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[00:22] <Scummette> [scummvm] oliverpahl-mitel opened pull request #2782: AGS: Achievement system for GOG Galaxy and Steam (master...feature_ach) https://git.io/JtDJQ
[00:23] <Scummette> [scummvm] oliverpahl-mitel closed pull request #2780: AGS: Refactoring the detection tables in preparation for achievement manager (master...detection_tables) https://git.io/JtM9D
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[01:15] <grogbot> <rsn8887> This PR is indeed the one that breaks switching from regular gfx to OpenGL on Switch: https://github.com/scummvm/scummvm/commit/5412533decd9e559487289c56f2bd45
[01:16] <grogbot> <rsn8887> Reverting it makes it work on Switch.
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[01:30] <grogbot> <rsn8887> Line 807 in sdl.cpp doesn't make sense now
[01:31] <grogbot> <rsn8887> https://github.com/scummvm/scummvm/blob/295f7e38596383d11e8e56e3f756dda0209c7886/backends/platform/sdl/sdl.cpp#L806
[01:31] <grogbot> <rsn8887> cpp if (sdlGraphicsManager) sdlGraphicsManager->activateManager(); else if (sdlGraphics3dManager) sdlGraphics3dManager->activateManager(); // Setup the graphics mode and size first // This is needed so that we can check the supported pixel formats when // restoring the state. _graphicsManager->beginGFXTransaction(); if
[01:31] <grogbot> (!_graphicsManager->setGraphicsMode(_graphicsModeIds[mode], flags)) return false; _graphicsManager->initSize(_gfxManagerState.screenWidth, _gfxManagerState.screenHeight); _graphicsManager->endGFXTransaction(); // Restore state if (sdlGraphicsManager) { // This failing will probably have bad consequences... if (!sdlGraphicsManager->setState(_gfxManagerState)) return
[01:31] <grogbot> false; }
[01:33] <grogbot> <rsn8887> The conditional after //Restore state is never true.
[01:33] <grogbot> <rsn8887> nevermind
[01:38] <grogbot> <rsn8887> Commenting the following in sdl.cpp fixes it cpp // Setup the graphics mode and size first // This is needed so that we can check the supported pixel formats when // restoring the state. _graphicsManager->beginGFXTransaction(); if (!_graphicsManager->setGraphicsMode(_graphicsModeIds[mode], flags)) return false; _graphicsManager->initSize(_gfxManagerState.screenWidth,
[01:38] <grogbot> _gfxManagerState.screenHeight); _graphicsManager->endGFXTransaction();
[01:41] <grogbot> <rsn8887> It fixes switching to openGL, but switching back from openGL then stops working
[01:43] <grogbot> <rsn8887> @criezy
[01:44] <Scummette> [scummvm] dreammaster closed pull request #2782: AGS: Achievement system for GOG Galaxy and Steam (master...feature_ach) https://git.io/JtDJQ
[01:44] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtDIq
[01:44] <Scummette> scummvm/master aeb3c00 oliverpahl-mitel: AGS: Implemented achievement system for GOG Galaxy and Steam.
[01:52] <grogbot> <Henke37> this reminds me of opengl code that has to recreate the window just to change some parameter. i am not a fan of window recreation
[02:00] <Scummette> [scummvm] dreammaster closed pull request #2781: AGS: Remove unsized types (master...fix-ags-uint) https://git.io/JtMdi
[02:00] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JtDLv
[02:00] <Scummette> scummvm/master 13d00f5 lephilousophe: AGS: Remove unsized types
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[02:53] <grogbot> <rsn8887> changing SDL.cpp line 803 from cpp _graphicsManager->initSize(_gfxManagerState.screenWidth, _gfxManagerState.screenHeight); to cpp _graphicsManager->initSize(1920, 1080);
[02:53] <grogbot> <rsn8887> fixes the bug on Switch.
[02:54] <grogbot> <rsn8887> But I think that is probably not the correct thing to do?!?!
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[03:03] <Scummette> [scummvm] OMGPizzaGuy opened pull request #2783: GUI: Increase allowed number of ExtraGuiOptions (master...gui-options) https://git.io/JtDmo
[03:30] <ScummBot> Port build status changed with 13d00f59: Success: master-amigaos4
[04:17] <grogbot> <rsn8887> How are resolutions determined in ScummVM? There's no option to set it.
[04:18] <grogbot> <rsn8887> 1080p looks horrible in Switch handheld mode on 720p screen.
[04:18] <grogbot> <rsn8887> But seems to be default.
