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[01:27] <Endy> scummvm-2.5.0.tar.bz2 2%[==> ] 3.01M 253KB/s
[01:27] <Endy> mmm need moar mirrors lol
[01:28] <Endy> Oh, it's coming from Fastly well that's weird then
[01:29] <Endy> The mirror is only like 4 hops away... I guess this is a 'Network engineer, heal thyself' moment heh
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[01:51] <Endy> The link for 'Glulx interactive fiction games' in the 2.5.0 news post has some stray leading zero-width-spaces that need pruning
[01:53] <Endy> Ah looks like it's been fixed in git just not deployed yet
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[02:21] <grogbot> <LittleToonCat> Hey. Happy anniversary!
[02:26] <grogbot> <Disco> πŸ‘‹
[02:27] <grogbot> <Disco> do u guys know if both the GOG and Steam version of Indiana 3 are the VGA versions?
[02:30] <Endy> Disco: Unfortunately it looks that way, I'm not aware of any supported means to get the Towns version without spending a fortune on a Japan auction.
[02:31] <Endy> The exception is Zak Mckracken where thankfully the GOG version bundles the 256-colour towns build. But it looks like we didn't get so luck with Indy3 or MI1
[02:35] <grogbot> <Disco> okay cool thanks, i wanted to make sure I bought the VGA not EGA
[02:35] <grogbot> <Disco> i remember playing the EGA when it came out as a kid, so much fun, and harder than the movie πŸ˜›
[02:35] <grogbot> <Disco> i got an AD-Lib card right around that time - really made Sierra and LucasArts games come alive
[02:35] <grogbot> <Disco> then, I got an MT-32 a couple of years later - expensive but worth it!
[02:36] <Endy> Yeah, the GOG version is the VGA version for sure. Steam is no doubt as well.
[02:37] <Endy> I remember when I got my first Sound Blaster, OPL2 ftw
[02:37] <Endy> Alhough as an Amiga fanboy, my favorite demo was pulling up Test Drive on the Amiga and PC to prove how superior my platform was :P
[02:37] <Endy> "Accccolade presennnntssss..."
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[02:57] <grogbot> <eientei> I only ever Windows GS and Theme Hospital
[02:57] <grogbot> <eientei> *remember
[02:57] <grogbot> <Retrodude> it's always bothered me that the Steam version of Indy3 uses the Tandy audio instead of AdLib in the original interpreter.
[03:19] <grogbot> <Disco> haha I started on just the old PC internal speaker
[03:19] <grogbot> <Disco> i had a friend how had an Apple 2 GS - and King's Quest IV recently came out - it sounded AMAZING on that Apple
[03:20] <grogbot> <Disco> and my other friend who had a Tandy - his sounded better than mine until I got the Adlib, then I got the SB Pro, then MT-32...that MT32 cost me $500 - somehow i got my parents to help with it - I was in high school back in 1991
[03:27] <grogbot> <Disco> i actually havent replayed Indy 3 in years, mainly because of the lackluster sound
[03:27] <grogbot> <Disco> ive played Indy 4, of course, many times
[03:50] <grogbot> <thoth> IIGS had a lovely sound chip.
[03:52] <grogbot> <eientei> The IIgs was just lovely
[04:01] <grogbot> <thoth> Ehhhh. It was shipped with too little RAM, the CPU was clocked slower than the SNES and was doing more, the OS was late, the system was afflicted by Apple's fat margins and desire to push the Apple II under the rug, and Apple's typical disinterest in interoperating with non-apple systems makes things like file transfer painful.
[04:02] <grogbot> <thoth> (Although honestly the CPU speed is bearable provided you can get a ram upgrade)
[04:09] <grogbot> <eientei> In hindsight, yeah
[04:09] <grogbot> <eientei> Not like the IBM Jr was much better...
[04:18] <grogbot> <thoth> PCJr had worse color and wasn't fun. I wouldn't use one today. (I actually own an Apple IIGSthose comments weren't from memory)
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[05:48] Nick change: dos -> dos1
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[06:01] <grogbot> <NateMartin310490> Tried to download the newest version on my Mac and said it needed updating. Please help
[06:05] <grogbot> <SupSuper> right-click > open
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[06:43] <grogbot> <antoniou79> It seems that there maybe is a regression on the Xeen engine. As mentioned in the forum, ScummVM is looking for a "CONSTANTS_5" file that does not exist (at least not in the GOG releases): Could not open file - CONSTANTS_5!
