[01:01] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [01:01] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [01:16] _dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [01:16] #scummvm: mode change '+o _dreammaster' by ChanServ!ChanServ@services. [01:17] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) left irc: Ping timeout: 248 seconds [01:34] Nick change: _dreammaster -> dreammaster [01:53] All of them because theres a virtual keyboard that you can control with game pad [01:54] So if you need to enter something you can use the virtual keyboard. Thats whybScummVM works great on PSP/Vita/Switch without keyboard or mouse. [01:54] Just make sure you dont use the Retroarch core it is outdated, buggy, and input is broken. Use official builds from ScummVM buildbot or ScummVM release [01:56] And the mouse is controlled using the left thumb stick on your gamepad. So theres really no need for keyboard mouse [01:57] However this advanced gamepad control is only implemented in ScummVM ports that use the SDL2 library backend. It rests on the SDL Game Controller Concept for input. [01:58] The mouse speed and joystick deadzlne can be adjusted in settings... [01:58] how about if all you have is a textbased command line? like for say, twitch plays [01:59] It is possible but it will be very slow to type a lot of text using your gamepad and the virtual keyboard. [01:59] i meant that you don't have a gamepad, just the command line [02:00] Oh. No that is not possible. You need either a gamepad (ideally a gamepad that works with SDL game controller interface) or keyboard+mouse. [02:00] unless you're playing a text-only game, you'd still need to move your character for text-parser games [02:01] a general command line for every single adventure game would be a hell of an effort [02:02] the way i see it is that point and click can work fine if you can translate names into objects to click [02:02] The Vita/Switch/PSP Ports have a hardcodes mapping from native controller to SDL game Controller buttons. On Linux and Windows, I think the SDL game Controller support keeps increasing theres even a user database with many pre-defined mappings from controller to SDL game controller that can be used I think. [05:30] LeChuck joined #scummvm. [05:30] Begasus (~begasus@ptr-4qba4ebqper9c246rlb.18120a2.ip6.access.telenet.be) joined #scummvm. [05:34] Begas_VBox (~Begasus@d54c05bea.access.telenet.be) joined #scummvm. [05:57] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) joined #scummvm. 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[07:44] #scummvm: mode change '+o whiterandrek_' by ChanServ!ChanServ@services. [07:47] whiterandrek (~CVoltage@ppp-109-104-179-20.wildpark.net) left irc: Ping timeout: 245 seconds [08:00] NULUSIOS (nls@mail2.termoil.com) left #scummvm. [08:26] Toonstruck is currently free on GOG https://www.gog.com/game/toonstruck [08:38] whiterandrek_ (~CVoltage@ppp-109-104-179-20.wildpark.net) left irc: Ping timeout: 248 seconds [08:40] whiterandrek (~CVoltage@ppp-109-104-179-20.wildpark.net) joined #scummvm. [08:40] #scummvm: mode change '+o whiterandrek' by ChanServ!ChanServ@services. [08:50] ced117 (~ced117@opensuse/member/ced117) left irc: Ping timeout: 248 seconds [08:58] Harekiet (~harekiet@2001:41d0:a:37e5::4adc:4c6a) left irc: Ping timeout: 264 seconds [09:06] Unseen2 (snowcat@snowcat.de) left irc: Quit: Gone. [09:06] Unseen2 (snowcat@snowcat.de) joined #scummvm. 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[14:05] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) left irc: Ping timeout: 244 seconds [14:21] ced117 (~ced117@opensuse/member/ced117) joined #scummvm. [14:23] SupSuper (~SupSuper@openxcom/dev/supsuper) joined #scummvm. [14:34] girafe2 (~girafe@lfbn-lyo-1-450-7.w2-7.abo.wanadoo.fr) joined #scummvm. [14:38] girafe (~girafe@lfbn-lyo-1-450-7.w2-7.abo.wanadoo.fr) left irc: Ping timeout: 248 seconds [14:40] Drenn (~Drenn@toroon0717w-lp130-07-70-52-223-40.dsl.bell.ca) joined #scummvm. [15:42] ny00123 (~ny00123@213.137.91.233) joined #scummvm. [16:02] Asterisk (~asterisk@unaffiliated/asterisk) left irc: Ping timeout: 245 seconds [16:10] Asterisk (~asterisk@unaffiliated/asterisk) joined #scummvm. [16:23] Littleboy (~littleboy@pool-71-162-119-10.bstnma.fios.verizon.net) left irc: Quit: Κtre dans le vent, une ambition de feuille morte. [16:26] DominusExult (~dominus@port-92-196-82-25.dynamic.qsc.de) joined #scummvm. [16:26] DominusExult (~dominus@port-92-196-82-25.dynamic.qsc.de) left irc: Changing host [16:26] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [16:29] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 268 seconds [16:29] Nick change: DominusExult -> Dominus [17:00] cambiar las notificaciones por defecto [17:00] creo que teneis puesto avisar a todos los usuarios de todo, es un poco rollo [17:00] πŸ˜› [17:07] i think he's complaining about the server having notifications on for all messages by default [17:08] yeah [17:08] YEP [17:08] So that's where these random notifications are coming from... [17:08] @sev is probably the only one that can change that [17:08] Why is this a server and not a client setting is beyond me. [17:08] i can turr off the notifications, no problem, but this could be irrititating for some users [17:08] it's also a client setting [17:09] its like every message is that @ everyone thing [17:09] Any idea how to turn it off in the client settings? [17:10] yes [17:10] click on the server name, select notification settings [17:10] if you right-click on the server, there should be notifications or something in there [17:10] thats it [17:10] i think its by default send notifications to everyone [17:10] Oh, I see it now. Thank you! [17:11] i have a server too and i changed that [17:11] people was complaining also [17:11] I was looking in the wrong settings. [17:11] yes, we probably should change this [17:11] Please do. [17:11] by the way i dont even know what is this server for, its somekind of emulator right ? XD [17:12] i saw this as a Core in RetroArch [17:12] a bunch of engine remimplementations [17:12] focusing on point and click adventure games [17:12] for lucas arts adventures games ? [17:12] that's the main draw yes [17:13] so old pc games are more modern [17:13] those ran on the scumm engine, thus the name [17:13] there are like 70 different game engines in the project by now [17:13] i saw it in retorarch as a core too [17:13] and like half of them are shipping [17:13] RetroArch [17:14] so basically what you are is adventures game fanatics no? hehe [17:14] more or less [17:14] https://www.scummvm.org/compatibility/ [17:15] thats nice [17:15] i like some adventures but i think is not scumm compatible [17:15] @whiterandrek pink is missing here [17:15] sanitarium is good [17:16] and recetly i played one that was very addictve [17:16] https://store.steampowered.com/app/352520/The_Silent_Age/ [17:16] that's a nice one [17:17] for 80 cents is a little but cute game [17:17] bit on the simple side tho. rarely any overlapping puzzles there [17:17] like Riven and Myst ???? [17:17] these games were nuts [17:17] games for very special people [17:17] with infinite patience [17:17] im not one of those XD [17:19] Compared to Riven, the first Myst game is really easy imho. Once you figured out what to do πŸ˜› [17:20] myst is a lot of "oh, shiny graphics" [17:20] if you like Myst, graphics, of course [17:20] so many scenes with either nothing interactable or just one thing [17:20] otherwise it's just "Oooow! puke" [17:21] and myst only lets you carry one item at a time. which is clunky [17:21] Oh right, completely forgot how passionate you dislike Myst @Strangerke πŸ˜› [17:21] one of us, one of us [17:22] Well, I don't understand why people appreciate games which could have been made using ms-paint and powerpoint... [17:22] @SupSuper wait what? πŸ˜› [17:23] (if it's a game,... is it?) [17:23] yes, most people consider it a game [17:23] I don't πŸ˜ƒ [17:23] some people call it a walking simulator though πŸ˜› [17:23] Except you teleport... [17:23] so eventually a teleportation simulator, indeed [17:23] hey, sometimes you get a pre-rendered walk πŸ˜‰ [17:24] slow motion teleport πŸ˜› [17:24] @rootfather i don't like myst-likes, not a big fan of the blind exploration genre [17:24] blind exploration is fine. lack of a purpose is not [17:25] The main issue is a feature [17:25] right. "here's some things, is it a puzzle, is it nothing, ??? good luck" [17:25] yep [17:25] "commit suicide" should be a fine option game [17:25] lol [17:25] @SupSuper yep, and figuring out what to do or how to interpret a scene (important information? random stuff?) is what I like about the series [17:26] and I honestly think you can either love it or hate it, but nothing in between [17:26] i want to see depth in the locations myself. more than what you'd