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[00:01] <syke> Strangerke: we should meet up sometime, I live in SF but work in the south bay
[00:02] <Strangerke> I'd love to be more often in bay area... but it's a bit far away from my place and my wife is reluctant to move
[00:17] <yaz0r> Ah!
[00:18] <yaz0r> a techie!
[00:18] <yaz0r> stealing our SF homes
[00:18] <yaz0r> :P
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[00:23] <Strangerke> hey yaz0r :)
[00:25] <Strangerke> Hum... Gotta go to sleep. Good night guys!
[00:26] <syke> yaz0r: I moved here in 1997, been through multiple boom/bust cycles at this point :)
[00:26] <yaz0r> Just kidding :-)
[00:27] <yaz0r> I like the bay area
[00:27] <Strangerke> who doesn't :'(
[00:27] <Strangerke> (apart clone)
[00:27] <syke> we bought our hosue in Mountain View in 2002
[00:28] <syke> should've bought sooner in SF, but oh well
[00:28] <yaz0r> Yeah, SF is crazy right now
[00:28] <yaz0r> Where in SF do you live?
[00:30] <droid2727> east coast is where it's at
[00:31] <Strangerke> pft
[00:31] <_sev|work> yaz0r, syke!
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[00:32] <yaz0r> !
[00:32] <Jogait> hi, i have a problem with the game Bargon Attack
[00:32] <yaz0r> _sev|work!
[00:32] <Strangerke> Jogait: What's the problem
[00:32] <Strangerke> ?
[00:32] <Strangerke> and which version of the game?
[00:32] <Jogait> so it is the same reported in bug #4658 BARGON: Crash in Intro
[00:33] <Jogait> yup...
[00:33] <Strangerke> Ho, I wonder who fixed it last time... *cough*
[00:33] <_sev|work> yaz0r: how is it going?
[00:34] <Jogait> lol
[00:34] <yaz0r> Pretty good :-)
[00:34] <Strangerke> Jogait: I said 3 hours ago I had to go to sleep... I guess I'll have to refuse to look at that right now. But are you able to skip the intro?
[00:34] <Strangerke> (as a workaround)
[00:34] <Jogait> no
[00:35] <Strangerke> Damn.
[00:35] <Jogait> it always crashes
[00:35] <Strangerke> and it's the exact same error message?
[00:35] <Strangerke> I still need to know which variant of the game you're using
[00:36] <Strangerke> That will help me to reproduce the issue. The version of ScummVM you're using and your OS are useful too
[00:37] <Jogait> so it simply crashes without any specific error, latest ScummVm version, windows 7
[00:37] <Strangerke> Is it an Atari ST, Amiga or DOS version?
[00:37] <Jogait> DOS variant
[00:37] <Strangerke> And, just in case... Could you try to copy your game data again?
[00:38] <Strangerke> we sometimes have funky behavior caused by corrupted data
[00:38] <Jogait> ok
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[00:39] <Jogait> also i would like to translate ScummVM to PT-pt are you interested?
[00:42] <Jogait> ..
[00:42] <Jogait> so in ScummVM it crashes, in dosbox it runs
[00:42] <Jogait> do you need something else?
[00:43] <Strangerke> Does it crash before or after the protection screen?
[00:43] <Strangerke> Because on my DOS version, there's no crash before the protection screen
[00:44] <Jogait> what do you mean?
[00:45] <Lightkey> http://wiki.scummvm.org/index.php/HOWTO-Translate_ScummVM_GUI you are already listed here oO
[00:46] <Strangerke> I mean the intro plays properly until the protection screen
[00:46] <Strangerke> Hum. I thought I had a multilingual Bargon version but it looks FR only
[00:46] <Strangerke> Which language is yours?
[00:46] <DrMcCoy> Jogait: Just to be sure: your ScummVM version is up-to-date, right?
