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[00:07] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfNv4
[00:07] <Scummette> scummvm/master 67d3c30 sev-: NEWS: Mention newly supported games
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[01:57] <Lightkey> https://wiki.scummvm.org/index.php?title=The_Worst_Game_In_The_World..._Ever!!! When you run out of good games to support.
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[04:11] <grogbot> <DreamMaster> Ironically, I'll be officially moving GLK into testing mode tomorrow, and ADRIFT is one of the supported engines. As long as the game isn't ADRIFT 5, it'll be supported
[04:12] <grogbot> <DreamMaster> Heh. I just checked, and it is indeed in the detection list for the ADRIFT sub-engine 🙂
[04:13] <Lightkey> :O
[04:16] <Lightkey> So, whatchagonnado about NEWS? :->
[04:18] <grogbot> <DreamMaster> An even more knotty question is, what about the Compatibility XML. I mean, I guess we could put in sections for the Commercial companies' games like Infocom and Magnetic Scrolls, and then just a single line entry in the Others section for each other engine/games. Trying to list all the various non-commercial games would completely drown out the compatibility list
[04:19] <Lightkey> Make a drop-down menu "Here be dragons".
[04:22] <grogbot> <DreamMaster> Or maybe a categorization of sub-genre. Like Point n' Click Adventure, Role Playing Games, Interactive Fiction, and Plumbers. 🙂
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[04:29] <Lightkey> Do you want to split engines (Kyra)? What about other games (Hoyle's)?
[04:32] <grogbot> <DreamMaster> Well, if we're talking about compatibility, it's already mostly just listing games and their target, not their string. I guess Sierra is the special exception, since there's an "AGI" and "SCI" company. So there's precedence for splitting up a company's games already
[04:32] <grogbot> <DreamMaster> Sorry, I meant "not their engine"
[04:35] <Lightkey> It's been put everything together unless it's an engine with many targets so far, Hoyle's is in SCI though.
[04:37] <Lightkey> Actually, Kyra should have gotten its own section.
[04:39] <Lightkey> From a user's perspective, splitting it up into engines does not make sense though.
[04:42] <Lightkey> Genres sounds fine to me as a first level split, then how about release date for sorting?
[04:43] <Lightkey> Or, I guess, alphabetically (boooring!).
[04:44] <grogbot> <DreamMaster> 🙂
[04:58] <Lightkey> Well, I guess grouping it into engines makes some sense, considering it's about compatibility, where a problem with one engine affects all games, especially for IF.
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[05:40] <grogbot> <ZvikaZ> > An even more knotty question is, what about the Compatibility XML. I mean, I guess we could put in sections for the Commercial companies' games like Infocom and Magnetic Scrolls, and then just a single line entry in the Others section for each other engine/games. Trying to list all the various non-commercial games would completely drown out the compatibility list @DreamMaster IIRC, agi also has a single 'fan made' entry for all fan
[05:40] <grogbot> made games
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[06:10] <Lightkey> Hopefully nobody adds The Quill to Glk then, with supposedly almost 500 commercial games.
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[07:14] <grogbot> <ZvikaZ> I have just checked my claim regarding AGI 'fan made' - and I was wrong.
[07:15] <grogbot> <ZvikaZ> There are more than 200 entries for these fan made games
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[07:26] <AlwaysLivid> Hey, may I come in touch someone who has played a role in organizing this organization's participation in Google Code-In competitions?
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[07:57] <Scummette> [scummvm] lotharsm pushed 2 new commits to master: https://git.io/JfNYk
[07:57] <Scummette> scummvm/master 825c83f lotharsm: NEWS: Add missing indentation
[07:57] <Scummette> scummvm/master 990df13 lotharsm: NEWS: Update German NEWS file
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[08:42] <_sev> AlwaysLivid: yyes, but your best bet would be joining our Discord server, we have a channel there
[08:42] <_sev> AlwaysLivid: what is your question?