find in an initial examination [17:26] a reason to revisit the locations [17:26] It depends, if the game is properly realized it may be interesting. Look at The Dig. You have to interpret everything, but it's fine [17:28] yup it's like walking simulators, very polarizing [17:29] to me a puzzle is "you have the pieces, you have the rules, figure it out" not "figure out the pieces, figure out the rules, just figure it all out" [17:29] @Strangerke except for this πŸ˜› [17:29] https://cdn.discordapp.com/attachments/581224061091446795/589506888555823114/thedig.gif [17:32] I managed to completely erase this puzzle from my memory. Intriguing πŸ˜„ [17:33] suppressing trauma [17:38] I still remember Myst 😒 [17:42] i don't hate myst so much as myst-likes. there were so many bad clones. even sierra got in on it [17:43] combine with bad fmv and you got a fine mess [17:44] hey, I like Shivers πŸ˜› [17:56] things that make you rage https://cs11.pikabu.ru/post_img/2018/07/06/7/1530873904175555465.png [17:57] ^this refrigerator [18:02] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) joined #scummvm. [18:07] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) left irc: Ping timeout: 248 seconds [18:12] I think myst WAS actually made in something like powerpoint. Some MacOS note keeping app or so. [18:13] Powercards or whatever it was called. [18:13] you mean HyperCard? [18:13] hypercard [18:13] Yes that [18:13] bunch of early mac adventures used it [18:13] no, it's not a valid excuse. Decent things were made using HyperCard [18:13] Like SupSuper said. [18:13] Name one [18:13] πŸ˜‰ [18:13] Cosmic Osmo, The Manhole... [18:14] The manhole? Yes that was good ok I take it back. [18:14] did the macventure games use hypercard, i forget [18:14] afaik not [18:15] Mac gaming was so at odds with the rest of the world back then. E.g. Journeyman Project, Marathon LOL [18:15] Very strange stuff [18:19] Theres a few recurring rage things in adventures: illogical puzzles, puzzles where obvious solution doesnt work (use ladder on wall) because devs didnt realize or care that an obvious solution is present in inventory, room exits that are not clear (missing whole rooms because of that), one pixel sized objects with no hotspot indicators, missing one object in beginning and realizing you need it at the very end. Almost all adventures [18:19] commit at least one or two of those sins, and many are still great. [18:20] Future Wars is so atrocious with the single pixel objects, still an amazing game [18:21] after poking at engines i'm starting to wonder if pixel hunt objects were a result of "sloppy design" or "sloppy programming" [18:21] And useless mazes to make the game longer like in one of the KQ, and Ringworld [18:22] I recently finished Detroit on PS4 and was blown away what an excellent adventure it is. Really modern design, amazing story trees, allowing the player to see the trees... [18:23] And ponder the choices and try different ones really cool. However, it uses timed sequences a lot. I hate being under time pressure in adventures. And yes the endless and boring mazes are another trope [18:24] Adventure It is a strange genre, because of you do everything perfect, theres like no challenge and no game anymore. [18:24] what about forced action sequences πŸ˜› more of a sierra thing i guess [18:25] In some sense The only difficulty in adventures is because the devs commit some of those sins otherwise everything would be logical, easy, and it would just be a movie more or less [18:25] So the fun is because the games are imperfect in some way, making them challenging [18:52] Yes, if you do everything "right" you get Full Throttle. However that's certainly not what I'm looking for. To me that's not a game, it's a cutscene. [18:54] i'm not sure i'd call that "right", it still had forced action sequences [18:57] Deledrius (~Deledrius@68.118.139.214) joined #scummvm. [18:58] I'm replaying the King's Quest series right now [19:00] full throttle has an entire sub engine for the bike segments [19:01] which is quite insane [19:01] less or more insane than the destruction derby at the end [19:01] that's my personal trauma [19:02] I don't remember it that clearly, I finished it in one sitting and never looked at Full Throttle again [19:02] that was a pun, the name of the engine is insane [19:02] nice [19:03] @waltervn iirc it was like doing bumper cars with point'n'click