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[01:27] <grogbot> <marc110> Thanks for adding eye of beholder its amazing playing it on scumvm
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[04:22] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jkz43
[04:22] <Scummette> scummvm/master a0883e6 dreammaster: GLK: COMPREHEND: Fix wearing or removing goggles in too bright room
[04:22] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jkz4G
[04:22] <Scummette> scummvm/master 4a8790c criezy: I18N: Update translations templates
[05:34] <Scummette> [scummvm] deadman2000 opened pull request #2632: SCI: Add Conquests of the Longbow Russian detection table entry (master...master) https://git.io/Jkzgh
[05:42] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jkz2A
[05:42] <Scummette> scummvm/master dabff21 dreammaster: GLK: COMPREHEND: Refresh gfx & show room desc after loading from GMM
[05:43] <Scummette> [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jkz2p
[05:43] <Scummette> scummvm/master b756f38 criezy: I18N: Update translation files
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[07:36] <grogbot> <ZvikaZ> https://www.howtogeek.com/674470/how-to-use-windows-10s-package-manager-winget/
[07:36] <grogbot> <ZvikaZ> I've just stumbled upon this.
[07:36] <grogbot> <ZvikaZ> Are we there?
[07:41] <grogbot> <SupSuper> seems like it: https://github.com/microsoft/winget-pkgs/blob/master/manifests/ScummVM/ScummVM/2.2.0.yaml
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[07:54] <grogbot> <ZvikaZ> Ok. The user name in that GitHub isn't familiar to me... Has he contacted the team? Maybe you'd like him to coordinate.
[07:54] <grogbot> <Henke37> Seems like they know about inno setup.
[07:57] <grogbot> <SupSuper> seems it's as simple as running an installer so probably doesn't need much coordination
[08:12] <grogbot> <ZvikaZ> ๐Ÿ‘
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[08:39] <grogbot> <SupSuper> hmm anyone know how to update chocolatey packages? https://chocolatey.org/packages/scummvm/
[09:02] <grogbot> <ZvikaZ> I've read a little about MS "package manager" - it doesn't even have an uninstall command ๐Ÿคจ
[09:03] <grogbot> <ZvikaZ> It took them years to borrow the package manager idea from Linux, and they didn't do it right...
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[09:42] <grogbot> <SupSuper> well it's still in preview, but i can understand the motivation. windows already has an uninstall system, it's finding and installing your favourite software that's a drag
[09:43] <grogbot> <SupSuper> i can't even remember the last time i uninstalled something ๐Ÿค”
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[10:29] <grogbot> <Henke37> Strange that they skipped uninstalling. Even their own installer supports it.
[10:44] <grogbot> <antoniou79> I forget why I had to install chocolatey and packages at some point a few years ago. I think it was part of some elaborate guide from Intel about something... Man, I regret every minute of it.
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[11:54] <grogbot> <ZvikaZ> > I forget why I had to install chocolatey and packages at some point a few years ago. I think it was part of some elaborate guide from Intel about something... Man, I regret every minute of it. @antoniou79 why? What's do bad about it?
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[12:09] <grogbot> <antoniou79> The package managing system. It was installing stuff (and dependencies) all over the place apparently and, at least back then, the advice in the documentation was basically "you should remember where each thing got installed"
[12:18] <grogbot> <ZvikaZ> Great encapsulation...
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[13:29] <grogbot> <timofonic> I used Chocolatey many years ago. Then I got bored of it's failures and tons of outdated packages.
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[13:55] <grogbot> <Mataniko> rootfather was the original contributor to winget
[13:57] <grogbot> <Mataniko> also chocolatey requires admin elevation
[13:57] <grogbot> <marc110> Anything I can do.to fix lag.on escape from monkey island
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[14:24] <grogbot> <Mataniko> what are you playing on?