[08:43] Topic changed on #scummvm by _sev!sev@scummvm/undead/sev: ScummVM 2.1.2 || https://www.scummvm.org/faq/ || No warez, no Game Requests, read the FAQ! || Discord: https://discord.gg/5nerqP || Channel logs: https://logs.scummvm.org
[08:52] <AlwaysLivid> Got it
[08:52] <grogbot> <Strangerke> @AlwaysLivid: we never participated to google code-in
[08:53] <AlwaysLivid> Well then, I was slightly misinformed.
[08:53] <AlwaysLivid> Sorry.
[08:53] <grogbot> <Strangerke> And most likely never will, it's far too much to handle for us
[08:54] <grogbot> <Strangerke> But I may answer a couple of questions...
[08:55] <AlwaysLivid> Welp, it did get cancelled. We are currently trying to come up with an alternative; I was misinformed and didn't bother with double-checking and this is why I'm here, really.
[08:56] <grogbot> <Strangerke> Oh, ok. Well, I wish you the best for your upcoming alternative, I sincerely think the idea is awesome
[08:57] <grogbot> <Strangerke> If we never participated, it's not a matter of interest but of mentor and tasks availability
[08:57] <AlwaysLivid> I understand, thanks for your time.
[08:58] <grogbot> <Strangerke> We can't find a hord of mentors and hundreds of tasks for kids, it's just impossible
[09:06] <Deledrius> What was the code-in?
[09:06] <Deledrius> oh a big kid coding camp sort of thing?
[09:25] <Scummette> [scummvm] moralrecordings pushed 2 new commits to master: https://git.io/JfNsI
[09:25] <Scummette> scummvm/master 6a6cf9d moralrecordings: DIRECTOR: Load properties from digital video cast
[09:25] <Scummette> scummvm/master 2729e14 moralrecordings: DIRECTOR: Add support for linked sound cast members
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[09:43] <grogbot> <timofonic> @lotharsm @Strangerke Any clue about clue? How's the multiplayer issue?
[09:43] <grogbot> <rootfather> Which multiplayer issue?
[09:55] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfNsp
[09:55] <Scummette> scummvm/master e89112a moralrecordings: DIRECTOR: Add stub for v3 DigitalVideoCast
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[10:21] <Scummette> [scummvm] moralrecordings pushed 1 new commits to master: https://git.io/JfNGF
[10:21] <Scummette> scummvm/master ff2741b moralrecordings: DIRECTOR: Fix cascade failure in VWCR loader
[10:23] <Scummette> [scummvm] lotharsm pushed 2 new commits to master: https://git.io/JfNGA
[10:23] <Scummette> scummvm/master 5520fc4 lotharsm: GIT: Add .snap packages to .gitignore
[10:23] <Scummette> scummvm/master 1ebbace lotharsm: DISTS: Add snapcraft build recipes
[10:42] <grogbot> <timofonic> @Lightkey @DreamMaster The Quill supports more than 200 games? I hope nobody reads it then, it would be a catastrophe... https://github.com/angstsmurf/spatterlight/tree/master/terps/unquill
[10:44] <grogbot> <timofonic> @rootfather @Strangerke commented that the refactoring process broke a lot of the multiplayer code. I didn't know The Clue! had a multiplayer mode at all 😮
[10:45] <grogbot> <rootfather> Ah, it doesn't have a multiplayer code
[10:46] <grogbot> <rootfather> It only has a single-player mode. The issues we currently have has to do with the different actors when playing the game
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[12:01] <Scummette> [scummvm] lolbot-iichan closed pull request #2340: WINTERMUTE: Improve keyboard walking for Corrosion (master...wme_corrosion_walking) https://git.io/JfbNb
[12:01] <Scummette> [scummvm] lolbot-iichan pushed 1 new commits to master: https://git.io/JfNCT
[12:01] <Scummette> scummvm/master 1784961 lolbot-iichan: WINTERMUTE: Improve keyboard walking for Corrosion (#2340)
[12:01] <grogbot> <timofonic> My memory failed, sorry.... I dis read something about multiplayer
[12:21] <grogbot> <timofonic> > I fucked up something so the multi-player planning are broken, and I messed with disabled entry in menus. All that during a giant refactoring, 2 months ago @Strangerke
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[13:00] <baudian> o/
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[13:55] <Scummette> [scummvm] NMIError opened pull request #2341: MIDI: Fix _gsBank init and bad if statement (master...midi-fixes) https://git.io/JfN8i
[14:04] <Scummette> [scummvm] athrxx closed pull request #2341: MIDI: Fix _gsBank init and bad if statement (master...midi-fixes) https://git.io/JfN8i
[14:04] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://git.io/JfN8A
[14:04] <Scummette> scummvm/master 57cb344 NMIError: MIDI: Fix _gsBank init and bad if statement (#2341)
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[14:49] <Scummette> [scummvm] bgK pushed 1 new commits to master: https://git.io/JfNBP
[14:49] <Scummette> scummvm/master c777d66 bgK: SCUMM: Use OSystem::fillScreen when clearing the screen in MM NES
[14:57] <grogbot> <rootfather> Someone here running Fedora Silverblue on physical hardware, not within a VM?
