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[00:07] <ScummBot> Port build status changed with 4aa192ca: Failure: stable-psp2full
[00:12] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://git.io/JU0IW
[00:47] <ScummBot> Port build status changed with 4aa192ca: Failure: stable-psp2
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[01:03] <grogbot> <rsn8887> ^ ccache again this time for stable. Did someone reset it for me for master-psp2 or and master-psp2full or was it something that I did?
[01:04] <grogbot> <rsn8887> If something was done regarding ccache reset, please repeat for stable-psp2 and stable-psp2full builds.
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[02:25] <grogbot> <rsn8887> Ccache is too dumb to realize toolchain update apparently
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[03:40] <Scummette> scummvm/master 2e902e0 sluicebox: SCI32: Fix GK1 Day 6 envelope lockup
[03:40] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JU0sk
[03:40] <Scummette> scummvm/master 3c34f69 SupSuper: I18N: Update translation (Portuguese (Portugal))
[04:55] <ScummBot> Port build status changed with 4aa192ca: Success: stable-psp2full
[05:26] <ScummBot> Port build status changed with 4aa192ca: Success: stable-psp2. Nice work, all ports built fine now
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[07:18] <eriktorbjorn> Does anyone know if the UK release of Phantasmagoria 1 needs the 1.1 patch? The version file on the first CD already says "1.100.000UK". (And on the rest of the CDs it says "1.000.001UK", becaues reasons I guess.)
[07:31] <eriktorbjorn> I guess it doesn't, since what I think are the relevant data files from that patch are already in the "patches" directory of the unpatched game.
[07:34] <grogbot> <ZvikaZ> That's a question for @sluicebox ...
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[07:40] <eriktorbjorn> There seems to be a bit of a jungle when it comes to Sierra and updates, at least for the later games.
[07:43] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JU08E
[07:43] <Scummette> scummvm/master 34aef07 foulenzer: I18N: Update translation (German)
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[08:15] <grogbot> <ZvikaZ> Well, regarding Sierra's jungle, I've just read a great story, from Al Lowe:
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[08:18] <grogbot> Command sent by ZvikaZ
[08:18] <grogbot> ... somebody said, Has anybody looked at that game thats supposed to be done in a month, that were supposed to ship in October? Hows it doing? They went and looked at it, and the two programmers were lost. They had no clue. They had written a lot of code, but a lot of it was buggy, a lot of it didnt take proper precautions. One of the big rules of programming is to never allow input at a time you dont want it, but they had none
[08:18] <grogbot> of that. Everything was wide open. You could break it with a sneeze. So, they called me and asked if I could come up that weekend  it was Labor Day weekend, Saturday  to look at the game. I did, and said, Oh, my God, were in trouble. I had a lot of stock options, and was hoping for a successful IPO myself. When I saw this, I said, Were in terrible shape. This isnt going to make it. So, we devised a strategy over the weekend
[08:18] <grogbot> to bring every programmer in the company together on Labor Day Monday for a meeting. We said, All hands are going to work on this title for the next month, and were going to finish this game in one months time because weve got to have it done by the end of September. Do you remember the phrase from The Godfather, Well go to the mattresses? Thats what we did; we went to the mattresses. We all moved into the Sierra building.
[08:18] <grogbot> Everybody worked. They brought us food; they did our laundry; they got us hotel rooms. We basically just lived and ate and worked there, and when we needed to sleep wed go to this hotel nearby. Then wed get back up and do it again. I took the lead on the project. I broke the game up into areas, and we assigned a programmer to each. As they finished their code, we had the whole company testing it. Wed distribute bug reports and talk about be
[08:18] <grogbot> progress each morning. And by God, by the end of the month we had a game. It wasnt perfect  it was a little buggy  but at least we had a game we could send out. And when we went public, it was a successful IPO. ```
[08:19] <grogbot> <ZvikaZ> From https://www.filfre.net/2016/08/sierra-gets-creative/
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[08:24] <grogbot> <ZvikaZ> Due to Discord's message size limit I had to cut the beginning, it's about KQ4.
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[08:33] <grogbot> <antoniou79> ooh, nice. KQ4 was a little buggy, but it was quite robust in the end. Probably the first one I really liked from the KQ series, even though KQ3 is a close second since that one I played first as a kid.
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[09:37] <eriktorbjorn> ZvikaZ: My favorite article about adventure game debugging is probably http://www.ifarchive.org/if-archive/infocom/articles/NZT-testing-text
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[10:15] <grogbot> <ZvikaZ> That's nice one...
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[10:33] <grogbot> <sev> eriktorbjorn: I enjoyed it too
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[10:53] <grogbot> <sluicebox> eriktorbjorn: great question about the phant1 patches, i audited them a while ago and from my notes: "It's technically an unorganized patch hell but there's not that many changes overall"
[10:53] <grogbot> <sluicebox> there are only minor script differences between 1.000.000 and 1.000.001 UK, they're only a week apart. Only script 0 was changed. Applying the 1.1 patch to either is identical because 1.1 has its own script 0 to replace them both.
[10:53] <grogbot> <sluicebox> there's no significant logic changes between any of these that i detected (or i would have backported them), but the 1.1 patch does add a spellbook view outside the darkroom during the chase scene, according to my notes (i guess if you didn't get it earlier?)
