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[00:16] <grogbot> [discord] <Joseito> There is nothing like too much message and the bones puzzle was fun and inventive
[00:38] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/tqTcPD
[00:38] <Scummette> scummvm/master 425d27e sev-: MADS: Fix copyright header
[00:38] <Scummette> scummvm/master aed9bb5 sev-: NEWS: Mention MADS engine improvements
[00:52] <grogbot> [discord] <SupSuper> serious lucasarts games don't get as much attention
[01:13] <Scummette> [scummvm] einstein95 opened pull request #4431: MTROPOLIS: Add detection for Star Trek: The Game Show demo (master...mtrop) https://is.gd/byFQca
[02:22] <grogbot> [discord] <Joseito> Thats a damn shame
[02:28] <Scummette> [scummvm] bluegr pushed 3 new commits to master: https://is.gd/EFewti
[02:28] <Scummette> scummvm/master a4150f1 bluegr: MADS: Fix dialog speech timing in Phantom. Some more renaming
[02:28] <Scummette> scummvm/master 6c1b052 bluegr: MADS: Stop speech when dialog is closed
[02:28] <Scummette> scummvm/master 13656c4 bluegr: MADS: Add missing code for stamp animations
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[03:17] <Scummette> [scummvm] phcoder opened pull request #4432: SAGA: Support Chinese IHNM version (master...ihnm) https://is.gd/2j3gFi
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[06:06] <gsi> on the way to that skeleton puzzle in The Dig there is a strong hint how to solve it, no guessing required
[06:08] <gsi> can only remember one spot which seemed illogical to me, whom to talk to when you get trapped
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[06:30] <Scummette> [scummvm] phcoder pushed 1 new commits to master: https://is.gd/1Nf4NG
[06:30] <Scummette> scummvm/master 5198e1c phcoder: SAGA: Update few Chinese strings.
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[07:28] <grogbot> [discord] <antoniou79> I like the Dig very much, and even though the skeleton puzzle was tricky I didn't hate it. But yeah, there are a couple of other puzzles that I consider a bit moon-logic-al
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[11:08] <grogbot> [discord] <Bluddy> the Dig is very much a Myst-like, except in the LucasArts tradition. People were expecting a more LucasArts style game, with lots of dialog etc. If you come in without those expectations, you'll enjoy it much more.
[11:09] <grogbot> [discord] <Bluddy> And the low-res graphics aged much better than Myst's high-res ones. At the time, people dismissed the low-res in comparison to high-res CGI images which were popular then. Looking back, the choice of low-res really made the graphics look good long-term.
[11:25] <grogbot> [discord] <dwa> mid-90s "realist" content looks extremely dated nowadays yeah
[11:25] <grogbot> [discord] <dwa>
[11:25] <grogbot> [discord] <dwa> and don't get me started on FMVs :p
[11:26] <grogbot> [discord] <eientei> Some FMVs have aged well
[11:27] <grogbot> [discord] <eientei> For example, Tim Curry in C&C Red Alert 3
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[11:42] <grogbot> [discord] <Bluddy> Good (yet cheesy) acting carries it. The CG background is still awful. The performance is enjoyable, even if the whole thing doesn't really stand the test of time.
[11:42] <grogbot> [discord] <Bluddy> VGA stylized graphics simply ages like fine wine. The medium forced a level of stylization that transcends technology. When they tried to do phot-based stuff, it sucked, as @dwa says.
[11:42] <grogbot> [discord] <Bluddy> Good (yet cheesy) acting carries it. The CG background is still awful. The performance is enjoyable, even if the whole thing doesn't really stand the test of time.
[11:42] <grogbot> [discord] <Bluddy> VGA stylized graphics simply ages like fine wine. The medium forced a level of stylization that transcends technology. When they tried to do photo or video-based stuff, it mostly sucked, as @dwa says. (edited)
[11:45] <grogbot> [discord] <dwa> yeah, plus if it's low-res, you brain fills the lack of definition so you "see" it looking better
[11:49] <grogbot> [discord] <Bluddy> true
[12:12] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/C99dmK
[12:12] <Scummette> scummvm/master bafbf66 neuromancer: FREESCAPE: improved precision of drilling in driller
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[12:18] <grogbot> [discord] <gu3> Regarding FMVs, this one seems to using the mohawk enigne: https://www.mobygames.com/game/in-the-1st-degree
[12:19] <grogbot> [discord] <gu3> but I have no idea the level of effort to support it, anyone here that worked in that engine?
