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[00:14] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JfEsa
[00:14] <Scummette> scummvm/master b381df6 sluicebox: SCI: Add LSL6 German floppy detection entry
[00:29] <Scummette> [scummvm] mduggan closed pull request #2261: ULITIMA8: Improve basic avatar keyboard movement. (master...u8_improve_keyboard_movement) https://git.io/JfEOv
[00:29] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JfEsx
[00:29] <Scummette> scummvm/master 384a175 OMGPizzaGuy: ULITIMA8: Improve basic avatar keyboard movement.
[01:21] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JfEZ2
[01:21] <Scummette> scummvm/master 2393b54 dreammaster: GLK: Remove sub-engine enablement
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[03:04] <grogbot> <Imprimago> hello!
[03:05] <grogbot> <Imprimago> i am trying to run 2.1.1
[03:05] <grogbot> <Imprimago> on oculus quest
[03:05] <grogbot> <Imprimago> via oculus tv
[03:05] <grogbot> <Imprimago> the scumm cannot see the sd card!
[03:05] <grogbot> <Imprimago> the 2.0 version works well instead!
[03:05] <grogbot> <Imprimago> any help?
[03:06] <grogbot> <Imprimago> talking about android version
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[03:30] <grogbot> <Imprimago> ok sorry i get it work
[03:30] <grogbot> <Imprimago> but now the onscreen keybord is not showing up!
[03:47] <grogbot> <antoniou79> > but now the onscreen keybord is not showing up! @Imprimago If you click on a text input field the keyboard should pop up automatically. Otherwise, you have to tap on the keyboard icon that should be on the top right of your screen. If you don't see that, maybe you have "Show On-screen controls" disabled from "Options...->Control"
[04:11] <grogbot> <Imprimago> i'll try thanks!
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[04:18] <grogbot> <Imprimago> nope
[04:18] <grogbot> <Imprimago> screen keyboard was on
[04:18] <grogbot> <Imprimago> however
[04:18] <grogbot> <Imprimago> with the touch controller
[04:19] <grogbot> <Imprimago> i cannot emulate the right click
[04:19] <grogbot> <Imprimago> with this version of scumm
[04:21] <grogbot> <antoniou79> I don't understand. Does the keyboard not show up if you touch on the icon? Is that problem resolved?
[04:21] <grogbot> <Imprimago> no
[04:22] <grogbot> <Imprimago> it does not shows up unfortunately
[04:22] <grogbot> <Imprimago> but the option was tick
[04:23] <grogbot> <antoniou79> But you do see the keyboard icon?
[04:23] <grogbot> <Imprimago> yes
[04:23] <grogbot> <antoniou79> And you touch on it directly, not with the mouse cursor, correct?
[04:24] <grogbot> <Imprimago> yes
[04:24] <grogbot> <Imprimago> it looks like
[04:24] <grogbot> <Imprimago> but i am doinig with an oculus quest
[04:24] <grogbot> <Imprimago> and his touch controllers
[04:25] <grogbot> <Imprimago> i know i am pushing the system a bit
[04:27] <grogbot> <antoniou79> I don't have an oculus quest, but if the Android Settings for on-screen keyboard are configurable (from the Android Settings, not via ScummVM) then maybe you could try different options to see if one works
[04:27] <grogbot> <antoniou79> Right click on Android with touch controls is two fingers tap
[04:27] <grogbot> <Imprimago> however the version 2.0 was working
[04:28] <grogbot> <antoniou79> Android 2.0 is using a different type of keyboard. Not the Android system one
[04:28] <grogbot> <Imprimago> i was triying the 2.1 for blade runner
[04:28] <grogbot> <Imprimago> ok!
[04:28] <grogbot> <Imprimago> that is why!
[04:28] <grogbot> <Imprimago> oculus quest
[04:28] <grogbot> <Imprimago> will not have the android one i think
[04:29] <grogbot> <Imprimago> is the oculus build in one!
[04:29] <grogbot> <Imprimago> thank you very much
[04:29] <grogbot> <Imprimago> maybe this is th eissue
[04:29] <grogbot> <antoniou79> Could be. I don't have a way of testing though.
