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[03:12] <GitHub189> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNdnf
[03:12] <GitHub189> scummvm/master 156c3b4 Paul Gilbert: XEEN: Further implementation of World of Xeen ending
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[03:24] <GitHub86> [scummvm] csnover pushed 2 new commits to master: https://git.io/vNdnP
[03:24] <GitHub86> scummvm/master 08186ae Colin Snover: SCUMM: Rename iMUSE save/load function to avoid confusing function hiding
[03:24] <GitHub86> scummvm/master ffdb5a8 Colin Snover: SCUMM: Fix compilation failure when DISABLE_TOWNS_DUAL_LAYER_MODE is defined
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[05:20] <ScummBot> Port build status changed with ffdb5a8e: Success: master-ds. Nice work, all ports built fine now
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[06:36] <waltervn> morning
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[06:40] <waltervn> could we make AdvancedMetaEngine::detectGame() virtual? It would allow for some more customization in the AD
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[07:05] <GitHub25> [scummvm] sev- pushed 1 new commit to master: https://git.io/vNdRg
[07:05] <GitHub25> scummvm/master c8975f9 Eugene Sandulenko: Revert "SCUMM: Check for and flag demos correctly"...
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[07:06] <GitHub33> [scummvm] criezy pushed 1 new commit to master: https://git.io/vNdRV
[07:06] <GitHub33> scummvm/master ddac544 Thierry Crozat: I18N: Update translations templates
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[07:52] <rsn8887> Is there anything special i have to do to get mt32 emu compiled into the Vita port? I saw Now warnings or complaints but the mt32 emu option is not there. I got the pcm etc files
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[08:26] <waltervn> rsn8887: --enable-mt32emu perhaps? It needs quite a bit of processing power though, not sure if the Vita can handle it.
[08:42] <Strangerke|work> hi guys
[08:50] <waltervn> hi Strangerke|work
[08:55] <madmoose> morning
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[09:38] <GitHub43> [scummvm] sev- closed pull request #1131: NEWS: Mention ar correction and control improvements in PSP port (master...newsupdate) https://git.io/vNdT2
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[09:38] <GitHub146> [scummvm] sev- pushed 1 new commit to master: https://git.io/vNdox
[09:38] <GitHub146> scummvm/master 11d4751 rsn8887: NEWS: Mention ar correction and control improvements in PSP port
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[13:45] <GitHub193> [scummvm] bgK pushed 1 new commit to master: https://git.io/vNFJJ
[13:45] <GitHub193> scummvm/master eae6930 Bastien Bouclet: TINSEL: Remove now duplicate VER macro
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[13:45] <GitHub155> [scummvm] criezy pushed 1 new commit to master: https://git.io/vNFJL
[13:45] <GitHub155> scummvm/master 2b0a8fc Thierry Crozat: I18N: Update translations templates
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[17:21] <snover> rsn8887: you need to be not setting _mt32emu=no in configure
[17:21] <snover> (if you want it to be building by default)
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[17:33] <snover> waltervn: i dont have any fundamental objection of making detectGames virtual, what kind of customisation are you thinking about?
[18:16] <waltervn> snover: there's several disk-image-related things I want to implement for the ADL detector, but I'd rather not switch to a completely custom MetaEngine
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[19:12] <GitHub12> [scummvm] wjp pushed 1 new commit to master: https://git.io/vNFSy
[19:12] <GitHub12> scummvm/master 0f98a60 Willem Jan Palenstijn: SCI: Sabotage qfg1vga's speed test...
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[19:12] <GitHub74> [scummvm] wjp closed pull request #1076: SCI: Sabotage qfg1vga's speed test (master...sci_qfg1vga_speedtest) https://git.io/vbqCw
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[19:20] <GitHub57> [scummvm] wjp pushed 1 new commit to master: https://git.io/vNF9V
[19:20] <GitHub57> scummvm/master 2e74fd8 Willem Jan Palenstijn: SCI: Avoid (false positive) uninitialized use warning
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[20:39] <GitHub179> [scummvm] peterkohaut pushed 1 new commit to master: https://git.io/vNFx1
[20:39] <GitHub179> scummvm/master 7f53a0c Peter Kohaut: BLADERUNNER: Fixed few Coverity issues
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[20:53] <Strangerke> If one of you is atternding Fosdem this weekend, please send me a mail
[20:53] <Strangerke> criezy and somaen will be around, I'll be too if I don't cough more than now :P
[21:06] <criezy> I don't remember telling you. Are you reading my mind?
[21:06] <criezy> But I will indeed be at FOSDEM on Sunday.
[21:06] <criezy> And doing some tourism + GSoC meetup on Saturday.
[21:12] <Strangerke> well, you told me
[21:12] <Strangerke> :P
[21:17] <criezy> I think I would have prefered to learn you had mind-reading abilities than to lean I have the mind-slipping one ;)
[21:18] <bonki> Don't worry, if it's the latter you're not going to remember anyway :)
[21:18] <Strangerke> :D
[21:20] <criezy> Hi bonki, and welcome to the team!
[21:23] <bonki> Thanks criezy!
[21:24] <bonki> Stupid question maybe but I haven't posted to mailing lists in over a decade probably. Am I supposed to set reply-to to the mailing list address when posting to the list?
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[21:26] <logix> bonki: no, sometimes the mailing list is configured to do that, sometimes it's not
[21:26] <logix> bonki: there are ups and downs to both, it's basically a matter of personal preference (of the list maintainers)
[21:28] <logix> bonki: with mailing lists that don't set reply-to to the list and where a substantial number of readers reply to sender (instead of reply to all), it might be a good idea to explicitly set it
[21:28] <bonki> logix: OK, so if the list is not configured to mangle with reply-to we are supposed to Do The Right Thing ourselves when replying. Gotcha.
