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[00:04] <Lightkey> The usual ScummVM is not an emulator aside, there actually is an emulator for the 3DS, so playing it on PC was not going to be a problem anyway: https://en.wikipedia.org/wiki/Citra_(emulator)
[00:05] <grogbot> <halotroop2288> That's not really the point.
[00:06] <grogbot> <halotroop2288> Also I just realized you referred me to the channel for the Visual Novel project, but these games are equal parts dialogue and point-and-click adventure/puzzler.
[00:08] <Lightkey> Sure it is. It will not run on the Switch because being an emulator, it needs more resources than the Switch has. So what you want is an engine rewrite, like ScummVM, not an emulator.
[00:09] <grogbot> <halotroop2288> Exactly. You know what I meant.
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[03:17] <Scummette> [scummvm] SupSuper pushed 2 new commits to master: https://git.io/Jf2ni
[03:17] <Scummette> scummvm/master e0accac SupSuper: MSVC: Add our doxygen convention to editorconfig
[03:17] <Scummette> scummvm/master c6bb053 SupSuper: MADS: Fix compilation error from using methods in anonymous typedef struct
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[08:39] <Scummette> [scummvm] whiterandrek pushed 2 new commits to master: https://git.io/Jf2uW
[08:39] <Scummette> scummvm/master 6ce60db whiterandrek: PETKA: stop interfaces properly
[08:39] <Scummette> scummvm/master aca4dc2 whiterandrek: PETKA: save load interface overrides start method
[08:43] <Scummette> [scummvm] whiterandrek pushed 1 new commits to master: https://git.io/Jf2uB
[08:43] <Scummette> scummvm/master 9271c2e whiterandrek: PETKA: fix compilation
[08:44] <ScummBot> Port build status changed with aca4dc27: Failure: master-openpandora, master-3ds, master-psp2full, master-ios, master-debian-x86, master-mingw-w32, master-ps3, master-mingw-w64-cplusplus11, master-webos, master-osx_intel, master-psp2, master-caanoo, master-dingux, master-debian-x86-clang, master-pspfull, master-gp2xwiz, master-mingw-w64, master-debian-x86_64,
[08:44] <ScummBot> master-ios7, master-switch
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[08:59] <travis-ci> scummvm/scummvm#13452 (master - aca4dc2 : Andrei Prykhodko): The build was broken.
[08:59] <travis-ci> Change view : https://github.com/scummvm/scummvm/compare/c6bb053a09a7...aca4dc2720d9
[08:59] <travis-ci> Build details : https://travis-ci.org/scummvm/scummvm/builds/689955536
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[09:35] <ScummBot> Port build status changed with 9271c2ed: Success: master-openpandora, master-3ds, master-psp2full, master-ios, master-debian-x86, master-mingw-w32, master-ps3, master-mingw-w64-cplusplus11, master-webos, master-osx_intel, master-psp2, master-caanoo, master-dingux, master-debian-x86-clang, master-pspfull, master-gp2xwiz, master-mingw-w64, master-debian-x86_64,
[09:35] <ScummBot> master-ios7, master-switch
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[12:41] <Scummette> [scummvm] whiterandrek pushed 2 new commits to master: https://git.io/Jf2o9
[12:41] <Scummette> scummvm/master 3dfa26a whiterandrek: PETKA: removed unused fields in QMessageObject
[12:41] <Scummette> scummvm/master 3563dc9 whiterandrek: PETKA: renamed field in QMessageObject
[12:45] <Scummette> [scummvm] whiterandrek pushed 1 new commits to master: https://git.io/Jf2Kv
[12:45] <Scummette> scummvm/master c1e16a7 whiterandrek: PETKA: optimized drawing when moving mouse in map and startup interfaces
[13:00] <Scummette> [scummvm] whiterandrek pushed 1 new commits to master: https://git.io/Jf2Ki
[13:00] <Scummette> scummvm/master 47d7672 whiterandrek: PETKA: implemented holding messages
[13:26] <grogbot> <Khvostik> It's funny that first ultimas that be supported by ScummVM is even numbers ones - 4, 6 and 8 May suspect next one be Ultima 2? 😄
