <sev> @mduggan fantastic. I was actually looking for that. And I'd also like to ease life of scummvm-kor and merge in their changes
[08:08] <grogbot> <sev> @mduggan I also could help with the font definition in the theme, if you like
[08:12] <grogbot> <mduggan> ah cool, yeah I just had a browse through the code, was looking for a way to fit it in without it clashing too much with the existing stuff around bitmap fonts and charsets
[08:12] <grogbot> <mduggan> so if you have an idea for a nice design I'm happy to go with it 🙂
[08:13] <grogbot> <sev> I'll look into it in a week, now I'm busy with the release bugixes. Hope that's ok
[08:14] <grogbot> <mduggan> no worries yeah, this wouldn't be for 2.2 so it's not urgent
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[08:48] <Begasus> OK, checked branch-2-2 on both 32bit and 64bit Haiku, running tests 259 Ok :)
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[09:08] <Deledrius> :+1:
[09:09] <Deledrius> Great, Begasus!
[09:10] <Begasus> Thanks Deledrius :) I'll perform a check on master (on 32bit) later
[09:37] <grogbot> <IlDucci> About free Japanese fonts, you also have MPlus, if you want to have extra choices
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[09:55] <Begasus> tests on master branch also ok :)
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[10:17] <grogbot> <aryanrawlani28> kanji & kana in scummvm looks nice! Well done! After the release is done and fonts are sorted out, i want to help out with starting hindi translations (fonts were having issues with that too before)
[10:21] <Deledrius> Begasus, awesome. I tested PowerPC OSX yesterday and it passes there, too. :D
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[10:22] <Begasus> saw your email reply Deledrius , good to be on par :)
[10:22] <Deledrius> I love that these older OSes can keep going
[10:23] <Deledrius> Well, I guess Haiku's still going at least, though!
[10:42] <SomeRandomDude> Hello. Some time ago I stumbled upon the source code of an adventure game with a custom engine. The developer accidentially put it into a specific version of the game. They know this, but don't seem to care.
[10:42] <SomeRandomDude> pass my finding and the code to the ScummVM community, in case the game ever gets integrated into ScummVM?
[10:49] <grogbot> <timofonic> SomeRandomDude: Obviously, the game needs to be acquired legally (buy it). If owning the game, I think that person has the copyright permission to use the contents. Is it available for purchase these days? DISCLAIMER: I'm not part of ScummVM Team.
[10:52] <SomeRandomDude> I obtained my copy (on disc) three years ago, commercially. The game and the release are much older than that.
[10:52] <grogbot> <rootfather> If the source code isn't published under the GPL or any compatible license, we can't use it without explicit permission from the developer
[10:54] <grogbot> <mduggan> yeah, can't use it directly, but if they have released it as part of a standard release you might be ok to read it for information and use that to write you own engine, it still might depend on license details.. I am not a lawyer but I play one on television etc
[10:54] <SomeRandomDude> Here things get complicated. The code is based on another (very obscure) engine, the last release of that was LGPL-licensed.
[10:55] <Begasus> unfortunatly we don't have a large developers pool, but Haiku is still progressing, even if it's slowly Deledrius ;)
[10:55] <grogbot> <timofonic> How obscure? Visual Novel?
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[10:57] <Lightkey> SomeRandomDude: If he made changes to the engine, you can't just share the source code even if the original was released under LGPL later.
[10:58] <grogbot> <mduggan> but you could tell everyone which release accidentally included it 🙂
[10:58] <SomeRandomDude> That I can do
[10:58] <Lightkey> ^
[10:59] <SomeRandomDude> My game was the only game to use its custom engine, the developer later switched to something else. That custom engine is based on a generic engine. I found no other noteworthy games using the generic engine, just the equivalents of programming exercises.
[11:00] <grogbot> <timofonic> What game is? What engine? So much mystery...
[11:04] <SomeRandomDude> Well, here it goes. The game is the original version of "Edna & Harvey: The Breakout". Aka "Edna bricht aus" in its home country.
[11:04] <SomeRandomDude> mirrors.
[11:06] <grogbot> <timofonic> What obscure game engine is based on?
[11:06] <Lightkey> Oh.. that, its well-known. I think _sev looked into it.
[11:08] <_sev> SomeRandomDude: that is really nice
[11:08] <_sev> and it is based on an engine which is published under OSS software
[11:09] <SomeRandomDude> Back in 2008, GTGE was still closed source though.
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[11:10] <_sev> but I was able to get it very close to the state used by Edna
[11:11] <_sev> from their website. They used one of the first public versions in fact
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[11:13] <grogbot> <timofonic> Java?
