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[09:33] good meowning =^.^= [09:36] {V} (~V@105-70-ftth.on.nl) left irc: Ping timeout: 250 seconds [09:48] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) left irc: Quit: Reboot [09:51] {V} (~V@105-70-ftth.on.nl) joined #scummvm. [09:59] Javacat (~Javacat@unaffiliated/javacat) joined #scummvm. [10:11] Kirben (Kirben@c110-22-51-140.brasd4.vic.optusnet.com.au) left irc: [10:39] Action: m_kiewitz summons Strangerke [10:40] Strangerke|work (51f60aa1@gateway/web/freenode/ip.81.246.10.161) joined #scummvm. [10:40] #scummvm: mode change '+o Strangerke|work' by ChanServ!ChanServ@services. [10:43] it worked :P [11:05] sact (~forexampl@82.128.187.207) joined #scummvm. 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[17:35] Nice to see GOG add more adventure games. [17:41] phyber (phyber@unaffiliated/phyber) left irc: Ping timeout: 265 seconds [17:43] phyber (phyber@irssi.co.uk) joined #scummvm. [17:43] phyber (phyber@irssi.co.uk) left irc: Changing host [17:43] phyber (phyber@unaffiliated/phyber) joined #scummvm. [17:43] edheldil_ (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) left irc: Ping timeout: 246 seconds [17:52] frankyboy_ (~franky@ppp109-252-17-4.pppoe.spdop.ru) joined #scummvm. [18:02] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) joined #scummvm. [18:13] Ramal (~dennis@2.67.149.193.mobile.tre.se) left irc: Ping timeout: 256 seconds [18:13] SylvainTV (~SylvainTV@ALille-653-1-517-180.w90-58.abo.wanadoo.fr) joined #scummvm. [18:13] #scummvm: mode change '+o SylvainTV' by ChanServ!ChanServ@services. [18:14] Ramal (~dennis@2.67.128.220.mobile.tre.se) joined #scummvm. [18:22] edheldil_ (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) joined #scummvm. [18:27] edheldil_ (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) left irc: Ping timeout: 255 seconds [18:37] eriktorbjorn: indeed, I've been waiting for these [18:40] waltervn: I already have 25th Anniversary and Judgment Rites. The spaceship battles can be a bit annoying (though for once the arcade parts of an adventure game work fairly well), and the version of 25th Anniversary that I played had some strange glitches. I still like them quite a bit, though. [18:41] Wishmaster (Wishmaster@ipservice-092-209-051-156.092.209.pools.vodafone-ip.de) left irc: Read error: Connection reset by peer [18:45] kurtwr2 (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) left irc: Ping timeout: 244 seconds [18:48] kurtwr (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) joined #scummvm. [18:56] eriktorbjorn: i own a limited edition of 25th anniversary [18:57] w/ the game itself on CD. did you play the floppy version? [18:58] m_kiewitz: I have both talkie and non-talkie versions of both games, though they were all distributed on CDs. I don't know if there were different versions. [18:59] mine is around 540MB, so I guess it's the talkie :P [19:00] there definitely was a floppy version as well [19:01] found it: https://bentrubewriter.wordpress.com/2012/07/19/agfv-20-years-of-star-trek-25th-anniversary/ [19:01] m_kiewitz: I mainly meant that I don't know if there are more than one talkie version of each. [19:01] if you got a non-talkie on CD, then that's pretty weird [19:02] maybe they copied the files to floppy and sold that one separately? [19:03] m_kiewitz: The 25th Anniversary one was from an "Interplay's 10 Year Anothology" collection. [19:03] hmm strange, the site that i use to find out about various editions says that they released the enhanced talkie version in 1994 [19:03] so they put the floppy version on disc for that collection, maybe that was an error?! [19:04] m_kiewitz: This one: http://www.mobygames.com/game/dos/interplays-10-year-anthology [19:04] ah wait, that collection was released 1993 [19:04] so it makes sense [19:05] it's surely just a copy of the floppy version [19:05] kurtwr (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) left irc: Ping timeout: 240 seconds [19:05] the one that you encountered bugs was the floppy version? or the talkie one? [19:06] m_kiewitz: I only played through the talkie version, so that's where I encountered some glitches. [19:06] what kind of bugs? freezes? crashes? or glitches within the game itself (like some script not starting and so on) [19:07] edheldil_ (~edheldil@ip-78-45-160-121.net.upcbroadband.cz) joined #scummvm. [19:07] Well, actually I only remember one glitch, where a character I encountered was in two rooms at the same time. Which wouldn't necessarily have been a bug, except he was unconscious in one of them. :-) [19:07] kurtwr (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) joined #scummvm. [19:07] lol [19:07] At least, that's how I remember it, so I'm sticking to that story. [19:08] to be honest, i haven't played the game at all. i bought it some years ago, but had no time to play it yet [19:08] i heard that it was really good [19:08] sort of like the actual original TV series [19:10] did you like it? [19:10] The non-talkie version of Judgment Rites is a bit odder. It was in this release: http://www.mocagh.org/loadpage.php?getgame=startrek25th-judgmentriteswl [19:12] m_kiewitz: I quite liked them. As I said, the spaceship battles could be a bit annoying (in Judgment Rites they added a difficulty setting), but considering how bad arcade sequences in adventure games of that era usually were... These were actually pretty good, I thought. [19:12] well if it gets ever supported, we could add an option to skip the battles :P [19:13] One nice thing is that at least in the first game you can screw up missions - in at least one case quite badly, as I recall it - and the game will still continue. You just won't get as good a score. [19:14] i really like games like these [19:15] unless it's gamebreaking 5 hours in *cough* Codename iceman *cough* [19:15] I don't know why that White Label release had a non-talkie version of Judgment Rites, but since I already had a talkie version it was actually a welcome find. (And it looks like it includes German and French versions, too.) [19:16] m_kiewitz: I never played Codename Iceman. I do remember reading a review of it back when it was released, though. [19:16] The reviewer complained that he had to explicitly *tell* his crew to close the hatch before submerging. He thought that should go without saying. I can't say I disagree. :-) [19:17] i bought it back then. got fucked over several times. like for example you have to give your passport or something to a guard, then you get it back a few minutes later, but the guard actually gives you the wrong one [19:17] and if you don't notice you will get stuck 2 hours later lol [19:17] but i still managed to get further, finally got stuck during an arcade sequence to avoid icebergs [19:17] it went on and on and on and in the end the interpreter broke with a division by zero message [19:18] back then i wrote sierra and actually got a letter back from sierra. they told me that i went the wrong way lol [19:19] kurtwr (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) left irc: Ping timeout: 264 seconds [19:19] the first time i beat that game was under ScummVM during playtesting [19:19] and i still couldn't beat the last arcade sequence [19:20] it has a few really nice parts and the idea was actually great. execution was just not that great [19:20] kurtwr (~kurtwr@c-73-12-209-100.hsd1.ca.comcast.net) joined #scummvm. [19:21] The worst adventure game I've played, if you measure it by number of annoying arcade sequences, is Operation Stealth. That was such a disappointment, because the review I read when it was new was such a positive one. (And it was printed right next to a positive review of Loom, so that just made me even more hopeful.) [19:22] codename iceman was a blind buy back then. i bought quest for glory 1 / hero's quest 1 at the same time. [19:23] both blind, it was from a specialized store. i don't even know if there were reviews about it back then in my country. [19:23] that specialized store sold US imports [19:25] I have a stack of adventure games I've bought but haven't played yet. It's quite ridiculous, really. [19:26] Though I've come to discover that sometimes obscure adventure games are obscure for a reason: They're not very good. :-) [19:27] that may be true. [19:27] my current backlog is 135 games, and that's not even counting the PC adventure games that i bought during the last few years heh [19:27] sounds familiar [19:28] and almost all of those 135 games are even physical [19:29] I gave up on this one pretty early. Around the time I ran into Indiana Penguin, if memory serves me: http://www.mobygames.com/game/dos/spud [19:29] too difficult? or too bad? :P [19:30] m_kiewitz: Too weird. [19:31] is there a video about it? i only find an indie game called "spud's quest" [19:34] LordHoto (~loom@unaffiliated/lordhoto) left irc: Ping timeout: 240 seconds [19:38] m_kiewitz: I wasn't able to find one when I looked before. [19:40] LordHoto (~loom@unaffiliated/lordhoto) joined #scummvm. [19:40] #scummvm: mode change '+o LordHoto' by ChanServ!ChanServ@services. [19:53] https://imgur.com/gallery/Nku4mcP [20:07] criezy (~criezy@host31-51-5-178.range31-51.btcentralplus.com) joined #scummvm. [20:07] #scummvm: mode change '+o criezy' by ChanServ!ChanServ@services. [20:18] frankyboy_ (~franky@ppp109-252-17-4.pppoe.spdop.ru) left irc: Remote host closed the connection [20:20] bgK (~bbouclet@vai69-5-88-183-207-181.fbx.proxad.net) left irc: Remote host closed the connection [20:24] ajax16384 (~User@ip33.net130.n37.ru) left irc: Read error: Connection reset by peer [20:31] GitHub97 (~GitHub97@192.30.252.41) joined #scummvm. [20:31] [scummvm] criezy pushed 1 new commit to master: http://git.io/vUvcm [20:31] scummvm/master 04931d0 Thierry Crozat: SCUMM: Add DOS en demo for Indiana Jones and the Fate of Atlantis... [20:31] GitHub97 (GitHub97@192.30.252.41) left #scummvm. [20:35] GitHub109 (~GitHub109@192.30.252.41) joined #scummvm. [20:35] [scummvm-web] criezy pushed 1 new commit to master: http://git.io/vUvWt [20:35] scummvm-web/master 8a118e1 Thierry Crozat: WEB: Add another interactive Indy 4 demo [20:35] GitHub109 (GitHub109@192.30.252.41) left #scummvm. [21:02] Port build status changed with 04931d04: Success: master-iphone [21:09] Cheeseness (~cheesenes@ppp14-2-186-107.lns20.hba2.internode.on.net) left irc: Quit: Leaving. [21:21] broosky (~broosky@89-67-235-207.dynamic.chello.pl) joined #scummvm. [21:23] Action: wjp pokes Strangerke [21:24] ouch, my eye [21:31] RUBICN64 (~Android@2601:7:9480:445:a925:9344:bd2d:83d3) joined #scummvm. [21:32] criezy (~criezy@host31-51-5-178.range31-51.btcentralplus.com) left irc: Quit: criezy [21:42] Nick change: Vampire0_ -> Vampire0 [21:53] ny00123 (~ny00123@bzq-79-182-113-27.red.bezeqint.net) left irc: Remote host closed the connection [22:31] m_kiewitz (~m_kiewitz@x4d03d61c.dyn.telefonica.de) left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray. [23:06] dreammaster (~dreammast@c-73-167-118-204.hsd1.ma.comcast.net) joined #scummvm. [23:06] #scummvm: mode change '+o dreammaster' by ChanServ!ChanServ@services. [23:13] GitHub195 (~GitHub195@192.30.252.40) joined #scummvm. [23:13] [scummvm] dreammaster opened pull request #595: SHERLOCK: Support for The Lost Files of Sherlock Holmes - The Case of the Serrated Scalpel (master...sherlock) http://git.io/vUfGE [23:13] GitHub195 (GitHub195@192.30.252.40) left #scummvm. [23:15] Woohoo :) [23:15] Polynomial-C (~Poly-C@gentoo/developer/Polynomial-C) left irc: Ping timeout: 272 seconds [23:16] droid2727 (~droid2727@161.sub-70-208-79.myvzw.com) left irc: Ping timeout: 244 seconds [23:16] droid2727 (~droid2727@161.sub-70-208-79.myvzw.com) joined #scummvm. [23:16] #scummvm: mode change '+o droid2727' by ChanServ!ChanServ@services. [23:16] \o/ [23:18] woooo [23:19] Thanks go to EA for providing sources, and to wjp for doing a last-minute cleanup and fixes for the history [23:20] :) [23:20] dreammaster: Can't you just hardcode the display of the stupid logo? :P [23:22] We probably could, and will likely end up doing that eventually.. it would be a lot easier than trying to externally reference parts of the TsAGE engine from the Sherlock namespace. But to do so, we need to know how exactly the animation is being done.. whta resource is being loaded, what timing, sprite positioning and movement, etc. We can't just look at the logo visually and figure all that [23:22] out. :P [23:22] Pfft :P [23:24] Yeh. [23:24] Sir_Burpalot (~Shloosh@unaffiliated/shloosh) left irc: Quit: My Mac has gone to sleep. ZZZzzz& [23:27] dreammaster: That's just insane :P [23:28] FW CD has an external binary for a logo too [23:28] Fortunately just LBM :P [23:28] Well, EA were the publishers, so they likely found it easier to slap on their logo as publishers using a separate EXE then have it added to the existing game executable. Particularly since the original was already split up into a TITLE and GAME executable anyway [23:29] It was a surprise, though, that they used TsAGE of all things to implement the logo display. :) [23:32] dreammaster: Wild idea: use the same mechanism as maniac in dott to launch a second game [23:33] That is a pretty funky idea. :). We'll see. I'm still hopeful when we finally disassemble the executable that it's not using too much object functionality, and I can distill it down to a hardcoded display of the sequence using sprites directly, without the entire game object framework. [23:34] RUBICN64 (~Android@2601:7:9480:445:a925:9344:bd2d:83d3) left irc: Quit: AndroidIrc Disconnecting [23:40] dreammaster: Yeah, that'd be ideal [23:41] SQ5 demo is another crazy thing; that uses DGDS! (or at least the framework) [23:42] Strangerke: well played ;-) [23:44] sact (~forexampl@82.128.187.207) left irc: Quit: Leaving. [23:49] WooShell (woo@ipbcc3081f.dynamic.kabel-deutschland.de) left irc: Quit: Zu gotdy od mpy nrmy stpimf. Zu drvpmf zrsmd aogy jrt iq pt viy jrt yp yjr htpimf. [00:00] --- Fri May 8 2015