[00:02] Short sad story for SCUMM people: I was trying to fix what I thought was a music bug in COMI ending rollercoaster puzzle (there were inconsistencies between the music played normally in each of the four rooms, and the music sequences for when LeChuck finds you and burns your feet; the music arrangements were not corresponding between these two parts). So I edited COMI music tables in ScummVM source code to fix this issue, compiled it... [00:02] and it still didn't work. Debugged the issue, re-edited the tables, compiled... and nothing, the two music pieces were still played with different arrangements. As a last resort I went and decompiled the script responsible for the cutscene only to find out... > var703 = random(1,4) > if (var703 == 1) > im-start-sequence sound2530 > if (var703 == 2) > im-start-sequence sound2540 > if (var703 == 3) > im-start-sequence sound2550 > if [00:02] (var703 == 4) > im-start-sequence sound2560 > yep, the damn iMUSE sequence for the cutscene is chosen randomly each time between the four available. That's why I couldn't get them to stay consistent. Screw it, I'm going to sleep 😦 Night, guys! [00:03] lol @Bosca i've never felt closer to you. decompiling scripts to find out THIS MADNESS IS ON PURPOSE?! never gets old [00:05] Yeah lmao, at first glance I thought "well, they must have inverted the filenames for the music files, that's why these transitions have different instruments and arrangements"; inverted my ass [01:30] Lightkey (~Darklock@p200300f697008d6022cf30fffe083718.dip0.t-ipconnect.de) left irc: Ping timeout: 260 seconds [01:43] Lightkey (~Darklock@p200300f697008d2422cf30fffe083718.dip0.t-ipconnect.de) joined #scummvm. [01:57] borosky (borosky@095160035003.warszawa.vectranet.pl) left irc: Read error: Connection reset by peer [01:57] broosky (borosky@095160035003.warszawa.vectranet.pl) joined #scummvm. [02:04] Tomaz^ (~tompsson@h-97-150.A785.priv.bahnhof.se) joined #scummvm. [02:08] Tomaz (~tompsson@h-97-150.A785.priv.bahnhof.se) left irc: Ping timeout: 256 seconds [02:31] vliaskov (~vliaskov@dynamic-077-011-174-076.77.11.pool.telefonica.de) left irc: Remote host closed the connection [02:32] palasso (~palasso@unaffiliated/palasso) left irc: Ping timeout: 272 seconds [02:33] palasso_ (~palasso@unaffiliated/palasso) joined #scummvm. [02:51] > I think I fixed it, but need to wait for next nightly build in a few hours (max 24 hours I guess) @rsn8887 thanks the new version of nighly is.working again [02:54] DominusExult (~dominus@port-92-196-115-47.dynamic.as20676.net) joined #scummvm. [02:54] DominusExult (~dominus@port-92-196-115-47.dynamic.as20676.net) left irc: Changing host [02:54] DominusExult (~dominus@unaffiliated/dominus) joined #scummvm. [02:57] Good to hear. [02:57] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 272 seconds [02:57] Nick change: DominusExult -> Dominus [02:57] I just tested it myself too 🙂 [06:02] [scummvm] aquadran pushed 1 new commits to master: https://git.io/JkEeb [06:02] scummvm/master 13d4154 aquadran: WINTERMUTE: Fixed switching to 2D renderer for 2D games [06:03] [scummvm] ScummVM-Translations pushed 2 new commits to master: https://git.io/JkEeA [06:03] scummvm/master 9b37473 criezy: I18N: Update translation files [06:03] scummvm/master af2a6ba criezy: I18N: Update translations templates [07:40] The fallthrough from case 6 to default in IMuseDigital::transformVolumeLinearToEqualPow() has to be a mistake, right? [08:13] Nick change: ldevulder_ -> ldevulder [08:23] cd (~cd@unaffiliated/cd) left irc: Quit: cd [09:35] Let me check! [09:38] Command sent by Bosca [09:38] ...I missed a break instruction lol [09:38] Thanks for pointing that out 🙏 I'm gonna fix it right away [10:06] Thanks. There are some other suspicious-looking fall-throughs, but the only one that clearly looks like a bug to me is in In Cold Blood, text_sprite::GetRenderCoords(), where PIN_AT_CENTRE falls through to PIN_AT_CENTRE_OF_TOP. [11:09] Is it weird that, as far as I know, we don't have people offering to do fan subtitles for the German and Italian official versions of Blade Runner? Those games already have localized speech, but no subtitles. Is the fan subtitlists community not very active for German and Italian gaming communities? [11:10] (it