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[00:01] <GitHub185> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vSPJu
[00:01] <GitHub185> scummvm/master 2c9dffc Paul Gilbert: TITANIC: Temporarily lock camera for testing star closeup rendering
[00:01] <GitHub185> scummvm/master c22f408 Paul Gilbert: TITANIC: Formatting fix
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[00:17] <aluminumtubes> is there any documentation on how one would make a game for scummvm?
[00:19] <dreammaster> Do you mean an original adventure game? Or reimplementing an existing game/engine?
[00:22] <aluminumtubes> an original game
[00:23] <dreammaster> Then it'd probably be easiest to create an AGI or SCI game, which the existing Sierra engine could run. Something like SCI Studio
[00:24] <dreammaster> There's a pretty big existing community for people creating AGI & SCI games. If you do a websearch, you'll find all sorts of tools
[00:26] <Lightkey> or Wintermute
[00:27] <dreammaster> Oh, yes. Or Wintermute now.
[00:28] <aluminumtubes> oh but these aren't related to scummvm right?
[00:29] <Lightkey> they are engines in ScummVM
[00:29] <Lightkey> or did you mean SCUMM when you said ScummVM?
[00:29] <dreammaster> Right. So if you create a game using any of them, ScummVM will be able to detect and play them
[00:29] <aluminumtubes> yes i meant scumm
[00:30] <aluminumtubes> so scummvm has multiple engine?
[00:30] <Lightkey> almost since the beginning
[00:30] <dreammaster> Roughly 50 :)
[00:30] <aluminumtubes> cool
[00:31] <aluminumtubes> so is scumm proprietary?
[00:31] <aluminumtubes> and i have no chance of making a game using scumm?
[00:32] <dreammaster> Probably not
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[00:34] <dreammaster> There's no real advantage to doing so. Engines like SCI & Wintermute have much better authoring tools. Or, if you're willing to make something that can't currently be run in ScummVM, AGS is a pretty good game authoring tool as well
[00:43] <aluminumtubes> hey does SCI script use s-exps?
[00:44] <aluminumtubes> that's pretty cool
[00:44] <dreammaster> I've no idea what that is
[00:47] <aluminumtubes> i mean is it lisp-like?
[00:47] <snover> yes
[00:47] <aluminumtubes> i.e. the program is a tree represented by (stuff (like (this tes))
[00:47] <aluminumtubes> cool
[00:47] <snover> if you say so :)
[00:48] <aluminumtubes> although that seems unnecessary for procedural tasks
[00:48] <aluminumtubes> it's easy to parse though
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[01:19] <aluminumtubes> what do you guys think about SCI using a lisp like scripting language?
[01:19] <aluminumtubes> would it be better if it weren't lisp like?
[01:29] <snover> i dont know if that is an answerable question. better is subjective, and we have the benefit of hindsight to nitpick decisions to death
[01:30] <snover> the engine itself runs on compiled bytecode, so someone could write a compatible compiler using a different script syntax if they really wanted.
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[01:49] <aluminumtubes> but what did you mean by "if you say so"
[01:49] <aluminumtubes> i would like to hear you nitpick :)
[01:49] <aluminumtubes> if you don't mind sir
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[02:14] <GitHub140> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSPYe
[02:14] <GitHub140> scummvm/master aab8803 Paul Gilbert: TITANIC: If statement fix in CStarCloseUp draw
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[02:18] <GitHub135> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSPYO
[02:18] <GitHub135> scummvm/master 31bf6cd Paul Gilbert: TITANIC: Cleaning up CStarCloseup draw
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[02:33] <GitHub35> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vSPOJ
[02:33] <GitHub35> scummvm/master 910e681 Paul Gilbert: TITANIC: Further cleanup of CStarCloseup draw
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[02:36] <snover> aluminumtubes: i guess i am just practical/lazy and prefer syntaxes that are familiar to the bulk of mainstream languages and so allow for more rapid skills transfer. i dont feel like s-expressions do something so much better than any derived C syntax that it is worth making programmers take time to become fluent in reading and writing s-expressions and prefix notation.
[02:46] <snover> having spent a lot of time staring at decompiled sci scripts over the last couple years i can now read them pretty fluently, but the first couple months would have gone much more smoothly if it had been more C-like.
[02:58] <aluminumtubes> that's a fair judgement
[02:58] <aluminumtubes> are you working on your game for fun?
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[05:45] <logix> I suppose scummc can at least in princple be used to create SCUMM games, even if it might lack behind tools for AGI/SCI or wintermute
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[08:59] <Strangerke|work> hi guys
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[09:18] <madmoose> hi Strangerke|work
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[16:34] <WooShell> meow =^.^=
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[20:04] <Lightkey> just saw a bit of Kathy Rain in the GOG.com stream, really like the theme, not for Linux sadly
[20:04] <Joefish> *not yet
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[20:21] <criezy> Yes, the modified AGS source code used for Kathy Rain is on GitHub and there has been some work toward making it run on Linux.
[20:21] <criezy> And the game is worth playing by the way. Although I haven't been very far yet.
[20:22] <Joefish> just bought it :P
[20:22] <Joefish> do you have a link to the repo?
[20:23] <criezy> Give me a second to find it back
[20:23] <criezy> From the game developer: https://github.com/josthas/KrusAGS
[20:24] <criezy> And an attempt to report the changes to the mainstream AGS: https://github.com/farmboy0/ags/tree/kathyrain
[20:24] <Joefish> nice thanks
[20:24] <criezy> There was also a patch posted somewhere on a Steam forum to apply on the dev repo to make it somewhat work on Linux.
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[20:33] <Joefish> found it http://steamcommunity.com/app/370910/discussions/0/361787186424501858/?ctp=2#c350532795337552856
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[00:00] --- Wed Apr 12 2017