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[01:04] <GitHub139> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxcLc
[01:04] <GitHub139> scummvm/master 078ea72 Paul Gilbert: XEEN: Fix transferring items between characters in items dialog
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[02:07] <GitHub182> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vxcqj
[02:07] <GitHub182> scummvm/master 0a5dcfb Paul Gilbert: XEEN: Fix GMM savegame loads were waiting until a turn had passed
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[02:30] <Lightkey> https://www.gog.com/news/coming_soon_simon_the_sorcerer_25th_anniversary_edition original versions will be included and not available separately anymore in two weeks, will cost $3 more
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[05:27] <eriktorbjorn> Lightkey: Windows-only, by the looks of it. Ah well, I'm not yet convinced that it's that much of an upgrade.
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[05:59] <eriktorbjorn> Hmm... Explicitly setting everything in all the v1 and v4 codebooks in the Cinepak frame to 0 before decoding it fixes the "uninitized value" Valgrind warnings in Starship Titanic... and causes graphical glitches that weren't visible before. So that's clearly not the right thing to do. Maybe it should inherit the previous frame's codebooks if it doesn't have any of its own? I have no idea...
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[07:12] <Joefish> morning
[07:12] <Joefish> Strangerke, already busy as I can see :)
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[08:34] <Strangerke|work> Joefish: yeah, sorry, I was in IDA and Lilliput I didn't notice your message
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[13:15] <bonki> Lightkey: thanks for the heads up, this is sad news
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[13:20] <Strangerke|work> I'd say it's a shame, considering that Pratchett said he wanted those games to be freed
[13:21] <bonki> don't you mean Discworld?
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[13:55] <Strangerke|work> oups, right, sorry
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[14:27] <GitHub90> [scummvm] criezy pushed 1 new commit to master: https://git.io/vxCJJ
[14:27] <GitHub90> scummvm/master 8ba85bc Walter Agazzi: I18N: Update translation (Italian)...
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[15:49] <GitHub113> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxCZv

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[15:51] <GitHub24> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxCZC

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[15:54] <madmoose> Hello all.
[15:54] <bonki> hi madmoose
[15:54] <whiterandrek> hi
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[17:01] <rsn8887> How does ScummVM translation work? Gettext? Why does it compile on Vita even though I don't have the gettext tools?
[17:01] <rsn8887> Or on PSP
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[17:10] <rsn8887> I seem to see it is a custom solution using a translation.dat generated from .po that is why it works. I am trying to understand gettext, but I hate it. It relies on a workflow involving 4 tools and three intermediate files. No thanks.
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[18:48] <GitHub98> [scummvm] nukeykt opened pull request #1143: AUDIO: Add Nuked OPL3 core (master...nukedopl3) https://git.io/vxC6M
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[21:01] <GitHub31> [scummvm] bonki pushed 1 new commit to master: https://git.io/vxCNK