controls. though there have been so many dumb minigames in adventures i might be mixing some together [19:03] it falls in the same category as Conquests of the Longbow. There's just not enough substance to really make it memorable, to me anyway [19:03] tim schafer is really good at settings but his gameplay is always kinda bare [19:03] Leisure Suit Larry 5 is another one of these games... way too short and easy [19:04] i think they might've gone overboard with the video in the game too. a lot of the opening cutscene could've been traditional rooms [19:04] really, the same could be said about the comi opening too. [19:05] a good minute and a half of that opening is just the actual opening credits text screens [19:06] and there are a lot of shots of guybrush just writing in the bumpercar [19:06] i wonder if they could've squeezed the game onto one cd with smarter setups [19:07] jammm (~jam@unaffiliated/jamm) left irc: Ping timeout: 245 seconds [19:09] which is quite insane Classic of some old games: 1.Game start. menu is one engine 2.Start new game - cinematic on 2nd engine that runs by some separate player 3.In game third engine which is actual game engine Every transition game "restarts" by closing one window and start new one. Sometimes before start, game may have separate launcher additionaly. [19:14] some old games could have up to 10 separate EXEs, because you couldn't have much in memory [19:15] or coders just didn't like cooperating πŸ˜› [19:21] cd (~none@gateway/tor-sasl/cd) left irc: Ping timeout: 256 seconds [19:23] @Zadroter game i'm reversing right now has that sorta weirdness. main menu exe is just a "launcher" that sets up the game exe. even pressing Load Game requires first launching the game exe, which starts a new game, then shows the load ui, which will discard the newly created game [19:25] Henke, it's easy to say they went overboard with the stunning animation now, but back then the whole point of it was to show off and do something pretty uncommon. [19:26] my point wasn't that they went overboard with animations. [19:26] I think FT and CoMI used it well. KQ7 OTOH shows what happens when you do that kind of thing without being able to pull it off. [19:26] my point was that they could've kept the same fidelity, but without bringing in a video codec. that is, for some of the scenes [19:26] Ahhhh [19:27] gotcha [19:27] Interesting. Most terrible idea I remember in this regard, is how it was in Star Wars Jedi Knight Dark Forces II "mysteries of the sith" addon. Meme that unlike original game which have real actors cutscenes, this have cutscenes made on engine, but instead of be in-game, this is video records of game, captured with very poor resolution and implemented like separate cinematics on different engine, addition to game menu feels like it is [19:27] different engine. And main game engine is Lucasarts "sith" engine which studio wierd 3d engine with very questionable physics. Late 90s in a nutshell. [19:27] Rendered as in-game "cutscenes" using rooms and sprites [19:28] reminds me of the terrible southpark game with even worse ports. in game cutscenes captured as video in the bad ports [19:28] haha, Zadroter, the old "pre-rendered, but using the game engine" thing [19:28] Begas_VBox (~Begasus@d54C05BEA.access.telenet.be) left irc: Quit: Vision[0.10.3]: i've been blurred! [19:28] @Henke37 i imagine porting the pre-rendered cgi into sprites would've been a hassle [19:29] which only look worse as hardware improves and the cutscenes end up looking terrible compared to the actual game and you wonder why they're pre-rendered at all [19:29] compared to just having your 3d software output a video [19:30] LucastArts "quality" https://youtu.be/UNfmSNmDd3E [19:31] ship it [19:31] Factor 5 they weren't [19:31] a lot of games did that just to make them easy to port, specially when they had to downgrade. a video will always play the same on any hardware. an ingame cutscene... who knows [19:33] i remember stuff like psp ports where the cutscenes looked a lot better than the game, because they were recordings from the original version. if they were particularly lazy you got tutorials from completely different versions πŸ˜ƒ [19:33] for those unaware, factor 5 did some really complicated and tricky game engines on the gamecube. dolphin, an emulator, is still struggling with dealing with all their trickery. [19:35] Like Donkey Kong 64 by Rare on N64, where when you get low fps game engine speeding up the game so you think it is runs smooth? πŸ™ƒ [19:36] cd (~none@gateway/tor-sasl/cd) joined #scummvm. [19:37] like paging out memory to audio ram to fit more data in work ram [19:38] Begasus (~begasus@ptr-4qba4ea1hkj4ho6htz3.