[00:46] <Strangerke> DrMcCoy: he said latest version :/
[00:47] <Jogait> english, yes, during/after protection screen
[00:47] <Strangerke> ha, during protection screen... Are you sure you enter the right code? :)
[00:48] <Jogait> sorry so it is during the loading before the protection screen
[00:48] <DrMcCoy> How exactly does it crash?
[00:48] <Jogait> i do not remember when it crashes if i let the intro go
[00:49] <Jogait> so i skip the intro it starts loading (floppy) and it crashes
[00:49] <Jogait> something like that
[00:49] <Strangerke> it works fine here. intro, protection screen, and the first screen
[00:50] <Jogait> i do not see anithing of the protection screen
[00:50] <Strangerke> ...
[00:50] <DrMcCoy> How does it crash? Does the program abort? Deadlock? Is a operating system message box coming up?
[00:50] <Jogait> but in dosbox it works normaly, so game data it isn't
[00:50] <Strangerke> I'm very sorry to ask, but is it something you copied from shiny original floppies, or did you download some badly cracked warez version?
[00:51] <Strangerke> DrMcCoy: [01:36] <Jogait> so it simply crashes without any specific error, latest ScummVm version, windows 7
[00:51] <Jogait> i think it is from a old floppy, i had the files along time in my computer
[00:51] <Jogait> i'm not sure
[00:51] <DrMcCoy> Why did Jogait link the bug #4658 then? This is something completely different
[00:52] <DrMcCoy> That bug is clearly for the IMD videos
[00:52] <Jogait> sorry, my bad.
[00:52] <Strangerke> yes, clearly not the same issue.
[00:52] <Jogait> because nothing apends after the intro and i'm not sure it was intro or not
[00:53] <Strangerke> You really have to find your floppies and copy the game data again, because youre issue isn't reproducible I'm afraid
[00:53] <DrMcCoy> Jogait: A question: when you run it in DOSBox, do you see the copy protection?
[00:54] <Jogait> yes
[00:54] <Jogait> it asked to put some numbers
[00:54] <DrMcCoy> What happens when you enter an invalid bad code in the copy protection?
[00:54] <Strangerke> it should say "bargon error", I think
[00:57] <Jogait> let me see
[00:58] <Strangerke> you should really have something displayed in the console anyway
[00:59] <Strangerke> are you running the game from the command prompt in order to see the last message displayed? that would help
[00:59] <Jogait> nothing hapends
[00:59] <Jogait> it starts normaly
[01:00] <Strangerke> Hum.
[01:00] <Strangerke> that looks like a cracked version dude.
[01:01] <Jogait> ok
[01:01] <Jogait> so thats the problem?
[01:01] <DrMcCoy> There's several cracked versions of gob games out there that modify the EXE to skip the copy protection
[01:01] <Jogait> ok
[01:01] <Strangerke> The problem is that we only support legitimate original versions
[01:01] <DrMcCoy> As ScummVM essentially replaces the EXE, that doesn't work with ScummVM. So ScummVM shows the copy protection there like normal
[01:02] <DrMcCoy> It's very possible that they also messed with the file resources and stripped something essential out
[01:02] <Strangerke> So, well. I'm going to sleep.
[01:02] <Jogait> ok, a game to delete then.
[01:02] <Strangerke> Good night guys.
[01:02] <Jogait> thanks for the help
[01:03] <Strangerke> yw
[01:03] <DrMcCoy> Or maybe even changed the game scripts in a way that works with the original interpreter by chance
[01:03] <DrMcCoy> Basically, we can't be sure
[01:03] <DrMcCoy> And we don't want to support pirated games anyway
[01:03] <Lightkey> Jogait: do you have any Portuguese LucasArts adventure games btw?
[01:03] <Lightkey> :->
[01:04] <Jogait> portuguese i don't think so
[01:04] <DrMcCoy> So we're not going to chase after a mysterious bug that apparently only happens in a cracked bersion :)
[01:04] <Strangerke> Lightkey: or croustibat? ;)
[01:04] <DrMcCoy> Croustibat is still one of the more weird Coktel Vision games I've seen...