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[13:31] <grogbot> <OMGPizzaGuy> I'm stoked that u8 is in the list considering everything. 🙂
[13:38] <Scummette> [scummvm] sev- pushed 4 new commits to master: https://git.io/Jf2ik
[13:38] <Scummette> scummvm/master 9eab0ea sev-: DIRECTOR: LINGO: Track script types and lines in preprocessor
[13:38] <Scummette> scummvm/master ec85ef9 sev-: DIRECTOR: Distinguish between GIDs and gameIds
[13:38] <Scummette> scummvm/master 3a0bdfb sev-: DIRECTOR: LINGO: Optimized Lingo preprocessor
[14:30] <Scummette> [scummvm] rvanlaar opened pull request #2267: DIRECTOR: DO NOT MERGE (master...master) https://git.io/Jf2XJ
[15:02] <grogbot> <Zaratul> i saw your post at the FB about Ultima 4 and 6, big thx to all ScummVM members 👍
[15:36] <grogbot> <DreamMaster> @Khvostik What's interesting about Ultima II is that someone named John Alderson reverse and reimplemented Ultima II years ago; see http://ultima2.voyd.net/. But unforunately he never released the source code, and his email address is defunct. Maybe @Dominus Dragon might know how to contact him and see if he's willing to donate his source to the group
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[15:39] <grogbot> <DreamMaster> @Zaratul now we just have to wait for all the work on Ultima VIII to be done. I briefly considered waiting for it, but I eventually decided that announcing for three games all at once would be too much 🙂
[15:39] <grogbot> <Khvostik> Interesting that even ultima 2 had project. Didn't heared about it, onlt know about upgrade patch for original
[15:40] <grogbot> <DreamMaster> Kind of frustrating to know that all the work had already been done, but I'd still have to start from scratch to do the same thing again.
[15:42] <grogbot> <Khvostik> There was projects for 3, 5 games? Ye, it'd be sad if you will not manage to contact him, but at least Ultima 2 is not most complex game in the world
[15:43] <Dominus> Dreammaster, that U2 project is kind of news to me ;)
[15:43] <grogbot> <DreamMaster> True. It's also a disavantage in that not being a die-hard fan of the earlier games, it'd end up beng a lot of work for me to support something I'd likely not ever enjoy enough to play all the way through
[15:43] <grogbot> <DreamMaster> @Dominus Dragon Really? That's surprising.
[15:43] <Dominus> ;)
[15:44] <Dominus> I think it would be more fun to build on Vividos' UWAdv source and bring the Underworlds to live
[15:44] <Dominus> Life
[15:44] <Dominus> I'm not a big fan of Ultima < IV
[15:45] <grogbot> <DreamMaster> You could be right. I certainly enjoyed the Ultima Underworld games back in the day. In fact, Ultima Underworld was the very first PC game I bought with my own money back int he day
[15:45] <grogbot> <Khvostik> Early ultimas is cool, most early ones a bit of basic, yea. From 3 Ultima found it's solid ground and core idea finnaly, than it's evolued in 4 and 5. 5 is my favorite ultima probably.
[15:47] <grogbot> <Khvostik> I'd love have opensource engine for Ultima underworld 1-2, system shock and other games that used this engine. There was unity attempt, but not big fan transporting it into unity. However, I think it's out of scope of ScummVM
[15:47] <grogbot> <DreamMaster> Though I have spent considerable time so far in my in-progress Ultima 1 reimplementation. But that was more to provide a base that I eventually want to experiment doing more radical enhancements on, like seeing if I can use tiles from Ultima VI to represent the game world in 256 colors, maybe even experiment with algorithms to expand the size of the map and provide randomized variations in the mountain lines and forest
[15:47] <grogbot> distributions.
[15:55] <grogbot> <trembyle> Does your U1 engine also support Akalabeth?