[04:30] <grogbot> <Imprimago> not a problem
[04:30] <grogbot> <antoniou79> You could open a ticket on our bug tracker about it and someone could look into it further
[04:30] <grogbot> <Imprimago> thank you for your fast reply
[04:30] <grogbot> <antoniou79> no problem
[04:30] <grogbot> <Imprimago> on the scummvr website?
[04:30] <grogbot> <Imprimago> scummvm sorry
[04:31] <grogbot> <antoniou79> over here: https://bugs.scummvm.org/
[04:31] <grogbot> <antoniou79> You'd need to have or register a github account (it's free)
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[04:54] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JfE41
[04:54] <Scummette> scummvm/master 96b5006 digitall: PETKA: Fix GCC Shadowing Warnings
[06:21] <Scummette> [scummvm] digitall pushed 1 new commits to master: https://git.io/JfE02
[06:21] <Scummette> scummvm/master 590262a digitall: PETKA: Fix GCC Warnings in Object Text Classes
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[09:01] <Scummette> [scummvm] mduggan pushed 4 new commits to master: https://git.io/JfEVy
[09:01] <Scummette> scummvm/master b08ac98 mduggan: ULTIMA8: Reduce debug log spam slightly
[09:01] <Scummette> scummvm/master 6fe5649 mduggan: ULTIMA8: Document what most of the gumps are for in comments
[09:01] <Scummette> scummvm/master fa332c4 mduggan: ULTIMA8: Small debugging improvements
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[09:16] <grogbot> <monyarm> Question, as i'm having some trouble wrapping my head around licenses ScummVM is GPL2 licensed, That means that i can't use code that is LGPL3 or GPL3, right?
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[10:26] <Deledrius> I believe I may have found a music regression in SCI/MT-32 support that occurred sometime between March and October 2019. Now to see if I remember my Trac account... :p
[10:30] <Deledrius> Oh it's just Github now
[10:44] <grogbot> <ZvikaZ> Have you tried with nightly build?
[10:48] <Deledrius> Me? Yes.
[10:49] <grogbot> <ZvikaZ> Ok. And what's the problem?
[10:51] <Deledrius> I still had a 32-bit install of a daily build (2.1.0git4992-g1b333ea19a March 25 2019) that was playing the music fine, and then discovered that the current daily and the final 2.1.2 and 2.1.0 releases don't play it. I had to go back to 2.0.0 to find a release that still played it, but thankfully that old daily I had helped me narrow it down to at least a few months ;)
[10:51] <Deledrius> I was checking the bug tracker to make sure it wasn't already reported, but it looks like it hasn't
[10:51] <Deledrius> The music is missing in places in QfG1 when in MT-32 mode
[10:51] <Deledrius> The easiest place to check is Zara's Magic Shop right at the start of the game
[10:52] <Deledrius> Right now, you can walk in and the main loud organ instruments are just missing entirely
[10:52] <Deledrius> On the 2.1.0git daily, it plays
[10:52] <Deledrius> Another example is the screen with Brauggi, it plays the start of the song, some sound effects, and then doesn't finish the song as it should.
[10:53] <grogbot> <ZvikaZ> Ok. You've done great job with all these details. Please open a bug, and attach a save game.
[10:53] <Deledrius> But the Magic Shop is super-easy to get to and test :)
[10:53] <Deledrius> Yeah, it'll be a save right at the start of the game, but that does save more than a few clicks to test it ;)
[10:53] <Deledrius> Thankfully it's easy to reproduce.
[10:54] <Deledrius> I'll write up a ticket.
[10:54] <grogbot> <ZvikaZ> 👍
[10:59] <grogbot> <ZvikaZ> And BTW, have you checked with GM? To see if it also worsened
[11:03] <Deledrius> No, but I can do that too
[11:03] <Deledrius> Good idea
[11:06] <Deledrius> Yeah, it plays in GM before and after the regression, so it seems like it's directly related to the MT-32 mode.
[11:08] <Deledrius> Or maybe not. Adlib mode sounds... very different between the two versions.
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[11:16] <grogbot> <ZvikaZ> Different, in what sense?
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[11:58] <grogbot> <ZvikaZ> Deledrius, is it original QFG1 or QFG1VGA?