[01:05] <Jogait> there aren't many portuguese games from that age

[01:05] <DrMcCoy> :P
[01:06] <Jogait> ok, once again thanks for the help and sorry to bother you with this stupid thing
[01:06] <Jogait> bye
[01:06] <Strangerke> no problem :) bye!
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[01:18] <MestreLion> Lightkey: I have The Dig
[01:27] <MestreLion> By the way... is it possible to change the language of a Scumm game? Is the transation file something added, or does it replace the English strings?
[01:28] <MestreLion> I have an original pt_BR version of The Dig, but translation is not perfect (several silly mistakes), and besides it's hard to google things when all names and items and scenes are translated
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[01:37] <Lightkey> MestreLion: what is it detected as?
[01:37] <MestreLion> Portuguese
[01:40] <MestreLion> Lightkey: ~/.scummvmrc entry is listed as [dig-br], description=The Dig (Portuguese), language=br, guioptions=sndNoMIDI lang_Portuguese
[01:41] <droid2727> The Dig and CMI have external translation files
[01:41] <Lightkey> okay, I meant Portuguese editions, as in the Portugal the country
[01:41] <droid2727> just set the language to English in the launcher
[01:43] <MestreLion> droid2727: Lnaguage option is grayed out
[01:46] <MestreLion> droid2727: do I have to manually edit the .cummvmrc for that? If so, which options? there is the game id in [dig-br], language, and also guioptions
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[02:06] <MestreLion> where is ~/.scummvmrc located in Windows?
[02:08] <dreammaster> The INI file is located by default at C:\Users\..username..\AppData\Roaming\ScummVM
[02:08] <droid2727> Might not be able to set the language then. removing the translation file might work
[02:10] <droid2727> dreammaster: Strange. it's at "c:\documents and settings\username\application data\scummvm" for me
[02:11] <dreammaster> Really? What Windows version are you using?
[02:11] <dreammaster> Windows 7 for me
[02:12] <droid2727> I was being sarcastic. You just assumed his/her version of Windows :P
[02:12] <dreammaster> Ah, yes. My bad. :)
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[03:19] <MestreLion> dreammaster: I experimented a bit editing the scummvmrc, it seems that if I just add lang_English to guioptions, ScummVM lets me change the language in GUI
[03:19] <MestreLion> But I wonder if there are consequences...
[03:19] <MestreLion> If I change language mid-game, will saved games work fine?
[03:21] <dreammaster> Good question. It probably depends on the game. Some games may allow for it, some not.
[03:22] <MestreLion> is that known for Lucas Arts Scumm games?
[03:23] <MestreLion> in The Dig, it *seems* to work fine (I just loaded some of save games), but I'm afraid it might corrupt something later in the game
[03:23] <dreammaster> I'm afraid I can't comment on the Lucasarts games, sorry.
[03:25] <MestreLion> np, thank you for the help
[03:26] <MestreLion> wonder why ScummVM add games with language locked
[03:26] <MestreLion> I*
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[04:16] <Lightkey> https://groupees.com/remute4 several adventure games innit for one dollah, including Inherit the Earth: Quest for the Orb Steam key
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[05:19] Action: clone2727 slaps m_kiewitz awake
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[05:30] <GitHub103> [scummvm] clone2727 pushed 1 new commit to master: http://git.io/n3uuKg
[05:30] <GitHub103> scummvm/master 6dbdf03 Matthew Hoops: SCI: Fix Mac games with a height of 190...
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[05:34] <Strangerke> hi guys
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[06:06] <lewellyn> hi.
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[06:33] <ScummBot> Port build status changed with 6dbdf037: Success: master-ouya, master-android_arm, master-osx_ppc
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[07:20] <fuzzie> blub.