[14:57] <grogbot> <rootfather> I need something to get debugged/confirmed
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[15:04] <LePhilousophe> isn't it still experimental?
[15:04] <grogbot> <rootfather> It's somewhat experimental
[15:07] <grogbot> <rootfather> I wonder if an issue I have with the ScummVM flatpak is specific to Fedora Silverblue, Silverblue running as VMware guest or wayland in general 😄
[15:10] <LePhilousophe> I won't be able to help you, no wayland there
[15:11] <LePhilousophe> but that may be a bug in VMware 3D driver?
[15:12] <LePhilousophe> bgK: managed to get to the launcher with PCSX2, that's really crappy to make it work
[15:13] <LePhilousophe> and that doesn't load theme and I am not sure too see how games would work as files names are mangled by ISO9660
[15:13] <LePhilousophe> I really wonder if this port should still be supported
[15:14] <LePhilousophe> there is at least some amount of work to make it easy to use again
[15:15] <grogbot> <timofonic> @rootfather What did mean @Strangerke about multi-player? Do you know it?
[15:16] <grogbot> <rootfather> yes @timofonic . Multiplayer is simply the wrong word in this case. I know the exact issue since I'm involved with it. At the planning stage, only the actions of the first actor are played back, the actions for the other party members are lost
[15:26] <grogbot> <timofonic> @rootfather So how serious the issue is? Will it be solved?
[15:31] <grogbot> <rootfather> It's serious since you can't complete the game. Will it be solved? We currently don't know since we don't even know what caused it.
[15:31] <Scummette> [scummvm] criezy pushed 5 new commits to master: https://git.io/JfN0Y
[15:31] <Scummette> scummvm/master 3591003 criezy: TTS: Add method to get the default voice
[15:31] <Scummette> scummvm/master 75698aa criezy: MACOSX: Implement TextToSpeechManager::getDefaultVoice()
[15:31] <Scummette> scummvm/master a362d58 criezy: GUI: Allow selecting the default TTS voice in the Options
[15:32] <grogbot> <rootfather> On the other hand - the engine is still in a pretty early stage of development, so nowhere near finished.
[15:32] <grogbot> <rootfather> Some bugs will go, some new once will get introduced 😉
[15:41] <bgK> LePhilousophe: I'm glad we came to the same conclusion. IMO, it's fine to drop ports if they have no maintainer, a very low user base and they get in the way of changes
[15:44] <grogbot> <timofonic> @rootfather Oh. I didn't know the engine was in early development stage. I thought because is based on the original source code and independent projects development further, it was quite complete and mostly playable. I'm sorry...
[15:46] <grogbot> <rootfather> "early development" as in "not fully integrated in the ScummVM environment". Since we started from the original sources, most things are not properly handled by ScummVM - that's the reason for the heavy refactoring Strangerke is doing
[15:46] <LePhilousophe> bgK: I think they have a low user base (to not say a no user base) because it doesn't work
[15:47] <grogbot> <timofonic> @rootfather I see. And the refactoring broke some code? :(
[15:47] <grogbot> <rootfather> Yes. The original code is doing some weird things at some places, and refactoring broke some stuff.