[06:44] <grogbot> <antoniou79> https://forums.scummvm.org/viewtopic.php?p=96070#p96070
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[06:50] <grogbot> <rootfather> can confirm as well
[06:51] <grogbot> <rootfather> trying to bisect
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[07:08] <grogbot> <somaen> Hmm, 2.5.1 might be closer than expected in that case
[07:09] <grogbot> <rootfather> I have an idea on where it breaks, just a few bisect steps away
[07:20] <grogbot> <rootfather> 5 rounds left, getting there
[08:02] <grogbot> <antoniou79> It seems that the CONSTANTS thing was introduced with this commit in the resources.cpp file: https://github.com/scummvm/scummvm/commit/b16ab4382e0f80ae5c5f7f86968a623ea701e7fe
[08:19] <grogbot> <antoniou79> Is this file being generated by create_xeen ? I cannot find documentation on what create_xeen does
[08:34] <Scummette> [scummvm] bluegr closed pull request #3404: BACKENDS: Add overloadable removeFile in DefaultSaveFileManager (master...file-remove) https://git.io/Ja58q
[08:34] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JozNC
[08:34] <Scummette> scummvm/master aac0f40 criezy: BACKENDS: Add overloadable removeFile in DefaultSaveFileManager
[08:35] <logix> the call in create_xeen() is missing the '_', no? I'd say it's being loaded from resources.cpp if lang == EN_ANY
[08:35] <logix> (according to language.h that should be 5)
[08:36] <grogbot> <antoniou79> I could get swords of xeen and world of xeen (GOG releases) to work, by recreating the xeen.ccs file via "our devtools/create_xeen/create_xeen.exe", using files from the gog releases (I had to combine since "Dark.cc" was missing from "sword"
[08:39] <grogbot> <antoniou79> For now, I can only say that an updated xeen.ccs file (made using data files from the GOG releases) works for GOG releases. The command I ran was: ./create_xeen.exe dark.cc "xeen.dat" from the Might and Magic - Swords of Xeen game folder, after I had copied dark.cc in there from the Might and Magic 4-5 game folder.
[08:40] <grogbot> <antoniou79> Weirdly complicated, but again, I don't have the documentation for create_xeen
[08:46] <grogbot> <rootfather> Bisecting got weird results (ran it twice to make sure):
[08:46] <grogbot> <rootfather> 8cea6429627159f8834b0618c7ac04cd439bab06 is the first bad commit commit 8cea6429627159f8834b0618c7ac04cd439bab06 Author: trembyle <sean.patrick.brody@gmail.com> Date: Sat Aug 14 16:50:57 2021 -0400 COMMON: Add constants for new Director game languages Catalan and Flemish use existing ISO/locale codes Arabic uses generic ARB for country code. There is no clear country code to apply here. We can take ARB to mean Arab
[08:46] <grogbot> League or Modern Standard Arabic. TODO: Consult Arabic speakers on country-level dialects common/language.cpp | 5 ++++- common/language.h | 23 +++++++++++++---------- 2 files changed, 17 insertions(+), 11 deletions(-)
[08:48] <logix> was it trying to load language resources from a file called just "5" before that commit? I'm just guessing a bit on what I'm seeing in the diff...
[08:53] <grogbot> <rootfather> I don't know how the xeen datafiles work either :/
[08:53] <grogbot> <antoniou79> maybe it's just an issue of not distributing an updated version of the xeen.ccs file?
[08:53] <grogbot> <rootfather> I almost think so
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[08:56] <grogbot> <eientei> ../Makefile.common:DIST_FILES_ENGINEDATA+=xeen.ccs Looks like it
[08:58] <grogbot> <eientei> xeen.ccs in the repo was last updated in 5d37243150c9b2b54af44182b81d6501f53b0aee which was after that commit...
[08:59] <grogbot> <antoniou79> For what it's worth my fresh built xeen.ccs differs from the one on our repo and it is about 3KB larger
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[08:59] <grogbot> <antoniou79> If I replace the one on our repo with mine, and re-build scummvm, the games work (or if I place the xeen.ccs file directly in the game folders, since it seems to override ours)
[09:00] <grogbot> <eientei> * before b16ab4382e0f80ae5c5f7f86968a623ea701e7fe, after 8cea6429627159f8834b0618c7ac04cd439bab06
[09:00] <grogbot> <eientei> so yeah, all signs point to no-one realising to update xeen.ccs
[09:01] <grogbot> <antoniou79> since the 2.5.0 release includes a stable release of the scummvm tools, a user could potentially build their own ccs
[09:01] <grogbot> <antoniou79> (i think anyway)
[09:02] <grogbot> <rootfather> I didn't manage to rebuild the xeen.ccs file, I think I'm using it wrong. But looking at this, I think it almost justifies a 2.5.1 release pretty much right away
[09:03] <grogbot> <antoniou79> Can I upload it somewhere and link you to it? Maybe in pm?
