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[02:46] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fjt6A
[02:46] <Scummette> scummvm/master d8f4316 dreammaster: GLK: Fixes for properly closing windows
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[08:00] <Strangerke|work> hi guys
[08:02] <Deledrius> hi
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[10:34] <stroggoff> hi everyone
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[10:45] <AlexTs> Hi, I am trying to understand, I have monkey island 2 for scummvm and grim for residualvm, how does exactly the game engine works, it reworks graphics and sound?, haven't found graphical interface, there is a folder called engines, and there are game folders inside it, do they work for the dialogues or gui and keys or for levels, interactions ?
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[10:45] <AlexTs> basically what i am asking is there isn't the whole game source code anywhere just parts of it?
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[11:01] <AlexTs> Strangerke are u available ?
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[11:19] <Strangerke|work> AlexTs: you'll find MI2 sources in the SCUMM folder (in engines)
[11:19] <Strangerke|work> from ResidualVM, I don't know by heart. my guess would be either SCUMM or GRIME
[11:20] <Strangerke|work> no, after a check it's simply 'grim'
[11:20] <Strangerke|work> those folder are containing the engines
[11:21] <Strangerke|work> an engine may support many games, like Coktel (gob) or SCI
[11:21] <AlexTs> I am trying to understand how its working from yesterday :P, there isn't graphical interface so you can edit games?
[11:21] <Strangerke|work> that's the case for SCUMM, which support all the 2D adventure games from Lucas, and some more games (Humongous)
[11:21] <Strangerke|work> Edit the game? You mean, change the story and modify asset?
[11:21] <AlexTs> yeap
[11:22] <Strangerke|work> no, we don't have that. It's just a replacement of the original executable, not of the original tools
[11:22] <AlexTs> so there isn't back end code for the games
[11:22] <Strangerke|work> but on the side, there are sometimes tools which allow you to create fan-made games
[11:22] <AlexTs> but you can change the dialogues particles and stuff?
[11:22] <Strangerke|work> It exists at least for AGI and SCUMM
[11:22] <AlexTs> in quests on the games?
[11:22] <Strangerke|work> Changing the dialogs is usually not possible either
[11:23] <AlexTs> but how the translation of the games work
[11:23] <AlexTs> i saw in forums and in scummvm that you translate from one language to another
[11:23] <Strangerke|work> There are rare exceptions where the dialogs are handled in a DAT file, so you can add translations. But it's a minority of games
[11:23] <AlexTs> so you have access in games code?
[11:23] <Strangerke|work> Soltys, Drascula, ...
[11:23] <AlexTs> hmm
[11:24] <Strangerke|work> The translation effort is supervised by criezy, he may give you some more detail info
[11:24] <AlexTs> I can see that you can run some games in different platforms like an emulator
[11:24] <Strangerke|work> are you asking for Supernova?
[11:24] <AlexTs> without have this platform right?
[11:24] <Strangerke|work> yes, because we reimplement everything
[11:24] <AlexTs> i am asking generally because I am interested in gsoc and i am trying to understand
[11:25] <AlexTs> because i have only used engines with graphical interface
[11:25] <Strangerke|work> imagine you had a game working on an old-Mac. It's big endian, so you "only" have to read properly the data files, the rest is fine
[11:25] <AlexTs> so it's all about running the game correctly in the engine like an emulator
[11:25] <AlexTs> for all platforms
[11:25] <Strangerke|work> an emulator simulated the behavior of hardware
[11:26] <Strangerke|work> at the opposite, we write the engines so that they handle properly the data files
[11:26] <Strangerke|work> and we reimplement whatever logic is required to make it run on top of those
[11:26] <AlexTs> and even enhance the graphics or audio right?
[11:27] <Strangerke|work> kind of.
[11:27] <Strangerke|work> we have scalers for the graphics
[11:27] <AlexTs> nice ! I understood those things , the thing I don't understand its about the folder engines
[11:27] <Strangerke|work> and for Audio, we try to do something similar to the original (except for the PC Speaker)
[11:28] <AlexTs> I found inside folders with the games' names
[11:28] <Strangerke|work> Hum, I don't see what's weird with those folders
[11:28] <AlexTs> these folders are the code for supporting the specific games?
