[00:03] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) left irc: Quit: Leaving [00:50] Docker buildbot is a present from heaven :) [00:54] Farmboy0 (~quassel@xoreos/farmboy0) left irc: Remote host closed the connection [01:01] god help me i have the lsl6 lobby music stuck in my head [01:02] lsl? more like lol! [01:03] replace it with https://twitter.com/d4niphantom/status/951263443851493376 [01:04] ccawley2011 (56b5eb56@gateway/web/freenode/ip.86.181.235.86) left irc: Ping timeout: 260 seconds [01:05] at least now that i am back at a computer i can drown it out with other things [01:05] lol: the throne of porcelain [01:06] that shower was pretty rough though [01:11] does upgrading macos upgrade the clang version? in 2016 I was able to build something I can no longer build now .. (warnings have become errors maybe?) [01:12] clang doesnt come with macos, it comes with xcode :) [01:12] ah .. that explains it [01:14] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) joined #scummvm. [01:14] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [01:41] Joefish (~Joefish@p200300764F1B3600601B4FF93DD34C95.dip0.t-ipconnect.de) left irc: Ping timeout: 265 seconds [02:12] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) left irc: [02:18] user9 (~Thunderbi@leoseb.ujf-grenoble.fr) left irc: Remote host closed the connection [02:19] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 256 seconds [02:21] Dominus (~dominus@unaffiliated/dominus) left irc: Ping timeout: 260 seconds [02:21] Dominus (~dominus@unaffiliated/dominus) joined #scummvm. [02:47] Drenn (~Drenn@toroon0713w-lp130-05-65-95-86-125.dsl.bell.ca) left irc: Ping timeout: 260 seconds [03:13] JustTheDoctor (uid180843@gateway/web/irccloud.com/x-esbxsreisbipqjet) left irc: Quit: Connection closed for inactivity [03:45] Bonki fixed Full Throttle lip sync! https://github.com/scummvm/scummvm/pull/1100 [03:46] conversation in PR 1100. But to make it work in general, probably a new public function should be added to the imuse class that returns the mixer handle for a given soundID. [03:57] Drenn (~Drenn@toroon0713w-lp130-05-65-95-86-125.dsl.bell.ca) joined #scummvm. [04:00] rsn8887 what platform are you developing on? [04:00] (I mean the host) [04:02] I am using a Macbook Pro, to compile for PSP and Vita. [04:02] oh cool .. what IRC client [04:02] LimeChat, I don't love it, but it works. [04:03] I am using Textual .. a fork of LimeChat [04:07] I am always amazed at how bad IRC clients are in general. Compared to AmIRC on the Amiga 1200 :) [04:08] Raziel runs a modern Amiga :) [04:08] But Limechat is ok. [04:08] I've only ever used an Amiga 500 (I think) [04:08] I never kept up. [04:08] it wasn't mine .. when I was a kid, one of my father's friends had it [04:08] Amiga 1200 was my last one then I sold it. [04:18] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [04:18] one of my father's friends had an Atari ST when we only had C64 it was amazing. Then we got our own Amiga. [04:19] My little brother played through all the games much faster than me. [04:21] I could never go back to any os that doesn't support hidpi resolution well. [04:22] My wife had a C64 .. I had never heard of a C64 except in a computer store once .. my father had IBMs and then IBM-compatibles almost exclusively .. at one point he bought my sister and I an MSX [04:22] so after years of floppies, I had to sit through a tape loading :) [04:23] Nice! I never used an MSX. Someone made a modern Bomberman clone (Bomba?) for it it looks pretty cool. [04:23] Could it scroll smoothly? [04:23] yeah .. I mean .. that was a long time ago but I don't remember any flicker or judder [04:24] heh. i saw C64 and i thought get ready to load [04:24] for 20 minutes [04:25] it really did feel like 20 mins but then I looked at the baud and the size of the ram and back-of-the-napkin-mathed it to be somewhere around 3-5 mins [04:25] in the next room we had bootable floppies with games on them .. instant [04:26] Sometimes it would load 5 minutes just to display the title screen. [04:26] And it had loaded nothing but the title screen at that point. [04:27] The CPC was great: it diplayed the loading of the title screen from tape, line by line. You would sit there and wait and think: I don't want the screen, I just want the game. [04:27] I actually haven't tried hidpi on an OS that doesn't