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[00:18] <GitHub60> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vyKxb
[00:18] <GitHub60> scummvm/master a5e00ad Paul Gilbert: TITANIC: More matrix renamings
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[00:38] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vyKpz
[00:38] <GitHub32> scummvm/master 6e3ffd3 Paul Gilbert: TITANIC: Field renaming and warning fixes
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[03:15] <Deledrius> Awesome help there. :D
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[04:05] <GitHub101> [scummvm] criezy pushed 1 new commit to master: https://git.io/vy6Uq
[04:05] <GitHub101> scummvm/master a9d60ae Thierry Crozat: I18N: Regenerate translations data file
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[08:23] <GitHub51> [scummvm] sev- pushed 4 new commits to master: https://git.io/vy6sT
[08:23] <GitHub51> scummvm/master 1ffb661 Eugene Sandulenko: GUI: Fix warnings
[08:23] <GitHub51> scummvm/master 121cb80 Eugene Sandulenko: JANITORIAL: Remove trailing spaces
[08:23] <GitHub51> scummvm/master a3828cf Eugene Sandulenko: DIRECTOR: Lingo: Improved check for REFERENCE assignment
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[10:46] <octolith> for in enthusiasm and commitment.
[10:47] <octolith> I've been following the IRC channel for a while now and also started setting up my development environment. I forked the git repo and set up a local clone. I also set up Visual Studio to be able to properly compile the code with the recommended settings. ScummVM is being built as I type.
[10:54] <octolith> A little bit more about myself and why I would like to apply to work for/with you this summer. I worked with C, C++ and SDL before. The first time I was thinking about joining GSoC was in 2015, but afterall I decided against participating. Last year I worked abroad in the summer, so I didn't have the chance to work on GSoC. And thus here I am. I'm interested
[10:54] <octolith> in quite a few of the tasks listed on your site. I have the impression that the more I get to know the code the more clear it would become what I would like to work on.
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[14:30] <waltervn2> bah
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[14:53] <waltervn> still no idea what's going on with my wifi...
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[16:22] <logix> m
[16:22] <logix> oops
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[18:40] <TheOddDolphin> Hello! I originally messaged this channel a few days ago, having been directed here from the GSOC organisations page, but I guess it was at a bad time, since I couldn't get any replies. Anyway, hello everyone! I'm new to this channel.
[18:40] <snover> TheOddDolphin: hello!
[18:43] <snover> boy. i thought this audio sample doubling in the chapter 1 intro of KQ7 was due to a bug in the audio code, but it happens in the original interpreter too& its just that the original interpreter has no throttling, so the audio gets restarted way more frequently and becomes a buzz.
[18:44] <TheOddDolphin> Awesome, it must have been my timezone the first time I came on here. I was hoping to get some questions answered about GSOC here, but first off, should I introduce myself by name or keep identifying myself by my nick?
[18:45] <snover> TheOddDolphin: its up to you
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[18:54] <TheOddDolphin> Excellent, will keep myself anonymous for now, if you don't mind.
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[19:00] <TheOddDolphin> About the pull request we need to submit to be considered for GSOC, could someone please explain where or how to properly access your issue tracker? I tried looking around your git repo, but I keep getting redirected to pull requests for some reason :/
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[19:01] <wjp> just follow the 'bug tracker' link on our webpage
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[19:06] <WooShell> meow =^.^=
[19:06] <t0by> woof
[19:17] <TheOddDolphin> @wjp: Found it! Thanks!
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[19:19] <GitHub199> [scummvm] sev- pushed 2 new commits to master: https://git.io/vyi5x
[19:19] <GitHub199> scummvm/master b4a4ab6 Eugene Sandulenko: DIRECTOR: Initial work on sprite dragging
[19:19] <GitHub199> scummvm/master 879cd2c Eugene Sandulenko: DIRECTOR: Refactor events processor
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[19:36] <snover> comcastic.
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[20:19] <Uhfgood> hey
[20:19] <Uhfgood> I didn't know this channel even existed
[20:20] <Uhfgood> the website said the developers tend to hang out here sometimes... we have any here?
[20:21] <snover> yes
[20:23] <Uhfgood> I guess I should search the site thoroughly before asking questions
[20:25] <Deledrius> heh
[20:25] <snover> i reckon it depends on the question ;)
[20:31] <Uhfgood> Well, I'm mostly curious if someone wanted to make a new game that actually runs under scummvm, would it have to follow a particular interpreter's specs, for instance, would I have to create data and scripts particular to Lucasarts games, or Sierra's SCI or whatever?