[11:28] <AlexTs> :p
[11:29] <AlexTs> I mean if I find a random 2d game with simillar graphics and stuff it will work?
[11:29] <Strangerke|work> no, it's a folder per engine :)
[11:29] <AlexTs> without being in the list
[11:29] <Strangerke|work> oh, that's totally unlikely
[11:30] <Strangerke|work> once in a decade, someone pops out of the blue with a game we never heard about and which is using an existing engine
[11:31] <Strangerke|work> but that's pretty all
[11:31] <Strangerke|work> it's really super super rare
[11:32] <AlexTs> so it's all about supporting the old games in the scummv engine , not rewrite them or change levels?
[11:32] <Deledrius> It sounds like you're thinking of game engines like Unreal, and how they have popular graphical authoring tools, but that's a very specific kind of tool and not the engine itself.
[11:32] <AlexTs> I understood that that is why I am asking :P
[11:32] <AlexTs> to understand this engine
[11:32] <Strangerke|work> yes, we essentially rewrite the original executable in C++, taking benefit of our framework to avoid to code the boring (low-level) parts
[11:33] <Strangerke|work> If you want a game engine project, as Unreal like Deledrius suggested, you should have a look at Godot. They try to compete with Unity but in open source
[11:34] <AlexTs> I already looked in godot
[11:34] <AlexTs> but I found scummv and residualvm, as good as godot
[11:34] <AlexTs> but for games that have already been created
[11:34] <Strangerke|work> compared to the original games released in 1985-2003, we essentially fix original bugs. And eventually introduce new ones ;)
[11:35] <Strangerke|work> exactly. So the purpose is extremely different obviously :)
[11:35] <Strangerke|work> We work on software preservation, they work on new games
[11:35] <AlexTs> perfect now it's all clear :)
[11:36] <AlexTs> thanks for helping me understand
[11:36] <Deledrius> :)
[11:39] <Strangerke|work> yw
[11:40] <Deledrius> Wow, I hadn't heard about godot. This looks pretty nice.
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[11:55] <Strangerke|work> Deledrius: It's awesome.
[11:56] <Strangerke|work> I discovered that at Fosdem a couple of years ago, give them a hand with their proposal (+ some lobbying with Googlers) last year
[11:56] <Strangerke|work> they are super-friendly so it's a pleasure to meet them each time, and the games they are showing are more and more incredible each year
[11:56] <Deledrius> This is what Ogre has needed to be.
[11:56] <Deledrius> Seems more usable than Unity, too
[11:57] <Strangerke|work> Their objective is to be the free alternative of Unity, they would love to read that :)
[11:57] <Deledrius> :)
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[12:00] <Strangerke|work> Deledrius: they explained how they made the demo during Fosdem
[12:00] <Strangerke|work> (demo: https://www.youtube.com/watch?v=IQCpcw84hhQ)
[12:02] <Strangerke|work> I still have difficulties to believe it, but the guy was telling that it took him (+ a graphist) a week of work *including graphics*
[12:03] <Strangerke|work> but anyway. I should stop acting like a godot fanboy, it's not the right place for that :D
[12:05] <AlexTs> xD
[12:06] <AlexTs> this is an open source project for godot I proposed for that first person game
[12:07] <AlexTs> fingers crossed xD someone send it to me in the irc
[12:07] <AlexTs> but it isn't in the list for gsoc
[12:07] <AlexTs> recommended list* in scummvm i found the immortal game
[12:07] <AlexTs> interesting
[12:08] <AlexTs> and Hyperspace Delivery Boy
[12:09] <Strangerke|work> HDB is written using Lua and C++, so it shouldn't be a nightmare to work on that ;)
[12:09] <Strangerke|work> The Immortal is written is assembly, and it'll be exactly as difficult as you'll want it to be
[12:10] <Strangerke|work> the more original platforms you want to support, the harder
[12:10] <AlexTs> i only know basic c++, usually coded with c# with engine embedded libraries
[12:10] <AlexTs> lua had heard of never used it
[12:11] <AlexTs> its like a scripting language like javascript somehow?