[11:14] <grogbot> <timofonic> https://steamcommunity.com/app/255320/discussions/0/810939350762092933/
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[11:17] <SomeRandomDude> The game was written in Java, but it also had a dedicated Mac release. That required Apple Java, and is not so easy to get running nowadays.
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[11:23] <grogbot> <timofonic> https://code.google.com/archive/p/gtge/
[11:37] <grogbot> <yuv422> @sev I think I found the issue with my music volume. The midiplayer class only updates the volume on active channels and before the game starts there are no active channels so they all get assigned the default max volume
[11:37] <grogbot> <sev> ah
[11:38] <grogbot> <sev> did you also figure out how to solve it?
[11:38] <grogbot> <yuv422> not yet
[11:38] <grogbot> <yuv422> working on that now
[11:39] <grogbot> <yuv422> I think I just call syncVolume when I start playing music
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[11:47] <grogbot> <yuv422> Hmm looks like this is a common issue with midi players
[11:47] <grogbot> <yuv422> void MidiPlayer::sendToChannel(byte ch, uint32 b) { if (!_channelsTable[ch]) { _channelsTable[ch] = (ch == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel(); // TODO: Some engines overload this method to insert code at this // point which calls the channel's volume() method. // Does this make sense, and should we maybe do it in general? } if (_channelsTable[ch]) {
[11:47] <grogbot> _channelsTable[ch]->send(b); } }
[11:48] <grogbot> <yuv422> and in the illusions engine it overrides sendToChannel and does this
[11:48] <grogbot> <yuv422> if (!_channelsTable[channel]) { _channelsTable[channel] = (channel == 9) ? _driver->getPercussionChannel() : _driver->allocateChannel(); // If a new channel is allocated during the playback, make sure // its volume is correctly initialized. if (_channelsTable[channel]) _channelsTable[channel]->volume(_channelsVolume[channel] * _masterVolume / 255); }
[11:49] <grogbot> <GeekOB> Hi @sev, I was able to compile 2.3.0git thanks to @rootfather's help. So far I've only been able to test Operation Stealth
[11:56] <grogbot> <sev> @GeekOB well, that's good, however, for the release we will be using code from branch-2-2
[11:57] <grogbot> <GeekOB> I used branch-2-2 though
[11:57] <grogbot> <sev> next week Sunday I will create branch-2-2-0 out of it, do some release management magic, tag it and upload the source tarballs
[11:57] <grogbot> <sev> aha, sweet
[11:57] <grogbot> <GeekOB> I was surprised to see 2.3git
[11:57] <grogbot> <sev> that means you were on master, not on the branch
[11:58] <grogbot> <GeekOB> Aaaah, I'll have to do it again then maybe
[11:58] <grogbot> <sev> no worries, if master works, then you're fine
[11:58] <grogbot> <sev> what would be also important
[11:59] <grogbot> <GeekOB> Ran into some issues with create_prince submodule
[11:59] <grogbot> <sev> is that you check not only that the binary works but that you're able to assemble proper release archive
[11:59] <Scummette> [scummvm] yuv422 pushed 1 new commits to master: https://git.io/JUs18
[11:59] <Scummette> scummvm/master 419009b yuv422: DRAGONS: Fixed music volume when starting game.
[11:59] <grogbot> <sev> that could be safely ignored, we are not building devtools for the release
[12:00] <grogbot> <GeekOB> compiling by changing the 2.1.0 tag to branch-2-2 didn't work as before unfortunately
[12:01] <grogbot> <GeekOB> So I had to build from source separately from the retropie setup script. I know you guys are not familiar with retropie
[12:01] <Scummette> [scummvm] yuv422 pushed 1 new commits to branch-2-2: https://git.io/JUs10
[12:01] <Scummette> scummvm/branch-2-2 d3df298 yuv422: DRAGONS: Fixed music volume when starting game.
[12:01] <grogbot> <sev> exactly. that is where we need your help
[12:01] <grogbot> <sev> so, if scripts, files, metainfo needs to be added, this is the right time to commit those
[12:02] <grogbot> <sev> basically
[12:02] <grogbot> <GeekOB> I can send you the logs of the errors I got
[12:03] <grogbot> <sev> a random advanced user should be able to download only our source tarball for 2.2.0 release and have the release binaries replicated
[12:03] <grogbot> <GeekOB> (Yeah, rootfather helped me with that)
[12:03] <grogbot> <sev> sure, send me the errors, I'll look into that
[12:03] <grogbot> <GeekOB> But all retropie users will use the regular setup script
[12:04] <grogbot> <GeekOB> Most users are NOT advanced
[12:04] <grogbot> <GeekOB> When I tried 2.0 and 2.1 "it just worked" 🤓
[12:04] <grogbot> <sev> advanced = somebody who knows how to build.