[09:03] <grogbot> <eientei> The Windows zip file doesn't include the tools, only the main binary
[09:04] <grogbot> <eientei> Given how there's one in the repo, it should be fine to upload here or commit directly
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[09:06] <grogbot> <antoniou79> the thing is, I can only test with GOG versions, which are English. That set of commits was to support Russian (and maybe other) translations. I don't know if my ccs will break that support or support with the original versions of the game
[09:06] <grogbot> <antoniou79> So direct commit is not a good idea, until someone more experienced on the engine can confirm
[09:07] <grogbot> <rootfather> I only have the GOG version either, so no way to confirm if it breaks other languages as well, I don't have any other versions of the game
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[09:09] <grogbot> <eientei> The Russian version is a fan translation
[09:22] <Endy> I'm off for the night, happy 20th (regressions not withstanding
[09:22] <Endy> :D
[09:23] <grogbot> <eientei> Probably best to consult with Maxim Kovalenko
[09:27] <grogbot> <eientei> @antoniou79 are you able to DM me it? I'll test it out with the Clouds RU version
[09:28] <grogbot> <eientei> The version I currently have gives "ERROR: Could not open file - VERSION!"
[09:28] <grogbot> <eientei> * CONSTANTS_27
[09:36] <grogbot> <antoniou79> @eientei I sent it, did you get it?
[09:40] <grogbot> <eientei> Yup
[09:40] <grogbot> <eientei> https://cdn.discordapp.com/attachments/581224061091446795/896695061755084830/unknown.png
[09:47] <Scummette> [scummvm] mgerhardy pushed 17 new commits to master: https://git.io/Jo2Dv
[09:47] <Scummette> scummvm/master e8680ce mgerhardy: TWINE: fixed warnings
[09:47] <Scummette> scummvm/master 46a8105 mgerhardy: TWINE: play midi track 1 while showing introd fla
[09:47] <Scummette> scummvm/master ae07194 mgerhardy: TWINE: fixed polygon filler type enums
[10:06] <grogbot> <criezy> Maybe it would be better if that xeen.css did not rely on the language values from the Language enum though. Otherwise this might break again in the future f we add more languages there.
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[12:35] <Scummette> [scummvm] einstein95 opened pull request #3410: SCI: Add PQ2 v1.001.106, mark 5.25" DOS PQ2 releases as such (master...sci) https://git.io/Jorcj
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[13:58] <Scummette> [scummvm] bluegr closed pull request #3410: SCI: Add PQ2 v1.001.106, mark 5.25" DOS PQ2 releases as such (master...sci) https://git.io/Jorcj
[13:58] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JooNB
[13:58] <Scummette> scummvm/master c89840f einstein95: SCI: Add PQ2 v1.001.106, mark 5.25" DOS PQ2 releases as such
[13:58] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JooNK
[13:58] <Scummette> scummvm/master d7de876 : I18N: Update translations templates
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[14:28] <grogbot> <j4w4> Hello
[14:29] <grogbot> <j4w4> Why is ScummVM described as a point-and-click adventure emulator. Isn't more generalized than that? Like a DOS emulator?
[14:29] <grogbot> <rootfather> ScummVM is not an emulator at all
[14:30] <grogbot> <rootfather> It is a reimplementation of the game executables themselves, which also means that it can run only specific games while a good emulator can run each and every piece of software
[14:31] <grogbot> <j4w4> That's pretty cool. I see that an old pinball game called Tilt! attempts to use the ScummVM to run it. Are you familiar with that one?
[14:32] <grogbot> <Henke37> If they do then they better obey the license.
[14:33] <grogbot> <j4w4> I think the challenge is getting old DOS games to work on Windows 10, not the piracy.
[14:33] <grogbot> <lephilousophe> @j4w4 do you have a link to the game?
[14:34] <grogbot> <Henke37> I meant the license for scummvm itself.
[14:34] <grogbot> <lephilousophe> I don't know this game and didn't know that scummvm could be used for pinballs
[14:35] <grogbot> <j4w4> I don't know either but I think someone has tried.
[14:36] <grogbot> <lephilousophe> oh ok
[14:37] <grogbot> <j4w4> But the actual last name of the path is loom
[14:37] <grogbot> <j4w4> So, I think it's messed up.
[14:38] <grogbot> <lephilousophe> Loom is a game supported by scummvm
[14:40] <grogbot> <j4w4> Yep, makes sense to me know. Somehow, the file got named wrong. 3dpinbal.bat but the contents show attempt to launch loom with ScummVM.
[14:44] <grogbot> <j4w4> So are these rewritten native to like a newer operating system like Windows 10?
[14:44] <grogbot> <j4w4> So you don't have to use DosBox?
[14:45] <grogbot> <rootfather> exactly, it allow the games to run on modern systems by basically replacing the binaries
[14:45] <grogbot> <rootfather> so no need for emulation at all
[14:46] <grogbot> <j4w4> Amazing, very clever, so really just using the original assets like images, audio/video and some basic logic.... ?
[14:46] <grogbot> <j4w4> Hey, can you guys do Armed & Delirious? That would be dope!