handle it well .. my only experience with hidpi is on a mbp retina .. and obviously macOS handles it well.. I only ran windows in a VM so VMware handles the scaling for me (windows thinks it is a much lower rez) [04:28] there was this one game where it would load and then be corrupted .. "Manic Miner" I think it was .. it was a 50% chance that it would work [04:29] tsoliman: My advice is, don't. I am pretty sure MacOS is the only current OS that handles hidpi well. Windows is just a collection of dirty hacks that work only 60% of the time. [04:29] my current windows monitor is a 60" TV :) [04:29] I am using the windows computer as a game console basically [04:30] i think windows 10 (actually windows 8.1) figured out the density-independent scaling thing, theres just a long tail of apps [04:30] Nice! I tried to setup a Windows install like that once, with Attract Mode frontend. It worked pretty well. But you need wireless keyboard and mouse. [04:31] I used wired keyboard and mouse .. I sit on a rocker that's less than 2 meters away from the TV [04:31] I do use a wireless controller [04:32] alternatively, you could use a steam controller (or any controller + steam) [04:33] Windows is ~5 years behind in terms of HiDPI support (it is a mess and will stay a mess for a long time): https://www.thurrott.com/windows/windows-10/83964/microsoft-may-never-fix-high-dpi-issues-windows-10 [04:33] I am using windows 7 so I am even more behind :) [04:33] also this little tiny thing is a very versatile keyboard+"mouse" .. https://www.amazon.com/gp/product/B00BALK9CM [04:34] If you click on some of the control panel sub-items in Windows 10 (like disk management, service management etc.) it still displays those in lo-res :) [04:34] I am attempting to see if I can delay windows 10 as long as possible [04:35] what about Linux .. is that good with hidpi? [04:36] (my last linux laptop had a 1280x800 LCD so I didn't get a chance to test it out) [04:37] I haven't tried but I don't think Linux is there yet either. Aren't the Linux GUIs still based on XWindows? [04:39] I think X11 was already old in the 90s. Now it is just ancient. But I am not up-to-date on the modern alternatives. There might be something cool for Linux that works with HiDPI. [04:40] I think it is funny on my Macbook Pro, the only app that is lo-res is the browser in the Steam client :) I think the Steam devs just don [04:40] 't care much for MacOS. And somehow they use a horrid browser in their app. [04:41] tsoliman: Do you have a Macbook with that Touchbar? I don't have it but I am curious. [04:42] nope .. I plan to not get one [04:42] Yeah most people complain about it, I wouldn't mind [04:42] it has become super consumer-hostile [04:42] Why? [04:42] my deal breaker was the SSD soldered to the mobo [04:43] Yes, true. Apple's priorities are a bit off these days. [04:43] I mean .. if you ignore the lack of USB A .. the lack of SD card reader .. the lack of a physical ESC key .. the lack of thunderbolt [04:43] Many people map ESC to caps lock :) [04:43] I use both [04:44] Tough luck. [04:44] also it is massively overpriced [04:44] steam uses chromium embedded framework. [04:44] I agree. Also I heard of problems with keyboard keys breaking or getting stuck. [04:44] this conversation has gotten kind of negative :) [04:44] snover yeah and doesn't update it as often as it should [04:45] I've been slowly building up my GOG library .. I want to start having a Plan B for when steam dies [04:46] I am very confident that even if Steam dies, they will remove DRM as the last thing they do. They have said that many times :) [04:46] But I also try to support GOG whenever I can. [04:47] yep .. GOG is really becoming a better product [04:47] I like their webpage/installer/interface much more, too. [04:47] I love how they include everything in their downloads, even posters to print out or manuals, icons, art etc. [04:48] many companies say this (and they believe it when they say it) but the reality is that when stuff dies, people start losing access to stuff and their priorities aren't "let's try to remove the DRM from these games" [04:49] yes exactly ... but what I love most is that their old games "work" [04:49] I am confident that when Steam dies, someone will host a DRM-free mirror somewhere... [04:49] whereas steam's just .. well .. sometimes they don't work [04:49] eventually, maybe will take a year or two... [04:49] it is getting ridiculous with their exponential game growth [04:50] I have bought games on GOG that I already owned, just because I was to lazy to install them in Dosbox myself. I like that they do it all for me. [04:50] yes I've done that too [04:50] I usually wait for a sale to rebuy stuff though [04:51] Yes. I also like that GOG sometimes gets developers interested again to patch their old games. [04:52] E.g. Outcast, Arx Fatalis. Those have seen patches ten to fifteen years after the last patch, just because GOG sparked interest. [04:52] And people looked at the code again etc. [04:54] I thought Arx Fatalis had a reimplementation [04:55] All I remember is a patch that came out close to the GOG release that fixed a lot of bugs. One of the original coders went back and fixed things. [04:55] "Arx Libertatis" [04:55] because the source was released [04:56] Never mind you are right. They released the source code, not just a patch. [04:56] Action: tsoliman just realized Outcast is in 1080p now [04:57] Action: tsoliman buys it [04:58] Yep, but I prefer the original game in the original 512x384 resolution. It somehow doesn't feel right with all the extra stuff. [04:58] Might just be my nostalgia. [04:59] that's also available in that purchase :) [04:59] called "Outcast Classic" in the extras [04:59] Keep in mind the classic version (at least the German version) has a "bug" in the frontend where you launch the game and choose preferences: [05:00] They mixed up the words for "highest" and "lowest" detail. So you might think you are setting all the detail to highest, but then in the game it is all on the lowest setting. [05:00] hmm .. is this is in the original media too? non-GOG I mean? [05:00] Easy to see though: When you play classic, just try both settings everything to "highest" detail, and everything to "lowest" detail. You will see the difference. [05:01] Yes this was a problem at least with the original German CD version I played back then, too. [05:01] I think it is a translation mistake. [05:01] I have great memories of this game [05:01] You can also tell because clicking the right arrow should increase detail settings. But the text looks like it is decreasing it (which doesn't make sense). [05:02] I wonder how many players played the German version without realistic water waves and refraction, because they set their settings wrong :) [05:02] Yes. I purchased the GOG version a while ago. It holds up very well. [05:03] The fights are very awkward, but the dialogue and voxel graphics are still very interesting. [05:06] I know .. a lot of stuff I experienced as a kid doesn't hold up to modern design standards [05:07] but I still like them [05:13] Yep same here. [05:14] there's still some old games I never got a chance to play yet [05:14] I am very excited for World of Xeen :) [05:15] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [05:15] #scummvm: mode change '+o t0by' by ChanServ!ChanServ@services. [05:15] I really loved Dungeon Master, which was much smaller in scope, but didn't even finish that. [05:15] is that the one that was random? [05:15] I never played Xeen. [05:16] Dungeon Master was not random, I think it was the first of those "90 degree" dungeon games. [05:16] Dungeon Hack is what I was thinking of [05:17] Dungeon Master was amazing. It had "physics". You could throw objects. You could close doors on enemies and the door would hit them and reduce their HP! [05:17] yes .. I remember the moment the technology went from 90 degree to "wolfenstein 3D" and how blown away I was :) [05:17] You could put objects on switches to press them down. [05:18] yeah that mechnaic is surprisingly prevalent on those games [05:18] evil-t0by (~t0by@unaffiliated/t0by) joined #scummvm. [05:18] #scummvm: mode change '+o evil-t0by' by ChanServ!ChanServ@services. [05:18] I remember seeing Doom for the first time. It was a unique combination of very creative brutalist architecture design and great 3d engine. It worked together very well. [05:19] I don't think I have seen a 3D game after Doom that made me as curious to explore the 3D levels. Doom had so many hidden rooms etc. [05:20] Also the physics of player movement was very well done in Doom. There was real inertia and head bobbing... [05:20] I mean you felt like you actually had a body