could be that they tried and found the process is cumbersome) [11:11] or maybe people assume the remaster will do this anyway, so why bother? [11:23] Afaik the AG italian communities are very small and fragmented, and most of them only played the most famous ones (LucasArts, maybe some sierra, telltale, etc) The Blade Runner game actually is pretty niche here in Italy, so that's probably why [11:23] How are fan subtitles handled? Hardcoded somewhere, external files? [11:26] There is a shared excel file with multiple sheets. For the "basic" (E)FIGS subtitles, there is no need to play around with fonts, it's just the text that needs to be transcribed from the audio. [11:27] In most cases the existing translations (English, French, Spanish) could be used to help, but the main work is to transcribe each audio file --and probably adjust the subtitles timing for the video cutscenes. [11:28] The excel file can provide direct access to each spoken quote if built properly [11:31] Instructions are here, but again, the process is expected to be easier than that text might make it seem, for German and Italian https://github.com/scummvm/scummvm/tree/master/devtools/create_bladerunner/subtitles [11:51] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [12:01] _sev (~sev@scummvm/undead/sev) joined #scummvm. [12:01] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [12:11] Axy (~Mia@176.43.37.178) joined #scummvm. [12:11] Axy (~Mia@176.43.37.178) left irc: Changing host [12:11] Axy (~Mia@unaffiliated/mia) joined #scummvm. [12:11] Mia (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [12:13] Axy (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [12:13] Mia (~Mia@176.43.37.178) joined #scummvm. [12:13] Mia (~Mia@176.43.37.178) left irc: Changing host [12:13] Mia (~Mia@unaffiliated/mia) joined #scummvm. [12:28] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JkEDl [12:28] scummvm/master 1ee1c05 criezy: I18N: Add translation (Welsh) [12:34] Shine_ (~Shine@dynamic-095-112-010-169.95.112.pool.telefonica.de) joined #scummvm. [12:34] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JkEyf [12:34] scummvm/master f2e7f05 antoniou79: I18N: Update translation (Greek) [12:37] [scummvm] criezy pushed 1 new commits to master: https://git.io/JkEyR [12:37] scummvm/master 5389fb7 criezy: I18N: Add language name for Welsh translation [12:38] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JkEyE [12:38] scummvm/master 84b78cd criezy: I18N: Update translation files [12:38] Mia (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [12:41] > Instructions are here, but again, the process is expected to be easier than that text might make it seem, for German and Italian https://github.com/scummvm/scummvm/tree/master/devtools/create_bladerunner/subtitles I'll give it a look later today, thanks, but I can't promise anything until I'm done fixing COMI (or at least until I give up haha) [12:43] Mia (~Mia@unaffiliated/mia) joined #scummvm. [13:04] JohnnyonFlame (~quassel@179-107-132-218.zamix.com.br) joined #scummvm. [13:06] Take your time. To be clear, I'm not complaining or anything. There's no hurry to have these subtitles. I was just wondering why we didn't get volunteers, given my expectation that we would. [13:08] @antoniou79 Were there official public announcements? Were they spread in communities using those languages? [13:11] There were the ScummVM announcements, which did mention the subtitles support and (iirc) that people could volunteer to do the translation or transcription in their language. Other than that, I did make some threads on some forums (but not subtitling communities or specific communities to these regions) about the subtitles support, where to find the text, the instructions and also asking for feedback (at the time). [13:11] To be honest, that's as far as I'd go. I don't want to enforce anything (and I cannot) nor to appear as I'm pressing the matter. [13:13] And I am technically busy with the restored content stuff, and completing the translation for Greek 😄 [13:13] And testing the support for Chinese and Hebrew, which I'm sorry to say, I haven't got around to yet [13:17] ajax16384 (~User@109.60.130.33) joined #scummvm. [13:17] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. [13:21] travis-ci (~travis-ci@185.205.75.34.bc.googleusercontent.com) joined #scummvm. [13:21] scummvm/scummvm#16891 (master - 84b78cd : Thierry Crozat): The build passed. [13:21] Change view : https://github.com/scummvm/scummvm/compare/5389fb7249d2...84b78cdcddac [13:21] Build details : https://travis-ci.org/scummvm/scummvm/builds/744644999 [13:21] travis-ci (travis-ci@185.205.75.34.bc.googleusercontent.com) left #scummvm. [13:32] @antoniou79 is it worth attempting machine transcription for those languages as a starting point? [13:33] Then maybe users will try it, find errors, and then become aware of the translation project. [13:33] delacroix (~delacroix@2a02:810c:4cc0:400:21e:2aff:fe47:c90f) joined #scummvm. [13:35] hmm, it is an idea, but I'm not in favor of it. But, currently people will get the English subtitles, in those versions if they enable subtitles from ScummVM or the game's UI, so they will see text, so some sort of motivation is in place [13:38] I see. Yes, that's better in the case where a user is comfortable with English subtitles and not interested in participating in translation. [13:38] vliaskov (~vliaskov@x4db7f773.dyn.telefonica.de) joined #scummvm. [13:41] I am dismissing the machine translation because in my experience it produces very poor results quite often. And this might motivate some to help with a proper transcript, but it also may "backfire" with people walking away with bad impression on the amount of work we're putting into this. [13:42] In my experience in the fan subbing community, attacking the quality of a translation (in a very harsh way) is very common, unfortunately [13:44] To clarify, I'm not suggesting machine translation. I was suggesting transcription from the existing localized dubs. Similar to YouTube's autosubs. [13:44] That said, now that you've elaborated on this, I completely see your point and agree with you. [13:45] right, transcription might work a bit better [13:50] You could try asking in fantranslation communities [13:51] It's not transcriptors, but unless some fan pops up... [14:19] palasso_ (~palasso@unaffiliated/palasso) left irc: Quit: No Ping reply in 180 seconds. [14:21] palasso (~palasso@unaffiliated/palasso) joined #scummvm. [14:21] ldevulder (~ldevulder@176.167.141.207) left irc: Quit: Leaving [14:28] ldevulder (~ldevulder@176.167.141.207) joined #scummvm. [15:41] Can you suggest what scummvm games are possible to translate or is it only prince and supernova? [15:55] nothing is impossible. [15:56] Other than Blade Runner, all Scumm titles should be translatable, but one would need third party tools or self-created ones to do it properly [15:58] I have no idea about Sierra titles, but from the recent wiki update by sluicebox, it looks like GK2 has fan subtitle patches, so it's possible to do it for that one too. [15:58] https://wiki.scummvm.org/index.php?title=Gabriel_Knight_2_Subtitles [15:58] No idea of the tools required though. [15:59] But yeah, basically what henke37 wrote. It should be possible in all cases basically, but different degrees of effort will be required [16:03] SylvainTV (~Sylvain@lfbn-lil-1-1085-222.w90-103.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [16:03] SylvainTV (~Sylvain@lfbn-lil-1-1085-222.w90-103.abo.wanadoo.fr) joined #scummvm. [16:03] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [16:06] Sierra (at least SCI, I haven't checked AGI) is definitely doable. There are some Hebrew fan translation for SCI games. We've even recently completed SQ3 translation, which was harder due to the parser support. If anyone wants help with this, PM me. [16:09] > Other than Blade Runner, all Scumm titles should be translatable, but one would need third party tools or self-created ones to do it properly @antoniou79 There are SCUMM translation tools available. They're old Win32 binaries, but their author gave me permission to release them under an MIT license on Github (soon) [16:10] Italian translation for LucasArts games most of the time is good, other times is just terrible, I know some people (me included) who would volunteer to fix those [16:11] We started doing it with a tool (scummr maybe?) a while ago, but got bored with it since it wasn't so user friendly and it was quite buggy sometimes [16:11] @Kebabounet