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[01:20] <clone2727> dreammaster: wtf? https://github.com/scummvm/scummvm/blob/master/engines/mads/sound.cpp#L42
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[01:21] <clone2727> Scared him off :P
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[01:23] <dreammaster> Sorry clone2727, just breaking in a new laptop, and getting everything set up properly. Re sound.cpp.. is that incorrect?
[01:23] <clone2727> Why would you set 11025? O_o
[01:23] <clone2727> It's going to sound awful
[01:23] <clone2727> Hell, even elsewhere in the engine you use the Mixer's output rate
[01:23] <dreammaster> Ah. Good question.. it's properly just code I copied from elsewhere without thinking about it
[01:24] <clone2727> ie. https://github.com/scummvm/scummvm/blob/master/engines/mads/nebular/sound_nebular.cpp#L213
[01:24] <clone2727> I don't see anything else using 11025, though
[01:24] <dreammaster> Hmm.. so it's actually doing a double-initialization. I could probably get rid of the 11025 line, then
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[01:25] <dreammaster> I'll experiment with it once I've I got MSVC and Scummvm set up again. :)
[01:26] <clone2727> dreammaster: Don't worry, I'm rewriting all of the OPL stuff atm
[01:27] <clone2727> dreammaster: I just wanted to know if you did 11025 on purpose
[01:27] <dreammaster> Many thanks then. When it comes to sound code, very little of what I do is really "on purpose" ;)
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[06:12] <Mattnpat> Will ScummVM ever support Normality?
[06:13] <Mattnpat> Does that game really fit in with ScummVM's target games?
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[06:20] <Mattnpat> Doop.
[06:27] <Harekiet> Everyone is waiting for Mattnpat to make it :(
[06:27] <uruk-hai> hi Mattnpat! i personally don't know this game, but looking at it's wikipedia page it says it's a 3D adventure game. so scummvm won't support it, but residualvm may
[06:28] <Mattnpat> It wasn't real 3D.
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[06:28] <Mattnpat> It was the type of 3D that Doom used.
[06:28] <Mattnpat> Sprite based.
[06:29] <eriktorbjorn> Here's what it looks like: https://www.youtube.com/watch?v=k6UHdzmUn2U
[06:30] <uruk-hai> eriktorbjorn: that's out of our scope, isn't it?
[06:30] <Mattnpat> That's what I was asking.
[06:31] <Mattnpat> I liked it, though.
[06:31] <Mattnpat> And I hate fiddling with Dosbox, especially on linux.
[06:31] <eriktorbjorn> uruk-hai: I would guess so.
[06:32] <Mattnpat> Meh, I'm not a programmer, excuse my stupid questions.
[06:32] <uruk-hai> then i am sorry Mattnpat :\ ResidualmVM guys are for you then
[06:32] <uruk-hai> no prob :)
[06:32] <uruk-hai> but the gog.com version seems to support linux http://www.gog.com/game/normality
[06:33] <Mattnpat> Kay.
[06:33] <eriktorbjorn> Of course, some day someone might implement the 3D part of "Hopkins FBI" just to make things more confusing. :-)
[06:33] <Mattnpat> I'm a bit short on money, but I can wait.
[06:35] <uruk-hai> eriktorbjorn: :D
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[06:37] <Mattnpat> Maybe we could get the ResidualVM guys on it?
[06:38] <Mattnpat> But they're occupied with Monkey Island 3 and Myst, right?
[06:38] <Mattnpat> Ooh, does ScummVM support Myst?
[06:40] <Mattnpat> Hmm.
[06:40] <Mattnpat> How do I install WIP engines?
[06:41] <Mattnpat> I can compile it on my own, but how do I install them?
[06:42] <eriktorbjorn> I usually use the --enable-all-engines parameter when running the "configure" script.
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[06:43] <waltervn> morning
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[07:10] <Mattnpat> Even though the game might have failed at being edgy, I still somehow found Normality to be somewhat charming.
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[07:19] <Mattnpat> I'm playing Police Quest, it oozes 80s cop show.
[07:19] <Mattnpat> Or was it 90s?
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[08:14] <Deledrius> Mattnpat, if you want to try the engines that aren't enabled for release but are in the main branch, you can run the nightly build without needing to build your own.
[08:15] <Deledrius> At least, that works for playing Myst and Riven ;)
[08:16] <Mattnpat> Thanks.
[08:16] <Mattnpat> On Linux?
[08:17] <Mattnpat> And to be honest, I only use Linux because some nerd dared me to 3 years ago.
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[09:43] <WooShell> good meowning =^.^=
[09:44] <uruk-hai> i think it's pretty brilliant http://kingpenguin.itch.io/pacapong
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[11:20] <Deledrius> Mattnpat: oh, on Linux it's simple enough to just build your own, but the buildbot does have those too.