[15:48] <LePhilousophe> btw ps2dev seems to see some serious activity since the last month with an updated SDK
[15:49] <Scummette> [scummvm] sev- closed pull request #2335: DIRECTOR: implement debugflag for screenshotting (master...screenshot) https://git.io/Jfdhj
[15:49] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfNEI
[15:49] <Scummette> scummvm/master 87e9cde rvanlaar: DIRECTOR: implement debugflag for screenshotting
[15:49] <grogbot> <timofonic> @lephilousophe I would see DOS and X86000 ports would have more user base and adoption and user base than PS2. Don't get me wrong, I love ports to exotic platforms, but they are hard to maintain.
[15:50] <grogbot> <timofonic> @rootfather Damn. No more volunteers?
[15:50] <LePhilousophe> @timofonic: you don't know :) maybe if we fix ScummVM on PS2 it would get plenty of users
[15:55] <grogbot> <drewrae> Hey question, I'm trying to get some old educational games to work for my kids. If any of you guys remember the Jumpstart and Math Blaster games. Is there a way to open those with this software?
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[15:59] <grogbot> <Henke37> i think those were generally custom engines
[15:59] <grogbot> <Henke37> you'd have to reverse engineer said engines and reimplement the games.
[16:00] <grogbot> <Henke37> in short: no.
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[16:02] <grogbot> <djsrv> The Jumpstart 3D games at least were/are Unity
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[16:02] <grogbot> <Henke37> somehow i think they meant the games older than some of the people here
[16:02] <grogbot> <djsrv> Yes, but there are a lot of Jumpstart games 🙂
[16:08] <grogbot> <djsrv> I believe I have some of the older 2D games in my CD ROM jumble so Ill take a look...
[16:08] <grogbot> <Henke37> maybe they used director?
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[16:11] <grogbot> <djsrv> That would be nice but very few of my old CDs seem to
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[18:11] <Scummette> [scummvm] criezy pushed 2 new commits to master: https://git.io/JfNaY
[18:11] <Scummette> scummvm/master 6c2aaba criezy: TESTBED: Add test for stopping speech and immediately starting another
[18:11] <Scummette> scummvm/master 025dd96 criezy: MACOSX: Fix TTS when stopping speech and immediately starting another
[18:17] <grogbot> <criezy> @DreamMaster I am making a small pause after fixing various TTS issues, but I am planning to look at implementing TTS for the GLK engine later tonight. I had a quick look already though, and have a couple of questions.
[18:17] <grogbot> <criezy> I noticed there is already an unimplemented Speech class. Are the gli_tts_* methods part of the glk API or something you added in ScummVM? I can't find any mention of it in https://www.eblong.com/zarf/glk/Glk-Spec-075.html so I assume it is the latter?
[18:18] <grogbot> <criezy> The names are self explanatory, but if there is a reference documentation for those, I might as well have a look at it. 😉
[18:19] <grogbot> <criezy> And the second question is: can we have more than one TextBufferWindow, and thus more than one Speech instance?
[18:23] <grogbot> <DreamMaster> As far as I'm aware/remember, TTS isn't part of the GLK spec, but something that Gargoyle added in, which is what the GLK engine in ScummVM was based on
[18:25] <grogbot> <DreamMaster> As for text buffers, yes, GLK allows for multiple such windows. Frotz and other engines, for example, use a text grid window at the top for the status window, and a text buffer window below for the game. There's no reason why multiple text buffer windows can be used similarly. The only restriction is that, obviously, you can only request/get character or line input from one specific window at a time
[18:29] <grogbot> <DreamMaster> Implementing TTS would certainly be a boon to GLK, now that we've got the framework in ScummVM already. Even if it only translates the text buffer area
[18:31] <grogbot> <criezy> Thanks. I will work on that after dinner and open a PR when I have something that works.