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [19:38] or render the screen in two goes to two framebuffers because the video frame can't fit in video ram [19:41] Stalker game where sometimes feels like half of game files is txt documents in early versions and builds lol. The Elder Scrolls Daggerfall game, where from 600mb half of game files and scripts (or more) is unused cut content... I always like "magic" like thins πŸ€” [19:41] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [19:41] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [19:41] you should check the dolphin blog. it has a lot of fun reading [19:45] for example, the times games got away with garbage memory addresses on hardware because it was masked out and fixed up [19:45] ludde (~b@host.62.65.78.45.bitcom.se) left irc: Ping timeout: 245 seconds [19:45] or the time it was too accurate in reporting sound position or... [19:46] ludde (~b@62.65.78.45) joined #scummvm. [19:58] Funny cases with Morrowind Gamybryo engine: I can read somehow some broken, bad and incorrect scripts. And when OpenMW done this part properly, some scripts from mods stoped working. Or broken by developers script, that make villian loose max HP if you kill some minions. If you fix this script, villan will have negative HP at start at will die right at spawn. [19:59] the eternal "is it a bug or a feature" dilemma [20:00] Bethesda coding after in late 90s main developers left team is pure example what would happen, if your company have only artists and marketing guys. [20:00] grep for WORKAROUND in the scummvm sources. [20:00] you will see that lucasarts aren't innocent either [20:05] Bethesda in 90s was crazy too. There was interview with Julian LeFay recently about Daggerfall. Daggerfall is probably most ambitious and most unfinished game ever, with only 2% of content in pre-alpha stage released as "final game" He was asked: "What will you do if you had additional month of development?" My thoughts: "finish what already was done, resolve crashes and at least some bugs, replace placeholders, fix scripts" Actual [20:05] answer: "I'd add a multiplayer! It would be cool!" [20:11] @Zadroter 2% of content in a game with procedural generation. Elder Scrolls didn't start with completely pre-designed levels until Morrowind. [20:12] It was not generated like in arena - generation in tes2 was used only to create game world once [20:13] When I said about 2% - it was not about lack of pre-set content [20:14] I see [20:14] It was about cut features, broken unfinished quests, missing textures etc. [20:15] From compleatly dynamic moons sprites to most parts of mainquest and mainquest locations. From broken skills to unjoinable factions. [20:15] People still in community did researches about what was unfinished, lol [20:16] People who transfer Daggerfall on Unity engine did great job of fixing things that was done, but was broken at least, making game much more playable. [20:16] ccawley2011 (6d9bb138@gateway/web/freenode/ip.109.155.177.56) left irc: Ping timeout: 256 seconds [20:20] ccawley2011 (6d91bec7@gateway/web/freenode/ip.109.145.190.199) joined #scummvm. [20:20] #scummvm: mode change '+o ccawley2011' by ChanServ!ChanServ@services. [20:35] Deledrius (~Deledrius@68.118.139.214) left irc: Ping timeout: 272 seconds [20:36] [scummvm] dreammaster pushed 3 new commits to master: https://git.io/fjaJ4 [20:36] scummvm/master 5f7955d dreammaster: GLK: ADVSYS: Tweak debug line, added input line prompt character [20:36] scummvm/master f7e389d dreammaster: GLK: ADVSYS: Fix parsing input words [20:36] scummvm/master f9f1293 dreammaster: GLK: ADVSYS: Input line processing fixes [20:41] [scummvm] lolbot-iichan opened pull request #1664: GRAPHICS: Fix fully transparent pixel blit (master...graphics_blit) https://git.io/fjaJE [20:56] Deledrius (~Deledrius@68.118.139.214) joined #scummvm. [21:17] [scummvm] lolbot-iichan opened pull request #1665: WINTERMUTE: Do not optimize out alpha blits on rotation (master...wme_clock) https://git.io/fjaJ9 [21:20] _sev_ (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [21:24] Maybe it is just me but none of the