[04:18] <grogbot> <SupSuper> i think it's down to the backend
[04:18] <grogbot> <SupSuper> probably whatever SDL returns
[04:25] <grogbot> <SupSuper> SDL_GetDisplayMode seems to do it
[04:26] <grogbot> <SupSuper> probably wanna check what that does on switch and if there's any events for docked/handheld to automatically reset resolutions (like SDL_WINDOWEVENT_SIZE_CHANGED does on desktop)
[04:33] <grogbot> <Cyb3rstorm> Does anyone know if the engines for any of the Star Trek games (25th, Judgement Rites, and A Final Unity) are still being actively developed?
[04:46] <grogbot> <rsn8887> I found it.
[04:58] <Scummette> [scummvm] rsn8887 pushed 1 new commits to master: https://git.io/JtD35
[04:58] <Scummette> scummvm/master 397ea45 rsn8887: SWITCH: Fix wrong zoom on SDL to GL transition
[04:59] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtD3d
[04:59] <Scummette> scummvm/master 0c9318d : I18N: Update translations templates
[04:59] <grogbot> <rsn8887> It looks like SDL has a quirk/bug on Switch that reports 1080p even in handheld mode, when there's only 720p.
[05:00] <grogbot> <rsn8887> This messed up display scaling on SDL->GL transition and also looked horrible when starting with GL, because font became unreadable.
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[05:12] <grogbot> <rsn8887> I find this code highly dubious, and not the right way to do this. The correct way would be to offer the user a resolution option. // Get information about display sizes from the previous runs. if (ConfMan.hasKey("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain)) { _desiredFullscreenWidth =
[05:12] <grogbot> ConfMan.getInt("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain); _desiredFullscreenHeight = ConfMan.getInt("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain); } else { // Use the desktop resolutions when no previous default has been setup. _desiredFullscreenWidth = desktopRes.width(); _desiredFullscreenHeight = desktopRes.height(); }
[05:13] <grogbot> <rsn8887> A lot of the resolution stuff seems hacky and spaghetti-like. This is also mirrored in the gui, because the first user experience when activating OpenGL is super tiny fonts and buttons, and no way to change that. I have no solution, and just added another hack 🙂
[05:18] <ScummBot> Port build status changed with 13d00f59: Failure: master-amigaos4
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[06:45] <ScummBot> Port build status changed with 397ea454: Success: master-amigaos4
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[08:10] <Scummette> [scummvm] dwatteau opened pull request #2784: DONTMERGE: DRAGONS: Incomplete attempt at improving big-endian compatibility (master...feat/dragons-big-endian-compat-fixes) https://git.io/JtDWm
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[09:24] <grogbot> <antoniou79> @rsn8887 as far as I know @sev is working on this issue, ie improvements for the resolution and scaling for the OpenGL backend.
[09:31] <grogbot> <rsn8887> Ah ok 👌
[09:52] <grogbot> <Jojo> Hello!!! I want to ask for a problem that I have with Mt-32 emulator. I will ask also on the forums, but I thought to ask here. I hope this is the right channel.
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[09:55] <grogbot> <Jojo> I had the setup of the mt-32 emulator (munt) and it worked ok, but without a reason it stopped working. I reinstalled scummvm and munt , but without result. I found some advices on the forums, but also without result... Any further help??? Thank you!!
[09:56] <grogbot> <Henke37> "stopped working"?
[10:00] <grogbot> <Jojo> For example, when I ran "monkey island 2", the text " scummvm 2.2.0" appears that seems to run the munt, but after that there is no sound...
[10:02] <grogbot> <criezy> @rsn8887 The switch between the OpenGL and the SDL graphics manager is one big hack. in particular it tries to preserve the settings with no proper check that they are valid for the other one (my change added a check for the pixel format as it was causing a crash when setting an unsupported pixel format in the OpenGL graphics manager).
[10:02] <grogbot> <Jojo> funny-wise.... I just run it and seems to work!!! 😯 I will just look it again to see, if it is ok!!
[10:10] <grogbot> <Jojo> I swear I have tried 100 times, but I had long time to try again solving it. It seems to work now. So it is probably something with the windows update, as I have read from the forums.
[10:26] <grogbot> <Jojo> It seemed that Midi gain was set to "0" and I had not any volume. Seems to play ok by now. I am still curious, if this was the problem 🤔
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[11:35] <grogbot> <timofonic> Another audio related question... How often is SID emulation updated in ScummVM? I see MUNT is quite updated.