[12:20] <grogbot> [discord] <eientei> Yes, the ScummVM wiki article on it says so
[12:21] <grogbot> [discord] <eientei> I disagree. For example, the Loom VGA graphics are a massive downgrade to the EGA graphics of its earlier release
[12:24] <grogbot> [discord] <Bluddy> That's an isolated case. Specifically, when companies took EGA graphics and added some colors to make them VGA, it tended to look pretty bad. EGA graphics were designed around those specific colors by the artists. The same issue is visible in some Microprose titles in EGA that were ported to Amiga (Railroad Tycoon, Covert Action). They added extra colors and mostly ruined them.
[13:44] <grogbot> [discord] <madmoose> Loom, Zak, and Indy suffer heavily from being upscaled from EGA to VGA using mostly the gradient fill tool in DeluxePaint.
[13:51] <grogbot> [discord] <Bosca> My issue with The Dig is that it takes a very good and strong story premise, and manages to morph it into a very slow paced game with subpar voice acting (why don't the main characters sound shocked at all when Brink dies?) and nearly nonsensical puzzles
[13:54] <gsi> felt to me more like an interactive movie (long cutscenes) than a puzzle filled game
[13:55] <gsi> can understand this seeing both Lucas and Spielberg being heavily involved :)
[13:55] <gsi> started like Armageddon, then turned into Contact ...
[13:55] <gsi> was it the time?
[13:56] <gsi> media was not as large as it is today -- does The Dig come on a single CDROM? certainly nothing DVD
[13:56] <grogbot> [discord] <dwa> Single CD yes
[13:59] <grogbot> [discord] <Bluddy> Yeah I think that was my first reaction too at the time. So slow. The premise was action-filled, but it became a (pretty good, IMO) Myst-clone (solve environmental puzzles with minimal inventory). If you expected the game to keep up with the pace introduced in the first 10 minutes or in the demo, you were out of luck.
[15:01] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/b5gJSe
[15:01] <Scummette> scummvm/master 02a9b16 neuromancer: FREESCAPE: added missing object to drill in driller
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[16:54] <Scummette> [scummvm] antoniou79 closed pull request #4425: BLADERUNNER: optimize math calculations. (master...fix-bladerunner-1) https://is.gd/IHRIxt
[16:54] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://is.gd/XfXpvp
[16:54] <Scummette> scummvm/master 7fc0e2d carlo-bramini: BLADERUNNER: optimize math calculations.
[17:23] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/g6Ye26
[17:23] <Scummette> scummvm/master 12f6c38 neuromancer: FREESCAPE: drill rendering improvements in driller
[17:31] <Scummette> [scummvm] ccawley2011 opened pull request #4433: SAGA: Move the LoadSceneParams structures out of the detection code (master...saga-intro-list) https://is.gd/IBFYoV
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[17:50] <Scummette> [scummvm] phcoder opened pull request #4434: SAGA: Move intro scene tables to intproc_ite.cpp (master...fixbuild) https://is.gd/G5BHtX
[18:15] <Scummette> [scummvm] neuromancer pushed 1 new commits to master: https://is.gd/gefv4K
[18:15] <Scummette> scummvm/master 8cdc933 neuromancer: FREESCAPE: better checks for drill position in driller
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[18:53] <grogbot> [discord] <somaen> The Dig was a leftover Spielberg script right? (With some shared intro ideas with Armageddon I guess)
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[18:54] <grogbot> [discord] <somaen> The difficulty of the puzzles is among the hardest in SCUMM imho.
[18:54] <grogbot> [discord] <somaen> But not quite the moon logic that Myst applies
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[19:02] <grogbot> [discord] <larsman> The game is based on a novel by Alan Dean Foster. The idea was to make a movie of it but was dismissed by all major companies who could put the budget into it. According to me its a jewel. The music and atmosphere is fantastic as well as the puzzles. I like the slow pace but I can understand that it might be found as frustrating.
