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[00:32] <snover> TMM: Im doing a different fix than the one you proposed in the PR since the value I choose can be algorithmically derived from other data in the affected view (the number of cels in the previous loop)
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[00:32] <snover> well i mean, the fix is the same, but the number is 44 instead of 1
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[00:32] <GitHub135> [scummvm] csnover pushed 1 new commit to master: https://git.io/vPiAK
[00:32] <GitHub135> scummvm/master e704e5f Colin Snover: SCI32: Fix crash when clicking around the arterial blockage in SQ6...
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[00:32] <GitHub76> [scummvm] csnover closed pull request #850: SCI: Add workaround for ego::lastCel. Fixes #9615 (master...fix-sq6-9615) https://git.io/vPiyy
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[00:34] <snover> (the reason for wanting to choose these values is because probably this workaround data will all be replaced with a simple lookup of an earlier loop)
[00:34] <snover> (since so far that is what has been needed for all instances of this bug)
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[02:03] <snover> woo, found the bad draws problem
[02:04] <snover> thatll teach me to jump ahead and try to add stuff from sci3 prematurely.
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[02:21] <GitHub76> [scummvm] csnover pushed 1 new commit to master: https://git.io/vPPej
[02:21] <GitHub76> scummvm/master a854c7e Colin Snover: SCI32: Fix screen items incorrectly drawing over higher planes...
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[02:24] <snover> ah, darn. that only fixes PQ4.
[02:27] <snover> I wonder if we are supposed to not draw screen items when they are inside pic planes.
[02:29] <snover> its not that. darn.
[02:32] <snover> mysterious hi-res rendering code path also seems unrelated
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[06:16] <eriktorbjorn> Finally got my Internet connection back. And just in time to leave for work, too. :-)
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[09:20] <P2E> getting verses right is such a pain
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[09:24] <salty-horse> is there any way to make the cursor in putt putt bigger? in a high resolution it's very small - I doubt the game is meant to be played with it. was it white in the original game as well?
[09:24] <waltervn> the cursor is supposed to be pretty big
[09:28] <waltervn> and black and white
[09:28] <fuzzie> do we scale cursors at all w/SDL?
[09:29] <fuzzie> but yes I dimly remember wanting to fix this to be more like original.. :p
[09:29] <fuzzie> (hi btw, I'm home!)
[09:33] <waltervn> welcome back, fuzzie!
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[09:34] <waltervn> my daughter is crazy about these games. I notice quite a few glitches though, but haven't been able to compare it with the original interpreter (yet, anyway).
[09:35] <waltervn> and I suppose steam is using a very old scummvm
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[09:55] <GitHub80> [scummvm] rootfather pushed 1 new commit to master: https://git.io/vPPwe
[09:55] <GitHub80> scummvm/master 30e3c5d rootfather: README: Update German README file
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[09:58] <GitHub180> [scummvm] rootfather pushed 1 new commit to master: https://git.io/vPPw8
[09:58] <GitHub180> scummvm/master 98eeaf8 rootfather: README: Add missing configuration option to German README
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[13:03] <salty-horse> waltervn, fuzzie: I tried with latest scummvm instead of the one that comes with Steam. The cursor is indeed larger in fullscreen, but that may be due to a different graphics mode. bugs: When I pressed alt+enter the lower left of the screen was a black rectangle. I had to hover over it to redraw the screen. when I presse alt-enter again the game crashed
[13:03] <salty-horse> SurfaceSdlGraphicsManager::deinitializeRenderer (this=0x2a11990) at backends/graphics/surfacesdl/surfacesdl-graphics.cpp:2485
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[13:10] <waltervn> salty-horse: the cursor looks OK for me using the steam version. Are you using custom settings?
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[13:11] <salty-horse> waltervn, no. I thought you can't even use custom settings. it just runs steam full screen and doesn't even allow me to save/load in the f5 menu
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[13:11] <salty-horse> waltervn, I tested putt putt goes to the parade (1)
[13:11] <salty-horse> (on linux)
[13:12] <waltervn> ah, I'm on Windows
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[13:12] <GitHub182> [scummvm] salty-horse pushed 1 new commit to master: https://git.io/vPPhD
[13:12] <GitHub182> scummvm/master d3c173d Ori Avtalion: TITANIC: Remove always-true test
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[13:13] <salty-horse> wow, the alt+enter is badly implemented. it changes the setting many times while enter is pressed instead of waiting for a key-up before the next key-down.
[13:14] <salty-horse> oh, the save/load still doesn't work in f5. is the only say to save in this game by pressing S?
[13:14] <waltervn> I think so, yes
[13:15] <waltervn> well, assuming you're playing in English, I think for Dutch it's B
[13:15] <waltervn> some HE games have a save option on-screen
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[13:17] <salty-horse> the S/L isn't documented in "help". any technical reason why scummvm can't use its own save/load?
[13:19] <salty-horse> I can't reproduce the crash or the black rectangle
[13:52] <salty-horse> hmm, the "synthetic" event flag (which really should be renamed "repeat") isn't behaving correctly with alt+enter. investigating
[14:14] <salty-horse> eriktorbjorn, here? I got some questions about repeated event handling :)
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[14:35] <snover> TMM: your lsl6hires bug comes from using scummvms load screen and not the in-game load
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[14:36] <TMM> snover, the SIERRA background?