[07:22] <fuzzie> third day of uni and I am despairing already
[07:22] <fuzzie> today I have a build environment though
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[08:09] <MestreLion> I know this is not a channel for game hints, but I could not find this info on any walkthrough: In Fate of Atlantis, after I choose a path, all my inventory items vanishes but the Book (obviously), the Whip (ok), and... a gum!
[08:10] <MestreLion> Is this... normal? IIRC, the gum is an optional item (it was not needed in my playthrought, but that's random)
[08:11] <MestreLion> Will it "stick" with me the whole game now? (pun intended)
[08:16] <MestreLion> Is this a "bug" in the game script, perhaps an "oversight" from devs?
[08:18] <fuzzie> harmless, no?
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[08:39] <MestreLion> fuzzie: yes, harmless... but a bit annoying to have a useless item in iventory
[08:39] <MestreLion> (could be misleading too)
[08:40] <MestreLion> but... is it really a bug/oversight? Or does the gum have any use past-Barnett College?
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[09:37] <kurtwr> hello world
[09:38] <kurtwr> i4m hacked by HackForums /[
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[09:51] <GitHub118> [scummvm] bluegr pushed 11 new commits to master: http://git.io/Ey0eqw
[09:51] <GitHub118> scummvm/master 5352493 Filippos Karapetis: ZVISION: Add a new command, "dumpimage", to dump any game image to BMP
[09:51] <GitHub118> scummvm/master 9420cc2 Filippos Karapetis: ZVISION: Also handle paths in INQUIS.ZIX for the DVD version of ZGI
[09:51] <GitHub118> scummvm/master f64207 Filippos Karapetis: ZVISION: Removve ActionRestoreGame and loading of r.svr (restart slot)...
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[10:12] <Strangerke|Apero> hi guys
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[12:25] <Vanfanel> What's the best way to access the game width and height from my GLES context code? _displayX and _displayY are private to opengl-graphics as is currentState. getWidth() and getHeight() will return the unscaled game size.
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[12:26] <Vanfanel> I need the width, height and position
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[12:59] <Strangerke|work> LordHoto: There's a question for you
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[13:00] <GitHub63> [scummvm] RichieSams pushed 1 new commit to master: http://git.io/Mfem3A
[13:00] <GitHub63> scummvm/master 4c64f7e RichieSams: SWORD25: Remove unused code...
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[15:51] <LordHoto> Vanfanel: don't think there's a way to access that right now, why would you want to use it?
[15:59] <Vanfanel> LordHoto: because I need to limit the are of the cursor to the game width and height
[16:00] <Vanfanel> and you told me to do it before the setMousePosition() call
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[16:00] <LordHoto> No, inside.
[16:01] <Vanfanel> Inside how? It's a very simple function in a .h. Are you sure putting code there is a good idea?
[16:03] <LordHoto> What's "in a .h." supposed to mean?
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[16:04] <Vanfanel> LordHoto: that function/method (I'm a C guy, not experienced with C++) is defined in a header file. Is it OK to add code to it? As it's now, it's a simple assigment...
[16:05] <LordHoto> Well, moving it to the implementation file would be the way to go.
[16:09] <t0by> Vanfanel, I tried to hack ScummVM with no C++ experience. Friendly advice: spent a couple nights with Lippman's C++ Primer frist - or whatever you prefer - and maybe, just maybe, Design Patterns, and it will save you from much pain. I wish I had a time machine and could beat my younger self on its stupid head with a C++ book before he could get a chance to waste *nights* over trivial things.
[16:09] <t0by> Especially since C++ is not the cleanest and straightforward OO implementation on earth.
[16:10] <t0by> And then whatever LordHoto said.