[14:46] <grogbot> <j4w4> πŸ™‚
[14:46] <grogbot> <j4w4> I love that old game.
[14:47] <grogbot> <j4w4> I think it came out on Windows 95.
[14:49] <grogbot> <j4w4> Does Loom on Steam use the ScummVM?
[14:57] <grogbot> <rootfather> Yeah, basic logic as in completely rewriting the game from scratch.
[14:57] <grogbot> <j4w4> So harder than I'm suggesting?
[14:57] <grogbot> <j4w4> I mean there has to be a general pattern since you can do this for most of them.
[14:58] <grogbot> <rootfather> No, each engine is different; and one engine covers only some games
[14:59] <grogbot> <j4w4> Oh okay, wow, well, it's very cool that it's being done. Don't forget my request for Armed and Delirious. It's an overlooked classic I think! πŸ™‚
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[15:26] <grogbot> <chrisis123> https://grumpygamer.com/scummvm_20 - Happy Birthday from Ron Gilbert - (you know, the person who wrote the original SCUMM engine ;))
[15:50] <grogbot> <j4w4> Armed & Delirious also relased under the name of Dementia in a different region.
[15:51] <grogbot> <rootfather> We don't take requests, sorry. If a developer thinks implementing the game is a good idea and is willing to spend months or sometimes years(!) of his time, then it will happen - otherwise it won't.
[16:00] <grogbot> <Henke37> feel free to hire your own developer tho.
[16:00] <grogbot> <j4w4> The game is a hidden gem, waiting to be unleashed on the world.
[16:00] <grogbot> <SupSuper> fwiw someone mentioned working on Armed and Delirious before, dunno what their progress is though
[16:00] <grogbot> <j4w4> It would be a crime against humanity not to do this.
[16:01] <grogbot> <j4w4> Nice
[16:01] <grogbot> <j4w4> It just "makes" sense.
[16:01] <grogbot> <James W> https://www.eurogamer.net/articles/2021-10-10-scummvm-releases-big-new-update-to-celebrate-20-year-anniversary
[16:05] <grogbot> <j4w4> I hope we can find that person and ask them.
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[16:54] <grogbot> <timofonic> I just find some small and specific Python tools... https://github.com/multimediamike/improved-spoon
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[17:12] <grogbot> <SupSuper> https://discord.com/channels/581224060529148060/581224061091446795/893599862870904882
[17:30] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://git.io/JoPNV
[17:30] <Scummette> scummvm/master 379ddd1 mgerhardy: TWINE: converted more render methods
[17:30] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JoPN9
[17:30] <Scummette> scummvm/master 815a0e9 : I18N: Update translation files
[17:36] <Scummette> [scummvm] mgerhardy opened pull request #3411: TWINE: collection of fixes from master (master...pr/twine-2-5-1) https://git.io/JoXeD
[17:36] <Scummette> [scummvm] mgerhardy closed pull request #3411: TWINE: collection of fixes from master (master...pr/twine-2-5-1) https://git.io/JoXeD
[17:38] <Scummette> [scummvm] mgerhardy opened pull request #3412: TWINE: merged the changes from master (branch-2-5...pr/twine-2-5-1) https://git.io/JoXfd
[17:59] <grogbot> <madmoose> https://twitter.com/grumpygamer/status/1447222789828583425
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[19:05] <grogbot> <rzil> if it's the same someone, he is making progress in Giant Steps😎 * (it's the name of the comapany who developed the engine, CRUX)
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[19:35] <Scummette> [scummvm] bluegr closed pull request #3409: GUI: Disable widgets in the options dialog relating to unavailable features (master...disable-options) https://git.io/Josa4
[19:35] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JoMUw
[19:35] <Scummette> scummvm/master c40b2bf ccawley2011: GUI: Disable widgets in the options dialog relating to unavailable features
[19:35] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JoMU1
[19:35] <Scummette> scummvm/master c659033 : I18N: Update translations templates
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[23:16] <grogbot> <0mega> Happy 20th to Scummvm
[23:53] <Scummette> [scummvm] bluegr closed pull request #3400: Fix restoring window size when exiting fullscreen (master...resize-fix) https://git.io/J2zx6
[23:53] <Scummette> [scummvm] bluegr pushed 2 new commits to master: https://git.io/JoyNx
[23:53] <Scummette> scummvm/master 45a803c criezy: OPENGLSDL: Fix always restoring window to maximized size when exiting fullscreen
[23:53] <Scummette> scummvm/master 594a81f criezy: OPENGLSDL: Fix restoring window size when exiting fullscreen
[23:53] <Scummette> [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JoyAJ
[23:53] <Scummette> scummvm/master cc534f0 : I18N: Update translation files
[23:53] <Scummette> scummvm/master 87b7ddc : I18N: Update translations templates
[00:00] --- Mon Oct 11 2021