in that game. [05:21] t0by (~t0by@unaffiliated/t0by) left irc: Ping timeout: 268 seconds [05:22] Eye of the beholder was basically a copy of Dungeon Master, with better graphics, but also less "physics" [05:24] I should get going. Nice to chat. [05:24] same here [05:46] evil-t0by (~t0by@unaffiliated/t0by) left irc: Read error: Connection reset by peer [05:47] evil-t0by (~t0by@unaffiliated/t0by) joined #scummvm. [05:47] #scummvm: mode change '+o evil-t0by' by ChanServ!ChanServ@services. [06:15] evil-t0by (~t0by@unaffiliated/t0by) left irc: Ping timeout: 256 seconds [06:19] Mia (~Mia@unaffiliated/mia) left irc: Read error: Connection reset by peer [06:46] Mia (~Mia@unaffiliated/mia) joined #scummvm. [07:14] girafe (~girafe@LFbn-1-8055-168.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [07:36] t0by (~t0by@unaffiliated/t0by) joined #scummvm. [07:36] t0by (~t0by@unaffiliated/t0by) left irc: Client Quit [07:39] https://groupees.com/bm32 Steam keys for Toonstruck, Starship Titanic, and System Shock 2 [07:45] waltervn (~waltervn@541B2DBA.cm-5-4a.dynamic.ziggo.nl) joined #scummvm. [07:45] #scummvm: mode change '+o waltervn' by ChanServ!ChanServ@services. [07:46] morning [08:14] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) left irc: Ping timeout: 260 seconds [08:52] morning [08:59] morning [09:06] So, I'll ask again, who's planning to go to FOSDEM? [09:09] I don't know yet [09:10] if more of us are there I'd consider dropping by to meet up, but I don't know if I have time yet [09:20] LittleToonCat (~littlecat@sydnns0115w-156-57-12-94.dhcp-dynamic.fibreop.ns.bellaliant.net) left irc: Remote host closed the connection [10:13] Drenn (~Drenn@toroon0713w-lp130-05-65-95-86-125.dsl.bell.ca) left irc: Ping timeout: 264 seconds [10:15] rsn8887: Dark Forces also had a lot of hidden nooks and crannies, so that'd be my second choice [10:16] (not just saying that because LEC :) [10:16] Begasus (~begasus@ptr-4p6jpin8qfff49onace.18120a2.ip6.access.telenet.be) joined #scummvm. [10:24] macdude22 (~macdude22@173-24-25-150.client.mchsi.com) left irc: Read error: Connection reset by peer [10:34] ajax16384 (~User@109.60.130.33) joined #scummvm. [10:34] #scummvm: mode change '+o ajax16384' by ChanServ!ChanServ@services. 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[18:39] JustTheDoctor (uid180843@unaffiliated/justthedoctor) left irc: Changing host [18:39] JustTheDoctor (uid180843@gateway/web/irccloud.com/x-zgjcylljgblxmouk) joined #scummvm. [18:40] Littleboy (~littleboy@108.49.17.47) left irc: Quit: Être dans le vent, une ambition de feuille morte. [18:48] Stormkeeper (~kvirc@dsl-56-95.dsl.netsource.ie) left irc: Quit: KVIrc 4.9.2 Aria http://www.kvirc.net/ [18:56] snover: weekly reminder for the web PR :) [19:01] Mataniko: ah, thank you. ive put it on my calendar for today. [19:35] Joefish (~Joefish@p200300764F36E90015320489D9852E11.dip0.t-ipconnect.de) left irc: Quit: Joefish [19:38] Joefish (~Joefish@p200300764F36E90015320489D9852E11.dip0.t-ipconnect.de) joined #scummvm. [19:38] #scummvm: mode change '+v Joefish' by ChanServ!ChanServ@services. [19:45] Drenn (~Drenn@toroon0713w-lp130-05-65-95-86-125.dsl.bell.ca) joined #scummvm. [20:05] Joefish (~Joefish@p200300764F36E90015320489D9852E11.dip0.t-ipconnect.de) left irc: Ping timeout: 276 seconds [20:47] Begas_VBox (~Begasus@d54C3C8C2.access.telenet.be) left irc: Quit: Vision[0.10.2]: i've been blurred! [20:53] Begasus (~begasus@ptr-4p6jpin8qfff49onace.18120a2.ip6.access.telenet.be) left irc: Quit: Ex-Chat [21:00] ajax16384 (~User@109.60.130.33) left irc: Read error: Connection reset by peer [21:06] _sev (~sev@scummvm/undead/sev) joined #scummvm. [21:06] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [21:06] ny00123_ (~ny00123@2a02:ed0:5399:fa00::2) joined #scummvm. [21:08] ny00123 (~ny00123@141.226.180.198) left irc: Ping timeout: 265 seconds [21:54] ENdy: Something about the geometry in Dark Forces always annoyed me. All the rooms and doors seemed stretched vertically. At least compared to Doom :) [21:56] I would love if someone with knowledge of IMuse could take a look at https://github.com/rasky/scummvm/pull/1 which fixes scumm v7 lipsync (Full Throttle) by adding a public method to get the elapsed mixer time from imuse sounds. This is similar to what is done in https://github.com/scummvm/scummvm/pull/1100 to fix v6 lipsync. I am thinking