[16:10] <t0by> *what
[16:18] <Vanfanel> t0by: I thank your advice, but what I'm trying to put in place is really a simple thing, and I can use GDB's backtracing to see what calls what, so the problem isn't that I don't understand how things are done, but how should I add my own code so it's not a "hack" but a more or less acceptable solution. I don't want to add my small fixes in a way that I have to add them with each new version, but in a way that the team can accept
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[16:51] <Vanfanel> LordHoto: let's say cursor x position is smaller than _displayX. To keep the *whole* cursor inside the game area, I do "x = _displayX + _cursorWidthScaled;", but _cursorWidthScaled isn't the right value because the cursor is sent too far to the right. What value should I use instead, please?
[16:52] <Vanfanel> LordHoto: I have also tried "_cursorWidthScaled / 2", but it's still a bit too far to the right.
[16:55] <LordHoto> Uhm, I don't see why you are not simply using _displayX?
[17:00] <LordHoto> It might still be drawn a bit outside the game screen, but that's because of offsetting.
[17:01] <LordHoto> Moving the cursor completely inside the game screen is wrong, because then the location where you click doesn't match the visuals anymore.
[17:01] <fuzzie> you can clip the cursor when drawing separately
[17:02] <LordHoto> yeah
[17:02] <LordHoto> guess that's the thing you want to do
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[17:33] <WooShell> meow =^.^=
[17:42] <DrMcCoy> Errrrrm
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[17:43] <DrMcCoy> https://archive.org/details/msdos_The_Amazing_Spider-Man_1990
[17:43] <DrMcCoy> https://twitter.com/boredzo/status/552701887431335936
[17:43] <DrMcCoy> Apparently, the Internet Archive's The Amazing Spider-Man ZIP contains a batch file that references ScummVM?
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[17:44] <WooShell> there's a browser applet for dosbox?!
[17:45] <DrMcCoy> Yes, with emscripten
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[17:45] <WooShell> hilarious
[17:46] <sirlemonhead> I tried to run Duke3D in it and it was incredibly slow. Hadn't even loaded to the menu screen after 30-40 seconds
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[17:46] <LordHoto> Vanfanel: I think that's the changes you want: http://pastebin.com/1TMw791Z (not completely tested though)
[17:49] <WooShell> doom rogue-like. man, the 90es sure must have been a boring decade..
[17:53] <t0by> WooShell, http://36.media.tumblr.com/83578780affbdec62fe36010fc3968bd/tumblr_mkad63vTFG1r46vblo1_500.jpg
[17:55] <Vanfanel> LordHoto: I had it almost ready! :D But thanks, let me test it!
[17:57] <Vanfanel> LordHoto: is there a branch or someting with these applied or should I patch myself?
[17:57] <LordHoto> you'll need to apply the diff yourself
[17:58] <Vanfanel> LordHoto: ok
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[18:28] <Vanfanel> LordHoto: the patch works perfectly! Will you *please* integrate into main scummvm so I can at last consider the GLES Pi stuff ready? :)
[18:32] <syke> yaz0r: we live @ 4th&King right now, but are moving to a flat at 15th&Dolores
[18:33] <yaz0r> Ah, moving to the mission
[18:33] <yaz0r> I like the mission
[18:34] <yaz0r> I live around 24th&mission
[18:37] <LordHoto> Ah, the mission.
[18:39] <Vanfanel> LordHoto: should I ask for PR or will you integrate the patch yourself? It's tested and works perfectly.
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[18:43] <t0by> And here comes the obligatory Tori Amos video: www.youtube.com/watch?v=_qJLaLft2Vc
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[18:55] <eriktorbjorn> I guess now that we're in the futuristic year 2015 (though the lack of flying cars and jetpacks is disappointing), there are some copyright strings in ScummVM that should be updated.
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[19:05] <lewellyn> oh. wow. local people in scrollback.
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[19:40] <GitHub59> [scummvm] lordhoto pushed 2 new commits to master: http://git.io/bztQ8w
[19:40] <GitHub59> scummvm/master f879f8a Johannes Schickel: OPENGL: Limit mouse cursor drawing to inside game screen when no overlay is visible.