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[21:20] <Nomi> FAQ!
[21:21] <Strangerke> Nomi: Need help for something?
[21:23] <Nomi> hi ...kinda :)
[21:23] <Nomi> just getting used to mirc again, didn't use it for a while
[21:23] <Strangerke> :)
[21:24] <Nomi> wanted to check out the discussions about the gsoc ...but it seems quiet here :D
[21:24] <Strangerke> we received some proposals and we are commenting it on the site
[21:24] <Joefish> everyone's hard at work :)
[21:25] <Strangerke> and yes, I must admit that I'm in parallel disassembling something, so I'm not really talkative
[21:25] <Strangerke> Were you interested in something specifically?
[21:27] <Nomi> thought about taking part at it :D
[21:27] <Nomi> but I'm also half afk atm
[21:28] <Nomi> you are a part of the main scumm crew? :)
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[21:32] <Strangerke> Nomi: I'm one of the org admins for the GSoC, and a potential mentor
[21:32] <Strangerke> Did you have a look at the idea page?
[21:36] <Nomi> Yeah I took a look, but I it would be my first Gsoc so I'm not sure yet how much knowledge is needed :)
[21:37] <Strangerke> the project is written in C++, so some C++ knowledge is seriously helpful
[21:37] <Strangerke> after that, it depends what you plan to do of course
[21:39] <Strangerke> For a task with ResidualVM, I'm pretty sure that some 3D Maths would be helpful too
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[21:44] <Nomi> Well, I'm a GameEngineer by my Bachelor... so I had 3d math and such in my studies...but I lean myself a bit more to the creative side, maybe more a gamedesigner/developer then a real programmer. So basically more into c# then c++, used to unity and such. But I guess I could still manage to do the most tasks with enough time tho ^^
[21:45] <Strangerke> C# is not so distant of C++...
[21:45] <Nomi> True, thats why it should work out most times. After some time to get into it...
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[21:46] <Nomi> sry, dc :)
[21:46] <Strangerke> maybe you could have a look at the codebase to see if it makes some sense :)
[21:47] <Nomi> I guess you are right...will I find it on your page?
[21:48] <Strangerke> https://github.com/scummvm/scummvm
[21:48] <Strangerke> the engines are in the engines folder
[21:49] <Nomi> I'm here because I used scumm to play one of my old favorites "Simon the Sorcerer" :D
[21:49] Action: Strangerke puts on his Captain Obvious cape
[21:50] <Strangerke> nice :)
[21:50] <Nomi> I liked the idea of recreating such a old game with scumm... but maybe I'm just to nostalgic there ^^
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[21:55] <Nomi> Well, a bit overwhelming at first ofc...but that has to be expected
[21:55] <Strangerke> yes
[21:55] <Strangerke> the idea was more to have a look at the syntax, I don't expect you to understand an engine in a matter of minutes ;)
[21:56] <Nomi> Sure thing :D
[21:56] <Nomi> Well, I can read it *hurray*
[21:57] <Nomi> You guys designed quite a lot of engines tho
[21:58] <Strangerke> The project started a while ago :)
[21:59] <madmoose> We didn't design any engines - we took the originals apart and recreated them as best we could :)
[21:59] <Nomi> I knew someone would correct my choice of words :D
[22:01] <Nomi> I have been reading the DevBlog for monkey island ...the one you linked at your gsoc page! The work sounded interessting, but I guess the most games are allready recreated by now? :o
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[22:05] <Strangerke> Nomi: Most of the big titles are already supported indeed
[22:06] <Strangerke> but there are always some not supported yet. For example, Blade Runner is under active development right now
[22:09] <Nomi> I should take a look into it...don't know it yet :)
[22:19] <Nomi> Ahh, its based on the movie...funny thing...the plot is quite important to my master studies, so it fits perfect :D
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[22:39] <Nomi> Who would I need to contact to look into that project?
[22:47] <Strangerke> Hum, I'm afraid it's not a task for GSoC, but you can talk to madmoose, peterkohaut and _sev about it (but not in the scope of GSoC)
[22:50] <_sev> no, way too difficult for GSoC
[22:51] <_sev> and almost finished anyway
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[23:03] <Nomi> Okay, worth the try ...do you already have someone for the text to speech in mortville manor? maybe that is a better first gsoc then :)
[23:07] <criezy> Nomi: somebody expressed interest for it more than a month ago, but I have not heard from him since.
[23:13] <Nomi> Good to know, thanks ... maybe he applied allready? Or would you know that by now?
[23:15] <criezy> No application has been submitted for this task yet.
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[23:24] <loveistrash> hi, i looked into the supernova1 and 2 source code, as well as supernova engine in the master branch. I have a question, will the supernova2 engine be separate from supernova1's engine or it will just be a sub-project to the supernova engine?
[23:25] <peterkohaut> _sev: i wish :) still long debuging road in front of us...
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[23:26] <_sev> right, but debugging is definitely not for the GSoC
[23:26] <Strangerke> loveistrash: We'd prefer that Supernova2 is implemented on top of the existing engine, with some refactoring to separate properly the hardcoded logic from both games
[23:28] <Strangerke> criezy: right?
[23:28] <criezy> loveistrash: that being said, you can have your own opinion and suggest otherwise in your application if you have a good reason and argumentation for it.
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[23:30] <GitHub68> [scummvm] Drenn1 opened pull request #1144: DS: Fix compilation and touch input (master...ds) https://git.io/vxWYt
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[23:39] <loveistrash> by looking at the source, both games(msn1 and msn2) share the same code base, so I don't think making a separate project would be a nice idea :)
[23:39] <loveistrash> I am gonna stick with Strangerke's idea
[23:41] <criezy> I think it is a sound approach.
[23:41] <criezy> And that means you need to plan some time for refactoring of the existing engine in your schedule, and think about how you would refactor it.
[23:43] <Nomi> @criezy: Thanks! So I might apply for that, seems like a fine task for a beginning. At least I think I got some ideas how to manage it :D
[23:44] <Nomi> Who would I talk to for that task? :)
[23:44] <criezy> Nomi: myself and Strangerke are the primary contacts
[23:49] <Deledrius> wow, Cyan just posted this in response to a comment on Facebook:
[23:49] <Deledrius> Cyan Inc.: We don't support or condone the use of tools like ScummVM. More details about the product will be available in the next few weeks.
[23:49] <Deledrius> >_<
[23:49] <Deledrius> What a disappointing attitude
[23:49] <criezy> loveistrash, Nomi: I would suggest you don't wait until the last moment to upload a draft for your applications so that we can take a look and make suggestions and comments to help you improve them before the application deadline.
[23:50] <Strangerke> Deledrius: wow :(
[23:50] <Deledrius> Yeah
[23:50] <Strangerke> Those guys are definitively weird
[23:51] <Deledrius> I guess that means they won't be using it for the 25th anniversary release then, idiot.s
[23:51] <Deledrius> *idiots.
[23:51] <Deledrius> Yeah, they are.
[23:51] Action: Deledrius is baffled by the wording of the response. Makes me wonder if the person manning the account right now even knows what the project is.
[23:53] <Deledrius> Ugh, so frustrating.
[23:54] <Deledrius> Sure, you just laid off most of your employees, but by all means, reimplement your engine from scratch for an anniversary release. >_>
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[00:00] --- Thu Mar 22 2018