[14:36] <snover> yes
[14:36] <TMM> fun
[14:38] <ignalina> Salty-horse: I suppose https://bugs.scummvm.org/ticket/9563 is caused by this?
[14:40] <TMM> snover, sorry for the noise then
[14:40] <salty-horse> ignalina, I'm seeing the opposite. It can work more than once, but it works even if I press and hold the enter key. I can add a hack just for alt+enter, but the same behavior is in other sequences such as alt+s for screenshots. if you hold it it shouldn't repeat the action (until you release the non-alt key)
[14:42] <salty-horse> ignalina, it works fine on linux using both the opengl backend and the sdl backend
[14:42] <ignalina> Interesting. And this is with SDL 2?
[14:44] <salty-horse> yes
[14:46] <TMM> snover, how do you determine the correct value to fake in those workarounds btw?
[14:47] <TMM> snover, if I find another one I can maybe make something you can just apply
[14:51] <snover> i look at one of the other loops in the view and use its last cel index instead
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[15:28] <salty-horse> hmm if I switch SDL to fullscreen with alt+enter it automatically send a keyup even while enter is pressed. (This is in the SDL event dispatcher)
[15:29] <TMM> snover, weird... would 44 really make sense for a non-animation?
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[15:41] <snover> it is asking for the number of cels in a loop that does not exist. in ssci this results in a read into garbage memory. in some cases this 'happens' to work because the garbage read results in a large enough value for whatever loop eventually gets animated. it doesnt matter whether or not the game intended to do an animation cycle at that moment, its just collecting information.
[15:42] <TMM> oh, I see
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[16:02] <eriktorbjorn> salty-horse: I only vaguely recall a flag being added to the event to indicate that it was caused by keyboard repeat, rather than actively pressing a key. (I thought it was a bug that you couldn't walk very well in Sierra games by holding the key down, but this may have been as in the original after all?)
[16:03] <salty-horse> 1) so maybe I should use a separate flag for SDL's internal repeat.
[16:04] <salty-horse> 2) are you interested in helping me debug the last problem I mentioned with the fullscreen sending a keyup?
[16:05] <salty-horse> reading the code, I don't quite understand how "synthetic" is even supposed to work - every key press gets a delay, and if the event queue is empty it assumes it's still pressed?
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[16:12] <WooShell> meow =^.^=
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[16:55] <GitHub118> [scummvm] sev- pushed 2 new commits to master: https://git.io/vPXwy
[16:55] <GitHub118> scummvm/master e8b70a4 Eugene Sandulenko: ALL: Fix compilation with disabled cloud but enabled libcurl
[16:55] <GitHub118> scummvm/master c5e233b Eugene Sandulenko: ALL: Fix compilation with enabled sdl_net and disabled cloud
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[16:55] <_sev|work> if this breaks the buildbot, I'll fix it within an hour
[16:56] <_sev|work> anyway, the compilation will take approximately same time
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[17:00] <eriktorbjorn> salty-horse: I thought SDL either didn't handle keyboard repeat by default, or that we disable it ourselves. (I seem to remember that a suggestion to use SDL's keyboard repeat was rejected, presumably to ensure that things were handled the same way across platforms?)
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[17:01] <eriktorbjorn> The way I read default-events.cpp, if there wasn't a keyboard event but a key is still pressed, and has been so for enough time, it generates an event with the 'synthetic' flag set to true. I have no idea about the fullscreen key.
[17:02] Action: eriktorbjorn afks again.
[17:03] <salty-horse> eriktorbjorn, the repeat is new to SDL2. in any case, I have issues regardless of that - if enter is pressed, then after we call our wrapper of SDL_SetVideoMode(), SDL sends an extra keyup for ENTER, when I never let go of that key.
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[17:28] <m_kiewitz> salty-horse: so it's broken for you atm?
[17:29] <salty-horse> m_kiewitz, very. I'm writing a bug now with all the details
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[18:01] <GitHub43> [scummvm] sev- pushed 1 new commit to master: https://git.io/vPXM3
[18:01] <GitHub43> scummvm/master 402c475 Eugene Sandulenko: DIRECTOR: Lingo: Hide noisy warnings
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[18:06] <_sev> looks like this release will go without win32 executable in the first day
[18:06] <_sev> it's a pity. Kirben just disappeared
[18:07] <wjp> ouch
[18:08] <wjp> what do we need to build a Windows release?
[18:08] <_sev> mingw
[18:08] <_sev> MSVC build requires MSVC runtime.
[18:08] <_sev> dreammaster has it built, but it doesn't run on a clean system
[18:09] <_sev> md5 is now trying to build at least something
[18:09] <_sev> the pity is that Kirben never disclosed his release process, and I was asking number of times
[18:09] <wjp> should be easy enough to do an msys2/mingw-w64 based one
[18:09] <_sev> yeah, I am tempted to give it a try by myself
[18:10] <_sev> I've been using cygwin and mingw about 5 years ago
[18:11] <wjp> how about the installer?