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[14:27] <grogbot> <marc110> Pc/ ps vita
[14:28] <grogbot> <marc110> Pc has sound problems and lag vita has just lag
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[14:42] <grogbot> <Mataniko> on PC if you have sound issues, check the bug tracker and report an issue
[14:42] <grogbot> <marc110> Ok
[14:43] <grogbot> <Mataniko> on vita, i think it's ok to assume that it's expected right now as we haven't got to the stage of making any optimizations for 3d games to run on it
[14:43] <grogbot> <marc110> Pc has lag also
[14:43] <grogbot> <Mataniko> and it may just be too underpowered
[14:44] <grogbot> <marc110> Gta 3 runs on ps vita its.same spec has efmi
[14:44] <grogbot> <Mataniko> great, completely unrelated though
[14:45] <grogbot> <Mataniko> anyway, EMI support is still "bugged"
[14:45] <grogbot> <marc110> My question is could it.be fixed sometime
[14:45] <grogbot> <Mataniko> yes eventually
[14:46] <grogbot> <marc110> OK thanks I will wait for update. One last question does.eye of beholder work
[14:46] <grogbot> <marc110> 3
[14:46] <grogbot> <Mataniko> check the compatibility list
[14:46] <grogbot> <Mataniko> scummvm.org/compatibility
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[15:38] <grogbot> <rootfather> @ZvikaZ I added ScummVM to the winget repos initially, and updates are just bumping the version numbers and updating the hashes
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[17:26] <grogbot> <sofakng> Hi all! I was just wondering if any thoughts or plans were being made to compile ScummVM for the Apple M1 chip?
[17:37] <Scummette> [scummvm] mgerhardy pushed 4 new commits to master: https://git.io/Jk2vT
[17:37] <Scummette> scummvm/master d6c879c mgerhardy: TWINE: doxygen for scripts
[17:37] <Scummette> scummvm/master b30a195 mgerhardy: TWINE: introduced ClampAngle
[17:37] <Scummette> scummvm/master 699c822 mgerhardy: TWINE: replaced magic numbers with constants
[17:37] <grogbot> <aquadran> you can compile yourself I guess
[17:38] <grogbot> <aquadran> but you can use as it is using rosetta 2
[17:40] <grogbot> <SupSuper> are the m1 toolchains out already
[17:41] <grogbot> <aquadran> no idea
[17:41] <grogbot> <sofakng> yeah, I was just wondering if a native version might become available.
[17:41] <grogbot> <sofakng> is there an up-to-date Xcode project I could load and try to compile?
[17:41] <grogbot> <aquadran> you can use xcode, but you don;t need to for just compile
[17:42] <grogbot> <aquadran> I'm not sure if scummvm wiki has guide how to compile on macos, but you check
[17:43] <grogbot> <aquadran> as for my self I'm using macports, install needed libs, configure and make
[17:45] <grogbot> <sofakng> ok, I'll do some experimenting and see what I can do... I'm not familiar at all with the MacOS/Xcode toolchain though unfortunately. (I'm a Windows/.NET developer mostly)
[17:46] <grogbot> <aquadran> of course you need to install xcode for compiler and sdk but don't need to use it from gui to compile
[17:47] <grogbot> <sofakng> yeah I understand what you're saying ... I do have experience compiling Linux apps, GNU Make, etc.
[17:47] <grogbot> <aquadran> scummvm xcode project here is generated
[17:48] <grogbot> <sofakng> I think I had some issues compiling for iOS a while ago but it's been a while
[17:48] <grogbot> <sofakng> I'll see what I can do and ask if I have any questions ... I really appreciate the help!