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[17:20] <grogbot> <MarioKartFan> @lephilousophe The build you provided last night (cd017a73.zip) works on the 3DS without crashing!
[17:23] <grogbot> <lephilousophe> cool! thanks, so it was the same error on keyboard mapper
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[18:14] <grogbot> <L0ngcat> It seems you are making some good progress on DWN @somaen 🙂
[18:15] <grogbot> <L0ngcat> Did you actually play it through?
[18:15] <grogbot> <somaen> Nope
[18:15] <grogbot> <L0ngcat> Hehe
[18:15] <grogbot> <L0ngcat> Why? Didn't you like it?
[18:16] <grogbot> <somaen> Some of this progress is 7 years or so old
[18:16] <grogbot> <somaen> (And heavily based on Kerbox' stuff)
[18:16] <grogbot> <L0ngcat> I see. Well, I'm happy to see anything, old or not. Progress is progress.
[18:16] <grogbot> <somaen> Oh I liked it so far, but the PSX version is slightly annoying to play
[18:16] <grogbot> <L0ngcat> I bet.
[18:16] <grogbot> <L0ngcat> Controls seem akward.
[18:17] <grogbot> <somaen> No analog-stick support
[18:18] <grogbot> <somaen> Gives me a bit of nostalgia for playing Zak McKracken without a mouse TBH
[18:40] <grogbot> <timofonic> DiscWorld Noir!!!
[18:40] <grogbot> <L0ngcat> Pretty much?
[18:41] <grogbot> <somaen> You can play exactly half of the intro-credits now.
[18:41] <grogbot> <somaen> The upper half that is
[18:41] <grogbot> <somaen> Because the code still expects 8bpp, instead of 16bpp, hence half a frame
[18:42] <grogbot> <L0ngcat> Nice 🙂 The video was always kinda buggy. What was the format again? *.BDV or something?
[18:43] <grogbot> <somaen> Oh this is the pre-menu stuff
[18:43] <grogbot> <somaen> Not the video
[18:43] <grogbot> Command sent by somaen
[18:43] <grogbot> .BMV is the format, and it changed from DW2
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[18:46] <grogbot> <timofonic> I remember that game 😀
[18:47] <grogbot> <L0ngcat> Ah, I see. The Perfect Entertainment logo and such?
[18:47] <grogbot> <timofonic> @L0ngcat Are you a developer or just a lurker like me?
[18:48] <grogbot> <L0ngcat> You should, it is a great game. I am not a dev on ScummVM, no.
[18:48] <grogbot> <timofonic> Who's the maimtainer of C64 SID code?
[18:48] <grogbot> <somaen> @L0ngcat yes, there's still a ways to go before we get anything interesting going.
[18:48] <grogbot> <timofonic> Are you a dev?
[18:49] <grogbot> <somaen> Happily the audio/music seems to be straightforward MPEG though
[18:49] <grogbot> <L0ngcat> Not by profession.
[18:50] <grogbot> <L0ngcat> I think that is pretty interesting 🙂 But the video, dialogue and music by Paul Weir are definitely the best parts of the game. I have the super ultra rare soundtrack cd that was only distributed with some special editions released in Germany.
[18:51] <grogbot> <timofonic> @L0ngcat I don't care if you are a cat, I love cats. I also love open source developers, except those mercenary ones that love monoculture. Profession? Who cares? A developer writes and reads code
[18:51] <grogbot> <L0ngcat> I read more than I write. But I dabble, yes.
[18:52] <grogbot> <L0ngcat> Yeah, I managed to rip those from the game files. But the bitrate on the music was sadly pretty low. 128 kb MP3 iirc
[18:52] <grogbot> <timofonic> Never say never. I'm preparing myself for an access exam to study Computer Science at an industry. And I'm not so young. I know many great hobbyist developers
[18:53] <grogbot> <timofonic> FLAC or didn't happen!
[18:54] <grogbot> <somaen> PS1 version is single-disc
[18:54] <grogbot> <somaen> The fidelity suffers in all regards
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[18:57] <grogbot> <L0ngcat> Yeah, no. Why would I make flac out of low bitrate MP3s?
[18:59] <grogbot> <L0ngcat> Oh, I manage. It's more that my real job and actually playing the games take up most of my time.
[18:59] <grogbot> <L0ngcat> Yeah, I can imagine, the PC version was already pretty heavily compressed.
[19:00] <grogbot> <timofonic> @L0ngcat I got it. I stopped playing games atm, but this suicide sacrifice will have a payback
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[19:00] <grogbot> <L0ngcat> So many games, so little time.