[21:28] <logix> but I'd then only set it manually *if* I realized that it was a good idea for this specific list
[21:29] <logix> (I actually do have a handful of such rules in my mailer configuration)
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[21:43] <LubomirR> Hi everybody. I have a question regarding new engines. Does the game have to be available in the English language to be accepted? I don't see such requirement in "HOWTO-Engine_Inclusion", but asking just in case.
[21:49] <criezy> LubomirR: We have worked on several engines for games that did not have an English release (for example Soltys or Sfinx), but then we worked on translating those games ourselves (sometimes with some external help).
[21:55] <LubomirR> Would I be expected to help with translation if I wanted to include such engine?
[21:56] <LubomirR> We've been reverse engineering Mutation of JB (available in Slovak, German and maybe Polish too) and we're thinking about adding support to ScummVM, so that's why I am asking.
[21:58] <criezy> Or help find people who are willing to work on it. This would increase the likelyhood that the engine is accepted.
[21:58] <criezy> Personally I am fine with merging engines for games not available in English, but I am not sure everyone in the team is.
[22:00] <criezy> Last year we made an experiment using our translations website to translate a game (https://translations.scummvm.org/#list-games).
[22:00] <LubomirR> The thing is - is that even legal? Can't that be considered derivative work?
[22:00] <criezy> Presumably we could do it again and ask help from our community.
[22:01] <criezy> True, until now we only translated game for which we got approval from the right owner.
[22:01] <criezy> I am not sure what the legality of it is otherwise.
[22:03] <LubomirR> I have no approval from the owner unfortunately. I can try to contact them, but not sure what to do if they decline.
[22:05] <criezy> I suggest you send an email to the mailing list to discuss whether the engine would be merged or not without an English translation.
[22:05] <Lightkey> http://wiki.scummvm.org/index.php/Playtoons_Limited_Edition_-_Bambou_le_Sauveur_de_la_Jungle that is supported
[22:06] <criezy> Yes, but in that case the engine has games that were released in English.
[22:07] <Lightkey> sure
[22:08] <LubomirR> Okay, thanks, criezy.
[22:09] <Lightkey> criezy: why not add a languages field to the game infoboxes btw?
[22:10] <criezy> Lightkey: that sounds like a good idea
[22:10] <Lightkey> okay, paging jvprat..
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[22:28] <bonki> LubomirR: I don't own a copy of the game but I could help with translation work if I can track down a German copy.
[22:28] <snover> for whatever its worth i think a non-english engine sounds fine.
[22:40] <madmoose> ditto
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[22:49] <uzumaki> i want to contribute to scummVM where should i start from?
[22:58] <madmoose> uzumaki: What do you want to contribute?
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[23:08] <uzumaki> I am planning on applying for GSoC and want to know where can i start off with so that i can get the idea of the projects and codes for my proposal
[23:08] <uzumaki> please help me
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[23:17] <GitHub133> [scummvm] criezy closed pull request #929: Do not hardcode resolutions for aspect ratio correction (master...ar-correction) https://git.io/vSOOf
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[23:20] <criezy> uzumaki: see http://wiki.scummvm.org/index.php/Developer_Central#Getting_started
[23:21] <criezy> Also what aspect of ScummVM are you more interested in? The game engines? The backend code? Something else?
[23:23] <criezy> And I suppose you have already seen our ideas page for GSoC?
[23:23] <criezy> In case you haven't it is http://wiki.scummvm.org/index.php/Summer_of_Code/GSoC_Ideas_2018
[23:28] <uzumaki> i am interested in game engines but i donot have experience working with graphical libraries, will it effect?
[23:29] <uzumaki> i can code in c++ and am good with it so what should i aim for with this knowledge ?
[23:31] <criezy> The game engines usually have fairly simple graphics and do not use directly 3rd party graphics libraries. So knowledge of graphical libraries is not really needed.
[23:31] <criezy> The whole ScummVM code base is in C++, but some games where reimplemented from other languages and may look more like C code embeded into a big class.
[23:35] <criezy> With a good knowledge of C++ any aspect of ScummVM may be a target. So it mostly depend on what you are interested in.
[23:35] <criezy> Although some engine tasks may require some additional knowledge in asm or reverse engineering for example.
[23:35] <uzumaki> I can manage switching to C so that is not a problem. the thing is i have never worked on any open source project so i have little idea how everything works.
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[23:41] <uzumaki> i have worked previously on projects in c++ so i can learn new aspects as necessary but this is the first time diving in such large code base
[23:42] <uzumaki> so can u suggest me where should i begin with to know scummVM better?
[23:43] <criezy> Yes, the size of the code base can appear daunting at first.
[23:43] <criezy> But it is fairly well organized with platform specific code in backends (to make scummvm work on various platforms), game engine in engines/ (each engine in here is independant from the others) and some common code to make the glue between the two.
[23:44] <criezy> And the gui code for the game launcher and options dialogs.
[23:44] <criezy> At first you should ignore most of it.
[23:47] <criezy> You can for example browse a bit the code to get an idea of how it is organized, then select one game engine and look at it a bit to try to understand how it works.
[23:48] <criezy> The plumbers engine is very simple.
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[23:51] <criezy> I have to go now, but hopefully that is enough information to get you started. And other developers may still be around.
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[23:54] <uzumaki> thanks for all the help
[23:54] <uzumaki> i will start off just as you suggested
[00:00] --- Fri Feb 2 2018