[11:59] <Deledrius> original QFG1 ega
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[12:14] <Deledrius> Found the bad commit using git bisect. I'll finish writing up my ticket now. :)
[12:15] <grogbot> <ZvikaZ> great! good job
[12:15] <grogbot> <ZvikaZ> what is it?
[12:26] <Deledrius> https://bugs.scummvm.org/ticket/11476
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[12:27] <Deledrius> ZvikaZ ^^
[12:27] <grogbot> <ZvikaZ> 👍
[12:28] <Deledrius> I figured since I had a known good and known bad and could pretty quickly test it, running bisect would be a good addition to a bug report of this nature
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[12:29] <Deledrius> And the commit certainly looks relevant
[12:29] <Deledrius> so, hooray :)
[12:29] <grogbot> <ZvikaZ> yeah, really great job! thanks
[12:30] <Deledrius> Hey, np
[12:30] <Deledrius> It's a fluke I even was able to identify that.
[12:31] <Deledrius> My brother was trying out the MT-32 emulation and we thought it was weird that music was missing in places, so when I went back to my system to play around with config, I noticed it worked fine... and after checking settings and a few other things I realized even though I regularly install the new version (and daily builds) I had accidentally launched an old copy I had hanging around in Program Files x86 instead of the newer
[12:31] <Deledrius> 64-bit copies ;)
[12:32] <Deledrius> And that one was old enough to not have the regression, thankfully. Bit of random happenstance.
[12:33] <Deledrius> I doubt I would have installed a copy of 2.0.0 to check it otherwise.
[12:33] <Deledrius> but the moment I realized it used to work... time to track down a regression ;)
[12:37] <Deledrius> https://github.com/scummvm/scummvm/pull/1544 Wow, it was merged a week after my daily build. What lucky timing.
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[13:05] <grogbot> <ZvikaZ> Deledrius , not a solution yet, just investigating. If I add in the file engines\sci\sound\drivers\midi.cpp , line 525: return; I hear the organ with MT32. Can you - 1. Confirm. 2. Check if it fixes the Adlib situation (which you just hinted on...)
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[13:22] <Deledrius> Yes, that restores the music in MT-32 mode!
[13:23] <Deledrius> Also, sorry I forgot to mention the Adlib part in the ticket. The Adlib music still sounds wrong.
[13:24] <Deledrius> It should be playing multiple notes in a chord, but it sounds like it's only playing a single note in Adlib mode.
[13:25] <grogbot> <ZvikaZ> OK. Please add the adlib part to the ticket.
[13:25] <grogbot> <ZvikaZ> thanks
[13:27] <Deledrius> I added a comment. :)
[13:27] <Deledrius> Sorry about that.
[13:28] <Deledrius> Got caught up in the other info ;)
[13:28] <grogbot> <ZvikaZ> Don't feel sorry! It's a great bug report
[13:30] <grogbot> <ZvikaZ> Again, not a solution, still debugging. In the file engines\sci\sound\midiparser_sci.cpp line 394 change to if (false && _soundVersion <= SCI_VERSION_0_LATE) {
[13:30] <grogbot> <ZvikaZ> can you confirm that MT32 still sounds well, and it fixes Adlib?
[13:31] <Deledrius> heh if false.
[13:32] <grogbot> <ZvikaZ> (it's quicker and safer for debugging than deleting the if, one branch, removing the } else {, and the trailing } )
[13:33] <Deledrius> Yup!
[13:33] <Deledrius> So that fixed the music. Both Adlib and MT-32 now play it
[13:34] <grogbot> <ZvikaZ> great
[13:34] <Deledrius> But the sound effects of entering the door in Adlib no longer play
[13:34] <grogbot> <ZvikaZ> who needs sound effects??
[13:34] <Deledrius> Not sure if that was expected, but felt it's worth mentioning just in case.
[13:34] <Deledrius> It did fix the music
[13:34] <grogbot> <ZvikaZ> I was joking. Of course, it's good you've mentioned that
[13:35] <Deledrius> hehe, indeed.
