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[00:02] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://git.io/JvyuW
[00:02] <Scummette> scummvm/master e82c6da sev-: DIRECTOR: LINGO: Safeguard check to puppetSound
[00:02] <Scummette> scummvm/master 0a25627 sev-: DIRECTOR: Moved transitions code to separate file
[00:19] <Scummette> [scummvm] sev- pushed 3 new commits to master: https://git.io/Jvyur
[00:19] <Scummette> scummvm/master b0c9b85 sev-: DIRECTOR: Enumerated transition types
[00:19] <Scummette> scummvm/master 83610a9 sev-: DIRECTOR: Sorted transition implementations
[00:19] <Scummette> scummvm/master 8676a75 sev-: DIRECTOR: Added stubs for transitions used in Warlock intro
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[00:41] <Scummette> [scummvm] dreammaster closed pull request #2158: ULTIMA8: Some minor shape and render cleanups (master...u8_clean_up_shapes_and_render) https://git.io/JvMj2
[00:41] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jvyuh
[00:41] <Scummette> scummvm/master 547a1d7 mduggan: ULTIMA8: Some minor shape and render cleanups
[00:46] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvyzJ
[00:46] <Scummette> scummvm/master 979a8d1 sev-: DIRECTOR: Implement kTransCenterOutHorizontal
[00:55] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://git.io/JvyzY
[00:55] <Scummette> scummvm/master 1fd1409 sev-: DIRECTOR: Implement kTransCenterOutVertical
[01:18] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/Jvyz7
[01:18] <Scummette> scummvm/master 77034aa dreammaster: NUVIE: Add correct up to date Lua scripts
[01:22] <Scummette> [scummvm] dreammaster closed pull request #2162: ULTIMA: Split and center text when too large (master...master) https://git.io/JvDnQ
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[02:53] <Scummette> [scummvm] dulsi opened pull request #2167: ULTIMA: Crash when no selected on quit dialog (master...master) https://git.io/Jvy28
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[03:57] <Scummette> [scummvm] dreammaster closed pull request #2167: ULTIMA: Crash when no selected on quit dialog (master...master) https://git.io/Jvy28
[03:57] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://git.io/JvyaQ
[03:57] <Scummette> scummvm/master b30bfb2 dulsi: ULTIMA: Crash when no selected on quit dialog
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[15:16] <match_chen> Hey everyone, I am Meng Chen from China and I want to contribute to Scummvm, .I'm sorry that I didn't get information about GSoC earlier. I wonder if I am too late to contact you. I have a great passion for games. I have acquired a good knowledge of Data structure and C/C++ , and also have a slight knowledge of Qt 5.
[15:17] <match_chen> But honestly, I am still new to open source, so I would appreciate it if you could give me an opportunity to join the project in GSoC, or maybe some advice to help me proceed further in GSoC for Scummvm...
[15:17] <grogbot> <Henke37> not too late i think
[15:17] <grogbot> <Henke37> btw, we have a discord channel soley for gsoc. come join us
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[15:24] <match_chen> that's great! exciting! but I have to ask what's the channel for gsoc, i didn't find in your website, could you tell me?
[15:24] <grogbot> <Henke37> discord!=irc
[15:26] <grogbot> <Henke37> https://discord.gg/5D8yTtF
[15:27] <match_chen> oh yeah... sorry, i'm not familiar with it! thank you!
[15:35] <bgK> it would be nice to mirror the Discord gsoc channel to IRC
[15:36] <bgK> (all the Discord channels for that matter)
[15:36] <grogbot> <Henke37> and irc to all channels?
[15:36] <grogbot> <DreamMaster> If so, it could get complicated if people try to converse in IRC to a specific channel on Discord.
[15:37] <bgK> well, IRC has this nice concept of channels that maps nicely to the same concept in Discord
[15:37] <grogbot> <DreamMaster> That would just end up spamming the channels and potentially interrupting conversations. And be confusing, since stuff entered in #general would go to IRC, but then any replies would go all Discord channels? So the other channels would only see half of a conversation
[15:37] <grogbot> <DreamMaster> Oh, sorry. I see what you mean. Like a have a #scummvm_gsoc group on IRC?
[15:38] <bgK> #general <-> #scummvm-general :)
[15:38] <grogbot> <DreamMaster> Agreed. Something like that could help those of us still frequently using IRC. 🙂
[15:38] <grogbot> <Henke37> the one guy that still uses irc
[15:39] <grogbot> <DreamMaster> Cough. Cough. 🙂
[15:40] <grogbot> <DreamMaster> At least we already have #general synchronized to the existing IRC group.
[15:45] <bgK> well, if people weren't aggressively poached out of IRC..
[15:49] <grogbot> <SupSuper> you'd probably have the same issue of directing new users to the right IRC channel 😛
[15:49] <grogbot> <rootfather> that should be possible, however there's only a 1:1 mapping, so for each discord channel we'd need a irc channel
[15:49] <grogbot> <rootfather> mapping multiple channes "together" is not possible.