[15:56] <grogbot> <Khvostik> FM Towns version probably most advanced of U1 from original ports
[15:56] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/713420464088678450/Ultima_I_FM-Towns28129.png
[15:56] <grogbot> <DreamMaster> I had some preliminary stubs in place to allow the U1 engine to eventually also support it, but it wasn't really much of a priority at the time.
[15:56] <grogbot> <DreamMaster> Now that looks much better
[15:56] <grogbot> <trembyle> @Khvostik That looks really cool. Does it also support cd audio?
[15:57] <grogbot> <DreamMaster> I didn't even know there was an FMTowns version
[15:57] <grogbot> <trembyle> I feel like I say that about most FM Towns versions of games.
[15:57] <grogbot> <Khvostik> FMTowns had Ultima trilogy release
[15:57] <grogbot> <Khvostik> It have new OST for all 3 games, as I know
[15:58] <grogbot> <Khvostik> https://wiki.ultimacodex.com/wiki/Computer_ports_of_Ultima_I here is article Most of graphical set from it is shared from many Japan computer ports - started as MSX prot, then PC-88 then PC-98 etc
[15:59] <grogbot> <Khvostik> AppleIIGS is also interesting one
[15:59] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/713421191624392772/Ultimashot1.png
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[16:10] <Scummette> [scummvm] rvanlaar closed pull request #2267: DIRECTOR: DO NOT MERGE (master...master) https://git.io/Jf2XJ
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[16:58] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/Jf2yS
[16:58] <Scummette> scummvm/master 8980343 sev-: DIRECTOR: Honor the 'fast' flag on frame delays
[17:22] <Deledrius> Khvostik, Ultima Underworld might be perfect for ResidualVM, though?
[17:23] <Deledrius> My fave Ultima game was Savage Empire >_>
[17:23] <grogbot> <Khvostik> I don't know. I'd like it be
[17:24] <grogbot> <DreamMaster> Not sure. The original was old enough that all rendering was done in software. So ResidualVM would only be of benefit if the reimplementation has been specifically rewritten using 3D APIs
[17:25] <grogbot> <DreamMaster> AFAIK
[17:25] <grogbot> <Khvostik> However, there mucg more obvious targets for ResidualVM for now, I guess. Like all Sith engine games - dark Forces 2 Jedi Knight, Mysteries of the Sith, DroidWorks , Indiana Jones and the Infernal Machine since it's supports Grim fandago which uses Sith engine for 3d rendering.
[17:28] <grogbot> <Khvostik> https://youtu.be/EESQ4-GRQZI well there was PS1 version of Ultima Underworld 1 with strange desighn choises lol
[17:28] <grogbot> <DreamMaster> Those aren't exactly adventure or RPG games. So unless the codebase shares a lot in common with one of the existing adventure engines, it'd be pretty unlikely
[17:28] <grogbot> <Khvostik> Quality 3d models
[17:28] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/713443783051706459/hqdefault.png
[17:29] <grogbot> <SupSuper> early psx ports were the wild west
[17:29] <grogbot> <Khvostik> Those aren't exactly adventure or RPG games. So unless the codebase shares a lot in common with one of the existing adventure engines, it'd be pretty unlikely Well, I said it because ye, similar codebase. Also Indiana Johnes is kind of action-adventure game
[17:29] <grogbot> <SupSuper> so many strangely 3dified pc classics
[17:29] <grogbot> <DreamMaster> https://www.youtube.com/watch?v=_zXKtfKnfT8
[17:30] <grogbot> <Khvostik> Yea, similar to Ultima Underworld there was same tier Wizardry 7 port that tried to be 3D.
