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[01:08] <GitHub112> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/venPR
[01:08] <GitHub112> scummvm/master a44ab1f unknown: MADS: Fix incorrect depth handling after picking up rebreather
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[01:40] <GitHub154> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/venDt
[01:40] <GitHub154> scummvm/master 355fa44 unknown: MADS: Fix throwing burger in the different difficulty modes
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[02:05] <GitHub102> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ven9l
[02:05] <GitHub102> scummvm/master ae61f8b unknown: MADS: Fix wait cursor when leaving crashed ship for the first time
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[02:40] <GitHub32> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/ven5v
[02:40] <GitHub32> scummvm/master d694586 unknown: MADS: Keep Rex's speech on-screen longer when exitting crashed ship
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[02:49] <dreammaster> Could I prevail on someone with admin rights to the Bug Tracker to set up a 'MADS: Rex Nebular' group? Thanks.
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[03:00] <GitHub49> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/vendy
[03:00] <GitHub49> scummvm/master cb91e15 unknown: MADS: Have Rex swim to correct spot when throwing burger or fish
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[03:23] <ScummBot> Port build status changed with 355fa444: Failure: master-iphone
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[06:10] <ScummBot> Port build status changed with ae61f8ba: Success: master-iphone
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[09:56] <WooShell> good meowning =^.^=
[10:05] <eriktorbjorn> Does anyone know of any video of the FM-Towns version of Zak that doesn't use ScummVM? It would be interesting to compare scenes to see if there are bugs or not.
[10:06] <eriktorbjorn> E.g. in the scene with the aliens talking at the beginning of the game, in the DOS version the machine in the background makes a constant sound, and I was wondering if it was supposed to do that in the FM-Towns version as well.
[10:09] <WooShell> eek.. 600$ for a marty console.. -.-
[10:10] <eriktorbjorn> WooShell: So probably still cheaper than a physical copy of the game, then? ;-)
[10:13] <WooShell> i haven't seen one listed for quite some time..
[10:14] <WooShell> there's a indy3 listed for 1,5k$.. i wonder what the chances are of that one selling..
[10:18] <eriktorbjorn> I'm still surprised I managed to buy a used copy of FM-Towns Loom for a reasonable sum (I forget exactly how much). Though I'm guessing it's mainly because it didn't include the box. That probably kept the most insane collectors away.
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[10:25] <WooShell> i've got loom and zak, but i grabbed them more than ten years ago already.. both around 50eur each..
[10:26] <eriktorbjorn> Loom is one of those curious games where it seems you can take just about any version of it and still say "yeah, but this version is missing <feature> that this other version has".
[10:27] <WooShell> i wonder why.. wasn't the Towns more or less a pc-clone with a proprietary OS embedded?
[10:29] <WooShell> so it would have made sense for the towns version to be just a minimally adapted copy of the pc version..
[10:29] <eriktorbjorn> WooShell: One thing Brian Moriarty mentions in his Loom retrospective (that I hadn't noticed) is that the FM-Towns version removes some blood from a scene. (While still keeping other, much bloodier things intact.) Another thing I did notice is that in the scene where the dragon finds Rusty, in the DOS version you see a shadow. You don't in the FM-Towns version. +
[10:30] <eriktorbjorn> WooShell: That second thing is probably a bug in the conversion. From what I could see, the script does manipulate the palette, probably to get the shadow effect, but the effect was still lost when the image was redrawn in 256 colours.
[10:34] <WooShell> yeah, but isn't e.g. Zak on towns a completely different game (256 color graphics)? i wonder why they went through that effort..
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[10:35] <eriktorbjorn> I still haven't played Zak McKracken. I thought the FM-Towns version was the same as the DOS version, other than the graphics and music.
[10:35] <WooShell> yep. 256col vs. 16col in the pc version..
[10:37] <eriktorbjorn> Speaking of different music, I wonder what is needed to support the music in the CD version of Future Wars. It doesn't seem to be scripted.