tes games ever impressed me technically. Horrible physics, terrible clipping, texture seams very visible everywhere, terrible performance, really bad animations etc [21:25] The texture work was so bad, like they just used some stock image of brick walls and wood etc and slapped it onto their polygons. [21:25] _athrxx (~athrxx@ipbcc0918b.dynamic.kabel-deutschland.de) joined #scummvm. [21:25] Action fighting always looked totally ridiculous [21:26] Add to that cliched and boring quests and dialogs [21:26] And tons of bugs [21:26] mods πŸ˜› [21:27] Morrowind is one of the best things, but not as game - as book, as art and as universe combined with most of the awesome and original fantasy worlds ever created that was in lated games scrapped to generic boring fantasy [21:27] 90s bethesda games - is one of the best technological achivments sometimes that was like never finished [21:28] They made alpha version - okay, good enough - end [21:28] Even in morrowjnd something about proportions was off like doors were too large objects too small compared to physical size of player etc. I dont know something was always off for me. [21:30] It was more like some kind of tech demo than a game, and even as a demo... not really that great. Performance was terrible even then. [21:31] Terminator Future Shock is most advanced 1995 game. In 1995, before quake - full 3d render with 3d polygon models textured for enemies and most of objects in world, gaint levels with detailed enivorment, some of which interactive and can be destroyed by player. Fast loading of different interiors which give imperession of seamless world. 3d transport that you can ride in game bethesda's Xngine was most advanced game engine back in the day [21:31] https://gamestracker.org/_ld/70/03718807.png [21:31] https://screenshots.gamer-info.com/the-terminator-future-shock/27397.jpg [21:34] Did it even have dynamic lighting? Doom had thatvalready [21:34] And Quake too [21:34] Doom had sector-based lights which can change, this game have this feature too as I know [21:35] doom is primitive engine, in many ways inferior even to 1992 Ultima underoworld, which was most advanced game of 1992, yes. [21:36] underworld ran on 1/4 of the screen though πŸ˜‰ [21:36] Doom too if you had poor PC lol [21:37] it was fullscreen by system shock... really clunky ui though [21:37] All changed when Julian Lefay and main programmers left company in end 90s, arguing about future of company. Lefay thought that main thing is pushing technology, continue experementing with generation of worlds and infinity games. TES Daggerfall is one of the most ambitious projects aobut creating mix of complex ARPG with Rouglike and same time with most advanced graphics they can offer. They planned to make in daggerfall infinity big, [21:37] full dynamic world with armies of 40 kingdoms constanly fight each other, politics change every day, hundeds of different systems which offer infinity possibilities for player and alive world same time. Even in retail version of game you can climb every wall and celling, you have hundreds of factions wih dynamic reputation. [21:37] Theres something to be said about underworld being just ugly to look at compared to Doom. Just art design was terrible. Engine might have had more features... [21:38] Also Quake has fullbrights and overbrights etc. [21:38] Littleboy (~littleboy@pool-71-162-119-10.bstnma.fios.verizon.net) joined #scummvm. [21:38] #scummvm: mode change '+o Littleboy' by ChanServ!ChanServ@services. [21:39] And Lefay really tried to did what he want - but it requred a lot time of and resourses and left company, because from now on, company wanted of aim at small scale, but actually games you can finish. After many people left company after Lefay, bethesda never tried to make their engine [21:40] They bought Gamybryo - 1999 game engine aimed for MMO games, and use it to same that day, outsourcing programmers and bying new features - like havok physics [21:40] XNgine and all it's advantages was abadoned. [21:41] Littleboy_ (~littleboy@pool-71-162-119-10.bstnma.fios.verizon.net) joined #scummvm. [21:41] Littleboy (~littleboy@pool-71-162-119-10.bstnma.fios.verizon.net) left irc: Disconnected by services [21:41] #scummvm: mode change '+o Littleboy_' by ChanServ!ChanServ@services. [21:41] Very interesting reminds me of that terrible bought-engine that GTA 3 ran on renderman or so. Horrible. [21:42] Now