[15:49] <grogbot> <SupSuper> also, as someone who spent years on the freenode waiting list, setting up an irc channel is nowhere near as easy as a discord channel
[15:49] <grogbot> <Henke37> i'm not sure freenode offers multiple official channels
[15:49] <Dominus> it does
[15:50] <Dominus> as a project you cn have several subchannels
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[17:19] <Strangerke> hi guys
[17:20] <grogbot> <rootfather> hello there Strangerke 🙂
[17:20] <Strangerke> hey rootfather
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[17:50] <grogbot> <antoniou79> Hey everyone!
[17:51] <grogbot> <antoniou79> Levvvel.com just published a long article about ScummVM (I was interviewed for it too 🙂 ) over here: https://levvvel.com/scummvm/
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[18:20] <grogbot> <aryanrawlani28> With new games still being added, are you guys still having issue with game licenses and gpl violations?
[18:32] <grogbot> <antoniou79> Well there's been the occasional forgetful publisher who won't publish the source code and has to be reminded
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[18:49] <grogbot> <xesf> @here Johnny Castaway screen saver was made using the DGDS engine from Dynamix. If an DGDS engine is created initially supporting Johnny Castaway but allowing the rest of the Dynamix games to be included will this be accepted to be released as part of ScummVM?
[18:51] <grogbot> <Henke37> i think the reality is that the project has never had to reject someone trying to add another engine because of scope
[18:52] <grogbot> <rootfather> @xesf so basically you want to start developing the engine with the goal of all dynamix games to be supported eventually?
[18:53] <grogbot> <xesf> correct, but I am only interested in the Johnny Castaway part (at the least for now)
[19:01] <grogbot> <SupSuper> i guess the question is how do you play a screensaver via scummvm
[19:01] <grogbot> <xesf> you don't, you watch :), that's why the question
[19:02] <bgK> we do support non-interactive demos for some games. I suppose it's kind of the same.
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[19:03] <grogbot> <antoniou79> I like the idea. I used to watch this screensaver at a friend's PC and it was quite funny
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[19:08] <grogbot> <xesf> yeah, is indeed funny with a story span in 11 days
[19:08] <grogbot> <xesf> so, I believe based on the response above adding JC won't be an issue
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[19:11] <bgK> there is some existing work on DGDS that can be helpful: https://github.com/vcosta/scummvm/tree/master/engines/dgds
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[19:12] <grogbot> <xesf> Yes, I've check that one, as well as this one https://github.com/alexbevi/scummvm/tree/dgds/engines/dgds
[19:15] <grogbot> <xesf> also blugr added one years ago https://github.com/bluegr/scummvm-dgds
[19:15] <grogbot> <SupSuper> i guess the moral is it's easier to write code than read code 🙂
[19:16] <grogbot> <xesf> true, alexbevi version is easier to read, but it's mainly stubs
[19:18] <grogbot> <xesf> and there's another one
[19:18] <grogbot> <xesf> https://github.com/OmerMor/scummvm-dgds
[19:20] <grogbot> <xesf> and there's mine no DGDS specific but with JS implementation of Johnny Castaway (still buggy) https://github.com/xesf/castaway
[19:46] <grogbot> <Thunderforge> So flying toasters will be supported next? https://media.giphy.com/media/zZaL6PvpkKnUA/giphy.gif
[19:48] <grogbot> <xesf> LOL, or maybe Moby Fish
[19:51] <grogbot> <PurpleMoustache> speaking of side scope things... do you think the Homestar Runner flash games will ever be something that ScummVM supports? Their Kings Quest parody Peasants Quest would be fun to have in ScummVM
[19:51] <grogbot> <PurpleMoustache> the .swf is through Flashpoint, that flash preservation tool
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[20:01] <grogbot> <Thunderforge> I submitted a ticket that was marked as a duplicate of another (and it is). How can I change the ticket to something like "Closed as duplicate"? I don't see an option for that. https://bugs.scummvm.org/ticket/11388
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[20:30] <grogbot> <DreamMaster> I hadn't heard of it before, but it seems in scope, based on the preview: https://www.youtube.com/watch?v=oCsCqiCmmiU
[20:32] <grogbot> <DreamMaster> Though I'm not sure if being in Flash would be an issue or not. Generally we like to properly reimplement game engines, and not not simply interpret them like DosBox does. Being just intrerpreted Flash would mean we couldn't improve on it, or support the GMM, or anything.
[20:32] <grogbot> <DreamMaster> Which could be problematic
[20:32] <grogbot> <Strangerke> The thing is that we'll need a flash player for director at some point, I guess
[20:33] <grogbot> <kaj> why not just embed ruffle or lightspark for that?