[13:35] <Deledrius> I mean, I know I played a lot of games back then where that was the choice
[13:35] <Deledrius> music or sound effects
[13:35] <Deledrius> can't have both at once
[13:35] <Deledrius> :p
[13:36] <grogbot> <ZvikaZ> yeah, it was really sorry situation. Good think ScummVM plays most of games better than the original 😉
[13:36] <Deledrius> So true
[13:36] <Deledrius> I love the little things, like enabling captions and speech in the SCI games that used to make you choose
[13:37] <Deledrius> Or having to use those sad Windows cursors in the later SCI games
[13:37] <Deledrius> I love that we can use the colorful DOS ones now
[13:38] <grogbot> <ZvikaZ> Yeah. It's amazing what the developers here have achieved, after years of combined effort
[13:38] Action: Deledrius nods
[13:39] <Deledrius> Having such great modern support for the LucasArts, Sierra, and Myst games is truly amazing for playing and preservation.
[13:42] <Deledrius> The Director support is going to be huge. So many obscure things are going to open up because of that.
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[16:17] <grogbot> <_athrxx> vvditekflfbkfbiiuihcnikjncvhrjujrvjeruhrnhhj
[16:18] <grogbot> <Henke37> i say it's a 60 % chance that a pet wrote that
[16:19] <grogbot> <_athrxx> 🙂
[16:20] <grogbot> <_athrxx> nah, that was actually my elbow while trying to remove something from the USB port
[16:35] <grogbot> <ZvikaZ> Deledrius , I think I've solved the Adlib part of the bug. Please undo our previous experiments, and in the file engines\sci\sound\drivers\adlib.cpp, line 700 add: _voices[voice].channel = -1; _voices[voice].mappedChannel = -1;
[16:50] <grogbot> <markamiga500> Hi Guys Im wondering if someone is working to get this awesome game working for scummvm , title : THE RIDDLE OF MASTER LU 🤩
[16:52] <grogbot> <Henke37> unless it's an engine already in the repo, chances are slim to none
[16:54] <grogbot> <markamiga500> how i can know if the engine is in the repo ?
[16:55] <grogbot> <Henke37> first of all, what is the name of the engine?
[16:56] <grogbot> <rootfather> Its not supported, see https://wiki.scummvm.org/index.php?title=M4
[16:59] <grogbot> <markamiga500> thanks rootfather oh well 😦
[16:59] <grogbot> <markamiga500> any update about the blade runner Final Cut Edition ?
[17:04] <Scummette> [scummvm] ZvikaZ opened pull request #2262: SCI: adlib - unmap channels on `voiceOff` (master...z_qfg1_mt32_missing) https://git.io/JfEhl
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[17:18] <grogbot> <rvanlaar> @markamiga500 The Riddle of Master Lu, that was a fun game.
[17:21] <grogbot> <rvanlaar> Hi, I'm extracting a Mac Disk HFS disk on Linux. Who has done that before? I'm hitting some barriers.
[17:23] <grogbot> <DreamMaster> Just looking at the wiki, following the link above to engines not supported, I realized that Petka wasn't yet updated to reflect the merge. I've added a date added, but it could use somewhere more familiar with it to further flesh out the details.
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[17:29] <grogbot> <markamiga500> someone know if the Blade Runner "final cut" scummvm edition (with deleted content added/supported) is "work in progress" ?
[17:29] <grogbot> <rvanlaar> About HFS, I'm using hfsutils. How to copy a directory and all it files?
[17:33] <grogbot> <trembyle> The game ID for the petka demo should be changed to petka1. Otherwise it shows up as petka_demo-demo-ru.
[17:36] <grogbot> <trembyle> sorry @rvanlaar, I've only extracted those disks on windows.
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[17:54] <Deledrius> ZvikaZ: That seems to almost fix it. The first three chords play, but then there's a single held note and a pause that doesn't sound correct.
[17:54] <Deledrius> It's close but still not fully playing the queue
[17:54] <Deledrius> s/queue/cue/
[17:55] <grogbot> <ZvikaZ> And in the old ScummVM version it was better?