interesting. Keep us posted! [16:11] yes, that's scummtr [16:12] Oh yeah, scummtr, thanks [16:12] but with the source soon available, improving and fixing it could be doable 🙂 [16:12] I really really look forward to that, thanks for the update, this is really good news! [16:12] ooh yes, I've used scummtr too. I've had some issues with it for some Monkey Island 2 versions [16:13] But it worked quite well for LOOM, Indy 3 that I've done in the past [16:13] (for Greek) [16:13] oh? I've been doing my own French (re)translation of MI2 for some years and I didn't have a lot of problems [16:13] and SoMI [16:13] but indeed, it's harder to use for non-Latin languages [16:13] yeah that could possibly be it. [16:14] non-Latin complicates things for these games [16:14] I'll also write a guide at some point with the tricks I discovered while trying to do my own translation. Such as dealing with the verbs, how to import some missing characters, how to add multi-line dialogue options etc. [16:14] took a lot of trial and error to figure out 😄 [16:14] > but indeed, it's harder to use for non-Latin languages @Kebabounet Well, I wasn't involved with this, but there was a Hebrew fan translation for DOTT and MI2. I don't know what tool did they use. But, it's doable... [16:15] yes I don't know if they used scummtr. It should work, the problem is that non-Windows 1251 characters will be translated to escape sequences, so it's pretty inconvenient [16:15] Worst part of MI2 by far is doing the library cards properly. As far as I know official localizations didn't even bother with that 😄 [16:15] I guess they may have used their own tool on top of scummtr [16:16] Yes I see that on the scummvm translations website, going to start with the prince as its already up, bht would love to do broken swors [16:16] > yes I don't know if they used scummtr. It should work, the problem is that non-Windows-1252 characters will be translated to escape sequences, so it's pretty inconvenient That's one of the issues we had [16:17] > Worst part of MI2 by far is doing the library cards properly. As far as I know official localizations didn't even bother with that 😄 @antoniou79 oh yeah. That and Marty puns, and then the famous monkey wrench [16:17] For Greek we mostly had to do that for one character (or two) , using escape sequences that it. At least for the originals [16:17] oh yeah the "monkey wrench". lol [16:17] The only symbols we have in welsh are uw [16:18] That may cause issues om guessing? [16:21] maybe for some of those. But it really depends on the game / game engine and how they do fonts [16:22] @ynchwarae if they're not present in the internal fonts, you'll have to export/import then with scummfont and draw them. Whatever character doesn't appear in this table will (currently) only be accessible as en escape sequence, such as \082. '', '!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', ':', ';', '<', [16:22] '=', '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', '\\', ']', '^', '_', '"', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~', '', '', '', [16:22] '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '' [16:23] Excellent they are all there 😀 [16:23] really? I'd assume the w and the y to be missing [16:24] yes, basically it's a small subset of the windows-1252, by default [16:24] Oh, the is missing, this would explain many wrong accents in MI2 ita [16:24] Command sent by Bosca [16:24] ...and MI1 [16:25] And come to think of it, nearly every LA game before COMI [16:25] If it's a few letters, you can re-use empty spaces and use escape sequences. [16:25] I think you can't go beyond 254 [16:25] yes, easy to fix though. Give it a few more weeks and I'll be able to publish this publicly with some documentation, and common translation problems. I'll send a message here when it's available 🙂 [16:26] Thanks Kebabounet, keep up the good work, I'm really looking forward to it 😁 [16:28] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [16:30] Cheeseness (~cheesenes@ppp118-209-91-121.hba-tec-tas-bras32.tpg.internode.on.net) left irc: Ping timeout: 260 seconds [16:31] _sev (~sev@scummvm/undead/sev) joined #scummvm. [16:31] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [16:31] Is there anyway to get rid