[20:32] <Uhfgood> Sci Companion allows you to make games that run with the SCI interpreter (sierra's interpreter in dos) but I'm told it can also run under scummvm
[20:32] <salty-horse> Uhfgood, that doesn't sound like something that's in the scope of the project
[20:32] <Uhfgood> Mostly kind of curious if scummvm developed it's own specs (for instance scripting language, or does it only run for the respective games)
[20:33] <salty-horse> there's no "scummvm spec". it implements engines by others
[20:33] <Uhfgood> ok
[20:34] <Uhfgood> So if I wanted to make a new adventure game that runs under scummvm I would have to create compatible files with a particular engine (such as Scumm or Sci)
[20:34] <salty-horse> none of the tools to make adnenture games for proprietary engines are that advanced. if you want to make an adventure game, your best bet is free engines like AGS or wintermute
[20:34] <Uhfgood> I just like the fact scummvm can run on many more systems than those can
[20:34] <salty-horse> yes, but those tools are generally not that good. (and there's no authoring tool for scumm, at least one that's popular)
[20:34] <salty-horse> AGS runs on everything popular
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[20:35] <Uhfgood> I have a little experience with ags -- windows mac and linux is mostly what i see
[20:35] <Uhfgood> in any case I don't care too much for ags
[20:36] <salty-horse> it also runs on iphones
[20:36] <salty-horse> if you want to make a game, having scumm/sci/agi as a priority is very silly
[20:37] <Uhfgood> not necessarily
[20:37] <Uhfgood> there are people making games with sci companion for instance
[20:37] <Uhfgood> that runs on the sci interpreter
[20:38] <Uhfgood> the only way to run games from it, is to have a copy of the sierra interpreter or use scummvm
[20:38] <Uhfgood> So obviously other people don't think it's silly
[20:39] <Uhfgood> also a lot of people like doing the retro thing
[20:39] <snover> some people are crazy ;)
[20:39] <Uhfgood> of course you can use ags for that
[20:39] <Uhfgood> Wadjet Eye Games are somewhat successful building retro-style adventure games (they use, or at least originally used, AGS)
[20:41] <Uhfgood> I think it's interesting in the forums, that people are trying to get wme games to run under scummvm
[20:41] <Uhfgood> considering it's not that old
[20:43] <criezy> Uhfgood: see also http://wiki.scummvm.org/index.php/HOWTO-Fangames
[20:44] <criezy> ScummVM supports some wme games already
[20:48] <salty-horse> Uhfgood, it's silly if it's your priority - why target SCI/SCUMM just for the sake of it? your priority should be to make the game using the best tools - either the technical best, or the ones you're most familiar and comfortable with
[20:49] <Uhfgood> salty-horse - not a lot of alternatives out there, short of writing one myself
[20:49] <Uhfgood> yes I can use ags, yes I can use wme, but those seem to be the only actual choices
[20:50] <Uhfgood> I was playing around with wme at one point, but I abandoned it, for some rason (I can't remember now)... and I have a few reasons I don't prefer ags
[20:50] <Uhfgood> *reason
[20:50] <Uhfgood> "your priority should be to make the game using the best tools" -- I have yet to find that for myself
[20:50] <salty-horse> and you are comfortable with whatever tools there are for sci/agi?
[20:51] <Uhfgood> I've only just come upon SCI Companion -- so that would require some learning...
[20:51] <Uhfgood> also they don't have a full-on tutorial --- i have to look at the same game, or deconstruct/decompile some existing sci games
[20:52] <Uhfgood> always trade-offs
[20:54] <salty-horse> you seemed to be very quick to prefer it over ags
[20:54] <snover> SCI has a lot of trade-offs, starting with a proprietary script language based on lisp
[21:00] <criezy> Godot also has a 2D point*click adventure game framework.
[21:00] <criezy> But since I only learned about it a few weeks ago (at FOSDEM) and never used it, I have no idea if it is any good.
[21:01] <snover> i dont know how it is in SCI16, but in SCI32, there are also a lot of system scripts that are necessary for the games to run, which i dont think you would be able to use without violating copyright
[21:01] <snover> (not that it mattersi dont think there are any tools to support new SCI32 game development right now)
[21:07] <Uhfgood> I don't know what SCI Companion does sci16 or 32
[21:07] <omer_mor_> Uhfgood: there are also tools to create AGI games if that's your thing :)
[21:07] <Uhfgood> I haven't gotten that far in
[21:08] <omer_mor_> it's defiantly simpler
[21:08] <Uhfgood> omer_mor_ - Well except for the double wide pixels, SCI Companion will do 16 color ega text parser stuff
[21:08] <Uhfgood> not really sure I care about agi :-)
[21:09] <omer_mor_> SCI companion does have a tutorial: http://scicompanion.com/Documentation/sci11_tutorial.html
[21:09] <Uhfgood> Also at the same time I would like to make money from said games.... But that assumes I can make and finish a game at all
[21:09] <Uhfgood> hmm let me see that
[21:10] <rsn8887> Can I have wiki editing privileges so I can make a page for the Vita port (based on the page for the PSP port)?
[21:10] <Uhfgood> omer_mor_ - Okay, i was only seeing the SciProgramming.com tutorial which is not fully complete
[21:10] <Uhfgood> anyways
[21:10] <Uhfgood> i'm still looking into it
[21:10] <omer_mor_> If you're into SCI programming, the community over the sciprogramming.com is more suited for that than scummvm's forums/irc channel.