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[11:28] <Mattnpat> Thanks you.
[11:28] <Mattnpat> *Thank
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[15:23] <dos1> (WARNING: shameless advertisement) I've submitted my free/open source point-and-click adventure into Steam Greenlight. wanna check it out? https://steamcommunity.com/sharedfiles/filedetails/?id=405960089
[15:23] Action: dos1 wears his "Ask me about Tremendous Corp." badge
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[16:19] <DrMcCoy> dos1: Where's the source and what's the license on the source?
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[16:22] <dos1> DrMcCoy: it's unreleased yet, but if you really want you can already find sources on GitHub with small investigation ;) code will be GPL (exact version and flavour not decided yet), while all assets are on CC-BY-SA (or compatible, in case of 3rd party ones)
[16:23] <dos1> probably GPLv3
[16:24] <DrMcCoy> Neat :)
[16:24] <uruk-hai> wow, nice
[16:25] <dos1> it's based on SLUDGE engine and was initially made during last Global Game Jam (that's also a hint for finding source repo, btw ;D)
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[16:26] <Raziel^> Could SLUDGE be supported in ScummVM?
[16:26] <Raziel^> or this game especially
[16:27] <clone2727> dos1: You said exactly the right things to make DrMcCoy happy
[16:27] <dos1> Raziel^: I guess it could, but SLUDGE is free software, so I think there's little point in it
[16:28] <dos1> (but on the other hand, it should be pretty easy thanks to that)
[16:30] <dos1> clone2727: life is too short to write closed code :)
[16:32] <DrMcCoy> :)
[16:34] Action: Raziel^ hugs dos1 (for the last comment)
[16:35] <dos1> ^_^
[16:35] <uruk-hai> dos1, you've got a big fat upvote from me on steam greenlight, keep up the good work! :)
[16:36] <Raziel^> ah...GTK...too bad
[16:36] <dos1> Raziel^: SLUDGE is SDL based, only devtools are GTK+
[16:37] <Raziel^> SDL2+?
[16:37] <dos1> unfortunately no
[16:38] <Raziel^> well, thats a plus then as my platform doesn't have SDL2+ :-D
[16:39] <dos1> for me it's "unfortunately", cause I couldn't get it to properly understand my two monitor setup in fullscreen mode :P
[16:39] <Raziel^> still 5 dependencies i haven't got
[16:40] <dos1> uruk-hai: thanks! and it just passed 500 "yes" votes, so there's a special announcement! https://steamcommunity.com/sharedfiles/filedetails/updates/405960089/1428078689 :D
[16:40] <dos1> Raziel^: which ones?
[16:41] <Raziel^> glee, libalure, libdumb1, libvpx, xdg.utils
[16:43] <clone2727> Raziel^: Port 'em
[16:44] <dos1> and what platform is that?
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[16:45] <clone2727> dos1: Something almost as old as your handle
[16:46] <DrMcCoy> Raziel^: Which of those are you missing? https://github.com/xoreos/xoreos/blob/master/BUILDDEP :P
[16:47] <Raziel^> clone2727: sure...i can't even fix the 3D problem i'm having in residualvm, let alone port anything more compliacated than "Hello World"
[16:47] Action: Raziel^ kicks clone2727
[16:47] <Raziel^> dos1: AmigaOS4
[16:47] <dos1> aah :)
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[16:48] <clone2727> Raziel^: :D
[16:48] <Raziel^> DrMcCoy: libfaad, liblzma and the Boost libs :-P
[16:48] <DrMcCoy> Well, liblzma should be easy to port
[16:49] <clone2727> and libfaad shouldn't have anything platform-specific
[16:49] <DrMcCoy> Boost, however....
[16:49] <DrMcCoy> I'm not touching that :P
[16:49] <dos1> xdg-utils should be trivial to replace, libvpx shouldn't be hard to port (I'd even guess that such port already exists)
[16:49] <clone2727> Boost has Amiga support
[16:50] <Raziel^> Boost is part of the SDK, just outdated
[16:50] <clone2727> Raziel^: Wait, have you been compiling Amiga builds *without* libfaad2?
[16:50] <Raziel^> mmh...
[16:50] Action: Raziel^ goes looking
[16:51] <Raziel^> i have libfaad, but no libfaad2
[16:52] <clone2727> it's the same thing
[16:52] <Raziel^> k, then, faad available :-)
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[16:52] <dos1> and libdumb1 is not used by my game, so IFDEF it out! ;D glee and libalure may be problematic though.
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[00:00] --- Sat Apr 4 2015