[01:07] [scummvm] ZvikaZ opened pull request #2074: SCI: using only channels 1-8 on GM devices (master...z_midi_less_channels) https://git.io/Jv8Kj [01:20] P2E (~tgz@209.251.45.7) left irc: Ping timeout: 265 seconds [01:22] P2E (~tgz@209.251.45.7) joined #scummvm. [02:37] DominusExult (~dominus@port-92-194-25-204.dynamic.as20676.net) joined #scummvm. [02:37] DominusExult (~dominus@port-92-194-25-204.dynamic.as20676.net) left irc: Changing host [02:37] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [02:40] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 240 seconds [02:40] Nick change: DominusExult -> Dominus [03:55] [scummvm] dreammaster pushed 7 new commits to master: https://git.io/Jv8Xi [03:55] scummvm/master 8c8f87b dreammaster: ULTIMA8: Renaming games folder class fields [03:55] scummvm/master 6eb9c79 dreammaster: ULTIMA8: Renaming conf folder class fields [03:55] scummvm/master de4dc99 dreammaster: ULTIMA8: Renaming render surface class fields [04:05] Nick change: systwi_ -> systwi [04:18] BeefEats (~BeefEats@unaffiliated/beefeats) left irc: Read error: Connection reset by peer [05:25] Strangerke_ (~Strangerk@cust-208-39-111-94.dyn.as47377.net) joined #scummvm. [05:26] Strangerke (~Strangerk@cust-208-39-111-94.dyn.as47377.net) left irc: Ping timeout: 260 seconds [05:26] Nick change: Strangerke_ -> Strangerke [05:55] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) left irc: [07:04] it would be great if some people did GK3 though, it's so difficult to play on modern hardware [07:39] Half-life have Xash3d opensource engine. It even allow play some Goldsource games on android [07:41] I don't know how ResidualVM relates to ScummVM in therms of people and team, and forums of ResidualVM kind of almost dead. It'd be awesome for example have their reprisitory as additional channel on this discord for example, if projects close to each other. [07:42] I asked question on their forums about possibility of other Sith engine games there, since Grim Fandango using Sith engine parts for 3d part of render. [07:46] And games like Alone in the Dark may be also logical target for ResidualVM being classic adventure games with 3d models [08:05] SylvainTV (~Sylvain@lfbn-lil-1-11-105.w90-45.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [08:28] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [08:39] ldevulder (~ldevulder@176.167.69.107) left irc: Quit: Leaving [09:01] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [09:09] ldevulder (~ldevulder@176.167.69.107) left irc: Quit: Leaving [09:13] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [09:22] vliaskov (~vliaskov@x4d0bf827.dyn.telefonica.de) joined #scummvm. [09:48] Hi. Has anyone recently played Sierra's Jones or Pepper? There are open issues that needs some user's feedback... - https://bugs.scummvm.org/ticket/6165 - "SCI: Pepper: Hanging note with GM or MT32 emu" - I don't hear the problem. But would like some some more feedback on this before closing... - https://bugs.scummvm.org/ticket/5115 - "SCI: Missing music instruments" (in Jones) - needs more information for the problem, if anyone has [09:48] encountered it. Thanks [09:54] Good morning all [09:56] I have a question on the scummvm autosaves support. Is it only for cases where there's a dedicated autosave slot for the game? [10:01] For example, Blade Runner will create an autosave at specific points (start of each Act) and they will be stored as separate saved games (occupying new slots), their naming is corresponding to each act (so "Autosave Start of Act 2", "Autosave Start of Act 3", etc.) and you can have multiple of those if you play the game multiple times (or reload from a previous point and reach the end of an act again). [10:12] I'm not completely convinced it's a good idea to work on aitd as the game author repeatedly asked us not to do it (yaz0r) [10:43] [scummvm] carlo-bramini opened pull request #2075: Set 'ditheringFactor' as static const object. (master...bladerunner_fix_dither) https://git.io/Jv859 [11:17] ldevulder (~ldevulder@176.167.69.107) left irc: Remote host closed the connection [11:18] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [11:18] ldevulder (~ldevulder@176.167.69.107) left irc: Remote host closed the connection [11:19] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [11:27] Begasus (~begasus@ptr-4qba4e8os9hvkba9j41.18120a2.ip6.access.telenet.be) joined #scummvm. [11:35] ldevulder (~ldevulder@176.167.69.107) left irc: Remote host closed the connection [11:36] ldevulder (~ldevulder@176.167.69.107) joined #scummvm. [11:57] Scummette (~Scummette@roberta.scummvm.net) left irc: Ping timeout: 246 seconds [11:59] Scummette (~Scummette@roberta.scummvm.net) joined #scummvm. [12:35] Hi @Mataniko I think there's some issue with logging out from the bug tracker... in that I can't. I get an error message: Missing or invalid form token. Do you have cookies enabled? [12:41] How complete is this implementation? https://github.com/salty-horse/kom [12:43] never mind, found todo file [13:00] Lightkey (~Darklock@p200300F693C0486322CF30FFFE083718.dip0.t-ipconnect.de) left irc: Ping timeout: 240 seconds [13:13] Lightkey (~Darklock@p200300F693C0483022CF30FFFE083718.dip0.t-ipconnect.de) joined #scummvm. [13:21] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [13:24] ldevulder (~ldevulder@176.167.69.107) left irc: Ping timeout: 268 seconds [13:35] qvist_ (qvist@delta.ipv7.se) left #scummvm. [14:01] cd (~cd@unaffiliated/cd) joined #scummvm. [14:26] [scummvm] moralrecordings pushed 2 new commits to master: https://git.io/Jv8pD [14:26] scummvm/master f744830 moralrecordings: DIRECTOR: LINGO: Implement list-related builtins [14:26] scummvm/master 1b83be6 moralrecordings: DIRECTOR: LINGO: Fix varAssign to support ARRAY [14:34] could someone help running scummvm on windows xp 32bit? latest build and latest dev crash [14:37] what's the error? [14:38] just crash [14:38] shows scumm window and after "send report" [14:38] will try to check events log [14:38] check windows event viewer [14:38] yeah [14:38] doing it [14:39] did you try win9x build as well? [14:40] Description: Application scummvm.exe, version 2.1.2.0, module unknown, version 0.0.0.0, address 0x00000000. Data: 0000: 41 70 70 6c 69 63 61 74 Applicat 0008: 69 6f 6e 20 46 61 69 6c ion Fail 0010: 75 72 65 20 20 73 63 75 ure scu 0018: 6d 6d 76 6d 2e 65 78 65 mmvm.exe 0020: 20 32 2e 31 2e 32 2e 30 2.1.2.0 0028: 20 69 6e 20 75 6e 6b 6e in unkn 0030: 6f 77 6e 20 30 2e 30 2e own 0.0. 0038: 30 2e 30 20 61 74 20 6f 0.0 at o [14:40] 0040: 66 66 73 65 74 20 30 30 ffset 00 0048: 30 30 30 30 30 30 0d 0a 000000.. [14:41] @SupSuper idk, i took Windows 32x from buildbot [14:41] https://buildbot.scummvm.org/builds.html [14:41] there are any other version? [14:42] https://www.scummvm.org/frs/scummvm/2.1.0/scummvm-2.1.0-win32-win9x.exe [14:42] 2.1.0 win95 version from downloads page [14:42] just to check if it's something to do with dependencies [14:43] well i wanted latest one. okay. lemme check. [14:43] did the crash only start with 2.1.1? [14:43] 500 proxy error [14:44] @SupSuper i actually do not know, i am linux user 🙂 just a guy asked if it works, i tried in VM and it crashes [14:45] hmm guess i'll try one myself sometime. crash at start usually means linkage / dependency problem [14:45] yeah, most likely so [14:45] since i don't know if there's been any changes in buildsystem, and most libraries (eg. sdl2) support xp sp2 at most [14:45] why there is 500 proxy error for win9x build? [14:45] i have exactly xp sp2 [14:46] hm... or maybe not sp2... need to check. [14:46] have to ask @rootfather [14:46] @Scorp can you try this: https://www.dropbox.com/s/0gv56xjvjq8kmxz/scummvm-win9x.zip?dl=0 [14:47] i have sp3 [14:47] yep one moment [14:48] yes, this one works [14:49] at least shows me scumm window and scumm status window [14:50] ok then it's probably dependency [14:50] that one is built with older mingw and sdl1 [14:51] yes, but sdl2 should work with win xp i suppose [14:53] yes it might be compiler [14:53] but you can send them that build in meantime [14:53] right, if @rootfather fix that link 🙂 [14:54] this might be the problem: https://sourceforge.net/p/mingw-w64/bugs/814/ [14:54] rootfather gonna have a busy day 😛 [14:54] 🙂 [14:54] current 2.1.1 should work on XP [14:54] it has no dependencies for higher versions [14:55] https://buildbot.scummvm.org/builds.html [14:55] stable latest windows 32 does not work [14:55] ah [14:55] don't use that [14:55] [scummvm] rvanlaar opened pull request #2076: DIRECTOR: LINGO: handle break from loops (master...repeat-with-return) https://git.io/Jv8hX [14:55] why? o_O [14:55] use either https://www.scummvm.org/frs/scummvm/2.1.1/scummvm-2.1.1a-win32.exe (latest stable) or https://www.scummvm.org/frs/daily/scummvm-snapshot-win32.exe (current nightly) [14:55] the buildbot toolchain is most likely broken [14:56] i cannot download any [14:56] Proxy Error [14:56] same [14:56] ah [14:56] sorry [14:56] yeah [14:56] hold on [15:00] fixed [15:01] maybe I should read first, then post 😛 [15:04] 🙂 it would be nice [15:04] okay, so the downloads are fixed and the builds I linked previously should work on Windows XP. [15:04] i will try now if it works [15:04] so... if it works - could buildbot chain be fixed? [15:05] this won't happen anytime soon since I'm about to rebuild the toolchain anyway, so I can't give you an ETA. [15:05] ok, understood [15:05] so yes, it works, thx [15:06] cool, thanks 🙂 [15:06] for the feedback [15:07] 🙂 well, it was easy with working downloads 🙂 [15:08] 😄 [15:10] I saw you were talking about obscure Sierra titles [15:11] This came as a surprise to me, had you seen this before @DreamMaster ? [15:11] https://cdn.discordapp.com/attachments/581224061091446795/678982077571530755/drash.jpg [15:11] https://cdn.discordapp.com/attachments/581224061091446795/678982077995024384/drash-back.jpg [16:19] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [16:19] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [16:32] I'd heard of it, yes. From what I recall, it even predates Akalabeth [16:32] Really old-school [16:35] @antoniou79 Individual engines are perfectly fine to do whatever extra saves they want in addition to the common autosave [16:37] it can't be that old if it has the SierraVenture label on it [16:40] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [16:40] 1983, according to Mobygames. So 37 years old 🙂 [16:40] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [16:41] sure, but that's quite a bit later than Akalabeth [16:41] Right, Mobygames has Akalabeth at 1980 [16:42] So it's a nice round 40 years old [16:43] since I mostly work on ADL, 1983 to me is "late" now 😛 [16:43] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [16:43] LOL. Yeh, for us, working on the old games, it's all relative 😉 [16:44] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [17:01] Begasus (~begasus@ptr-4qba4e8os9hvkba9j41.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [17:10] ny00123 (~ny00123@5.102.239.204) joined #scummvm. [17:21] ajax16384 (~User@109.60.130.33) joined #scummvm. [17:21] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [17:24] This game made by friend of garriot... without premission from him [17:39] How does "permanent" saves work in scummvm? IQ points from the Indy games for example. [17:58] BeefEats (~BeefEats@unaffiliated/beefeats) joined #scummvm. [18:03] Tomaz^ (~tompsson@h-69-131.A785.priv.bahnhof.se) left irc: Read error: Connection reset by peer [18:03] Tomaz^ (~tompsson@h-69-131.A785.priv.bahnhof.se) joined #scummvm. [18:04] IronicallySerio (ironically@gateway/shell/matrix.org/x-ldkpkmpzhzlyvlcw) left irc: Ping timeout: 246 seconds [18:04] Cheeseness (~cheesenes@ppp118-208-241-220.bras1.hba2.internode.on.net) left irc: Ping timeout: 240 seconds [18:05] nutron (~nutron@unaffiliated/nutron) left irc: Ping timeout: 268 seconds [18:12] nutron (~nutron@unaffiliated/nutron) joined #scummvm. [18:15] <_athrxx> Same as always: the engine author decides. Indy actually write a separate save file for the iq points. You can also create custom entries in the config file if you only want to save a few vars. [18:22] IronicallySerio (ironically@gateway/shell/matrix.org/x-okwewumjnurkmvhb) joined #scummvm. [19:00] Akalabeth