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[00:27] <timofonic> Dreammaster: Any plans for future Glk subengines (such as those already in Gargoyle and more)? Adventurescape, Glulx, AdvSys, AGT/Agility, ADRIFT/Scare, Alan, Hugo, Level 9, JACL, Quill, Quest/Geas, TAVERN, Magnetic Scrolls, Phoenix, Scottfree, TADS...
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[01:40] <Scummette> [scummvm] bluegr closed pull request #1529: SCI: Fix SQ4 zero gravity blast lockup, bug #10912 (master...sq4zerogravityblastfix) https://git.io/fhh8a
[01:40] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhPn
[01:49] <Scummette> scummvm/master 36b4926 sluicebox: SCI: Fix SQ4 zero gravity blast lockup, bug #10912
[01:49] <Scummette> [scummvm] bluegr closed pull request #1524: BASE: Only reload engine plugins after return to launcher (master...load-all-plugins-of-type) https://git.io/fhxvY
[01:49] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhP4
[01:49] <Scummette> scummvm/master 6d11f46 singron: BASE: Only reload engine plugins after return to launcher
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[02:17] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhPd
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[02:39] <dreammaster> timofonic: Experimental Z-Machine versions aren't much of a priority right now; I'm concentrating on adding support for the v6 Infocom games, which Gargoyle didn't previously support
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[02:40] <dreammaster> After that I do intend to spent time working on adding other sub-engines that Gargoyle/Glk already has, though some of them like TADS and Hugo may be non-trivial to properly clean up to ScummVM code and formatting standards. :P
[02:41] <dreammaster> I'm hampered by a severe lack of time right now due to work commitments
[02:42] <dreammaster> Come to that, at some point I may start devoting some of my time to working on other engines again. After all the time spent on the Frotz subengine so far, I can probably use a bit of variety :)
[02:51] <Scummette> scummvm/master ef8b7cf bluegr: SCI: Add entry for Betrayed Alliance version 1.1
[02:51] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhXn
[02:51] <Scummette> scummvm/master e45dd70 bluegr: COMPOSER: Always check resources before loading them
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[04:37] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fhh1E
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[05:33] <David_gsoc> _sev: Hi! I did some more investigation about the moonbase project via debugging code or git blame, I think I have some new ideas about the goal of this project. I see the networking stubs in scumm engine. And from code history I saw that the moonbase AI part also came from stubs. I guess at that time AI code was ported into scummvm so that the stubs can be implemented. I'm guessing the networing part might be the same thing,
[05:33] <David_gsoc> _sev: i.e, we port networking code into scumm engine and then implement the stubs. However the difference is that we switch from DirectPlay to Net_SDL for example therefore somehow we need to re-implement the networking code. Am I understanding the project correctly? If not, is there anything I can further look at?
[05:33] <David_gsoc> _sev: I also find an annoying bug which can cause game crash in game or when quiting game. I've made a try to fix it. The description of the bug and fix is here: https://github.com/arpspoof/scummvm/commit/42a7f1b5995f9f092b061deea246f97ad40e61f1. Can I get some review for this change or should I issue a pull request first? Thanks!!
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[08:55] <rootfather> dreammaster, is it already known that GLK fails to build as a plugin?
[09:00] <_sev> he is offline
[09:08] <rootfather> ah right, the timezone thing
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[11:50] <nipung> _sev: All the hdb demos I have found are .exe files. I can't seem to find the MPC files. Any tips?
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[13:08] <_sev> nipung: that is a RAR archive
[13:09] <_sev> nipung: just unpack it
[13:11] <_sev> nipung: also, there are bunch demos for PocketPC which are in form of zip files
[13:19] <nipung> Got it. Found the MPC file
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[14:56] <Scummette> scummvm/master 537e9af dreammaster: GLK: Change Attributes fields from uint to bool
[14:56] <Scummette> [scummvm] bluegr closed pull request #1526: GUI: Allow GUI background colors other than black in Classic Theme (master...background-color) https://git.io/fhxLd
[14:56] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhh7b
[14:56] <Scummette> scummvm/master fe83c98 lotharsm: GUI: Allow GUI background colors other than black in Classic Theme (#1526)
[15:01] <Deledrius> PocketPC. I remember those...