[19:01] <grogbot> <somaen> Just look at the banding in the Perfect Entertainment logo: https://www.youtube.com/watch?v=D9TpxOp9z80
[19:02] <grogbot> <L0ngcat> Yeah, everything looks shit, even compared to PC
[19:02] <grogbot> <L0ngcat> It looks pretty crisp there
[19:02] <grogbot> <L0ngcat> Despite only being 640x480
[19:03] <grogbot> <somaen> Grim Fandango is also 640x480
[19:03] <grogbot> <timofonic> Programming is a text adventure game. It's like interactive fiction, but more abstract. There's joy, fun, drama, frustration, challenges, success, failures...
[19:03] <grogbot> <somaen> But Noir would probably have benefited from modern HDR though
[19:04] <grogbot> <L0ngcat> I play games to escape those. I have enough of them in real life, and programming is definitely real life.
[19:04] <grogbot> <L0ngcat> In games, they have no consequence, only entertainment value. Sometimes you learn something as well.
[19:06] <grogbot> <L0ngcat> Yeah. I guess you could make the voxel models look a bit nicer. ESRGAN could probably do a lot for the backgrounds. But the models in the cutscenes would still look pretty bad.
[19:08] <grogbot> <timofonic> Programming can be a hobby too. There's no real consequences in code unless you run it in critical systems. Anyway, I'm very used to extremely hard situations in my entire life experience so that may model my interests. Everyone's different 😀
[19:09] <grogbot> <timofonic> I thought exactly that. If there's videos, maybe Topaz may help too.
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[19:24] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtDAd
[19:29] <grogbot> <somaen> Theres a rather abrupt cutoff to the animations when characters are speaking
[19:29] <grogbot> <somaen> No fade to neutral, just cut to neutral stance
[19:29] <grogbot> <L0ngcat> ESRGAN can upscale the videos just fine. It can do little to improve the prerendered models in them, though.
[19:30] <grogbot> <somaen> C&C remastered showed what can (and cant) be done to low res video
[19:31] <grogbot> <somaen> But even then the low poly stuff remains low poly
[19:34] <grogbot> <timofonic> Topaz can do amazing things even to 100 years old videos
[19:35] <grogbot> <L0ngcat> I think it actually uses a preconfigured version of ESRGAN. Nothing else comes close these days.
[19:35] <grogbot> <L0ngcat> It's highly dependent on how you train it.
[19:36] <grogbot> <timofonic> https://topazlabs.com/video-enhance-ai/
[19:36] <grogbot> <timofonic> Ohh
[19:36] <grogbot> <timofonic> So they charge money for else others work? Damn
[19:40] <grogbot> <L0ngcat> Many people do this. If it's open source, you can. ScummVM is used by several commercial projects.
[19:40] <grogbot> <L0ngcat> I'm not sure what they used there? Wasn't that done by Nightdive Studios, or do I not remember correctly?
[19:41] <grogbot> <L0ngcat> https://www.youtube.com/watch?v=3KRddnLgFZg
[19:44] <grogbot> <somaen> Not night dive
[19:44] <grogbot> <somaen> Petroglyph
[19:45] <grogbot> <somaen> Which employs a lot of ex Westwood
[19:45] <grogbot> <L0ngcat> Right. I do not think they used ERGAN tho, but I could be mistaken.
[19:46] <grogbot> <Mataniko> is Noir even a good game?
[19:46] <grogbot> <Mataniko> i tried back when it was released, but couldn't get into it
[19:47] <grogbot> <L0ngcat> I though the dialogue would make for a great radio theatre, if edited correctly.
[19:48] <grogbot> <L0ngcat> No. It's a great game. Much better than 1 and 2 in many ways, but completely different from them.
[19:48] <grogbot> <Mataniko> i think thats what turned me off initially
[19:49] <grogbot> <PurpleMoustache> as someone who recently read through the entire 41 book run of discworld (plus the 4 Science of Discworld books) in one year, it's definitely something that interests me, but my understanding is Discworld kinda falls apart when being brought to other mediums.
[19:49] <grogbot> <Mataniko> but i also remember the 3d looking dated too at the time
[19:49] <grogbot> <Mataniko> i like DW1 and 2, but 1 definitely a very flawed gaem
[19:50] <grogbot> <Mataniko> I did like DW2 because it somewhat followed Mort
[19:50] <grogbot> <Mataniko> in parts of the plot
[19:50] <grogbot> <L0ngcat> Yes. The graphics are definitely it's greatest flaw. It's also extremely bug. The release was very rushed because of financial problems.