[18:12] <_sev> dreammaster managed to run the same one as Kirben did
[18:12] <_sev> e.g. currently there is uploaded a version, but it is MSVC-generated
[18:12] <_sev> and it is same InnoSetup
[18:14] <wjp> ugh, the (non-msys2) Windows build instructions are too long
[18:14] <m_kiewitz> _sev: you can actually build it differently, so that it doesn't require the DLLs, at least afaik
[18:14] <_sev> m_kiewitz: if you know how to do it, dreammaster will be more than happy to hear that
[18:15] <_sev> as he built everything
[18:15] <_sev> md5 is struggling with freetype and winsparkle
[18:15] <m_kiewitz> oh those urgh. i was unable to get those to work too
[18:15] <m_kiewitz> will tell dreammaster the option
[18:15] <m_kiewitz> i hope it does what you need
[18:16] <salty-horse> filed a bug about the alt+enter fullscreen stuff: https://bugs.scummvm.org/ticket/9617
[18:16] <_sev> m_kiewitz: please e-mail him, CC me
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[18:34] <_sev> criezy: I fixed the curl compilation
[18:34] <criezy> Yes, I just saw the emails. Thank you.
[18:35] <wjp> _sev: the "Precompiled libraries" link in the MinGW instructions on our wiki still points to SF
[18:36] <_sev> oh
[18:36] <TMM> I can probably build a mingw32 version of it too if necessary, in a time long forgotten I used to do the win32 releases of globulation 2
[18:36] <wjp> (I'd fix it, but I just rebooted into Windows so I'm a bit handicapped)
[18:37] <TMM> I'm not sure how your current installer works though, so I'm not sure I'd be able to create one from scratch that can safely upgrade existing scummvm installations
[18:38] <_sev> wjp: fixed
[18:38] <wjp> thanks
[18:39] <_sev> TMM: that part could be handled by dreammaster. we need the executable
[18:39] <TMM> do you normally statically link the executable?
[18:39] <wjp> yes, except for SDL apparently
[18:40] <TMM> and do you know what the normal win32 flags are?
[18:40] <_sev> and for winsparkle this time
[18:41] <_sev> TMM: what do you mean? for the configure?
[18:41] <TMM> _sev, yes
[18:41] <_sev> --enable-release
[18:41] <wjp> --enable-release --enable-updates ? Or is there more?
[18:41] <_sev> and enable-updates
[18:41] <TMM> Ok, I'll build a binary, v1.9.0 tag?
[18:41] <_sev> nothing besides that unless you need paths or something like that
[18:41] <_sev> yes
[18:42] <TMM> when do you need it?
[18:42] <wjp> yesterday? :-(
[18:42] <TMM> lol
[18:42] <TMM> ok, I'll just go do it now then
[18:42] <TMM> what archs do you normally build for?
[18:42] <TMM> win32 only?
[18:42] <wjp> yes
[18:43] <TMM> altight
[18:44] <_sev> TMM: the release is planned for today, so yes, the sooner the better
[18:44] <TMM> what's the oldest windows version that you guys want to support?
[18:44] <wjp> heh, point of contention :-)
[18:45] <TMM> alright, I'll try to build for XP
[18:46] <TMM> if that fails I'll switch to vista
[18:46] <_sev> TMM: see your e-mail, I forwarded you md5's findings
[18:48] <TMM> ok, I see
[18:48] <TMM> I'll see if that is still necessary, I'll dig out my old globulation 2 build scripts
[18:48] <TMM> what is winsparkle btw?
[18:48] <wjp> automatic update framework
[18:48] <TMM> ah, ok
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[18:54] <_sev> TMM: https://winsparkle.org/
[18:58] <wjp> looks like I needed to add exceptions for setjmp/longjmp in sdl-sys.h too for SDL2 + mingw-w64
[19:00] <wjp> (disadvantage of this mingw-w64 build will be the huge amount of DLLs)
[19:06] <TMM> wjp, yeah forbidden symbol thing
[19:09] <TMM> _sev, what optional libraries are usually linked against in a normal scummvm release?
[19:09] <_sev> png, jpeg, libmad, ogg, vorbis
[19:10] <TMM> this is what it now looks like when I configure : http://paste.debian.net/882966/
[19:10] <_sev> freetype
[19:10] <TMM> (winsparkle will be next)
[19:10] <_sev> TMM: could you also sow what was detected?
[19:10] <_sev> sow=show
[19:10] <TMM> http://paste.debian.net/882967/
[19:11] <_sev> libmad is missing
[19:11] <wjp> no fluidsynth? That would help
[19:11] <_sev> libfaad is nice to have
[19:11] <TMM> I know, I was asking what is normal :)
[19:11] <TMM> ok, mad, faad, sparkle
[19:12] <TMM> I can just do all of them if you want
[19:12] <_sev> right
[19:12] <_sev> yes please
[19:12] <TMM> ok
[19:12] <TMM> no problem :)
[19:12] <TMM> let me first see if this build looks good
[19:13] <wjp> 1.8.1 had Vorbis FLAC MP3 RGB zLib MPEG2 FluidSynth Theora AAC FreeType2 JPEG PNG
[19:13] <TMM> ok
[19:14] <TMM> what was statically linked, and what was dynamically linked?