[19:40] <GitHub59> scummvm/master 1124d1d Johannes Schickel: OPENGL: Fix truncation issue resulting in wrong mouse coordinates.
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[19:40] <Vanfanel> LordHoto: sorry, found a bug with your patch. If one clicks in the leftmost part of the screen, characters in games move right.
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[19:41] <fuzzie> Vanfanel: did you try with what got committed?
[19:41] <fuzzie> because that should fix the coordinates problem we debugged the other day too (I hope), which causes exactly that
[19:42] <LordHoto> Yeah, that's completely unrelated and my second commit should fix that.
[19:42] <Vanfanel> no! just saw the commit! a moment, I will rebuild and try!
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[19:51] <Vanfanel> LordHoto, fuzzie: I know it soudns strange, but the bug is back with what was commited. When one clicks on the leftmost part of the screen, even if the cursor does not leave the game area anymore, the character moves RIGHT.
[19:53] <LordHoto> Vanfanel: did you use your rebuilt version?
[19:53] <LordHoto> Vanfanel: because I can't say I can reproduce this anymore...
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[20:04] <Vanfanel> LordHoto: yes, I used my rebuilt version
[20:07] <LordHoto> Did you try cleaning your distcc cache or whatever?
[20:07] <Vanfanel> I was doing something like that right now, LordHoto
[20:08] <Vanfanel> this building enviroment of mine has already proven some additional problems...
[20:08] <Vanfanel> rebuilding again after cleaning
[20:08] <LordHoto> You should really just cross-compile like sane people would do :-P
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[20:11] <syke> yaz0r: we couldn't deal with the amount of human feces on the street in the mission ;)
[20:11] <syke> great restaurant, tho
[20:11] <syke> we should hang out sometime!
[20:12] <Vanfanel> LordHoto: crosscompiling is so tedious, I have to copy over headers and libs to the host machine, etc... I prefer distcc because it's usually a way faster process. It's just.. insane sometimes.
[20:12] <LordHoto> But you only have to setup your cross compilation environment once :-P
[20:13] <LordHoto> And one time setup seems much preferable over all the fallout of distcc you have to handle.
[20:13] <Vanfanel> LordHoto: yes, it's just that I never come around doing it.
[20:13] <Vanfanel> But I know you're right
[20:13] <Vanfanel> and the worst thing is that I'm making you lose your time sometimes too
[20:14] <Vanfanel> LordHoto: it works after a clean rebuild, sorry, really sorry. No more bugs I can see.
[20:15] <Vanfanel> Distcc wasn't at play this time. I copied over the opengl-graphics class to my local git clone that has the Pi stuff on it.
[20:15] <Vanfanel> And after a clean rebuild it works as expected.
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[20:33] <yaz0r> syke: I mostly walk on valencia, and avoid mission street as much as possible :-)
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[21:03] <syke> Vanfanel: set up a VM. I eliminated my need for SPARC and PowerPC cross-compilers by hosting native toolchains in qemu VMs
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[21:04] <syke> performance wasn't great, so I profile-optimized qemu for my workload and reduced my compile times by 20%
[21:04] <Vanfanel> syke: but are VMs really fast enough as to compensate the hassle?
[21:04] <Vanfanel> ah ok
[21:04] <syke> then I reduced the compile times by another 30% by profile-optimizing the toolchain and running the VM out of a RAM disk
[21:05] <syke> personally, I find ccache has is more profitable than distcc
[21:05] <Vanfanel> syke: why exactly?
[21:05] <syke> but on those projects, I was dealing with preprocessor output that was enormous
[21:05] <syke> due to boost and some other template-heavy libraries
[21:06] <Vanfanel> syke: will look into it, but sounds like a lot of hassle, really :)
[21:06] <syke> Vanfanel: it depends on how much churn the project has, and how clean the dependencies are. if you have 20k developers changing a single codebase all the time, ccache won't be profitable by itself  making the build faster will
[21:07] Action: syke shrugs
[21:07] <syke> it's your time :)
[21:07] <syke> the other nice thing about VMs is being able to share them with other devs
[21:07] <syke> makes onboarding of new devs much faster, also
[21:08] <Vanfanel> sending a VM's HDF over network isn't really that fast, is it?