[17:30] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/713444253136715806/wizardry7-psx-03.png
[17:31] <Deledrius> DreamMaster, oh true, I forgot UU was software
[17:32] <grogbot> <Khvostik> Tbh wizardry series is other one I hope be in ScummVM one day
[17:32] <grogbot> <Khvostik> https://cdn.discordapp.com/attachments/581224061091446795/713444621711048764/wizardry7-comp4-dos.png
[17:36] <grogbot> <DreamMaster> Yeh, that's one of the more well known RPGs indeed. At one point I was considering whether to work on one of them, though at the time I was leaning more towards Bards Tale. But then of course I settled on Ultima 1, since I knew several of the other Ultimas had projects, so it was easier to have a grand vision of uniting them all in one common engine
[17:37] <grogbot> <DreamMaster> BTW: New IDA version will rock with the ability to finally create folders in the functions list window and categorize games. I'm half looking forward to the next time I start on a game from scratch to how useful it's going to be
[17:38] <grogbot> <DreamMaster> Sorry "games logic"
[17:38] <grogbot> <Khvostik> Bard's Tale series had multiple re-releases and now actively supported remaster (even thought I not fan of "3d" in first person view they made lol). Wizardry msotly known in japan, and original 6 and 7 games are more or less "abadoned" now.
[17:40] <grogbot> <Khvostik> one of engines I really looking forward is GoldenBox probably, since they had like.. 10 RPG games on same engine? 😄
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[17:49] <grogbot> <DreamMaster> Oh yeh, supporting engines with multiple games is always better. It'd be nice to one day support Unlimited Adventures, or maybe FreeDink (Dink Smallwood). That had a lot of game "mods" made using it. In fact just checking now, the GNU Freedink website says at the very first line "GNU FreeDink is currently unmaintained and looking for a maintainer". If so, it could be an excellent candidate for inclusion into ScumMVM
[17:54] <grogbot> <trembyle> Infernal Machine would make a lot of sense to add to rvm, considering the number of Indy titles in ScummVM.
[17:55] <Deledrius> Director support is a huge pile of "engines with multiple games" ^__^
[17:56] <Deledrius> Infernal Machine was a 3D action/adventure, wasn't it?
[17:57] <grogbot> <trembyle> Yes, this is in reference to @Khvostik's suggestion above to support Sith engine in ResidualVM.
[17:59] <grogbot> <Khvostik> Infernal Machine would make a lot of sense to add to rvm, considering the number of Indy titles in ScummVM. Yea, I also think that. And supporting it you basicly have everything to implement basicly all Sith engine games 😄
[18:01] <grogbot> <Khvostik> Also... a nah, most probably games based on episode 1 is using not Sith, but their other 3d engine they used for Shadows of the Empire, Rouge Squadron 3d etc.
[18:03] <grogbot> <Khvostik> Even with fan patches, Sith engine is pretty crappy with modern computers, there a lot of hacks that was made back in the day to be on technological edge that nowdays only cause problems
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[18:35] <Scummette> [scummvm] athrxx opened pull request #2268: SCI: fix bug #11476 (QFG1: Incomplete Music) (master...sci-soundfix-11476) https://git.io/Jf2Ha
[19:11] <Scummette> [scummvm] aviloria opened pull request #2269: WINTERMUTE: Added jamesperis Steam releases (master...patch-1) https://git.io/Jf2QP
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[19:56] <grogbot> <IlDucci> I tried to play Shadows of the Empire on PC last year
[19:56] <grogbot> <IlDucci> The GOG release
[19:57] <grogbot> <IlDucci> And the savegames got corrupted very often
[19:57] <grogbot> <IlDucci> Rogue Squadron was a Sith engine? I thought it was Factor 5's custom engine
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[20:19] <grogbot> <sev> wow, github is down
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[20:25] <grogbot> <DreamMaster> Web interface seems to be working fine
[20:25] <grogbot> <rootfather> it's quite flakey for me, I think it depends on which POP you end up
[20:26] <grogbot> <aryanrawlani28> back up for me, seems to be working fine now I guess
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[20:32] <grogbot> <sev> yeah, back for me too
[20:33] Last message repeated 1 time(s).
[20:47] <grogbot> <madmoose> Is Bubble Bobble an adventure game? I want to make an engine for that& 😄
[20:53] <grogbot> <sev> yes!
[20:54] <grogbot> <sev> Tragic Adventure
[20:56] Action: Strangerke hugs madmoose
[20:56] <grogbot> <madmoose> "Now, it is beginning of a fantastic story!! Let's make a journey to the cave of monsters! Good luck!"