[17:48] <grogbot> <sofakng> I also see the wiki article about compiling for macos so that should be helpful as well
[18:01] <grogbot> <sev> most probably, homebrew will work out of the box
[18:01] <grogbot> <sofakng> homebrew doesn't work for ARM yet
[18:02] <grogbot> <sev> oh
[18:02] <grogbot> <sev> then XCode is the only option
[18:02] <grogbot> <sofakng> you can install x86 binaries from homebrew, but that kind-of defeats the purpose
[18:02] <grogbot> <whiterandrek_> We can compile universal binary for Mac
[18:02] <grogbot> <sev> should be also pretty straightforward
[18:02] <grogbot> <sofakng> @whiterandrek_ that's probably the best option as that can include x86 and ARM binaries in a single package
[18:02] <grogbot> <sev> e.g. first you compile create_project, then generate Xcode project files and then open it and press 'compile'
[18:03] <grogbot> <sofakng> @sev I can compile ScummVM without issues, but I also need to compile the dependencies too, right?
[18:03] <grogbot> <sev> may fail on couple of dependencies, though, so perhaps some tweaking is required
[18:03] <grogbot> <sev> yes, but most of our dependencies could be turned off
[18:03] <grogbot> <aquadran> I saw various fixes for macports for arm m1, but no idea what is status in general
[18:03] <grogbot> <aquadran> I guess that takes time
[18:03] <grogbot> <sev> e.g. for test purposes it would be enough. Some engines or games will not work, but the majority do not require external libs
[18:05] <grogbot> <sofakng> I'm going to give it a try, but I'm not familiar with MacOS/Xcode toolchain to know enough ... I'm downloading Xcode on my MacBook now though.
[18:08] <grogbot> <Mataniko> Do you have an M1 macbook?
[18:08] <grogbot> <sofakng> Yeah
[18:09] <grogbot> <sofakng> I was using the latest 2020 MacBook Pro (Intel, Core i5) for a few months ... I'm extremely impressed with the ARM CPU and sold my Intel MacBook last night.
[18:10] <grogbot> <sofakng> It's fast ... compatible with everything (Rosetta 2 is fantastic), quiet, and doesn't even get warm. I was very skeptical, but this is definitely the future.
[18:12] <grogbot> <aquadran> sure, but like this support compile from sources can be bumpy. this time it will be faster and smoother in open source, not like previous transition
[18:13] <grogbot> <sofakng> are you referring to the powerpc to x86 architecture change?
[18:13] <grogbot> <aquadran> yes, but rather introduction darwin into open source
[18:14] <grogbot> <aquadran> it takes time until native compiling get stable without plenty of hacks and fixes
[18:15] <grogbot> <sofakng> anything written in assembly would have to be changed to switch architectures, but if an application was written in C++ (or similar), isn't it almost as easy as re-compiling with nothing else needed?
[18:15] <grogbot> <aquadran> also gui related not using xserver
[18:16] <grogbot> <sofakng> (assuming the framework [MacOS/Darwin] didn't change anything of course)
[18:16] <grogbot> <aquadran> open source software in past was rather linux centric
[18:17] <grogbot> <sofakng> oh, right, but I'm talking about software already written for MacOS (x86)
[18:19] <grogbot> <aquadran> if it's sole written for macos, you should not have a problem, just re-complie
[18:22] <grogbot> <Mataniko> @sofakng you can scroll up as we just had a similar discussion yesterday
[18:22] <grogbot> <Mataniko> we don't expect an issue, but someone needs to do it. Most likely if there is an issue it's with a dependency
[18:25] <grogbot> <sofakng> should I try for the latest Git code, or latest stable release?
[18:26] <grogbot> <aquadran> I think it doesn't matter
[18:27] <grogbot> <SupSuper> probably latest code so you don't have to do the work twice
[18:27] <grogbot> <SupSuper> since merger changed a lot of configure stuff
[18:28] <grogbot> <sofakng> ok thanks
[18:55] <grogbot> <Mataniko> biggest challenge is all of the libs we depend on, since neither macports nor homebrew will have arm64 builds
[18:56] <grogbot> <Mataniko> or set up to build them for arm64 locally
[18:56] <grogbot> <Mataniko> see https://ports.macports.org/port/libsdl2/summary for example
[18:56] <grogbot> <Mataniko> so you will have to build all of those manually
[18:57] <grogbot> <trembyle> would that also work for ARM Windows, in theory?