[19:14] <TMM> I guess I can just check myself
[19:14] <TMM> nvm
[19:14] <wjp> 1.8.1 only has SDL.dll
[19:14] <TMM> alright
[19:17] <criezy> See also https://bugs.scummvm.org/ticket/9551, which seems to indicate we might want to use SDL 2.0.3 rather than 2.0.4 for the Windows build.
[19:17] <criezy> Or use SDL 2.0.5 if it is available (I don't think it is yet?).
[19:24] <TMM> ok, already using 2.0.3
[19:29] <_sev> any suggestions for the release name?
[19:29] <_sev> "Mysty release"?
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[19:32] <criezy> Myst-ery U.F.O. release?
[19:33] <_sev> criezy: could be, yes
[19:35] <TMM> Features compiled in: Vorbis FLAC RGB zLib Theora FreeType2 JPEG PNG
[19:35] <TMM> getting somewhere :)
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[19:37] <TMM> https://tmm.cx/~hp/friends.png :P
[19:37] <m_kiewitz> criezy: release image http://www.horrorpilot.com/wp-content/uploads/2013/07/z21.jpg
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[19:40] <GitHub125> [scummvm] criezy pushed 2 new commits to master: https://git.io/vPXjt
[19:40] <GitHub125> scummvm/master 83354f6 Thierry Crozat: I18N: Update Hungarian translation (ticket #9616)
[19:40] <GitHub125> scummvm/master 6051baf Thierry Crozat: I18N: Regenerate translations data file
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[19:55] <_sev> need help with proofreading the news item
[19:55] <_sev> https://docs.google.com/document/d/1f5w1icsPMOrMv8oiF6u-vHdlD20y-HmibaL40NNlBCI/edit?usp=sharing
[20:01] <wjp> (editing)
[20:04] <criezy> I find 'the ScummVM team is ready to ship our next release' a bit strange (jumping from 3rd person to first)
[20:05] <wjp> mhm
[20:06] <wjp> should we fit in a thank-you to testers?
[20:06] <wjp> (I think so)
[20:06] <_sev> wjp: indeed
[20:08] <criezy> How many platforms did not switch to SDL2? Is it worth adding a 'on some platforms" (or something to that effect)? (also I suppose some platforms do not use SDL at all?)
[20:09] <_sev> wjp: what about this?
[20:09] <_sev> criezy: all SDL-based besides Amiga
[20:11] <wjp> sounds good
[20:11] <wjp> with all the we/our now, I think maybe change ScummVM Team to "we" as well?
[20:12] <_sev> wjp: whatever you feel is better
[20:12] <_sev> where is out snover...
[20:12] <_sev> out=
[20:13] <_sev> when we need a native speaker... :)
[20:13] <_sev> or dreammaster
[20:18] <TMM> _sev, just having some issues getting things to statically link, but the build is fine without any hacking
[20:19] <_sev> TMM: what's the problem then? Is it fine or not fine?
[20:19] <TMM> the build is fine, and works, just need to figure out the magic to get mingw to favor the static .a files
[20:19] <TMM> if I can't figure it out soon I'm just going to remove the dynamic versions
[20:19] <wjp> with msys2/mingw-w64 I also haven't managed to get a statically linked binary yet
[20:20] <wjp> I think the approach on the wiki for mingw(32) is to just not build the dynamic versions of the libraries
[20:20] <TMM> wjp, I can just move the dlls elsewhere, but that seems unnecessary surely
[20:21] <wjp> should be possible to add -Wl,-static flags in the right place
[20:21] <wjp> but I'm getting some remaining dynamic linkage to e.g., libtiff that I'm not quite seeing where it's coming from
[20:24] <_sev> is it critical to have the DLLs next to the binary?
[20:25] <wjp> as opposed to in a subdirectory or something?
[20:27] <wjp> I also can't get fluidsynth to link statically at all yet
[20:27] <_sev> as opposed to the static executable
[20:27] <wjp> setting up a build environment to produce static executables is rather a hassle
[20:28] <_sev> e.g. would be be much inconvenience if we make this release with DLLs?
[20:28] <wjp> any Windows users/devs with an opinion on that?
[20:28] <wjp> (I don't immediately see a problem with dynamic linking)
[20:33] <TMM> I got that working with all features
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[20:33] <TMM> it just means more files to copy
[20:34] <TMM> let me fiddle a bit more
[20:34] <TMM> this must be possible, surely
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[20:37] <TMM> ok, I think I figured it out, but it'll take a little bit
[20:42] <_sev> snover: willing to help with final touches on the news item proofreading?
[20:43] <TMM> is anyone able to test my mostly statically linked scummvm.exe with only support for agi?
[20:44] <TMM> 'it works for me'
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[20:44] <_sev> TMM: I have XP on VMWare
[20:44] <_sev> TMM: will that help?
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[20:47] <criezy> I have Windows 10 in Parallels. Will that help?