[17:55] <Deledrius> Yes, it plays the song correctly
[17:56] <grogbot> <ZvikaZ> OK, thanks
[18:07] <grogbot> <ZvikaZ> Can you record that good song? (old SVM, adlib)
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[18:11] <Deledrius> Absolutely. I was going to ask if that would help. I'll do so and share that when I get back to my computer. Thanks for looking into this!
[18:14] <grogbot> <ZvikaZ> 👍
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[18:27] <grogbot> <markamiga500> wow this community 🙂
[18:28] <grogbot> <markamiga500> last question for today : any hope for been able to play/enjoy theses two "point & click" games on scummVM : Innocent Until Caught I & II ?? Plleeeese 🙂
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[18:38] <grogbot> <Maart> I use scummvm on my wiiu trough vwii, but I have trouble getting my usb mouse to work. Anyone here that has a mouse (and or keyboard) working?
[19:02] <grogbot> <criezy> @markamiga500 There has been some work on the engine for those in the past (see https://wiki.scummvm.org/index.php?title=Interspective, but nobody is working on them right now as far as I know. So I would not hold my breath. They may end up being supported at some point in the future, but probably not anytime soon.
[19:03] <grogbot> <criezy> And work on the restored content for Blade Runner seems to be slow lately, but as far as I know this is still in @antoniou79 plans.
[19:04] <grogbot> <markamiga500> Ok Thanks you so much for your answer criezy , much appreciated ! 👍
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[19:15] <grogbot> <antoniou79> Yeap, the "Final Cut" aka Restored Content mode is still planned and work in progress, but I haven't been able to focus and work on it for some time now. I'll eventually find the time.
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[19:49] <grogbot> <trembyle> Does anyone know if the Japanese Return to Zork versions actually work in ScummVM? The only reference I can find to FM Towns or PC98 is in the detection tables. It looks like there is no platform specific code for these versions.
[19:49] <grogbot> <trembyle> I've been struggling to get my font roms to work, but would be good to know if this is just hopeless. Some conversations in earlier bug reports make me think it works to some degree.
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[20:19] <Scummette> [scummvm] lolbot-iichan opened pull request #2263: WINTERMUTE: Add Persian language WME3D game demo (master...wme_alavi) https://git.io/JfuI1
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[21:22] <Scummette> [scummvm] sev- closed pull request #2263: WINTERMUTE: Add Persian language WME3D game demo (master...wme_alavi) https://git.io/JfuI1
[21:22] <Scummette> [scummvm] sev- pushed 4 new commits to master: https://git.io/Jfutx
[21:22] <Scummette> scummvm/master d8951b2 lolbot-iichan: COMMON: Add Persian language & CP1256 encoding
[21:22] <Scummette> scummvm/master 8ea74fd lolbot-iichan: WINTERMUTE: Add Informer Alavi to engines, detection and keymapper tables
[21:22] <Scummette> scummvm/master 388ae89 lolbot-iichan: WINTERMUTE: Add CP1256 support
[21:24] <grogbot> <sev> @trembyle no, they don't work
[21:27] <grogbot> <trembyle> Thanks. So each version on the disc can be detected, but the fonts don't render correctly and then the game crashes within the first couple of screens.
[21:28] <grogbot> <trembyle> I had raised a bug report on this. I guess should I close it, or maybe it should be an enhancement request?
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[21:28] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services.
[21:28] <Strangerke> hi guys
[21:28] <grogbot> <trembyle> hi Strangerke
[21:30] <Scummette> [scummvm] criezy pushed 1 new commits to master: https://git.io/Jfuq8
[21:30] <Scummette> scummvm/master 5d1592c criezy: QUEEN: Fix random long delay when starting game
[21:34] <grogbot> <DreamMaster> If the Japanese versions aren't supported, then the detection entries should be marked as UNSTABLE
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[21:44] <grogbot> <trembyle> They're certainly unstable. You can barely progress at all.
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[21:45] <grogbot> <trembyle> You at least get to see Trembyle though 🙂
[21:55] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfumC
[21:55] <Scummette> scummvm/master 42a03cc sev-: DIRECTOR: Added detection for "Iron Helix"
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[23:40] <grogbot> <mduggan> would you say there's some part that's absolutely impossible to pass?
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[00:00] --- Tue May 19 2020