[19:51] <grogbot> <Mataniko> it was kind of like a compilation of various novels, with rincewind as the lead
[19:51] <grogbot> <L0ngcat> If you can overlook the, it is a gem.
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[19:52] <grogbot> <Mataniko> @PurpleMoustache I think DW is a solid adventure game, kinda like DW meets Tex Murphy cartoon
[19:53] <grogbot> <Mataniko> it's part Mort, part Cohen (i think he was in it), part Making Movies
[19:53] <grogbot> <PurpleMoustache> I always heard it referred to as the "king of moon logic puzzles", DW 1 that is.
[19:54] <grogbot> <Mataniko> DW1 is pretty up there yes
[19:54] <grogbot> <Mataniko> in terms of wtf puzzles
[19:54] <grogbot> <Mataniko> and i'm pretty sure you can softlock the game
[19:54] <grogbot> <Mataniko> in act 3
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[20:00] <grogbot> <somaen> Rincewind is an interesting way to get into a universe that has a lot of other interesting characters. As such it sometimes annoys me that he gets so much focus.
[20:00] <grogbot> <DreamMaster> Maybe it's viewing the past through rose-tinted glasses, so to speak, but I enjoyed Discworld Noir more than the first game. The major twist part way through the game that gave you new investigative options was great. Though DW2 is still probably my favourite
[20:00] <grogbot> <somaen> I mean the entire Vimes/Vetinari thing has some of the snappier exchanges of dialogue Ive had the fortune to read.
[20:01] <grogbot> <somaen> As for Noir, I only barely started it so far, but the entire concept of using the notebook as your main inventory puts a new spin on inventory puzzles.
[20:02] <grogbot> <somaen> For a game set in a universe known for decent dialogue, thats probably a good thing
[20:02] <grogbot> <Mataniko> I do really like that the luggage is your inventory and it works so well
[20:03] <grogbot> <DreamMaster> I agree. The large inventory actually made sense for once. And they even had a separate second small inventory just for Rincewind's pockets
[20:04] <grogbot> <somaen> Noir adds even more inventories to the engine
[20:06] <grogbot> <somaen> I saw Chris Bateman talk about how non-linear the game is. Havent gotten anywhere far enough to know how true that is
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[20:13] <grogbot> <Khvostik> IIRC crusader games had tracker music. Is ultima 8 also using it?
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[20:19] <grogbot> <L0ngcat> You are remembering correctly.
[20:20] <grogbot> <L0ngcat> Yes, I think it was (one of?) the first game(s) to do this.
[20:21] <grogbot> <L0ngcat> I think it's a pretty linear games, in all respects.
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[20:38] <grogbot> <L0ngcat> I can't think of other games that have an inventory for smells either.
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[20:49] <grogbot> <L0ngcat> Touchdown in approx 6 minuttes
[20:51] <grogbot> <Mataniko> LSL7 scratch and sniff? 🙂
[20:52] <grogbot> <Mataniko> LSL7 came with a scratch card with 9 blocks
[20:52] <grogbot> <Mataniko> that you could scratch to get the smell out
[20:53] <grogbot> <Mataniko> thats why the game has these semi annoying "scratch and sniff 2000" popups
[20:53] <grogbot> <Mataniko> cybersniff
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[21:14] <grogbot> <L0ngcat> I know, I own it. Smells were pretty bad and weak iirc. And not part of the actual game. Or an inventory 🙂
[21:14] <grogbot> <L0ngcat> But good suggestion.
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[21:40] <Scummette> scummvm/master 41b7f4d : I18N: Update translation (French)
[21:40] <Scummette> [scummvm] mgerhardy opened pull request #2785: WINTERMUTE: break the loop if the achievement was found (master...pr/wintermute-minor-achievement-cleanup) https://git.io/JtyJZ
[21:49] <grogbot> <timofonic> They sell the games, not the software
[21:49] <grogbot> <L0ngcat> They use the software to run the games.
[21:50] <grogbot> <L0ngcat> I fail to see how this differs.
[21:52] <grogbot> <timofonic> The content to sell is the game, the software is the player. With other stuff, they are pure freeloaders. BSD in PS4/PS5, etc
[21:53] <grogbot> <L0ngcat> I still fail to see how it differs. The Blade Runner re-release was made possible with the use of ScummVM. The assets are useless without the engine.