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[10:40] <eriktorbjorn> Yet from what little I've tried it in DOSBox, it adds music to scenes where the original version was silent.
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[11:44] <L0ngcat> wan't clone looking into that?
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[11:50] <GitHub137> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/veCTu
[11:50] <GitHub137> scummvm/master b0c76b3 unknown: TONY: Fix disabled ui after capturing guard on Ferris Wheel
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[12:03] <wjp> dreammaster: why do you have your author and committer name set to 'unknown'?
[12:03] <dreammaster> Do I? Darn. I thought I'd properly set that up. :P. New laptop.
[12:03] <dreammaster> Thanks for letting me know
[12:06] <dreammaster> Remind me, is there anything else other than the global user.name and user.email that should be set for git?
[12:07] <wjp> for this, no
[12:07] <dreammaster> Good
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[13:07] <LordHoto> WooShell: FM-TOWNS graphics and sound hardware is also a bit different
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[13:57] <blabla123> hi
[13:59] <blabla123> got a problem with scummvm for android! a few days ago the 5.0.1 lollipop update for samsung s4 rolled out in germany! since the update scumm wont work anymore! i also reinstalled scumm etc. but nothing wont work :(
[14:02] <blabla123> if i click on scummcm i can see the loding screen for a few secounds and then the app crashes
[14:02] <blabla123> *loading
[14:04] <DrMcCoy> blabla123: While I'm not the resident Android person (fuzzie: *highlight* :P), is there any error message somewhere? Or do you have any way to debug this?
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[14:06] <DrMcCoy> ...
[14:06] <DrMcCoy> I guess that means "no" :P
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[14:10] <fuzzie> hmph
[14:10] <fuzzie> I actually have the Google Play developer console open
[14:10] <fuzzie> with the big 'activate new APK for Production' button
[14:11] <fuzzie> but I have no way to test the build, so it is blocked on someone doing that first :-p
[14:12] <DrMcCoy> Well, I for one have no Android device (or any other mobile device, for that matter) at all, so I'm afraid I can't help you there :P
[14:12] <fuzzie> but it'll be fixed in a few hours I guess :)
[14:14] <DrMcCoy> Cue lots of people complaining about nothing working in the meantime
[14:15] <fuzzie> yes
[14:15] <droid2727> DrMcCoy: That's not new :P
[14:15] <fuzzie> apparently it's been broken for months and I am super not really paying attention
[14:15] <fuzzie> clone fixed it on the branch
[14:15] <fuzzie> and I'm all "oh, I'm meant to do a new build? well, o .. ooh, shiny!"
[14:16] <DrMcCoy> :D
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[14:43] <Raziel^> no wait, that was Dominius...
[14:43] <Dominus> muhaha
[14:43] <Raziel^> crap
[14:43] <Raziel^> :-D

[14:45] <Raziel^> yeah, they probably didn't want to pay him anyway :-D
[14:46] <Raziel^> dreammaster: no way!!!
[14:46] <Raziel^> you fixed Tony???
[14:46] <Raziel^> \o/
[14:47] <dreammaster> Yep :)
[14:47] Action: Raziel^ off to test
[14:48] <Raziel^> fuzzie: you are off the hook :-D
[14:48] <Raziel^> gotta find new bugs for you...
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[15:45] <Lightkey> wait, what? where?
[15:46] Action: dreammaster summons Raziel..
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[18:21] <WindlePoons> hi, when game with "no scaling" the resolution is 1024x768, is this correct scaling option for screenshots?
[18:22] <WindlePoons> the game is 1 1/2 Ritter
[18:35] <Lightkey> had to re-read your question a few times, you mean for the website, I guess? then the answer is yes, I changed the wiki page accordingly
[18:35] <Raziel^> WindlePoons: does it run in accepotable speed for you?
[18:36] <Raziel^> in==at
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[18:37] <WindlePoons> Raziel^, the speed are excellent but save and load is very slow
[18:39] <Raziel^> hmm, did something change in the wme code lately?