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[16:07] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/fhhdB
[16:07] <Scummette> scummvm/master 1c69052 antoniou79: BLADERUNNER: Marking cut content with BLADERUNNER_RESTORED_CUT_CONTENT macro
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[16:25] <Scummette> [scummvm] bluegr closed pull request #1522: SDL: Move fullscreen and screenshot event handling to SdlGraphicsManager (master...notify-event) https://git.io/fhAjw
[16:25] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhdS
[16:25] <Scummette> scummvm/master f426ba6 ccawley2011: SDL: Move fullscreen and screenshot event handling to SdlGraphicsManager (#1522)
[16:32] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/fhhdx
[16:32] <Scummette> scummvm/master 769cf54 bluegr: SDL: Wrap the full screen toggle code into a separate function
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[16:46] <Scummette> [scummvm] ccawley2011 closed pull request #1298: BUILD: Remove manual configuration of Raspberry Pi compiler (master...raspberrypi) https://git.io/fNha8
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[17:33] <mataniko> Just pushed a new logo/background to scummvm-media and scummvm-web, please let me know how much you hate it because it's not the old logo in PM!
[17:34] <SupSuper> i hate it :p
[17:36] <mataniko> thanks, but i said PM!
[17:36] <mataniko> I'll let everyone sit on it for a couple days
[17:40] <David_gsoc> _sev: can I get some feedback for my messages.. (I think there might be a time-zone problem..
[17:45] <_sev> David_gsoc: sure, you just ran away :)
[17:46] <_sev> First of all, we have full source code for the game. I put those stubs for the purpose of tracing
[17:47] <_sev> then, you do not need to reimplement the DirectPlay. Most probably, that original concept will not work in the modern Internet at all, e.g. vast majority of people are sitting behind the NAT and are not directly connectable
[17:48] <_sev> The original DirectPlay-related code is relatively simple. E.g. "establish connection", "get list of games", "send command", "send array". You may see all of them in their stubs
[17:48] <_sev> you will need to create it from the scratch, by mimicking the current behaiour
[17:49] <_sev> but I envision it as a simple server-side part, which we will host, which will pass the packets between the clients
[17:52] <_sev> David_gsoc: thoughts?
[17:53] <bgK> mataniko: I'm concerned about the way this media update is introduced. Pushing it to master before asking for opinions? Asking for opinions in private only. I personally would expect a more open discussion for such a subject, sush as a thread on our mailing list.
[17:54] <bgK> That being said, good initiative.
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[18:08] <mataniko> bgK: Sorry, the "let me know in PM that you hate it" was supposed to be tongue in cheek, not to stifle any meaningful discussion
[18:10] <mataniko> In all seriousness, we can always revert. Generally change has been something that people here have not dealt with well in the past, and everything from menu width to shadow color in the website got scrutinized last time resulting in a back and forth of changes instead of meaningful discussion
[18:11] <stroggoff> Hi guys
[18:12] <stroggoff> This is unrelated with the logo switch so excuse the interruption :)
[18:13] <stroggoff> But does anyone know why I can't switch the language of the ScummVM gui to Greek, even though there is a translation for that language. I think last time I checked there was a fonts missing issue
[18:13] <mataniko> I'd actually love to get feedback, because I spent a lot of time on refining it to preserve the style while modernizing it after 15 years or so
[18:13] <stroggoff> but I'm unsure as to what one should do to enable the switch
[18:13] <David_gsoc> _sev: I'm back and thanks for replying! so I guess the game host will also need sth like Net punching so that guys over internet can play together,,
[18:14] <David_gsoc> sorry, NAT punching..
[18:15] <_sev> stroggoff: yes, we could not find a free font with Greek letters
[18:15] <_sev> David_gsoc: I was thinking about putting that to scummvm.org webserver
[18:16] <_sev> David_gsoc: it should be something very simple, again, just to "marry" up to 4 users. And we could use anything like Python or Perl or even PHP for implementing that
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[18:16] <David_gsoc> _sev: Yeah understood
[18:17] <stroggoff> _sev: Hm, aren't there any for Linux? I admit I've never really looked into it. Are there any restrictions
[18:18] <_sev> stroggoff: I could not find it easily. That must be a free font, sans-serif
[18:18] <stroggoff> Uh, ok. I'll probably check for that then
[18:18] <SupSuper> _sev: there's stuff like unifont though they're not very pretty: http://unifoundry.com/unifont/index.html
[18:19] <_sev> SupSuper: that is helpful
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[18:22] <David_gsoc> _sev: The suggestions are really helpful. I 'm now basically clear about the project and I will spend more time to think further about that (little bit confusing previously .. --!