[21:08] <syke> one of the main Kindle hackers had this really complicated gentoo set up that had to be done manually. once I made the VM, I snapshot'd it and was able to share it with others
[21:08] <syke> sending VMs around isn't something that happens all the time
[21:08] <syke> anyway, just my two cents
[21:09] <enthusi> Hi
[21:09] <enthusi> syke: so you use qemu?
[21:09] <enthusi> also VMs for Windows?
[21:10] <enthusi> I consider setting up a linux pc with windows as VM for my dad
[21:14] <Strangerke> enthusi: you could also educate him and teach him how to use linux...
[21:16] <Vanfanel> enthusi: my parents are 55 years old and they use GNU/Linux, Debian to be exact. 5 years without problems, they don't know anything special about computers.
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[21:27] <enthusi> mine is > 70 and just wants his obscure software to run
[21:27] <enthusi> linux is out of the question for him Im afraid
[21:27] <enthusi> I converted my wife and parents in law though :)
[21:28] <Strangerke> Maybe linux+wine could help?
[21:28] <Strangerke> (and a lot of wine, if he's like my father) :P
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[21:32] <syke> enthusi: yup. for SPARC ReadyNAS development, ARM Kindle development, and a PowerPC project
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[21:39] <enthusi> nice
[21:39] <enthusi> all my main systems are ARM :) notebook, desktop too
[21:40] <enthusi> (which is also why I dont use wine that often anymore :)
[21:40] <enthusi> wine in qemu sucks :)
[21:40] <enthusi> bedtime now here...
[21:40] <enthusi> thanks and cheers
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[21:50] <GitHub18> [scummvm] bluegr pushed 5 new commits to master: http://git.io/1VG_JQ
[21:50] <GitHub18> scummvm/master 339abc7 Filippos Karapetis: ZVISION: Add detection for the French version of Zork: Nemesis
[21:50] <GitHub18> scummvm/master 5e1702d Filippos Karapetis: Cursors "arrowa.zcr" and "arrowb.zcr" are missing from Zork: Nemesis
[21:50] <GitHub18> scummvm/master 07ad10b Filippos Karapetis: ZVISION: Handle sound patches (.src files) dynamically
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[21:50] <t0by> (I'm sorry, does anybody copy me in here?)
[21:51] <wjp> no, sorry
[21:51] <t0by> Rats.
[21:52] <t0by> This is weird. My *existing* connections work, but sometimes all of a sudden I can't connect to anything, *including* my WiFi router. Not even pinging it.
[21:53] <t0by> But I can apparently move TCP packets back and forth.
[21:57] <wjp> routers can get ... confused by too many existing connections filling up connection tracking tables and such
[21:57] <Lightkey> clogging up the tubes
[21:58] <lewellyn> torrent less :)
[21:58] <lewellyn> (that's my usual joke, not implying that you do.)
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[22:09] <t0by> lewellyn, I'm not, but my roommates could very well be.
[22:09] <lewellyn> t0by: it's just my standard response when the possibility of killing the crappy session tables comes up :)
[22:10] <t0by> Would it help if I killed the crappy roommate?
[22:13] <lewellyn> no, that's a great way to invite a years-long denial-of-service against yourself :(
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[23:44] <GitHub131> [scummvm] bluegr pushed 1 new commit to master: http://git.io/RlQjlA
[23:44] <GitHub131> scummvm/master 913075d Filippos Karapetis: ZVISION: Also handle paths in NEMESIS.ZIX for the DVD ver. of Nemesis
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[00:00] --- Thu Jan 8 2015