[20:47] <TMM> yeah, both will help
[20:48] <TMM> I noticed one more straggler
[20:48] <TMM> sec
[20:48] <wanwan> pretty sure i was able to rebuild scummvm with Visual Studio without major difficulties, following wiki's instructions
[20:49] <wanwan> got some hiccups here and there, but got them sorted out in the end
[20:49] <wjp> TMM: I'm in Win7 at the moment and can test
[20:50] <TMM> _sev, wjp, criezy http://tmm.cx/~hp/agi-test.tar.gz
[20:50] <TMM> if that works for you I'll add the other engines and optional libraries
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[20:51] <wjp> it starts here
[20:51] <criezy> It doesn't start here.
[20:52] <wanwan> it half-starts here
[20:52] <wanwan> jk
[20:52] <criezy> The program can't start because libwinpthread-1.dll is missing from your computer.
[20:52] <wjp> ah, it only starts from within msys2
[20:52] <wjp> from explorer I get the same error as criezy
[20:52] <wjp> ldd agrees
[20:52] <snover> _sev: im looking now
[20:53] <_sev> same libwinpthread-1.dll is missing here
[20:54] <TMM> hum
[20:54] <TMM> are you using the SDL2.dll I put in the tarball?
[20:55] <TMM> oic, nvm
[20:55] <TMM> my bad
[20:55] <TMM> sec :)
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[21:04] <tsoliman> TMM: if you ever figure out how to get a toolchain to favor static linking over dynamic, let me know .. for maemo I just deleted the .so file so it was forced to use the .a file
[21:04] <tsoliman> I should say "for a specific library"
[21:06] <tsoliman> (my specific sitaution is libfaad.so not being available for users and so I statically link to it by deleting it from my toolchain environment - which is a hack I'll admit but I didn't find an easier way)
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[21:16] <criezy> For the OS X scummvm-static target we just use the full path in the link command: /path/to/libFoo.a instead of -lFoo
[21:23] <TMM> _sev, wjp, criezy http://tmm.cx/~hp/agi-test.tar.gz <--- can you try again please?
[21:23] <_sev> trying
[21:24] <_sev> it started here
[21:24] <wjp> here too
[21:24] <TMM> nice
[21:24] <_sev> but it shows the console window
[21:25] <wjp> (here too)
[21:25] <TMM> ok, is that a separate setting?
[21:25] <criezy> It starts here as well. Now trying to add an AGI game... (and I do have the console as well)
[21:25] <criezy> Check the wiki, I think dreammaster added information on how to disable it recently.
[21:26] <snover> `-mwindows` for mingw i believe
[21:26] <snover> to get rid of the console
[21:26] <TMM> ah. configure doesn't do it
[21:27] <TMM> it is called with -mwindows... interesting
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[21:28] <snover> _sev: unfortunately i cannot edit this news right now without sterilising the personality
[21:28] <criezy> Ow. I fell into the moat and my struggles and cries have attracted hungry alligators :(
[21:28] <criezy> But at least your scummvm works. for AGI games :)
[21:29] <_sev> snover: heh. use pastebin
[21:29] <TMM> it's actually enabled by default in code
[21:29] <TMM> disabling it
[21:29] <snover> _sev: its a thinking problem, not a technical problem :)
[21:30] <_sev> snover: ah, ok then. thanks for looking
[21:30] <TMM> _sev, wjp, criezy http://tmm.cx/~hp/agi-test.tar.gz <--- can you try again please?
[21:31] <_sev> TMM: \o/
[21:31] <criezy> Yeah. No console!
[21:31] <TMM> ok, cool
[21:31] <TMM> scummvm explicitly enables it
[21:31] <TMM> fun
[21:32] <criezy> Am I the only for whom the mouse cursors moves very quickly when it is in the ScummVM window (on Windows 10)?
[21:32] <criezy> It is quite difficult to control...
[21:33] <TMM> just adding fluidsynth now
[21:35] <_sev> criezy: I see no difference here
[21:36] <criezy> The copyright string for Windows is wrong (at least for me).
[21:36] <_sev> criezy: where to look?
[21:36] <criezy> https://www.dropbox.com/s/2geiun9oa61rfpj/scummvm_info_windows10.png?dl=0
[21:37] <criezy> Looks like an incorrect encoding.
[21:37] <_sev> same here
[21:37] <_sev> looks like UTF-8
[21:42] <criezy> Interesting... The pointer speed option in the Windows 10 control panel doesn't have any effect on the pointer speed. Except in ScummVM...
[21:43] <_sev> criezy: maybe it is another SDL2 thing?
[21:45] <criezy> No I have the same issue with the 1.8.1 release.
[21:45] <_sev> then it is weird
[21:46] <criezy> This might be related to me having a relatively old version of Parallels Desktop as well.
[21:46] <criezy> Maybe it tries to integrate with the OS X setting but doesn't fully succeed.
[21:46] <_sev> criezy: are you by chance on a retina display?
[21:47] <criezy> No. Or at least I don't think so.
[21:47] <Lightkey> I would have liked a mention that Mystery House is the first graphical adventure game
[21:48] <Lightkey> so that marks the oldest game ScummVM will support ;-)
[21:49] <wjp> _sev, criezy: this copyright thing is probably dists/scummvm.rc
[21:50] <_sev> wjp: yes, maybe I or someone else touched it with a modern editor
[21:50] <wjp> there's indeed an invalid char in there
[21:50] <wjp> criezy broke it
[21:51] <criezy> I did?