we know what in house engines can achieve, eg horizon zero dawn, latest god of war, miles above the competition because they didnt buy some generic engine [21:43] But made their own [21:44] Praetorian|str (~antoniou@2a02:587:790d:3f00:b4c9:10bf:acee:e1d1) left irc: Quit: Leaving [21:46] _athrxx (~athrxx@ipbcc0918b.dynamic.kabel-deutschland.de) left irc: Quit: Leaving [21:47] But with ultima yes the engine might have been good but the whole art design was much worse than doom or quake the enemies looked like drawn by a 10 year old, and they just slapped random textures on everything completely inconsistent design nothing looked like it would fit [21:47] Theres something to be said about underworld being just ugly to look at compared to Doom. I can say this is beautifull game. It is game which actually had art directions and still looks nice with it's stylised to ultima 6 characters and interface. UU1- is father and moter of ARPG and first persion games in general in modern sence of it. id during development of their games like hovertank 3d and wolfenstein was inspired by demosntrations [21:47] of beta versions of Ultima underowrld. Also when Underworld come out - wolfenstein was still in development, and it infinity times more advanced than Carmak's simples raycasting engine, lol. Doom had no art direction - they did just things out of random. Random drawed textures, textures from pictures of stiven king's books, scanned rubber boots and re-drawed scanned dinosaur toy etc. Doom is just random set of things and it's levels has no any sence. [21:47] Tom Hall wanted to make doom more complex, with actual real places logical, some plot and dialogues. For that he was forced to leave company in alpha stage of doom. Doom awesome as arcade shooter, but not as art directions. For example Heretic and Hexen by ranven had much more awesome art and style. Ultima Underowrld - set you in small, but developed world, with cool RPG system, many awesome dialogues, dynamic music and in familiar big univese. [21:49] they more later system shock is even more known game, one of the pure popular classics that got official remaster, now people making reake of it [21:49] But original Ultima Underowrld games and system shock 1 is still to this day very awesome things [21:50] You probably just don't like the style of game It try to mimic elements of ultima 6 [21:50] https://i.ytimg.com/vi/0p_ucqmQbTY/hqdefault.jpg [21:51] Style and interface of U6 not my favorite too, but in underowrld - I more than fine with them [21:51] Ultima underowrld 2 shifted more in style of Ultima 7. [21:52] In case of morrowind and daggerfall as was said above - yeah, it have one of the biggest game communities and people making thousands of mods, new engines and ports, updating game [21:53] OpenMW is not as old project and big as ScummVM, but one of the good opensource engine projects follow [21:54] I don't like skyrim and new fallout games and oblivion, but I may say that old bethesda and morrowind is great games [21:55] Examples of daggerfall with mods [21:55] https://cdn.discordapp.com/attachments/581224061091446795/589573668808687618/D1aXa3hV4AAbEOj.jpg [21:55] https://cdn.discordapp.com/attachments/581224061091446795/589573672935882758/asfa4bM.png [21:57] Sorry if was too annoying, I really love Ultima Underowrld and Daggerfall πŸ™ƒ [21:58] ultima underworld owns, shame the spiritual successor didn't pan out [22:00] Nightdive studios and their lesser studios try to do awesome job, but sadly, not skilled anough and don't have resourses to do what they want [22:01] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) joined #scummvm. [22:01] #scummvm: mode change '+o m_kiewitz' by ChanServ!ChanServ@services. [22:02] With "remasters" they porting games to their engine, KDX or how it called. With game Turok/Turok 2 it was great, System shock okay, but Blood port even with fixes and patches questionable. In accuracy it is absoluetly inferior to GDX fan engine, buildead as I know from sources of leaked alpha builds of Blood. And initial relase was terrile with lots of horrible bugs. [22:03] btw. Toonstruck - FREE - on GOG - atm [22:04] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) joined #scummvm. [22:08] DJWillis (~djwillis@cpc123798-trow7-2-0-cust28.18-1.cable.virginm.net) left irc: Read error: Connection reset by peer [22:08] Hum, I didn't notice before how similar are the DOS