[18:39] <clone2727> Raziel^: ScummVM is pretty fast when you're using a machine from this century
[18:39] <clone2727> *rimshot*
[18:39] <clone2727> :P
[18:40] <WindlePoons> but i have not testing under window i use Linux
[18:40] <DrMcCoy> clone2727: Say the person running Mac OS 10.6
[18:40] <DrMcCoy> clone2727: *rimshot*
[18:40] <clone2727> DrMcCoy: 2009? Yeah, clearly the last century
[18:41] <clone2727> DrMcCoy: And I must just pull all the OPL stuff running on Linux out of thing air
[18:41] <clone2727> -g
[18:41] <DrMcCoy> Obviously
[18:42] <eriktorbjorn> Bah. I give up on bug #6770 because I just can't figure it out.
[18:42] <Lightkey> Raziel^: don't you have an X1000?
[18:43] <Raziel^> Lightkey: yep
[18:44] <Lightkey> so.. clone2727's OS is three years older
[18:46] <Raziel^> WindlePoons: what about the scrolling?
[18:46] <WindlePoons> very good
[18:46] <Raziel^> do you hvae the fps counter up?
[18:46] <Raziel^> hmm
[18:46] <Raziel^> scrolling goes down to 6 fps
[18:46] <Raziel^> but the rest of the game feels snappier than before
[18:47] <Raziel^> so if nothing has been added, it seems the new gfx driver pays off
[18:48] <Raziel^> just a question...is it possible in sdl to let the graphics hardware doe some of the rendering stuff like scrolling?
[18:48] <Raziel^> right now it seems to clock up the cpu instead
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[18:55] <Strangerke> hi guys
[18:57] <dreammaster> Dude! Wazzzup!
[18:59] <Strangerke> :)
[19:01] <clone2727> too much chocolate
[19:01] <DrMcCoy> clone2727: No such thing
[19:02] <Raziel^> Strangerke: hi mate
[19:02] <Raziel^> dreammaster: Tony bug is fixed, thank you :-)
[19:04] <dreammaster> Good to have it verified.
[19:07] <Strangerke> hi Raziel^ :)
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[19:28] <GitHub115> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/veWjA
[19:28] <GitHub115> scummvm/master d9168c8 Paul Gilbert: MADS: Fix placement of blowgun in easy mode
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[19:34] <criezy> Can somebody with some knowledge of our audio code check that this change is correct?
[19:35] <criezy> https://github.com/scummvm/scummvm/commit/d1c924da1bebab817e5131d3b4b21f95ca15761e
[19:35] <criezy> This is an attempt to fix bug #6834
[19:41] <clone2727> I'd rather just skip until we find the MPEG sync bytes
[19:43] <clone2727> but looks fine at a glance
[19:45] <dreammaster> Anyone around who can set up a MADS: Rex Nebular group on the bug tracker?
[19:45] <Strangerke> yep
[19:46] <clone2727> dreammaster: Be optimistic and just assume there won't be bugs ;)
[19:46] <dreammaster> Well, there's already been a bunch added, most of which I've already fixed, but I'd like them classified in the correct group for posterity
[19:51] <Strangerke> Done.
[19:52] <dreammaster> Thanks :)
[19:53] <Strangerke> yw
[19:57] <dreammaster> And done. All nicely categorised
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[20:39] <GitHub162> [scummvm] criezy pushed 1 new commit to master: http://git.io/vellp
[20:39] <GitHub162> scummvm/master 5c7cc82 Thierry Crozat: AUDIO: Skip ID3 tag at start of mp3 files...
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[20:44] <Raziel^> Strangerke: could you close a bug item for me?
[20:45] <Raziel^> or anyone else?
[20:45] <Raziel^> would be bug #6391
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[20:59] <dreammaster> ok
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[00:00] --- Mon Apr 6 2015