was released in 1980 commertialy but created in 1979 aren't it? [19:00] [scummvm] bgK pushed 1 new commits to master: https://git.io/Jv4Is [19:00] scummvm/master 3498965 bgK: MOHAWK: Remove the autosave overwrite check [19:01] And escape from moutian dash was only first person rpg for vic-20 or something [19:02] ScummVM's Ultima engine covers all classic ultimas from akalabeth to 5, right? [19:03] Well... How does users work with such files? [19:07] SylvainTV (~Sylvain@lfbn-lil-1-811-58.w92-148.abo.wanadoo.fr) joined #scummvm. [19:07] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [19:07] JohnnyonFlame (~quassel@187.3.224.235) left irc: Read error: Connection reset by peer [19:30] @Henke37 , I have no expertise with this, but I don't think that @_athrxx meant that the user will have to deal with the separate save file; but rather that the engine will do that, without the user even knowing that there is a second save file. But it's probably best to take a look in Indy to see how that IQ issue is handled. [19:40] spookypeanut (~spookypea@88.97.46.77) joined #scummvm. [19:45] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [19:45] IronicallySerio (ironically@gateway/shell/matrix.org/x-okwewumjnurkmvhb) left irc: Quit: killed [19:57] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [19:58] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [20:00] <_athrxx> You open them with Common::SaveFileManager::openForLoading()/openForSaving()? [20:00] <_athrxx> Wait. Do you mean the user or the dev? The user just has these files in the save path. [20:01] @Zadroter Currently the Ultima engine technically only has support for 6 and 8, and partial for 1. But it will be expended to cover more of the Ultima games in the future [20:02] And by "support" I mean experimental, not officially supported yet [20:03] Oh so I got it wrong. On wiki if I remember correctly there is ultima6 engine, ultima8 engine and ultima engine that covers Akalbeth and 1-3 or something like that [20:05] [scummvm] lotharsm pushed 3 new commits to master: https://git.io/Jv4tz [20:05] scummvm/master 846c891 lotharsm: NEWS: Fix missing whitespace [20:05] scummvm/master 15e8969 lotharsm: NEWS: Update German NEWS file [20:05] scummvm/master 89f2d06 lotharsm: NEWS: Add missing punctuation [20:05] The wiki page has the details: https://wiki.scummvm.org/index.php?title=Ultima Basically, the intention is to eventually have the Ultima engine support all the Ultimas except "the one we don't speak of" that comes after Ultima VIII. But so far, for 6 and 8 I took advantage of Nuvie and Pentagram already being open source projects that reimplement support for those games [20:06] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [20:07] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [20:07] Most of the games use different engines for each new Ultima, so each game will need to be individually reverse engineered to figure out how it works [20:08] Though there are some resources available with very crude disassemblies of some of the earlier games, and there's also xu4, which would save the need to reverse U4 from scratch [20:09] https://wiki.scummvm.org/index.php/Engines Oh yes I probably seen it on this page some time ago, it fixed now. [20:11] all the Ultimas Well not underworld because it's 3d 😄 (it's actually not very complex software render but still, yea) the one we don't speak of ||9 is actually not that bad but very unfinished, I hope one day someone will be able finnaly finish it properly or something|| [20:14] True. Not very complex, but cleaner to implement using proper 3d if possible than trying to render everything in software. [20:14] And believe me, after spending way too much time on software rendered 3d code for the Starship Titanic starmap puzzle, I am in no hurry to deal with any more 3d code any time soon. 