those changes should be combined and merged as a single "fix lipsync" commit [21:56] . But my knowledge of potential side-effects is non-existent. [21:58] I think a guarding if-clause to protect v8 games from the changes in these two PR's might be necessary, but maybe not. Maybe since v8 games have different tags, that is already automatically fine. [21:58] DJWillis (~djwillis@cpc123746-trow7-2-0-cust5.18-1.cable.virginm.net) joined #scummvm. [21:58] #scummvm: mode change '+o DJWillis' by ChanServ!ChanServ@services. [22:02] DJW|Badger (~djwillis@cpc123746-trow7-2-0-cust5.18-1.cable.virginm.net) left irc: Ping timeout: 276 seconds [22:05] rsn8887: have you done reverse engineering work before? would you like to? [22:06] Coldwine[m] (coldwinema@gateway/shell/matrix.org/x-stgfbmofmuaisxxc) got netsplit. [22:06] Riviera_ (Riviera@2a03:b0c0:1:d0::10:b001) got netsplit. [22:06] Riviera_ (Riviera@2a03:b0c0:1:d0::10:b001) returned to #scummvm. [22:08] Coldwine[m] (coldwinema@gateway/shell/matrix.org/x-lyujrvjfjspubldq) joined #scummvm. [22:11] snover (~snover@unaffiliated/snover) left irc: Ping timeout: 264 seconds [22:15] Mataniko (uid14218@gateway/web/irccloud.com/x-jwmcfzqumikreayh) left irc: Quit: Connection closed for inactivity [22:15] snover: no and yes, but I won't have enough time for it since the semester has started now, until maybe in summer :) [22:16] snover (~snover@unaffiliated/snover) joined #scummvm. [22:16] #scummvm: mode change '+o snover' by ChanServ!ChanServ@services. [22:21] girafe (~girafe@LFbn-1-8055-168.w90-112.abo.wanadoo.fr) left irc: Read error: Connection reset by peer [22:32] GitHub78 (GitHub78@gateway/service/github.com/x-ujsturtvnnbzgykd) joined #scummvm. [22:32] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNg4L [22:32] scummvm/master 70375ec Paul Gilbert: XEEN: Break out of gameplay when party is killed [22:32] GitHub78 (GitHub78@gateway/service/github.com/x-ujsturtvnnbzgykd) left #scummvm. [22:34] ny00123_ (~ny00123@2a02:ed0:5399:fa00::2) left irc: Quit: Leaving [22:46] GitHub186 (GitHub186@gateway/service/github.com/x-qwodmjvxdqilbdbg) joined #scummvm. [22:46] [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vNg4D [22:46] scummvm/master cec905e Adrian Frühwirth: IMAGE: Fix Indeo3 compiler warnings [22:46] scummvm/master 1bff4cf Paul Gilbert: Merge pull request #1112 from bonki/bonki-indeo3-silence-compiler-warnings... [22:46] GitHub186 (GitHub186@gateway/service/github.com/x-qwodmjvxdqilbdbg) left #scummvm. [22:46] GitHub76 (GitHub76@gateway/service/github.com/x-wyfuuvodgmzoqtbi) joined #scummvm. [22:46] [scummvm] dreammaster closed pull request #1112: IMAGE: Fix Indeo3 compiler warnings (master...bonki-indeo3-silence-compiler-warnings) https://git.io/vNzTG [22:46] GitHub76 (GitHub76@gateway/service/github.com/x-wyfuuvodgmzoqtbi) left #scummvm. [22:47] JustTheDoctor (uid180843@gateway/web/irccloud.com/x-zgjcylljgblxmouk) left irc: Quit: Connection closed for inactivity [23:00] Vel0city (Vel0city@gateway/shell/panicbnc/x-iwxywjhlvledfzdm) left irc: Ping timeout: 246 seconds [23:05] Vel0city (Vel0city@gateway/shell/panicbnc/x-yplymapsjmvnsgpk) joined #scummvm. [23:13] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) joined #scummvm. [23:13] #scummvm: mode change '+o Strangerke' by ChanServ!ChanServ@services. [23:22] aquadran (aquadran@scummvm/undead/aquadran) left irc: Remote host closed the connection [23:24] _sev (~sev@scummvm/undead/sev) left irc: Quit: This computer has gone to sleep [23:25] _sev (~sev@scummvm/undead/sev) joined #scummvm. [23:25] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services. [23:33] GitHub137 (GitHub137@gateway/service/github.com/x-ijemfrjsvacysswu) joined #scummvm. [23:33] [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNg0E [23:33] scummvm/master a837733 Paul Gilbert: XEEN: Add invincible debugger command [23:33] GitHub137 (GitHub137@gateway/service/github.com/x-ijemfrjsvacysswu) left #scummvm. [23:34] Mataniko (uid14218@gateway/web/irccloud.com/x-xujqsesaebqxaobo) joined #scummvm. [23:39] how does one get Wiki access? [23:44] Contact sev about it [23:55] wjp: did you ever finish making any classes for atomic types? ive been talking over figuring out how to avoid deadlocks and race conditions in audio code and doing so reminded me that you had been working on some atomics stuff. [00:00] --- Sun Jan 21 2018