[18:57] <grogbot> <Mataniko> our configure file will have to be updated as well to pass the right flags to create a universal build
[18:57] <grogbot> <Mataniko> but that's simple
[18:57] <grogbot> <Mataniko> trembyle: we already run on ARM devices
[18:58] <grogbot> <Mataniko> supporting mac os ARM doesn't bring you closer to Windows ARM
[18:58] <grogbot> <trembyle> Right, I just mean manually building libs for arm64 windows, if they aren't otherwise provided.
[18:59] <grogbot> <trembyle> but if scummvm already runs on arm windows, then forget my question
[19:00] <grogbot> <SupSuper> we already have arm64 windows binaries in github actions, but it's not in our buildbot
[19:00] <grogbot> <Mataniko> I don't see a reason why you couldn't build scummvm for windows ARM if all the deps are built for ARM
[19:01] <grogbot> <SupSuper> probably there is no mingw for arm64
[19:03] <grogbot> <Walmaker> Hey guys, I was planning something
[19:03] <grogbot> <Walmaker> https://cdn.discordapp.com/attachments/581224061091446795/779421832235057182/unknown.png
[19:07] <grogbot> <Mataniko> other than the verbs missing, i don't get it
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[19:21] <grogbot> <Gantonio865> > Hey guys, I was planning something @Walmaker wtf are you smoking on?
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[20:12] <grogbot> <Walmaker> A multilayer DotT
[20:13] <grogbot> <SupSuper> verbcoin?
[20:13] <grogbot> <sofakng> What are the absolute minimum required dependencies for ScummVM to compile?
[20:13] <grogbot> <sofakng> sdl2 looks required. ๐Ÿ™‚
[20:13] <grogbot> <SupSuper> only sdl afaik
[20:13] <grogbot> <sofakng> thanks
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[20:24] <Strangerke> hi guys
[20:46] <grogbot> <static> Hi there. I'm having a problem with scummvm 2.2.0 and daily, where CD(?)-based audio seems to crackle on occasion. I'm using win10 x64 build. I hear it in Monkey Island 1 talkie, and lands of lore for example. I took a sample recording (monkey1_crackle_wav.zip @ https://we.tl/t-3cut0wKCSh).. you can hear it when the Pirate says "they're very intelligent creatures". CPU is idle, I'm running full screen 1440p with pixel-perfect enabled,
[20:46] <grogbot> aside from that just defaults.
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[20:49] <grogbot> <Henke37> pretty sure that's not redbook audio there.
[20:52] <grogbot> <static> Yeah I'm not sure.. I'm using monkey1_ultimate_talkie_edition which uses flac. I can hear it in the flac music too not just when they talk. I also hear lands of lore CD (lolcd) which just seem to be .PAK/.TLK. I could try more games
[20:56] <grogbot> <static> I hear it king's quest 6 cd as well .. Here's kq6cd_crackle.zip @ https://we.tl/t-qgU6mxk892
[20:57] <grogbot> <trembyle> redbook is only used in Girl in the Tower for KQ6
[20:57] <grogbot> <trembyle> (the closing credits song after you win)
[20:58] <grogbot> <static> Girl in the towwwwwer I'm reaching outtttt ๐ŸŽถ
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[21:10] <clort> o/
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[21:53] <grogbot> <static> If anyone has any suggestions to try please let me know. Thanks!
[22:29] <grogbot> <Gantonio865> Wait I think i had a idea of a multiplayer adventure game before
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[23:10] <grogbot> <timofonic> I think @Walmaker means using multilayer as in 3D usage instead old scaling. Am I correct?
[23:10] <grogbot> <timofonic> So give a more "2.5D+" effect, I think
[00:00] --- Sat Nov 21 2020