[21:51] <wjp> "Add wwwroot.zip to resource files for Windows builds"
[21:51] <TMM> I can fix it locally
[21:52] <TMM> for this build
[21:52] <wjp> OTOH, not sure how that would break it for 1.8.1
[21:53] <wjp> so maybe there's more to it; but the copyright char was changed in that wwwroot.zip/resource commit
[21:58] <TMM> I just replaced it with an ascii one again
[21:58] <TMM> having little luck with fluidsynth though
[21:58] <TMM> just going to get the prebuilt binary
[21:59] <TMM> hmm, doesn't exist :P
[22:03] <criezy> TMM: It's in there
[22:03] <criezy> http://www.scummvm.org/frs/build/scummvm-required-libs-mingw.zip
[22:03] <criezy> (assuming you spoke about the static fluidsynth lib)
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[22:06] <TMM> criezy, ah
[22:09] <_sev> dreammaster: looks like we have a great progress with TMM
[22:10] <TMM> doing the final build now
[22:10] <TMM> should be good now
[22:10] <_sev> TMM: but you probably will need help with the InnoSetup, right?
[22:11] <TMM> If there are instructions available on how to do it I probably can
[22:11] <TMM> but if I have to figure it out from scratch it'll be a while
[22:11] <_sev> dreammaster: ping
[22:12] <criezy> Isn't there a make target for the InnoSetup?
[22:13] <criezy> Apparently there is one: win32dist
[22:13] <criezy> # Special target to create a win32 snapshot binary (for Inno Setup)
[22:13] <TMM> oh, I can do that :P
[22:13] <dreammaster> Oh good
[22:13] <TMM> let me first create the full .exe
[22:14] <TMM> then you guys can test
[22:14] <dreammaster> Okay, cool
[22:14] <TMM> if it all look good I'll see about the setup file
[22:14] <_sev> TMM: the setup file is in dists/win32
[22:15] <dreammaster> Right, it's the scummvm.nsi file
[22:16] <dreammaster> The only major problem I had with it was that I had to have a copy of ScummVM source in a folder without any spaces in it, then just fill in on line 41 the folder for ScummVM, and a staging_dir temporary folder which has the ScummVM executable and any needed DLLs
[22:17] <_sev> TMM: just one more little thing. We will need both the innosetup exe and contents of that directory zipped
[22:17] <_sev> e.g. scummvm-1.9.0-win32.exe and scummvm-1.9.0-win32.zip
[22:17] <_sev> with the same conent, just in two forms
[22:17] <TMM> ok
[22:18] <dreammaster> Easiest way is to zip up the results of the installer, since it does some things like adding .txt extensions to a bunch of the files
[22:18] <_sev> right
[22:18] <dreammaster> After installation, I mean
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[22:34] <TMM> ok, had a little linking issue with mpeg2, that's now also fixed
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[22:39] <GitHub146> [scummvm] criezy pushed 1 new commit to master: https://git.io/vP1zw
[22:39] <GitHub146> scummvm/master 6c13a4d Thierry Crozat: DISTS: Fix corrupted character in copyright string for Windows exe...
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[22:39] <_sev> TMM: great
[22:39] <TMM> what a pain in the ass... :P
[22:43] <criezy> The next release will be easier :P (I speak from experience)
[22:43] <criezy> You might want to document how to do it on the wiki though.
[22:45] Action: _sev nods
[22:45] <TMM> I don't have wiki access
[22:46] <dreammaster> Once you've got an installer ready, let me know the URL, and I can test it in my clean Windows VM
[22:46] <TMM> Are we supposed to link statically to winsparkle too?
[22:46] <dreammaster> Ideally, yes
[22:46] <dreammaster> It would save having to include a separate winsparkle.dll
[22:46] <TMM> ok
[22:47] <TMM> that's the remaining one then
[22:47] <TMM> give me a moment
[22:49] <_sev> TMM: dreammaster had linking problems, so he ended up with putting the .DLL in the archive
[22:49] <TMM> lets see what happens
[22:50] <TMM> I can send a test file over now with the winsparkle.dll for all of you people to test
[22:51] <_sev> please do
[22:51] <dreammaster> Sure; wouldn't hurt to do an inital test whilst you proceed with winsparkle
[22:51] <TMM> uploading
[22:52] <TMM> Features compiled in: Vorbis FLAC MP3 RGB zLib MPEG2 FluidSynth Theora AAC FreeType2 PNG
[22:53] <TMM> _sev, dreammaster, criezy, http://tmm.cx/~hp/scummvm-test.tar.gz
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[22:54] <_sev> works well here
[22:54] <criezy> Works here.
[22:54] <dreammaster> That was quick :)
[22:55] <dreammaster> A clean WIndows install doesn't support .tar.gz, so I'll wait until you have a final installer EXE done, and test it installing and running
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[22:57] <criezy> dreammaster: I can zip it if you want
[22:57] <dreammaster> Well, it wouldn't hurt, thanks. I can at least see if the executable will run
[22:57] <criezy> https://www.dropbox.com/s/xj09me1bmvfa7nk/scummvm-test.zip?dl=0
[23:00] <_sev> criezy: what happens to you when you check for unpdate?