[21:11] <Uhfgood> omer_mor_ - Don't worry I'm not actually using this channel to ask sci programming questions in
[21:12] <omer_mor_> not worrying at all. just recommending sciprogramming.com in case you're not familiar with it. It's a great place.
[21:12] <Uhfgood> omer_mor_ - I was more or less wondering if scummvm had it's own engine, or if it was just using others... -- and according to others here, it just uses existing engines
[21:13] <Uhfgood> omer_mor_ - I'm actually a member of the forums there now, (they had some sort of error and had to manually add me)
[21:13] <Dark-Star> actually, it doesn't "re-use existing engines". every single engine has been written from scratch and reimplemented
[21:13] <omer_mor_> Uhfgood: great!
[21:14] <Uhfgood> Dark-Star - Not trying to split hairs here, but I was merely talking about engine specs, as far as what scripting language, and data, so essentially running scumm-engine data and scripts -- so that's what i meant by using already existing engines
[21:14] <Uhfgood> I didn't mean it technically used the scumm engine
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[21:17] <Uhfgood> omer_mor_ - honestly don't know anything about sci programming --- I know i want to make an adventure game at some point, and perhaps want to make some money with it (if it turns out to be any good)
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[21:17] <criezy> rsn8887: According to the wiki history _sev created an account for you on March 8 and the password was sent by email.
[21:17] <rsn8887> Hmm let me check my spam ;)
[21:17] <_sev> indeed I did
[21:17] <Uhfgood> omer_mor_ - and like the idea of running on many platforms -- although I guess ags runs on more than just windows, mac, linux -- but I have some things I don't like about ags
[21:18] <Uhfgood> i have a few reasons why I don't want to use it
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[21:18] <omer_mor_> snover / wjp / m-kiewitz : have you seen the forums question regarding SCI macintosh music? http://forums.scummvm.org/viewtopic.php?t=14293
[21:19] <omer_mor_> Uhfgood: I've no experience creating games, so can't really give you any advice on that.
[21:19] <_sev> Uhfgood: then build on Wintermute
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[21:25] <wjp> omer_mor_: no idea about Mac music. waltervn maybe?
[21:26] <Uhfgood> i had looked into wme at one point, and stopped using it for some odd reason, i can't remember why though... so i'm currently looking into that
[21:26] <Uhfgood> but also looking at Sci Companion -- can run the games on scummvm
[21:26] <Uhfgood> I don't know if there are legal issues -- but since i won't actually be using sierras interpreter it should be fine
[21:27] <m-kiewitz> omer_mor_: I bet waltervn worked on that. I have no idea about Mac CPU opcodes etc.
[21:28] <Uhfgood> seriously considering wme though
[21:28] <Uhfgood> and even some of those games run on scummvm so possibly could get my game on other platforms
[21:30] <Uhfgood> I gues I should go
[21:30] <Uhfgood> thanks for your help
[21:30] <Uhfgood> take it easy
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[21:33] <Dark-Star> wow, the git and cmake integration in the new Visual Studio is nice :)
[21:35] <waltervn> omer_mor_: I did some new drivers for the mac games years ago, but unfortunately they're not in master yet
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[21:36] <Dark-Star> I just cloned ScummVM from github (without leaving MSVC or going to the command line) and it immediately picked up the CMakeLists.txt for create_project and started configuring it...
[21:38] <omer_mor_> waltervn: perhaps you should answer that guy in the forums than?
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[21:56] <rsn8887> It would be great to have a "Vita Port" Forum just like the "PSP Port"
[22:09] <waltervn> omer_mor_: done
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[22:16] <omer_mor_> waltervn: thanks
[22:24] <rsn8887> Is there a wiki parse string to link to "latest buildbot unstable" e.g. {{UnstableMasterVersion}} instead of {{StableVersion}}? Is there a list of all parser strings?
[22:28] <wjp> http://wiki.scummvm.org/index.php?title=Special%3AAllPages&from=&to=&namespace=10
[22:33] <criezy> rsn8887: Also, in case nobody pointed you to it yet, you might want to have a quick look at http://wiki.scummvm.org/index.php/Instructions_to_Wiki_Editors
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[23:06] <rsn8887> I made a Vita page on the wiki, see http://wiki.scummvm.org/index.php/Platforms the Vita shows up. A small problem is that I have to put "latest released Version" to 1.9.0 for it to show under supported builds.
[23:06] <rsn8887> Even though the latest release should be "none"
[23:06] <rsn8887> or 1.10.0
[23:11] <wjp> We don't have an official build for Vita yet, do we?
[23:11] <wjp> So why would it be under 'current officially supported platforms'?
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[23:36] <rsn8887> wjp: ok fine :)
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[23:42] <rsn8887> wjp: I adjusted the properties on the wiki, I think it makes sense now.
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[23:50] <rsn8887> I think this is pretty much it for the Vita. The Wiki-platform page is there, the buildbot is working and producing working executables...
[23:51] <rsn8887> The only thing left is to get it into the http://www.scummvm.org/downloads/ page once 1.10.0 is stable
[00:00] --- Tue Mar 14 2017