[19:03] <grogbot> [discord] <larsman> Regarding FMVs I still put them in favour instead of late 90s 3D.
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[19:55] <Scummette> [scummvm] sev- closed pull request #4433: SAGA: Move the LoadSceneParams structures out of the detection code (master...saga-intro-list) https://is.gd/IBFYoV
[19:55] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/hcJXgj
[19:55] <Scummette> scummvm/master 319c5b1 ccawley2011: SAGA: Move the LoadSceneParams structures out of the detection code
[19:55] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/HBE7x2
[19:55] <Scummette> scummvm/master c8ce527 : I18N: Update translations templates
[19:56] <Scummette> [scummvm] sev- closed pull request #4434: SAGA: Move intro scene tables to intproc_ite.cpp (master...fixbuild) https://is.gd/G5BHtX
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[20:01] <ScummBot> Build [#6203](https://buildbot.scummvm.org/#builders/73/builds/6203) of `master-3ds` completed successfully.
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[20:04] <Scummette> [scummvm] ccawley2011 pushed 1 new commits to master: https://is.gd/jilSFd
[20:04] <Scummette> scummvm/master 1c43dfb ccawley2011: SAGA: Fix incomplete comment
[20:05] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://is.gd/qy4Wql
[20:05] <Scummette> scummvm/master b4c2676 : I18N: Update translation files
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[20:25] <Scummette> [scummvm] Willem3141 opened pull request #4435: MTROPOLIS: Two fixes for SPQR (master...spqr-fixes) https://is.gd/Gi90dW
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[21:56] <Scummette> [scummvm] ccawley2011 opened pull request #4436: SAGA: Move extra tables out of the detection plugin (master...saga-detection-tables) https://is.gd/SfcV8x
[21:57] <Scummette> [scummvm] neuromancer pushed 3 new commits to master: https://is.gd/P3NYlW
[21:57] <Scummette> scummvm/master 1caddc1 neuromancer: FREESCAPE: UI fixes in driller
[21:57] <Scummette> scummvm/master 7d873d6 neuromancer: FREESCAPE: parse all fixed fields of the sensors and introduced group objects
[21:57] <Scummette> scummvm/master a445e98 neuromancer: FREESCAPE: parse conditions in sensors
[21:59] <Scummette> [scummvm] ccawley2011 opened pull request #4437: SCUMM: Always build with Player_HE support (master...scumm-player-he) https://is.gd/yEkrsw
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[22:14] <Scummette> [scummvm] tag2015 pushed 2 new commits to master: https://is.gd/SDQpQl
[22:14] <Scummette> scummvm/master 97d300e tag2015: DRACI: Use properly localized title in launcher
[22:14] <Scummette> scummvm/master 3e68581 tag2015: CGE: Use properly localized title in launcher
[22:46] <grogbot> [discord] <Kat Su Yeah> does SCUMMVM happen to be based on SDL? If so, it might solve some of my mapping issue
[22:51] <grogbot> [discord] <Kat Su Yeah> (for context about my mapping woes, peep ticket #13909)
[22:52] <grogbot> [discord] <SupSuper> some platforms use SDL, but i don't think android does
[22:54] <grogbot> [discord] <Kat Su Yeah> a few open source ports on android (openxcom, rvgl, etc) are built from SDL
[22:54] <grogbot> [discord] <Kat Su Yeah> Oh do you mean the android version of scummvm?
[22:54] <grogbot> [discord] <SupSuper> right i mean scummvm uses SDL on some platforms but not on android
[22:54] <grogbot> [discord] <Kat Su Yeah> oh rip
[22:58] <grogbot> [discord] <Kat Su Yeah> who knows, maybe the data i got from the SDL controller map will work with scummvm regardless
[23:00] <Scummette> [scummvm] AndywinXp pushed 1 new commits to master: https://is.gd/DUBEsn
[23:00] <Scummette> scummvm/master e016419 AndywinXp: SCUMM: FT/DIG: Fix dialog fonts when loading very old savegames
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