of the lag.on escape from monkey Island. Or.do Indeed to wait for a update? [16:33] _sev (~sev@scummvm/undead/sev) left irc: Client Quit [16:34] Very exciting. So how do you get the games up on the scummtr site to be able to translate using the system on the site , is it a request via email? [16:35] I dont have much exlerience on coding of any sort but comfotable with the translation system on scummvmtr [16:35] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [16:35] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [16:35] _sev (~sev@scummvm/undead/sev) joined #scummvm. [16:35] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [16:36] As far as I know, currently this is done for a limited number of cases, and there needs to be some kind of support for it by the game engine in place. [16:36] Ah ok [16:36] I do have the impression that we want to extend this system [16:36] but I also get the feeling it won't be simple 🙂 [16:37] SCI translations are possible in the various communities, and there are some tools out there, but there is nothing that ScummVM directly provides for this. Support is added once the translations are ready. [16:38] So if someone wanted to make a new translation, they would need to find a translation group for their language, or go about things on their own. [16:39] Has there been any thought about working with the groups to package their patches as "language packs"? [16:40] It might help for discoverability if the packs were hosted together somewhere. Or at least links were provided on the wiki. [16:41] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [16:42] I am not aware if there is such a plan. It would be cool if it worked out, but practically? I don't see it being easy to work out [16:43] I mean the working with the groups part [16:43] there kind of was a recent bad experience about that too [16:44] That was one person though. He doesn't represent the entire community. [16:45] yes indeed. [16:45] but since we're volunteers here, I can see people being discouraged when met with such cases even when isolaed [16:46] At the very least I think it would be nice to have a "Where to Get the Translations" page similar to "Where to Get the Games" [16:47] of course as long as they're distributed as patches without pirated copies of the game files [16:47] it would be nice I agree [16:49] I see that PR #2620 recently added support for (currently Korean) translation bundles in SCUMM. That's pretty cool. And easier to manage than binary patches to various game data files [16:50] @Kebabounet great news about those tools! thanks. I think I have already implemented most of the features and more from those tools for the hebrew translation, altough I'd still like to compare the implementation (the way I implemented changing length of text line involved complete parsing of bytecode, perhaps there was simpler way to do it) [16:52] _sev (~sev@scummvm/undead/sev) joined #scummvm. [16:52] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [16:53] I'll have to look into that translation bundles stuff, don't I? [16:53] 😄 [16:54] It sounds better than revisiting my NSIS scripts for the Greek patches [16:54] potentially anyway [16:57] yeah, the ScummTR tools for which I got the sources recently date back from 2003. Some game variants are not implemented, such as Loom PC Engine, Maniac NES or COMI. My C++ knowledge is extremely modest, so I make sure that it can still compile almost anywhere, and I try writing some "end user" docs but that's it. I don't really understand how it works internally though, and I won't be able to add features to it itself, but since [16:57] it's going to be on Github, anyone could have a look at its implementation, and maybe contribute to it etc. [16:59] ldevulder (~ldevulder@176.167.141.207) left irc: Quit: Leaving [17:00] Is there a possibility of having it included in the "ecosystem" of ScummVM tools? [17:01] oh, and translating SCUMM games can be fun, because you can discover some hidden jokes which couldn't be triggered in the final games. [17:01] (I'm asking because of the license of the code) [17:02] I don't know if ScummVM wants to take the "risk" of hosting tools which can modify game data files, even if fan translations are part of fair use [17:02] Hmm, I guess that's fair, yeah [17:03] @Bosca permission wise for my tools it's ok by me, but I think the codebase might be too large for that🤔 [17:10] on the topic of translations, scummvm really needs a more fine grained language selection system [17:12] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [17:24] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [17:24] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [17:24] _sev (~sev@scummvm/undead/sev) joined #scummvm. [17:24] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [17:25] delacroix (~delacroix@2a02:810c:4cc0:400:21e:2aff:fe47:c90f) left irc: Quit: ZNC - http://znc.in [17:28] delacroix (~delacroix@2a02:810c:4cc0:400:21e:2aff:fe47:c90f) joined #scummvm. [18:14] ny00123 (~ny00123@5.102.198.242) joined #scummvm. [18:23] Tomaz^ (~tompsson@h-97-150.A785.priv.bahnhof.se) left irc: [18:29] [scummvm] mgerhardy pushed 9 new commits to master: https://git.io/Jkuaf [18:29] scummvm/master 8eb3772 mgerhardy: TWINE: endless loops for samples is -1 - but we are expecting 0 [18:29] scummvm/master ff86acb mgerhardy: TWINE: renamed method parameter [18:29] scummvm/master b2d14d5 mgerhardy: TWINE: move script comments [18:48] SylvainTV (~Sylvain@lfbn-lil-1-1085-222.w90-103.abo.wanadoo.fr) left irc: Ping timeout: 256 seconds [18:48] SylvainTV (~Sylvain@lfbn-lil-1-1085-222.w90-103.abo.wanadoo.fr) joined #scummvm. [18:48] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [19:00] @Kebabounet as you make progress, we can talk about hosting the translation project on translations.scummvm.org [19:21] @Henke37 what do you mean? [20:38] cd (~cd@unaffiliated/cd) joined #scummvm. [20:51] Cheeseness (~cheesenes@ppp118-209-123-250.hba-tec-tas-bras31.tpg.internode.on.net) joined #scummvm. [21:00] palasso (~palasso@unaffiliated/palasso) left irc: Read error: Connection reset by peer [21:16] ajax16384 (~User@109.60.130.33) left irc: Quit: Leaving [21:20] i mean that it needs separate language options for subtitles, voices, gui and "gameplay" [21:24] you do since each language is its own game entry [21:24] with its own options [21:25] palasso (~palasso@unaffiliated/palasso) joined #scummvm. [21:28] that's not correct tho, since at least one game release uses the same files for multiple languages [21:30] > that's not correct tho, since at least one game release uses the same files for multiple languages @Henke37 do we have engines that support this? [21:31] as a matter of fact yes, supernova. [21:33] ny00123 (~ny00123@5.102.198.242) left irc: Quit: Leaving [21:33] Ok. If it's only supported in one engine, it'll be quite confusing to have such options, which will have no meaning, in all the other engines. [21:34] So, I'd suggest that it will be for now only for the engine that really supports it. If the functionality will be added to more engines, it will make sense to have it under the main ScummVM settings [21:35] oh, it's just the one i know by hand [21:37] check out the ADGF_ADDENGLISH flag for some others. [21:38] Funny. I've just discovered a small typo I did... [21:39] > i mean that it needs separate language options for subtitles, voices, gui and "gameplay" @Henke37 I meant to reply to this... [21:39] When I asked if we have such engines [22:12] [scummvm] mgerhardy pushed 3 new commits to master: https://git.io/Jkudc [22:12] scummvm/master 7977f64 mgerhardy: TWINE: renamed variables + const [22:12] scummvm/master 6411e5d mgerhardy: TWINE: fixed warning [22:12] scummvm/master 3e8247a mgerhardy: TWINE: use IS_HERO macro [22:12] well, that flag is a good spot to start looking [22:45] ldevulder (~ldevulder@i15-lef02-th2-89-83-230-109.ft.lns.abo.bbox.fr) joined #scummvm. [22:46] balrog (~balrog@unaffiliated/balrog) left irc: Ping timeout: 264 seconds [23:01] balrog (~balrog@unaffiliated/balrog) joined #scummvm. [23:17] Shine_ (~Shine@dynamic-095-112-010-169.95.112.pool.telefonica.de) left irc: Read error: Connection reset by peer [23:37] cd (~cd@unaffiliated/cd) left irc: Quit: cd [23:51] cd (~cd@unaffiliated/cd) joined #scummvm. [23:51] I think myst3 is another [23:53] I have a multi language DVD where you select the language in the game itself. I think ScummVM might start the game in the language you select in the gui. [00:00] --- Fri Nov 20 2020