version and the Mac version of Kingdom [22:09] Except it's using Quicktime a lot, of course [22:09] yuv422 (~yuv422@119-18-0-84.771200.syd.nbn.aussiebb.net) left irc: Ping timeout: 272 seconds [22:09] seen grogbot [22:12] It might just be my taste but I find all Ultima games extremely ugly gfx wise. Like that screenshot you posted looks horrible to me. No anti aliasing no understanding of pixel gfx way too many colors all over the place. Mixture of digitized and hand painted etc etc [22:13] rsn8887: When U6 has been released, it was so incredibly awesome graphically... It's hard to believe today, but they were incredibly advanced at the time [22:14] I have never liked ultima art. I prefer things done by real pixel artists example bitmap brothers gfx artist ^ [22:14] https://cdn.discordapp.com/attachments/581224061091446795/589578486193324041/image0.png [22:14] Like theres some style there instead of random stuff [22:15] yep, bitmap brothers were doing great stuff (Xenon 2 for example), but on PC they were a bit weak [22:15] Xenon 2 was the first one I remember with a real WOW effect [22:15] I dont think in general gfx were ever ultima series strong points it was more about world building and gameplay than gfx. For example Ultima performance was always abysmal, and didnt even scroll smoothly etc. [22:16] Ultima 7 needed a beefy pc back then and constantly accessed the hard disc [22:16] really not a fan of the strange perspective in that screenshot. everyone is meaning diagonally or something [22:16] Well, before U6 they graphics were so bad it was impossible for me to play them :/ [22:18] Savage Empire was the only Ultima game I played. [22:18] I loved it. [22:18] U7 has the strangest slanted perspective angle I have ever seen what were they thinking? Also why black borders around trees, and the weird texture look on stone walls. This wasnt drawn more like digitized from photo of a wall or some such [22:18] https://cdn.discordapp.com/attachments/581224061091446795/589579608979144714/image0.jpg [22:18] yeah it was awesome [22:19] the other U6-based game (martian something something) was great too [22:19] I am glad you enjoyed them, it was just never for me I guess. [22:21] m_kiewitz (~m_kiewitz@scummvm/undead/m-kiewitz) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [22:21] Well I don't like 6 mainly because interface, controls, short view ditance, too small room for text even thought in game a lot text, not best contrls. And many changes My favorite games is ultima 3-5. 5 probably best ultima game in my opinion and it looks like this https://www.abandonwaredos.com/public/aban_img_screens/ultima5-3.jpg [22:21] criezy (~criezy@host86-172-172-188.range86-172.btcentralplus.com) left irc: Quit: criezy [22:22] My eyes are bleeding πŸ˜ƒ [22:23] Dunno, you can see everything clear here. Each character have it's spot in square-based grid [22:26] I even have big ultima 5 poster. Great game. [22:26] https://cdn.discordapp.com/attachments/581224061091446795/589581453478592586/20190616_012506_LLS.jpg [22:27] ccawley2011 (6d91bec7@gateway/web/freenode/ip.109.145.190.199) left irc: Quit: Page closed [22:28] things sure have changed since then [22:33] I really loved ultima 9 the 3D one though. I thought it was way ahead of its time. [22:35] It sadly was non finisehd properly and had many not best choises and as result - was last ultima game. Same way as Might and Magic 9 killed might and magic series (ubisoft's Heroes 5-7 and MM10 is compleatly other universe and different games by compleatly other comapnies) [22:36] we don't speak of those games πŸ˜› [22:36] Wizardry 8 was good thought, but series died too as most classic computer RPG games https://i.ytimg.com/vi/_cDpW8hxu4E/maxresdefault.jpg [22:37] two lizards, a ninja and a wolf walk into a bar... [22:39] "I'am not a lizzard, I'am dragon..thing!" [22:39] Also dwarf and human and fairy! [23:01] balrog (~balrog@unaffiliated/balrog) left irc: Ping timeout: 252 seconds [23:05] balrog (~balrog@unaffiliated/balrog) joined #scummvm. [23:05] default__ (~ldevulder@176.167.58.71) joined #scummvm. [23:09] ldevulder_ (~ldevulder@176.167.190.148) left irc: Ping timeout: 248 seconds [23:10] ny00123 (~ny00123@213.137.91.233) left irc: Quit: Leaving [23:53] [scummvm] SupSuper opened pull request #1666: MSVC: Use determinstic UUIDs for project files (master...msvc-uuid) https://git.io/fjaTr [00:00] --- Sun Jun 16 2019