[18:22] <bgK> mataniko: I know through first hand experience that discussion on pull requests can be tiring and even demotivating, but IMO it's for the best. I followed the PR for the latest major website CSS update, and the version we have now is significantly better than the one that was initially proposed. It's also better to have discussions so other team members don't feel like things are forced upon them.
[18:23] <_sev> stroggoff: now you can help if you generate it in iso8859-7
[18:23] <_sev> David_gsoc: great!
[18:24] <David_gsoc> _sev: and also any thoughts on my bug fix..? I'm not sure whether it is a correct fix or not, but from the code history I can see that you'are the code owner for that part, so when you get some time could you please have a brief review for that?
[18:24] <_sev> David_gsoc: yes, please, issue a PR. This is a good one!
[18:24] <David_gsoc> _sev: Thanks a lot, will do!
[18:24] <_sev> David_gsoc: if you like, there is another bug which you could try to tackle
[18:25] <David_gsoc> _sev: sure I'm interested in that, can i get the bug id for that?
[18:25] <_sev> David_gsoc: nope, there is no bug id. But when you play Moonbase Commander, you sometimes may see a black vertical line over the miminap
[18:26] <_sev> David_gsoc: I think it is related to a one-off error somewhere in the array handling code
[18:26] <Scummette> [scummvm] arpspoof opened pull request #1532: SCUMM HE: Bug fix for moonbase stack memory corruption (master...master) https://git.io/fhhNq
[18:27] <David_gsoc> _sev: Oh i saw that!! I'll spend some time to investigate that,
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[18:32] <stroggoff> _sev: I'll give it a shot. I don't understand quite yet what I actually will have to do :)
[18:33] <_sev> stroggoff: look in the gui/themes/fonts
[18:34] <_sev> stroggoff: there are fonts in BDF format. That is what ScummVM understands and uses. You need to generate regular Helvetica for that
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[18:35] <stroggoff> ok. And this is possible via the Unifont project?
[18:35] <_sev> yes, as they have the fonts in BDF format, and BDF utilities lt you generate font for a specific codepage
[18:36] <_sev> see the BDF files, they enlist the command which was used to generate them
[18:36] <stroggoff> ok, will do
[18:37] <mataniko> bgK: That's a fair point, i'll do that
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[18:57] <bgK> mataniko: thanks
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[18:59] <mataniko> https://github.com/scummvm/scummvm-web/pull/95
[19:08] <LePhilousophe> mataniko: I am not sure my opinion has any value, but I prefer the old green (tastes and colors...) and I think it fits better with the current website background (but that could be changed)
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[19:26] <mataniko> The thought is to keep the color schema relatively close to what it is currently
[19:26] <mataniko> I've probably went over 10-15 different oranges
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[20:09] <Deledrius> mataniko, this is the updated logo? https://www.scummvm.org/images/scummvm_logo.png
[20:20] <mataniko> no, that's the old log
[20:20] <mataniko> update logos in the PR
[20:20] <mataniko> https://github.com/scummvm/scummvm-web/pull/95
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[21:14] <rootfather> one question regarding fluidsynth: Do we need support for libsndfile or is our fluidsynth implementation only passing the raw audio data to scummvm's audio output magic?
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[21:23] <L0ngcat> mataniko: I've changed my mind about the icon for the forums, you re right, it's simple and works. But how about changing the blue icon to orange or gray so that it conforms with svm color, like the green and yellow icons do?

[21:24] <L0ngcat> the blue color doesn't seem to fit, whereas the others do
[21:25] <L0ngcat> not a big issue for me, it's just slightly jarring when there is nothing else blue on the site
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[22:40] <madmoose> A serious timing issue in Monkey Island: https://twitter.com/TheMedievalNerd/status/1104793785320595459
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[22:50] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/fhjek
[22:50] <Scummette> scummvm/master 146f095 dreammaster: GLK: FROTZ: Set window font size property
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[23:12] <timofonic> dreammaster: I see. Thanks a lot for your reply. What about motivating other developers with interest in Interactive Fiction to participate in ScummGlk too?
[23:14] <Scummette> [scummvm] peterkohaut pushed 2 new commits to master: https://git.io/fhjeB
[23:14] <Scummette> scummvm/master dbe3043 peterkohaut: BLADERUNNER: Clean-up of PS10 & PS11 target scripts
[23:14] <Scummette> scummvm/master e9b229b peterkohaut: BLADERUNNER: Clean-up of PS12 target scripts
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[00:00] --- Mon Mar 11 2019