[20:56] <Strangerke> madmoose : tell me if I can help :)
[21:00] <grogbot> <madmoose> z80 assembly can't be that hard...
[21:01] <Strangerke> there's a DOS port
[21:01] <Strangerke> (and a FM town port)
[21:02] <grogbot> <madmoose> I grew up on the C64 port myself.
[21:02] <Strangerke> so, 6502?
[21:04] <grogbot> <madmoose> The arcade version is the best version, though.
[21:05] <Strangerke> yes, but if I have to chose an assembler, I prefer x86 or 6502
[21:07] <Scummette> [scummvm] rvanlaar opened pull request #2270: DIRECTOR: Fix file path loading (master...filepathloading) https://git.io/Jf2FK
[21:07] <Strangerke> oor if I had to work on an arcade version... I'd chose New Zealand Story
[21:07] <Strangerke> (which is also an adventure game, isn't it?)
[21:07] <grogbot> <madmoose> Strangerke: Very much so.
[21:08] <grogbot> <madmoose> Bubble Bobble, New Zealand Story, and Rainbow Islands (The Story of Bubble Bobble 2) make up a significant part of my childhood.
[21:14] <grogbot> <sev> @criezy sometimes on my Mac, SDL misbehaves, and stops to register mouse clicks. Did you ever encounter it?
[21:18] <grogbot> <criezy> I have encountered an issue like that where I see both the ScummVM and the system cursor after starting ScummVM and I need to double click to register a click.
[21:18] <grogbot> <criezy> In such a case changing the focus to another application and then giving it back to ScummVM fixes the issue.
[21:18] <grogbot> <criezy> This happens randomly to me, but not often.
[21:21] <grogbot> <sev> yeah, this is what I have, and that's superannoying
[21:56] <grogbot> <Khvostik> Rogue Squadron was a Sith engine? I thought it was Factor 5's custom engine No, I said it's not sith. I thought it's same as SotE or something
[22:15] <Lightkey> And just a day later.. https://citra-emu.org/entry/announcing-citra-android/
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[22:22] <Scummette> [scummvm] sev- pushed 4 new commits to master: https://git.io/Jf2N0
[22:22] <Scummette> scummvm/master bbdf057 sev-: DIRECTOR: Optimized 'fast' flag processing
[22:22] <Scummette> scummvm/master 18b13d1 sev-: DIRECTOR: LINGO: Another case of empty line processing in preprocessor
[22:22] <Scummette> scummvm/master f0ae1ff sev-: DIRECTOR: LINGO: Added code patches for Jman-win
[22:46] <Strangerke> Hum, did one of you guys ever see a copy of SimRafinery, from Maxis?
[22:46] <grogbot> <Henke37> didn't even know that game existed. sounds like a fun one
[22:47] <Strangerke> the problem is that it seems the game died
[22:48] <Strangerke> people are hunting for a copy (even non legit) for years without successs
[22:49] <Strangerke> I remember a bunch of crappy SIM titles... but I'm absolutely sure I never saw this one
[22:50] <grogbot> <mduggan> I just read about it the other day, had also been heard of it before.. this was a good article https://obscuritory.com/sim/when-simcity-got-serious/
[23:10] <Lightkey> Strangerke: https://pbs.twimg.com/media/EYgupFwWAAQEDJC.png This one?
[23:16] <Strangerke> :o
[23:17] <Scummette> [scummvm] mduggan pushed 7 new commits to master: https://git.io/Jf2xq
[23:17] <Scummette> scummvm/master 8f5c5c8 mduggan: ULTIMA8: Remove memory leak from debug object
[23:17] <Scummette> scummvm/master 86e5417 mduggan: ULTIMA8: Fix leak when overriding builtin data
[23:17] <Scummette> scummvm/master 71c453a mduggan: ULTIMA8: Remove pointless override
[23:49] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/Jf2p9
[23:49] <Scummette> scummvm/master 2acf860 sev-: DIRECTOR: Do not play sounds in fast mode
[23:49] <Scummette> scummvm/master 8bc8acf sev-: DIRECTOR: Update number of played frames earlier
[00:00] --- Sat May 23 2020