😛 [20:16] system shock is public source so you just have to work backwards from there 😉 [20:16] Well, we already have Ultima 8 support, I just need to work backwards from there 😉 [20:17] There was projects or still is for underworld in ultima, but it was for unity and I'd liked something fully opensource. And looking at at UU's detail and everything I don't think there real need for fancy opengl 😄 There is Opensource TES Arena re-implementation where creator making engine fully from scratch and making his own software render https://twitter.com/aaron_fritz1 [20:19] IronicallySerio (ironically@gateway/shell/matrix.org/x-mesedamcedazoiwk) joined #scummvm. [20:19] system shock is public source so you just have to work backwards from there Oh, interesting. There is number of games on ultima underworld-system shock engine. I belive it was modified of cource, but all games share major parts of each other exept one or something. [20:21] That being the case, it may indeed prove useful for someone eventually wanting to tackle supporting the Underworlds. [20:22] https://github.com/NightDiveStudios/shockmac [20:22] it's certainly one of the more peculiar software 3d engines [20:24] https://github.com/hankmorgan/UnderworldExporter this is underwordls engine on unity I talked about. It also have very limited support of Terra Nova: Strike Force Centauri. But well yea, probably it'll better fit residualvm or something [20:26] Anyway, ultra-hyped for 2.2.0 [20:27] Also, is original ultima 1 versions and 1987 PC "remake" is different engines? [20:28] Pretty much. I'm currently only targeting the PC version, since I'm familiar with DOS/PC disassembly, and it's the PC version that's available from GOG [20:31] Anyway, going AFK for lunch. Later all. [21:25] criezy (~criezy@host109-146-139-121.range109-146.btcentralplus.com) joined #scummvm. [21:26] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [21:47] yuv422 (~yuv422@119-18-3-11.771203.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [21:47] yuv422 (~yuv422@119-18-3-11.771203.syd.nbn.aussiebb.net) joined #scummvm. [21:47] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [21:57] Cheeseness (~cheesenes@ppp118-208-241-220.bras1.hba2.internode.on.net) joined #scummvm. [21:59] yuv422 (~yuv422@119-18-3-11.771203.syd.nbn.aussiebb.net) left irc: Remote host closed the connection [21:59] yuv422 (~yuv422@119-18-3-11.771203.syd.nbn.aussiebb.net) joined #scummvm. [21:59] #scummvm: mode change '+o yuv422' by ChanServ!ChanServ@services. [22:03] Looking forward to it @DreamMaster. Your work is making buying the whole Ultima series worth it once again (never liked running games through Dosbox much) [22:04] The new Keymaps menu is great and all, but I note that the most important use case is still missing: a way to remap the numpad keys used for fighting in Indy 3. [22:04] Apparently, I opened a feature request for this six years ago: https://bugs.scummvm.org/ticket/7873 [22:12] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [22:12] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [22:16] spookypeanut (~spookypea@88.97.46.77) left irc: Ping timeout: 268 seconds [22:19] crns (~crns@unaffiliated/crns) joined #scummvm. [22:21] trying to get a gog copy of blade runner working on the ps vita. all the datafiles are in a folder, but "scummvm could not find any game in the specified directory!" [22:21] does anyone have any experience with scummvm on the vita? [22:22] is the engine enabled? [22:23] was that in the docs? [22:23] i've never used scummvm before, so i genuinely don't know how to do that [22:25] hm... didn't see anything about the blade engine on the scummvm wiki pages. i'll do that now! [22:26] i'm running 2.0.0 though, because the nightly won't launch (btw) [22:26] i'll have to install the blade engine manually then [22:27] You can check if it is enabled in the build you are using from the About dialog in ScummVM. [22:28] It lists the engines that are enabled. [22:28] it's enabled in 2.1.0 and moving forward [22:30] Right, I missed the part where you wrote you are using 2.0.0. The Blade Runner engine was not yet available in that version. [22:31] currently rebuilding database to see if that fixes the nightly crashes [22:31] probably won't [22:32] _sev (~sev@178.151.178.244) joined #scummvm. [22:32] _sev (~sev@178.151.178.244) left