[12:04] <grogbot> <GeekOB> > advanced = somebody who knows how to build. Yup
[12:04] <grogbot> <sev> because there are also users who demand to push an "Install" button and play
[12:05] <grogbot> <sev> and then they come to us and ask WHERE ARE DA ROMZ?
[12:05] <grogbot> <GeekOB> Exactly
[12:05] <grogbot> <sev> and curse us along the way. nice and pleasant experience
[12:05] <grogbot> <GeekOB> Hahahaha "romz"
[12:06] <grogbot> <GeekOB> Yeah, that's why I want to help the port run properly on retropie. Then no one "should" come here looking for support
[12:07] <grogbot> <GeekOB> Besides... swat, ultima and operation stealth caught my attention :)
[12:07] <grogbot> <GeekOB> Anyway. I'll send you the log files of the errors I get when trying the branch
[12:08] <grogbot> <GeekOB> Is it ok if I dm you for this @sev ?
[12:09] <grogbot> <sev> sure
[12:26] <Scummette> [scummvm] sev- pushed 1 new commits to branch-2-2: https://git.io/JUsMz
[12:31] <grogbot> <Henke37> i don't think that it's wrong of people to want automatic downloads of the games that are free
[12:42] <Scummette> scummvm/branch-2-2 6fb2d69 sev-: CONFIGURE: RaspberryPi has clock, enabling savegame timestamps
[12:42] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JUsDG
[12:42] <Scummette> scummvm/master 9070c8f sev-: CONFIGURE: RaspberryPi has clock, enabling savegame timestamps
[12:42] <grogbot> <antoniou79> Wrong, no. But also probably not a priority task for a ScummVM developer -- even though I think it's actually a TODO task.
[12:43] <grogbot> <antoniou79> Of course the trouble is, there's also the crowd that won't care to make the distinction between freeware and illegal downloads
[13:02] <Scummette> [scummvm] yuv422 pushed 1 new commits to master: https://git.io/JUsy7
[13:02] <Scummette> scummvm/master 43fe44f yuv422: DRAGONS: Fixed SFX play back volume.
[13:03] <Scummette> [scummvm] yuv422 pushed 1 new commits to branch-2-2: https://git.io/JUsyp
[13:03] <Scummette> scummvm/branch-2-2 29e50bc yuv422: DRAGONS: Fixed SFX play back volume.
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[16:55] <grogbot> <sev> @Henke37 the statement above has nothing to do with the games that are free
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[17:14] <grogbot> <GeekOB> just read about the Blazing Dragons game and that it was a PS1, how is this supposed to work on ScummVM? do I copy the files from the CD if I want to run it on my pc or phone? or do I need to convert to iso?
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[17:18] <grogbot> <PurpleMoustache> yes, and it's pretty tricky. Or at least, the current wiki/filelist pages don't detail how it should be done: Any file ending with .STR and the file DTSPEECH.XA must be ripped from the disc using the software listed here: https://wiki.scummvm.org/index.php?title=HOWTO-PlayStation_Videos Every other file can be pulled directly from the disc without special software, like any other ScummVM supported game. Don't do what I
[17:18] <grogbot> did and use the software to pull all the files. ScummVM doesn't like the other files pulled in the same way as the .STR and DTSPEECH.XA files
[17:19] <grogbot> <GeekOB> I see, thanks for the link @PurpleMoustache
[17:20] <grogbot> <PurpleMoustache> and here's the list of files needed
[17:20] <grogbot> <PurpleMoustache> https://wiki.scummvm.org/index.php/Datafiles#Blazing_Dragons

[17:30] <Lightkey> Above the list of files, you will find a Note: Only the STR and XA files should be extracted using the method above. The other files should be copied from the CD as normal.
[17:32] <Deledrius> Just saw this on a gaming group FB post: "For those of you who weren't there, on a live stream within the last year or maybe two, Lori Cole and Corey Cole played Quest For Glory 2, and spent so much time at the title screen that their character - who hadn't even been created yet - died of exhaustion.They verified that it was a bug that was never caught because nobody had ever spent that much time on the title screen before."
[17:33] <Lightkey> LOL
[17:34] <grogbot> <Henke37> Nothing like console games. There the game has to sit on the title screen for days.
[17:39] <Lightkey> Honestly, I would leave that in.