[20:35] <grogbot> <DreamMaster> I'm not familiar with either, but if it'll indeed be needed for Director in the future, it might well end up being included as an optional library that that engine requires. Presuming the flash used by Director games is all standard
[20:36] <grogbot> <Henke37> adobe bought macromedia, the flash that director uses is the real deal
[20:36] <grogbot> <Henke37> director has it as an optional feature, it's not a core feature used by a majority of the content
[20:37] <grogbot> <DreamMaster> Cool. Then an existing player could well end up being used. No need to reverse and reimplement it from scratch \o/
[20:37] <grogbot> <Henke37> director's relationship to flash is pretty much the same as webbrower's relationships with flash
[20:38] <grogbot> <SupSuper> emulating flash is a hell of a scope, there are open implementations out there but they are very limited (though might be limited enough for the small set of adventure flash games out there)
[20:38] <grogbot> <kaj> yep
[20:39] <grogbot> <SupSuper> but just getting flashes off of the web is hard enough, they're not self-contained
[20:39] <grogbot> <kaj> they're more self-contained than modern HTML5 games
[20:39] <grogbot> <kaj> often you just need to download the SWF
[20:39] <grogbot> <Henke37> just ask the swfchan guy for flash movies. he has a few
[20:40] <grogbot> <Henke37> and by a few, i mean several terabytes of them
[20:41] <grogbot> <Henke37> everything from dumb shitposts to full animations, to porn, to games, to pornographic games, to more shitposts
[20:42] <grogbot> <SupSuper> yes i'm pretty sure they're involved with flashpoint. just feels a bit circuitous stacking emulators on top of emulators on top of
[20:43] <grogbot> <kaj> what alternative is there besides writing a new flash emulator and embedding that instead?
[20:43] <grogbot> <Henke37> break into adobe HQ and steal the source code for the flash player
[20:43] <grogbot> <kaj> hell yeah
[20:43] <grogbot> <DreamMaster> Well, worst case would be disassembling specific games like Peasant's Quest, and writing an engine for that specific game from scratch in C++
[20:44] <grogbot> <DreamMaster> Okay, second worst second. Henke37's sounds even worse 🙂
[20:44] <grogbot> <SupSuper> i'm sure looking at that source would have the same effect as opening the ark of the covenant 😄
[20:45] <grogbot> <Henke37> melt your face off and kill you?
[20:45] <grogbot> <DreamMaster> I mean, SWF is just another binary format, there's no reason why specific games couldn't be disassembled and reimplemented, just like we do for other executables
[20:45] <grogbot> <Henke37> yes and no.
[20:46] <grogbot> <Henke37> there are vast areas of the format that are ill-defined.
[20:46] <grogbot> <Henke37> especially when it comes to the scripting.
[20:46] <grogbot> <DreamMaster> Ah yes. True. They're not exactly stand alone executables, are they
[20:46] <grogbot> <kaj> i thought adobe released the SWF spec https://www.adobe.com/content/dam/acom/en/devnet/pdf/swf-file-format-spec.pdf
[20:47] <grogbot> <Henke37> not in the slightest. the flash runtime does alot of heavy lifting
[20:47] <grogbot> <Henke37> the spec only details the file format. it omits a lot of functionality accessed by scripting
[20:47] <grogbot> <DreamMaster> So it's like how Microsoft "released" their docx format 🙂
[20:47] <grogbot> <kaj> ah
[20:47] <grogbot> <Henke37> sure, there is a separate spec for the script bytecode format. but it still doesn't document how all the classes included in the player work
[20:47] <grogbot> <Daniel_Ballest> Hello
[20:48] <grogbot> <DreamMaster> G'day
[20:48] <grogbot> <Daniel_Ballest> I would make a suggestion for the wii version but I don't where I can put it
[20:48] <grogbot> <Henke37> and even more, there are a lot of actions triggered by the swf file itself that are extremely non documented. order of operations, obscure corner cases, interaction with scripting... it's a long list.
[20:50] <grogbot> <Henke37> @Daniel_Ballest the issue tracker would be a good spot i think
[20:50] <grogbot> <Henke37> https://bugs.scummvm.org/
[20:50] <grogbot> <Daniel_Ballest> OK, thanks
[20:50] <grogbot> <Daniel_Ballest> And excuse me
[20:52] <grogbot> <kaj> afaik GNU Gnash has good support for early Flash movies https://www.gnu.org/software/gnash/
[20:53] <grogbot> <kaj> Lightspark has better support for newer movies that use AVM2 https://lightspark.github.io/
[20:53] <grogbot> <kaj> and Ruffle is trying to throw out all that work and rewrite those in Rust https://ruffle.rs/
[21:00] <Scummette> [scummvm] ScummVM-Translations pushed 5 new commits to master: https://git.io/JvSIi
[21:00] <Scummette> scummvm/master 7df89ca lotharsm: I18N: Update translation (German)
[21:00] <Scummette> scummvm/master 9082cbf IlDucci: I18N: Update translation (Spanish)
[21:00] <Scummette> scummvm/master c6c610f Timpii: I18N: Update translation (Finnish)
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[21:54] <Scummette> [scummvm] lotharsm pushed 1 new commits to master: https://git.io/JvStv
[21:54] <Scummette> scummvm/master 0f02c16 lotharsm: I18N: Rebuild translations data file
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[00:00] --- Wed Mar 25 2020