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[00:12] <grogbot> <timofonic> Remastered engines use Unity? Please say they didn't do that!
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[00:44] <grogbot> <SupSuper> why not?
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[02:07] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JYjmT
[02:07] <Scummette> scummvm/master 879a06f dreammaster: AGS: Extend workaround to fix QFG2 F4 cheat key
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[02:45] <grogbot> <Burgerbecky> Yes @timofonic many firms remaster with Unity
[02:55] <Scummette> [scummvm] LittleToonCat opened pull request #2933: SCUMM: Add workaround for Pete Wheeler softlock (master...LittleToonCat-patch-1) https://git.io/JYjGt
[04:00] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JYjBW
[04:00] <Scummette> scummvm/master 7123535 sluicebox: SCI: Set port origin to even x coordinates only
[04:23] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JYjEu
[04:23] <Scummette> scummvm/master f13eb59 marcosoutsider: I18N: Update translation (Portuguese (Brazil))
[05:54] <ScummBot> Build [#91](https://buildbot.scummvm.org/#builders/45/builds/91) of `nightly-master` completed successfully.
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[06:39] <grogbot> <The Uploader> Unity is a very good framework to make games, that's why people use it
[06:54] <grogbot> <timofonic> But it uses C# and is very proprietary...
[07:02] <grogbot> <ZvikaZ> Big firms many time prefare proprietary software to open source. It doesn't come with problematic licenses like GPL. There's a clear address for support. You know who you can sue if something goes wrong... And as was the old saying - no one got fired for buying an IBM product.
[07:03] <grogbot> <ZvikaZ> And was for C# - what's wrong with it? And why should users care what language was used to write their product, as long as the product is good?
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[07:24] <grogbot> <ZvikaZ> BTW, I've just checked in Wikipedia, and they say that's Unity is written in c++ (again, I don't think that it really matters, from the user's perspective)
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[08:16] <grogbot> <timofonic> Problematic for their business model. I don't have issues paying for software if it's worth it. I even donate to FOSS projects if I'm able to and the project deserves it. But my POV is very own and alternative. I reckon it's not so widespread outside certain niche communities. Video game development has a very proprietary mindset, due to the extreme corporatism.
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[09:39] <grogbot> <madmoose> This discussion should be moved to #offtopic
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[13:07] <Scummette> [scummvm] mgerhardy pushed 7 new commits to master: https://git.io/JOeDV
[13:07] <Scummette> scummvm/master 87bc213 mgerhardy: TWINE: removed playerName array from gamestate
[13:07] <Scummette> scummvm/master 8420729 mgerhardy: TWINE: renamed and refactored text input methods
[13:07] <Scummette> scummvm/master 8289072 mgerhardy: TWINE: added highres option to advanced menu
[13:07] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JOeDr
[13:07] <Scummette> scummvm/master cddb36a : I18N: Update translations templates
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[14:42] <Scummette> [scummvm] bluegr closed pull request #2928: DONT MERGE - GUI: U32: Transforms from Win32 Ansi encoding to U32 in dialogs (master...z_hebrew_path_simpler) https://git.io/JYNon
[14:55] <Scummette> [scummvm] mgerhardy pushed 3 new commits to master: https://git.io/JOvUJ
[14:55] <Scummette> scummvm/master ea772dd mgerhardy: TWINE: don't start the credits sequence if you are changing the volume settings
[14:55] <Scummette> scummvm/master f95d09f mgerhardy: TWINE: allow to list other text bank strings
[14:55] <Scummette> scummvm/master fcb5e5d mgerhardy: TWINE: don't push the custom text on each reload of the text data
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[14:55] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JOvUU
[14:55] <Scummette> scummvm/master 9ce109e : I18N: Update translation files
[14:55] <Scummette> scummvm/master 4ee2bdb : I18N: Update translations templates
[15:05] <Scummette> [scummvm] orgads opened pull request #2934: GRAPHICS: Remove unused const (master...graphics-unused) https://git.io/JOvkZ
[15:05] <Scummette> [scummvm] orgads opened pull request #2935: AGS: Fix format warning on Win64 (master...ags-format) https://git.io/JOvkn
[15:05] <Scummette> [scummvm] orgads opened pull request #2936: AGS: Remove unused private members and globals (master...ags-unused) https://git.io/JOvkW
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[15:45] <Scummette> [scummvm] sev- closed pull request #2930: GUI: Fix caching of Edit Game dialog layout (master...edit_dialog_caching_fix) https://git.io/JYp9n
[15:45] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JOv3u
[15:45] <Scummette> scummvm/master 3891055 DivyamAhuja: GUI: Fix caching of Edit Game dialog layout
[15:45] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JOv3g
[15:45] <Scummette> scummvm/master 4a65b0d : I18N: Update translation files
[15:46] <Scummette> [scummvm] sev- closed pull request #2933: SCUMM: Add workaround for Pete Wheeler softlock (master...LittleToonCat-patch-1) https://git.io/JYjGt
[15:46] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JOv3y
[15:46] <Scummette> scummvm/master 71f490e LittleToonCat: SCUMM: Add workaround for Pete Wheeler softlock
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[15:50] <travis-ci> scummvm/scummvm#19327 (master - 71f490e : Little Cat): The build passed.