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[12:11] <Strangerke|work> _sev could give more details, but I think the Lua part will mostly be cut&paste as we already have Lua used for an engine (Sword25)
[12:12] <AlexTs> I have like 5 hours to make one more proposal
[12:12] <AlexTs> xD
[12:12] <Strangerke|work> The immortal was released on Amiga, Atari ST, DOS, AppleII, Genesis and Mess
[12:13] <AlexTs> is it playable on windows through scummvm ?
[12:13] <AlexTs> or it will be
[12:13] <Strangerke|work> the fighting system is different from one version to the other, and they added a bunch of death animations and scenes in the NES version (iirc) because they were too efficient at compressing graphics so they had a lot of empty space on the cartridge
[12:14] <Strangerke|work> well, if you use an emulator, it runs under windows and linux :)
[12:14] <AlexTs> the point is to use scummvm xD i started play monkey island 2
[12:14] <Strangerke|work> (in the list of platforms, it's not Mess, it's NES)
[12:14] <AlexTs> again
[12:15] <Strangerke|work> You could try Soltys, too.
[12:15] <Strangerke|work> I give you a huge hint: in post-USSR poland, it seems that alcohol is most of the time the solution to your problems :D
[12:16] <AlexTs> ok I ll try it
[12:16] <Strangerke|work> Tell me if you like it. I feel alone :)
[12:16] <AlexTs> I am big fan of zelda and sev maybe quote something about the game beneath HDB description in idea list
[12:16] <Strangerke|work> joke aside, MI2 is more adequate to have a good opinion of ScummVM
[12:17] <AlexTs> haha ok !
[12:17] <Strangerke|work> yes, HBD is a zelda like
[12:17] <Strangerke|work> https://www.mobygames.com/game/hyperspace-delivery-boy/screenshots
[12:17] <AlexTs> what is MI2
[12:17] <AlexTs> :P
[12:18] <Strangerke|work> MI2 is the short name of Monkey Island 2
[12:18] <AlexTs> lol
[12:18] <AlexTs> failed on this one
[12:18] <Strangerke|work> Like DotT stands for Day of the Tentacle
[12:18] <Strangerke|work> (which is pretty good too, imho)
[12:26] <AlexTs> I had played 2d games in the past
[12:26] <AlexTs> but I like open world now
[12:27] <AlexTs> except multiplayer 2d games
[12:27] <AlexTs> are more fun playing locally
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[13:10] <wazimuth> can I get some direction on how features to build scummVM work in a configure.engine files and how are they are defined? or any link to relevant info (didn't find this on the wiki)
[13:15] <wazimuth> as I understand there is struct Feature in create_project.h & features source files use #if defined
[13:38] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fjtHl
[13:38] <Scummette> scummvm/master a940428 antoniou79: BLADERUNNER: Fix Officer Leary crowd interrogation

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[14:04] <ScummBot_> Port build status changed with a9404284: Failure: master-openpandora, master-amigaos4, master-gp2x, master-gp2xwiz, master-osx_intel, master-caanoo
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[15:04] <stroggoff> oh for the love of... did they fail because of the comma in the enum?
[15:14] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fjt7A
[15:14] <Scummette> scummvm/master 1e4c457 antoniou79: BLADERUNNER: Remove comma from end of enum
[15:32] <SupSuper> trailing commas are a modern c++ feature :)
[15:47] <ScummBot_> Port build status changed with 1e4c457e: Success: master-openpandora, master-amigaos4, master-gp2x, master-gp2xwiz, master-osx_intel, master-caanoo

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[17:17] <kyranet> Hello! Sorry to ask super late, I'm a student applying for GSoC and I'm wondering who are available for mentorship.
[17:18] <kyranet> I did a draft earlier this morning and uploaded it, but I noticed I need to find a mentor before I send the final PDF
[17:20] <L0ngcat> Somehow I feel like reading the outcry of a student running late registering for Hogwarts
[17:21] <kyranet> Same lol, I had too many projects that started a scrum in the last week (due to they finishing right today) and I basically wasn't able to get some free time to write the proposal
[17:22] <L0ngcat> at least you did. a draft is 90% of the work.