irc: Changing host [22:32] _sev (~sev@scummvm/undead/sev) joined #scummvm. [22:32] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [22:33] Have you tried the official 2.1.1 release for PS Vita rather than the nightly? [22:36] no, the ps vita page on the wiki links me to 2.0.0 and nightly only [22:36] i assumed that was that latest stable version [22:37] [scummvm] sev- closed pull request #2076: DIRECTOR: LINGO: handle break from loops (master...repeat-with-return) https://git.io/Jv8hX [22:37] [scummvm] sev- pushed 1 new commits to master: https://git.io/Jv4OY [22:37] scummvm/master de5e7ba rvanlaar: DIRECTOR: LINGO: handle break from loops [22:37] i'll do that in a sec [22:37] rebuilding the database made the live area a mess [22:37] Which page is that. I see 2.1.1 as latest release on https://wiki.scummvm.org/index.php?title=PlayStation_Vita [22:37] Sorry there should have been a question mark in there... [22:38] i didn't check the info table on the right, i went right to the installing section and clicked on the first link [22:38] well, i went with the nightly first [22:40] Thanks. I fixed the link in the Installing section to point to the latest stable version. [22:41] cheers [22:50] ny00123_ (~ny00123@5.102.239.204) joined #scummvm. [22:54] ny00123 (~ny00123@5.102.239.204) left irc: Ping timeout: 265 seconds [22:55] criezy: got it working with 2.1.1, cheers! [22:55] _dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) joined #scummvm. [22:56] #scummvm: mode change '+o _dreammaster' by ChanServ!ChanServ@services. [22:57] dreammaster (~dreammast@c-73-241-66-252.hsd1.ca.comcast.net) left irc: Ping timeout: 240 seconds [22:58] Great. [22:59] Enjoy Blade Runner! [22:59] I don't know how well is works on a PS Vita, but I played it on an iPad a couple of months ago and it worked very well :-) [23:00] ldevulder_ (~ldevulder@176.167.77.246) left irc: Remote host closed the connection [23:00] ldevulder_ (~ldevulder@176.167.77.246) joined #scummvm. [23:02] [scummvm] antoniou79 pushed 2 new commits to master: https://git.io/Jv4O9 [23:09] Hurray! [23:21] uh.. there's a lot of audio clipping/crackling. is that due to some kind of hardware limitation, or is it due to bad settings? [23:23] I think that's Vita's hardware limitations... [23:24] that's a shame [23:24] eh, it's played better on the pc anyway. would've been fun to have it on the go though [23:24] You could try enabling the two checkboxes in the Engine tab for the framelimiter and the fps and see if it improves anything for you [23:25] already tried those [23:27] JohnnyonFlame (~quassel@187.3.224.235) joined #scummvm. [23:27] unfortunately I don't own a Vita, so any improvements will either be from any future engine optimizations or some other scummvm programmer with a Vita will look into the lag / clipping issues [23:28] (I say unfortunately, but really, there's too much already in my plate for Blade Runner as it is) [23:30] if i had any experience with big projects like these whatsoever, i would actually love to do that myself. i'm interested in c++ development anyway, i just keep procrastinating [23:31] is the github (semi-)beginner-friendly? [23:32] There's enough documentation to get you started I think [23:32] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [23:32] But it depends at what engine you're looking and I suppose how much time you are investing [23:32] sure, if you are good at paying attention to details. they are very picky with things like commit titles and code formatting [23:33] _sev (~sev@scummvm/undead/sev) joined #scummvm. [23:33] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [23:36] i try to be perfectionistic about that myself, so that'd be fine. i'm a neet, so time isn't necessarily a problem either. it's more a question of whether i could use the things i learn along the way at a proper job, because i really don't fancy wasting more time as a neet lol [23:42] and that's in the unlikely scenario that it isn't just a vita hardware limitation [23:43] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [00:00] --- Tue Feb 18 2020