[15:50] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/4a65b0d6f1d4...71f490e5500a
[15:50] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/766488738
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[15:53] <grogbot> <IlDucci> Hey there, a small question: what is happening with the last batch of strings? They've been reset three times already in the Translation site.
[15:54] <grogbot> <IlDucci> The ones from Nancy Drew, it seems
[15:58] <grogbot> <fracturehill> that's on me, sorry
[15:58] <grogbot> <fracturehill> been doing some refactoring
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[16:11] <grogbot> <timofonic> Is the game translatable already?
[16:15] <grogbot> <fracturehill> honestly I don't think so, I'm in the middle of adding some ui stuff which I assume will break current translations
[16:16] <grogbot> <fracturehill> but that's just scummvm ui stuff, the game itself is not translateable at all right now
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[17:18] <Scummette> [scummvm] digitall closed pull request #2892: CLOUD: Fix compiler warnings on linux64 (master...cloud-format) https://git.io/JYmvz
[17:18] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JOv2O
[17:18] <Scummette> scummvm/master 50f7d7d orgads: CLOUD: Fix compiler warnings on linux64
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[19:01] <Scummette> [scummvm] ScummVM-Translations pushed 3 new commits to master: https://git.io/JOvyr
[19:01] <Scummette> scummvm/master b202d73 lotharsm: I18N: Update translation (German)
[19:01] <Scummette> scummvm/master f8e5396 IlDucci: I18N: Update translation (Spanish)
[19:01] <Scummette> scummvm/master a893a22 VAN-Gluon: I18N: Update translation (Japanese)
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[19:28] <grogbot> <Yami> I have a question
[19:29] <grogbot> <Yami> can I run ScummVM on Windows CE 2.0 with the Hitachi SH3 CPU?
[19:29] <grogbot> <Yami> 0.7.1 should work right?
[19:30] <grogbot> <Mataniko> there's a release build, so give it a try
[19:30] <grogbot> <Yami> the device in question is an Ericsson MC16
[19:30] <grogbot> <Yami> https://cdn.discordapp.com/attachments/581224061091446795/830163196777070643/mc16.png
[19:31] <grogbot> <Mataniko> i mean i don't think anyone here has one at this point - so you'll just have to try
[19:31] <grogbot> <Yami> k
[19:31] <grogbot> <Yami> I fucking love that scummVM runs on almost anything
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[21:53] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JOffi
[21:53] <Scummette> scummvm/master 5c34137 sev-: BASE: Indicate if Event Recorder was compiled in into a build
[22:13] <Lightkey> @Burgerbecky Are you THE Burgerbecky, founder of Interplay? You don't happen to have the source code to https://wiki.scummvm.org/index.php?title=Mindshadow lying around? ;-)
[22:22] <grogbot> <timofonic> @sev Might event recorder is usable for TAS-like videos and such?
[22:22] <grogbot> <sev> that was the original idea
[22:25] <grogbot> <Henke37> i'm expecting a "but" here
[22:27] <grogbot> <sev> we never completed the feature
[22:27] <grogbot> <sev> it had sync issues on replay, rendering it useless
[22:27] <grogbot> <sev> I am still puzzled why it is happening
[22:28] <grogbot> <sev> the idea was simple: I record all of the entropy and then play it back
[22:28] <grogbot> <Henke37> i presume it's not just a simple matter of missing to virtualize the rtc
[22:28] <grogbot> <sev> so, when there was a request to getMillis(), I recorded the value and then presented it back
[22:29] <grogbot> <sev> when there was a request to delayMillis(), I was simlating that too
[22:29] <grogbot> <sev> recorded all the generated random numbers
[22:29] <grogbot> <sev> killed sound, so it doesn't run in a parallel thread
[22:29] <grogbot> <sev> and still, sometimes the playback was starting to get off with the game
[22:30] <grogbot> <sev> and of course, all the events aka mouse + keyboard were recorded and replayed
[22:30] <grogbot> <Henke37> async loads? nah. the engines only do blocking loads, right?