[17:23] <kyranet> And I assume finding the mentor is the remaining 10%, right?
[17:23] <L0ngcat> (Not counting the actual work)
[17:23] Action: L0ngcat summons Strangerke
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[17:24] <L0ngcat> well, at least it's something
[17:25] <kyranet> Yeah, I'm currently polishing the draft before I make it a PDF and send it
[17:25] <kyranet> But it's practically done, minus the mentor part
[17:26] <L0ngcat> What is your proposed task, if I may ask? (I am not a scumm dev)
[17:26] <kyranet> I'm taking an idea from the wiki and it says that the technical contact is sev
[17:26] <L0ngcat> yes, sev is good
[17:27] <kyranet> Networking Moonbase Commander, looked a fun project for me and I would definitely learn a lot while doing it
[17:27] <kyranet> So the mentor would be sev?
[17:28] <L0ngcat> yes, sev would be the right contact. if you can not get a response from him, contact strangerke
[17:29] <L0ngcat> but he should be around fairly soon
[17:34] <kyranet> Alright, thanks you!
[17:34] <kyranet> Also I see what you meant with the 90% of the work... I forgot about the PR
[17:37] <L0ngcat> ;)
[17:37] <L0ngcat> good luck
[17:50] <Scummette> [scummvm] bluegr closed pull request #1578: SCI: Add parser support for LSL3, SQ3 German Amiga (master...amigavocabfix) https://git.io/fjtsF
[17:50] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjtFh
[17:50] <Scummette> scummvm/master bc2ab79 sluicebox: SCI: Add parser support for LSL3, SQ3 German Amiga
[17:56] <Scummette> [scummvm] kyranet opened pull request #1581: UTIL: Fixed normalizeAngle's output range from 0-360 to 0-359. (master...better-normalize-angle) https://git.io/fjtbT
[17:57] <Scummette> [scummvm] bluegr closed pull request #1577: CONFIGURE: allow pkg-config override (master...pkg-config) https://git.io/fjtOH
[17:57] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/fjtbk
[17:57] <Scummette> scummvm/master 8b5bb41 Cpasjuste: CONFIGURE: allow pkg-config override
[17:57] <Scummette> scummvm/master 66813c9 ccawley2011: CONFIGURE: Override pkg-config on RISC OS
[17:57] <tsomi> hi! Ive been using ScummVM 2.0.0 on macOS, but now Im testing osx_intel-master-latest.tar.xz and I notice that the rendering got much slower, especially when bumping to 3X (unless I use OpenGL). Is this because of a debug build, or should I file a bug report somewhere?
[17:59] <kyranet> And... done.
[18:02] <Scummette> [scummvm] bluegr closed pull request #1580: COMMON: fixed reading ini files with section containing more than one& (master...ini) https://git.io/fjtVA
[18:02] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjtbO
[18:02] <Scummette> scummvm/master 8469b87 whiterandrek: COMMON: fixed reading ini files with section containing more than one word
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[18:14] <Scummette> [scummvm] bluegr closed pull request #1579: Sword25: image trace on quick cursor changes fix (master...master) https://git.io/fjtgN
[18:14] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fjtb0
[18:14] <Scummette> scummvm/master acb3edb Fantohin: Sword25: image trace on quick cursor changes fix
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[19:34] <Strangerke> Humongous games in a Humble Bundle
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[23:40] <Lightkey> can't go wrong with 33 SCUMM titles for $14, even if it's just Steam keys
[23:42] <Sho_> oh, is there some sale?
[23:43] <Lightkey> what Strangerke said
[23:44] <Lightkey> https://www.humblebundle.com/games/humongous-entertainment-bundle
[23:46] <Sho_> missed it in a late connect, thx
[23:47] <SupSuper> guessing they're the scummvm releases since they advertise windows-mac-linux
[00:00] --- Wed Apr 10 2019