[23:00] <dreammaster> Cool it works. :). Just one minor thing, the Console window is still briefly showing.
[23:01] <dreammaster> TMM, if you could could change the line in OSystem_Win32::initBackground from "console", true); to "console", false);
[23:01] <criezy> _sev: I get a dialog: "You're up to date! ScummVM 1.9.0 is currently the newest version available."
[23:01] <_sev> criezy: aha. then it is just my XP SP3 which errors out
[23:02] <_sev> perhaps it is too old, or cannot check the SSL certificate
[23:02] <dreammaster> We should really set up an #ifdef check to do that by default in release mode. Presuming that there is a symbol for Release mode. Create_project could likewise be changed to set up the Visual Studio project files with the /SUBSYSTEM:WINDOWS by default in the Release mode properties.
[23:04] <_sev> dreammaster: yes, when --enable-release is ther
[23:04] <_sev> dreammaster: can you do it?
[23:04] <criezy> _sev: With the mac version I don't get anything though when checking for updates. It would be nice to get that dialog to know that it did check for updates.
[23:04] <TMM> dreammaster, I thought I already did that
[23:04] <dreammaster> I'll look into once the madness of the release is over with ;)
[23:05] <TMM> dreammaster, I did already do that... :-/
[23:05] <_sev> criezy: do you by chance have the following warning: "WARNING: Running not in bundle, skipping Sparkle initialization!"
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[23:05] <dreammaster> That's weird. Maybe there's something else that needs to be done for MinGW, similar to the "/SUBSYSTEM:WINDOWS" for Visual Studio.
[23:06] <TMM> nvm, I need -mwindows
[23:06] <criezy> No.
[23:06] <criezy> I was trying with the 1.8.1 release bundle and checking the console message just now and I can't see any.
[23:06] <dreammaster> Ah, of course. Yes, you've done the ConfMan line change, which is why the console window is disappearing. Just need to figure out why it's briefly appearing at application startup
[23:06] <dreammaster> Ah, ok
[23:06] <criezy> except a couple of deprecated calls.
[23:06] <TMM> I can't seem to statically link with winsparkle
[23:07] <TMM> the .lib file shipped by them appears to not be liked by mingw
[23:07] <_sev> TMM: then just go ith the .dll
[23:07] <TMM> and I can't build it because their cmake files are fucked
[23:07] <dreammaster> Doesn't surprise me. I had my own share of troubles with it trying to build statically in Visual Studio
[23:08] <dreammaster> I agree, the important thing is to get a release that works. Just remember to put in a line in the NSI installer file for it
[23:08] <dreammaster> Just do similiar to the sdl.dll line in the installer
[23:09] <TMM> dreammaster, ok, one last test, I made a zip this time
[23:09] <dreammaster> Hmmm... are we going to go with the SDL.dll for this release? I was doing SDL2.dll in Visual Studio, but there does seem to be some issues with it currently
[23:09] <TMM> _sev, dreammaster, criezy, http://tmm.cx/~hp/scummvm-test.zip
[23:11] <dreammaster> Yep, that still works
[23:11] <_sev> TMM: you might consider taking resource.rc with the fixed copyright symbol
[23:11] <_sev> criezy committed it 30 minutes ago
[23:17] <TMM> ok, got an instlaler
[23:17] <TMM> _sev, I fixed it manually, it should be fixed now
[23:17] <_sev> great
[23:18] <_sev> let's do the final test
[23:18] <dreammaster> Lay the URL on us :)
[23:18] <dreammaster> Oh Sev, regarding my earlier statement.. are we fine with it using sdl.dll rather SDL2?
[23:19] <_sev> I'd say, yes, since there are number of issues, particularly with the scaling
[23:19] <TMM> https://tmm.cx/~hp/scummvm-win32.exe
[23:19] <TMM> it works for me (r)
[23:19] <_sev> which landed to the maste but not to the branch
[23:19] <_sev> TMM: and zip file with the same contents, please :)
[23:20] <TMM> yeah, working on it
[23:20] <TMM> geez :P
[23:20] <TMM> do we want a scummvm/ directory in the zip?
[23:20] <dreammaster> \o/
[23:20] <TMM> or files in the root like in 1.8.1?
[23:20] <dreammaster> I give a clean bill of health on my clean Windows install
[23:21] <dreammaster> I'd just say files in the root
[23:21] <TMM> ok
[23:21] <_sev> works great!
[23:21] <dreammaster> Might as well keep things consistent with prevoius
[23:21] <dreammaster> Good work
[23:21] <_sev> TMM: indeed, good work!
[23:22] <TMM> _sev, https://tmm.cx/~hp/scummvm-win32.zip
[23:23] <TMM> dreammaster, console window also gone?
[23:23] <_sev> time to publish and go to bed
[23:23] <TMM> can someone please check the contents of the .zip?
[23:23] <TMM> see if I didn't do anything dumb?
[23:24] <dreammaster> Yes, it's gone.
[23:24] <TMM> gone?
[23:24] <criezy> Why is there an empty graphics directory in the zip file?