[10:54] <grogbot> <sluicebox> (all of that is based on notes, i've thankfully forgotten all of it)
[10:57] <grogbot> <sluicebox> i always assumed that phant1 was going to be terrible, i only played it a year ago (and i normally don't play games!) but it charmed me
[10:59] <grogbot> <SupSuper> clearly you've been in the sierra too deep 😛
[11:00] <grogbot> <sluicebox> i think we can all agree there!
[11:10] <eriktorbjorn> I didn't care that much for either Phantasmagoria game, but I still want correct versions installed for ScummVM. :-)
[11:11] <grogbot> <sluicebox> understood! i don't think you can go wrong, i backported every gamebreaker i could discover after auditing the differences
[11:11] <grogbot> <sluicebox> haha you'll get bugfixes that only appeared in the italian version
[11:12] <grogbot> <sluicebox> (which i also found and added to detection tables)
[11:12] <eriktorbjorn> sluicebox: That's good to know. Then all I have to worry about is that supposedly missing image in Phantasmagoria 1 (all the files from the patch seemed to be there already) and whether or not Phantasmagoria 2 is censored or not (I think my version isn't), I guess?
[11:13] <eriktorbjorn> Oh, and whether or not I'm using GOG's subtly broken Phantasmagoria 2, which I'm not. Not any more.
[11:14] <grogbot> <sluicebox> short answer: Yes. don't worry about that spell book image, my notes say i couldn't figure out why it was even releventent. phant2, i doubt you have a censored version, i had trouble even finding one when scanvenger hunting.
[11:16] <grogbot> <sluicebox> and i don't think it was missing , i think they added it? like "here it is , you missed it earlier" or soemthing
[11:19] <eriktorbjorn> Oh, and the Lighthouse 2.0 patch perhaps?
[11:19] <grogbot> <sluicebox> i don't know jack about lighthouse!
[11:21] <eriktorbjorn> The README file indicates that it made some pretty big changes: "a comprehensive online help system", an option to highlight the cursor when it's over a hotspot, and "changes to some of the more difficult puzzles".
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[11:24] <grogbot> <sluicebox> i've never played lighthouse beyond getting the mac version to boot up, but it's been my experience that sierra patch READMEs wildly differ from reality in many ways. it would be interesting to know how this one stacked up
[11:24] <eriktorbjorn> Hmm... There's a 2.0a patch too, it seems, but it's not clear what the differences are.
[11:24] <eriktorbjorn> I know that when I played it in DOSBox, I had to apply a patch to get the cursor to highlight over hotspots.
[11:29] <grogbot> <sluicebox> a pretty big oversight! i got off the sierra train before the FMV games. i've made exceptions for phant1 and gk2 (amazing!) in the last year due to scummvm
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[11:32] <eriktorbjorn> My recollection of Lighthouse is that someone at Sierra must have played Myst and thought to themselves, "Oh yeah? We can do strange contraptions, but ours are going to be much harder to figure out!"
[11:33] <grogbot> <sluicebox> making me feel pretty good about getting off that train!
[11:38] <eriktorbjorn> Anyway, the unpacked Lighthouse patch is 5.5 MB, which I guess is quite big for one that doesn't include any updated .exe files?
[11:45] <grogbot> <SupSuper> i never got on the sierra train 😛 but i remember lighthouse being so confusing even gamefaqs was like "don't take this path or we can't help you"
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[11:53] <grogbot> <antoniou79> lol
[11:54] <grogbot> <antoniou79> I never played lighthouse. I think I have it on GOG
[11:54] <eriktorbjorn> I think I resorted to a walkthrough after a while. Isn't there a pretty large maze-like thing in it?
[11:56] <grogbot> <SupSuper> i thought shivers was the myst-like though
[12:02] <eriktorbjorn> SupSuper: I never played much of Shivers. What I saw of the story didn't interest me, and I thought it looked pretty ugly.
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[12:06] <grogbot> <SupSuper> i just remember it had the same cgi puzzle world vibe. only the puzzles could kill you. how sierra of them
[12:09] <Scummette> [scummvm] antoniou79 pushed 1 new commits to master: https://git.io/JU0rO
[12:09] <Scummette> scummvm/master 9e35ce0 antoniou79: ANDROID: Add internal app path to SearchSet
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[12:32] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JU0oY
[12:32] <Scummette> scummvm/master 48340b4 mduggan: I18N: Update translation (Japanese)
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[13:14] <eriktorbjorn> C
[13:14] <eriktorbjorn> Oops.
[13:14] <yuv422> C++
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[15:11] <Scummette> [scummvm] dreammaster pushed 1 new commits to branch-2-2: https://git.io/JU0Di
[15:11] <Scummette> scummvm/branch-2-2 fee59d4 dreammaster: XEEN: Fix occasional border corruption during fights
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[20:11] <grogbot> <sev> C++11
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[22:45] <Scummette> [scummvm] mduggan pushed 1 new commits to master: https://git.io/JU0hd
[22:45] <Scummette> scummvm/master 8f15f52 mduggan: I18N: Rename Japanese so it renders in default font
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[00:00] --- Sat Sep 19 2020