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[18:43] <Scummette> [scummvm] lolbot-iichan opened pull request #2342: WINTERMUTE: Remove GF_3D flag for Everyday Grey (master...wme_everydaygrey_2d) https://git.io/JfNVJ
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[19:34] <travis-ci> aryanrawlani28/scummvm#1 (gui-u32 - b737f36 : aryanrawlani28): The build failed.
[19:34] <travis-ci> Change view : https://github.com/aryanrawlani28/scummvm/compare/4247a709044d...b737f36a0217
[19:34] <travis-ci> Build details : https://travis-ci.com/aryanrawlani28/scummvm/builds/172394059
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[19:35] <Scummette> [scummvm] lolbot-iichan closed pull request #2342: WINTERMUTE: Remove GF_3D flag for Everyday Grey (master...wme_everydaygrey_2d) https://git.io/JfNVJ
[19:35] <Scummette> [scummvm] lolbot-iichan pushed 1 new commits to master: https://git.io/JfNrt
[19:35] <Scummette> scummvm/master 8de955d lolbot-iichan: WINTERMUTE: Remove GF_3D flag for Everyday Grey (#2342)
[19:35] <grogbot> <aryanrawlani28> Sorry about this,
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[19:35] <grogbot> <aryanrawlani28> I enabled travis to build on my branch, but forgot to remove the notifications. I have removed it now, and it should not appear again
[19:36] <grogbot> <aryanrawlani28> Sorry again!
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[20:50] <grogbot> <timofonic> I did read there's someone doing a Discord presence implementation. There's a Discord API chat: https://discord.com/invite/discord-api
[20:51] <grogbot> <SupSuper> the code is done, all that's left is the bureaucracy 🙂
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[20:54] <grogbot> <drewrae> > somehow i think they meant the games older than some of the people here @Henke37 Yes, I meant the older ones. 🙂 From the 90s. I am not familiar enough with back end stuff so I wouldn't know. It would be great to get them running again. I was able to get a few working (1st, 2nd, 4th grade), but I want to get Pre-K and Kindergarten running, too. Haven't tried Math Blaster yet.
[20:57] <grogbot> <drewrae> > The Jumpstart 3D games at least were/are Unity @djsrv Are those any good? For kids of course. The reason I like the old ones so much is because they seemed to have quite a bit of activities and even a story. So it felt very immersive. I am not aware of any similar educational games today that are as good. Would love for someone to make story/adventure educational games for young kids with graphics of today.
[20:58] <grogbot> <drewrae> (I'm 29 with a 4 year old and I loved those games as a kid.)
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[21:53] <grogbot> <djsrv> I enjoyed them when I was little
[21:53] <grogbot> <djsrv> I can't really compare them to the older ones - turns out I don't have any in my CD collection
[21:55] <grogbot> <djsrv> Nowadays they also have a multiplayer "3D virtual world" game, which isn't story-driven as a whole but does have some story-driven lands
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[21:59] <grogbot> <djsrv> The single-player games are still very story-driven, with lots of different activities
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[22:00] <Scummette> [scummvm] sev- closed pull request #2265: GUI: Add RTL support (master...gui-rtl) https://git.io/JfzUh
[22:00] <Scummette> [scummvm] sev- pushed 84 new commits to master: https://git.io/JfNPd
[22:00] <Scummette> scummvm/master 08f5efd aryanrawlani28: GUI: RTL: Add rtl flag and helper function to widget
[22:00] <Scummette> scummvm/master 5db49a6 aryanrawlani28: GUI: RTL: Test for strict RTL GUI
[22:00] <Scummette> scummvm/master 1bd2701 aryanrawlani28: GUI: RTL: Fix caret position
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[22:02] <grogbot> <djsrv> I'd definitely recommend the more modern Jumpstart games for small kids
[22:03] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JfNXe
[22:03] <Scummette> scummvm/master 654b820 sev-: DIRECTOR: LINGO: Fix warning
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[00:00] --- Mon Jun 22 2020