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[19:38] <Scummette> [scummvm] SupSuper pushed 1 new commits to branch-2-2: https://git.io/JUGJL
[19:38] <Scummette> scummvm/branch-2-2 ff671c1 SupSuper: BACKENDS: Use unique game ID for Discord presence
[19:40] <Scummette> [scummvm] SupSuper pushed 1 new commits to master: https://git.io/JUGJY
[19:40] <Scummette> scummvm/master 60b2c91 SupSuper: BACKENDS: Use unique game ID for Discord presence
[20:09] <Scummette> [scummvm] karisal opened pull request #2446: CINE: OS: Fix Amiga music and sample playing. (master...master) https://git.io/JUGUL
[20:53] <Scummette> [scummvm] sev- closed pull request #2446: CINE: OS: Fix Amiga music and sample playing. (master...master) https://git.io/JUGUL
[20:53] <Scummette> [scummvm] sev- pushed 5 new commits to master: https://git.io/JUGTO
[20:53] <Scummette> scummvm/master 9098af1 karisal: AUDIO: Fix Amiga's SoundFx instrument loading.
[20:53] <Scummette> scummvm/master 5e2365f karisal: CINE: Fix loading .AMI files (Amiga samples).
[20:53] <Scummette> scummvm/master 0bedec1 karisal: CINE: OS: Fix playing Amiga samples.
[20:56] <Scummette> [scummvm] sev- pushed 5 new commits to branch-2-2: https://git.io/JUGTB
[20:56] <Scummette> scummvm/branch-2-2 f2ab007 karisal: AUDIO: Fix Amiga's SoundFx instrument loading.
[20:56] <Scummette> scummvm/branch-2-2 881121d karisal: CINE: Fix loading .AMI files (Amiga samples).
[20:56] <Scummette> scummvm/branch-2-2 9aa09bd karisal: CINE: OS: Fix playing Amiga samples.
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[21:56] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JUGkM
[21:56] <Scummette> scummvm/master 3e6b520 dreammaster: ULTIMA4: Fix projectiles not showing in combat
[21:56] <Scummette> [scummvm] dreammaster pushed 1 new commits to branch-2-2: https://git.io/JUGkD
[21:56] <Scummette> scummvm/branch-2-2 fdbaff2 dreammaster: ULTIMA4: Fix projectiles not showing in combat
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[22:18] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JUGI4
[22:18] <Scummette> scummvm/master e4fca96 dreammaster: ULTIMA4: Symbian compilation fix
[22:18] <Scummette> [scummvm] dreammaster pushed 1 new commits to branch-2-2: https://git.io/JUGIB
[22:18] <Scummette> scummvm/branch-2-2 03c6511 dreammaster: ULTIMA4: Symbian compilation fix
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[22:43] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JUGIX
[22:43] <Scummette> scummvm/master a566bf5 dreammaster: ULTIMA6: Update main menu scripts for World of Ultima games
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[23:33] <grogbot> <SupSuper> @devs can you confirm this news post reads well? https://docs.google.com/document/d/1_IyD1XkVOaDQ1asVI9CGl5WoiOLcoV8ewyDJGfpS9ok/edit?usp=sharing
[23:34] <grogbot> <tsoliman> I would change the "besides the generic..." to "(not just the generic...)"
[23:35] <grogbot> <tsoliman> Otherwise, it looks good to me.
[23:35] <grogbot> <SupSuper> also if any artists are watching, feel free to contribute 👀
[23:36] <grogbot> <criezy> Maybe it could be a good idea to include an image of what it looks like?
[23:36] <grogbot> <criezy> And add a link to our Discord server for those we still don't know we have one?
[23:38] <grogbot> <SupSuper> do we support images in news posts?
[23:39] <grogbot> <criezy> Yes we do.
[23:39] <grogbot> <criezy> I remember using one for the GSoC announcement post.
[23:39] <grogbot> <criezy> The latest one that use one if the GSoD announcementpost: https://www.scummvm.org/news/20200817/
[23:46] <grogbot> <criezy> That also reminds me I need to take a look at our taskbar integration on macOS to be consistent with the icon names since it was implemented before we started using engine ids.
[23:46] <grogbot> <criezy> To avoid breaking compatibility I probably want to try both <engineid>-<gameid> and just <gameid>, or something like that.
[23:50] <grogbot> <SupSuper> i noticed it has a whole list of paths, repeated on every manager, so it could use some cleanup: https://github.com/scummvm/scummvm/blob/master/backends/taskbar/win32/win32-taskbar.cpp#L347 https://github.com/scummvm/scummvm/blob/master/backends/taskbar/macosx/macosx-taskbar.mm#L211
[23:51] <grogbot> <criezy> Yes, I used the windows implementation as a model when implementing the one for macosx, but didn't try to refactor the code at the time. It could indeed be improved.
[23:54] <grogbot> <SupSuper> could the SearchMan do this?
[23:55] <grogbot> <SupSuper> i didn't even know we had an iconspath...
[00:00] --- Sun Sep 6 2020