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[22:17] <Scummette> [scummvm] criezy closed pull request #2776: Add engine option widget for language selection (master...ags-language) https://git.io/JtPap
[22:17] <Scummette> [scummvm] criezy pushed 2 new commits to master: https://git.io/JtyTn
[22:17] <Scummette> scummvm/master 8e33763 criezy: AGS: Use translation file from ConfMan if available
[22:17] <Scummette> scummvm/master 65fa2fa criezy: AGS: Add engine option widget to select language
[22:17] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtyTc
[22:17] <Scummette> scummvm/master 64d7e1d : I18N: Update translation files
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[22:22] <Scummette> [scummvm] bluegr closed pull request #2785: WINTERMUTE: break the loop if the achievement was found (master...pr/wintermute-minor-achievement-cleanup) https://git.io/JtyJZ
[22:22] <Scummette> [scummvm] bluegr pushed 1 new commits to master: https://git.io/JtyT9
[22:22] <Scummette> scummvm/master b40cd7e mgerhardy: WINTERMUTE: break the loop if the achievement was found
[22:24] <grogbot> <thoth> Well yeah, but that's true of Quake as well, and when you pay $10 for Quake, you are buying pak1.pak. The executable itself is free.
[22:25] <grogbot> <timofonic> But they at least sell the assets, the software is an extra. They should donate, but they just need to comply with GPL. BSD-like licenses allow to get something and not give back, not a fair game
[22:39] <grogbot> <L0ngcat> I am not familiar with how Quake is packaged. I presume it uses DosBOX to run the original executable? Or is it a complete engine rewrite?
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[22:40] <grogbot> <thoth> I believe using the WinQuake executable. But that executable is freely available and open-source. You literally do not need to pay for it: it has been licensed by its creators under the GPL.
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[22:41] <grogbot> <thoth> It is different in that the creators of the assets and the executable distributors are the same people, whereas in ScummVM's case it is distinct. But the legalities are the same.
[22:42] <grogbot> <L0ngcat> Many commercial reimplementations of ScummVM uses only parts of the code, often customized to run single games.
[22:43] <grogbot> <L0ngcat> Anyway, I am not arguing against legalities, in my view the game executable is part of the game.
[22:47] <grogbot> <thoth> Yeah, but it's possible to divide the game into parts of that whole. The basis for this argument is immaterial though, because you can sell GPLed software commercially. I could go make pre-built versions of ScummVM and charge people $5 for them. That's shady, and very unlikely to make money since we have a buildserver, but to my knowledge it's legal.
[22:49] <grogbot> <SupSuper> yes, nothing about open-source requires "free". the source must be free, which puts off a lot of vendors, but you can still charge for the final product
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[22:53] <travis-ci> scummvm/scummvm#18212 (master - b40cd7e : Martin Gerhardy): The build passed.
[22:53] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/64d7e1dfdafe...b40cd7e10026
[22:53] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/759552229
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[22:53] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://git.io/JtyIg
[22:53] <Scummette> scummvm/master 5670e59 mgerhardy: TWINE: support dotemu enhanced edition save games
[22:53] <Scummette> scummvm/master cab6205 mgerhardy: TWINE: added steam achievement support
[22:54] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtyI2
[22:54] <Scummette> scummvm/master 8eaccc9 : I18N: Update translations templates
[22:57] <Scummette> [scummvm] mgerhardy pushed 1 new commits to master: https://git.io/JtyIQ
[22:57] <Scummette> scummvm/master 74220cc mgerhardy: TWINE: fixed warnings
[22:57] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JtyI5
[22:57] <Scummette> scummvm/master d855b6d : I18N: Update translation files
[23:01] <grogbot> <L0ngcat> I'm constantly surprised at what people are willing to buy.
[23:12] <grogbot> <somaen> You can always package GPLed stuff and sell it, provided you comply with the license. To make sense, there should be some value add, such as providing it on physical media. There used to be a distribution called OOoFF that sold Firefox and OpenOffice on CD for instance. Not to mention the sale of both official and unofficial Linux distro CDs in the 90s
[23:14] <grogbot> <SupSuper> i will gladly pay to not have to compile code 😄
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[23:31] <grogbot> <thoth> I'll gladly pay to avoid using Maven...
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[23:51] <travis-ci> scummvm/scummvm#18216 (master - d855b6d : ScummVM-Translations): The build passed.
[23:51] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/74220cc04d65...d855b6db3fa8
[23:51] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/759555151
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[00:00] --- Fri Feb 19 2021