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[22:30] <grogbot> <sev> the recorded file contained a save inside
[22:30] <grogbot> <sev> so it was loading it right away
[22:31] <grogbot> <sev> no such thing as async loads. The thing is running in single thread
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[22:32] <grogbot> <Henke37> single threaded code can still do async I/O. it kinda has to if it it doesn't want to block on I/O. but as i wrote, i don't think that's even supported.
[22:33] <grogbot> <sev> no, not supported. we read files as is, we stream only audio, and I disabled audio
[22:33] <grogbot> <sev> well, video too, but I was testing on non-video parts
[22:34] <grogbot> <Henke37> and just to confirm, you virtualized the RTC?
[22:34] <grogbot> <Henke37> because at this point that's the only thing i can think of
[22:35] <grogbot> <sev> yes, getmillis/delaymillis
[22:35] <grogbot> <SupSuper> it's possible we just don't have deterministic engines?
[22:35] <grogbot> <sev> I was testing with SCUMM
[22:35] <grogbot> <sev> particularly with Full Throttle
[22:35] <grogbot> <sev> just start playback for like 30 seconds, then have it replayed
[22:36] <grogbot> <sev> if somebody would like to take a look into it, that would be awesome, and a nice and interesting exercise
[22:36] <grogbot> <sev> and of course, the general idea was to record the playbacks and use for regression testing
[22:36] <grogbot> <Henke37> i didn't mean getmillis, i meant getTimeAndDate
[22:37] <grogbot> <sev> that's why one of the features is to save and compare screenshots
[22:37] <grogbot> <sev> @Henke37 that call is absolutely irrelevant
[22:37] <grogbot> <sev> engines are using it primarily for timestamping the savegames
[22:38] <grogbot> <sev> I do not know any of those which use it during gameplay
[22:38] <grogbot> <Henke37> monkey3 has a few spots where it checks the rtc.
[22:38] <Scummette> [scummvm] ccawley2011 opened pull request #2937: SDL: Refactor OpenGLSdlGraphics3dManager to inherit from SdlGraphicsManager (master...opengl3d-graphics) https://git.io/JOfkE
[22:39] <grogbot> <sev> how is that relevant to Full Throttle?
[22:39] <grogbot> <Henke37> it's not, unless the game read the rtc to initialize a custom prng. but that'd be silly even by scumm standards.
[22:40] <grogbot> <sev> oh, so you're saying that scumm has low standards?
[22:40] <grogbot> <Henke37> i'm saying that scumm games have a tendency to implement a lot of features in scripts that most modern games would put in engine code.
[22:41] <grogbot> <sev> how is that relevant?
[22:41] <grogbot> <sev> just saying, eh?
[22:42] <grogbot> <Henke37> it's the standard i compare with when i said "silly by scumm standards"
[22:42] <grogbot> <sev> you just wasted 20 minutes of my life
[22:42] <grogbot> <sev> if I'd know, I'd just ignore your questions
[22:42] <grogbot> <Henke37> more like three, but ok
[23:03] <grogbot> <Burgerbecky> Yes, I have the full source code to all of my games. Tracer Sanction, Mindshadow, Borrowed Time and Tass Times in Tonetown
[23:04] <grogbot> <Burgerbecky> Update your web site. The developer is not "john_doe", it's Rebecca Heineman
[23:07] <grogbot> <Burgerbecky> It's a bummer you're the forced open source license (GNU).
[23:09] <grogbot> <mduggan> seems like developer name was a default value, I updated it.
[23:20] <Lightkey> Uhm.. I reverted it. That page is for a reverse-engineering project by developer john_doe, who is the author of quite a few engines in ScummVM, not a placeholder.
[23:24] <grogbot> <mduggan> oop, my bad.. "engine developer" is ambiguous
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[23:25] <Lightkey> https://wiki.scummvm.org/index.php?title=Developers_Bios#Benjamin_Haisch
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[23:26] <grogbot> <mduggan> he confused me by having a placeholder handle 🙂
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[23:30] <grogbot> <sev> @Burgerbecky regarding the license. Yes, the engine will be under GNU, but the game data is not, thus, many IP right holders are selling their games again via GOG.com or Steam, bundled together with ScummVM for compatibility with the modern plarforms
[23:30] <Lightkey> @mduggan Only ScummVM engines have pages in the wiki. So the only time the developer of the original engine is included in the infobox is when it was integrated into ScummVM, like for Glk/Scott.
[23:31] <grogbot> <sev> @Burgerbecky thus, if you would be interested in having that, and willing to share the sources, perhaps under an NDA, then we could write an open source reimplemenation, and thus, enable the game for the modern players
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[00:00] --- Sat Apr 10 2021