[23:25] <TMM> see? forgot the -r flag
[23:25] <TMM> I did do something dumb
[23:26] <TMM> criezy, dreammaster, _sev, please check the same url again, I think it's OK now though :)
[23:26] <_sev> ok
[23:26] <TMM> maybe the .iss file doesn't need to be in the zip
[23:26] <TMM> ... one more try
[23:26] <_sev> waiting
[23:27] <TMM> Ok, NOW try again... sorry _sev
[23:27] <_sev> still empty graphics is inside
[23:27] <TMM> hum
[23:27] <_sev> just remove it?
[23:28] <_sev> and empty doc/
[23:28] <TMM> took the -r flag out again... after removing the .iss
[23:28] <_sev> :)
[23:28] <TMM> *sigh* it's getting late, sorry
[23:28] <TMM> Ok, third time's the charm
[23:28] <TMM> try again plz :)
[23:29] <_sev> now it is good
[23:29] <dreammaster> Umm.. one minor thing
[23:29] <dreammaster> You should probably put a winsparkle.dll line in the migration.txt file
[23:30] <TMM> oh
[23:30] <TMM> fuck
[23:30] <TMM> well, try 4
[23:30] <dreammaster> Sorry :)
[23:30] <TMM> is the migrations.txt useful in the .zip too?
[23:30] <dreammaster> Ummm.. not sure.. I think it's really only important for the ZIP file, since migration.bat uses it
[23:31] <TMM> ok
[23:32] <_sev> so, update or not update?
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[23:32] <GitHub122> [scummvm] sev- pushed 1 new commit to master: https://git.io/vP1ry
[23:32] <GitHub122> scummvm/master 1efb118 Eugene Sandulenko: UPDATES: Update 1.9.0 Win32 signature. Thanks to TMM for the build.
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[23:33] <TMM> updating the .zip and .exe...
[23:33] <_sev> ah. .exe as well
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[23:34] <GitHub117> [scummvm-web] sev- pushed 2 new commits to master: https://git.io/vP1ov
[23:34] <GitHub117> scummvm-web/master 422353e Eugene Sandulenko: WEB: Announce 1.9.0 release
[23:34] <GitHub117> scummvm-web/master 6e4348a Eugene Sandulenko: WEB: Win32 builds were provided by TMM
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[23:34] <criezy> Ha, not getting feedback if no update is found for the mac version is normal.
[23:35] <criezy> This is due to the way we implemented the check for update.
[23:35] <criezy> I will need to change that...
[23:35] <TMM> _sev, ok, https://tmm.cx/~hp/scummvm-win32.zip https://tmm.cx/~hp/scummvm-win32.exe <--- now with dreammaster's correction to migrations.zip
[23:35] <dreammaster> .txt
[23:35] <TMM> euh, yeah
[23:35] <TMM> .txt
[23:35] <dreammaster> Thanks
[23:36] <TMM> that maybe means the sparkle signature needs to be updated again too
[23:37] <_sev> yes, will do it
[23:37] <TMM> dreammaster, happy now? :P
[23:37] <TMM> dreammaster, oh, is the console window gone now?
[23:37] <dreammaster> Yes it is
[23:37] <TMM> nice
[23:38] <dreammaster> Well, you still need to write an article on how you compiled it that we can put on the Wiki, but I'm willing to give you a few days ;)
[23:38] <TMM> probably going to use code::blocks to build a version of winsparkle that has a static .a file
[23:38] <TMM> it can use sln files
[23:38] <TMM> I think
[23:38] <TMM> I don't have wiki access
[23:38] <TMM> I'll happily write what I ended up doing there
[23:39] <TMM> I can also just email one of you some text to put online
[23:39] <dreammaster> That'll be fine, thanks
[23:39] <dreammaster> Considering the amount of hassle we went through for Windows this release, anything that provides streamlined steps for future releases will be most welcome
[23:40] <_sev> :)
[23:40] <_sev> TMM: thank you very much
[23:40] <_sev> TMM: wiki access in a minute
[23:41] <TMM> _sev, you're welcome! :D
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[23:48] <GitHub175> [scummvm] sev- pushed 1 new commit to master: https://git.io/vP1o9
[23:48] <GitHub175> scummvm/master b2581ad Eugene Sandulenko: UPDATES: Another Win32 binary update
[23:48] GitHub175 (GitHub175@192.30.252.40) left #scummvm.
[23:50] Topic changed on #scummvm by _sev!sev@scummvm/undead/sev: ScummVM 1.9.0 || https://www.scummvm.org/faq/ || No warez, no Game Requests, read the FAQ! || Channel logs: http://logs.scummvm.org
[23:50] <_sev> done, changes are live
[23:50] <dreammaster> Cool. Now you can head off to bed ;)
[23:51] <_sev> need facebook update too
[23:51] <_sev> forum is done
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[23:55] <GitHub150> [scummvm] criezy pushed 1 new commit to master: https://git.io/vP1K4
[23:55] <GitHub150> scummvm/master 58b2d0b Thierry Crozat: UPDATES: Give feedback on OS X when using the Check now button...
[23:55] GitHub150 (GitHub150@192.30.252.42) left #scummvm.
[23:56] <TMM> ok, with that I'm also heading to bed :) sleep well all
[23:58] <dreammaster> Night
[00:00] --- Tue Oct 18 2016