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[02:51] <GitHub183> [scummvm] bluegr pushed 1 new commit to master: http://git.io/Ou9BiQ
[02:51] <GitHub183> scummvm/master 5b37056 Filippos Karapetis: ZVISION: Avoid using floating point math when upscaling subtitle timing...
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[04:19] <GitHub32> [scummvm] RichieSams pushed 1 new commit to master: http://git.io/M8av-g
[04:19] <GitHub32> scummvm/master 468a26b RichieSams: ZVISION: Add detection for Nemesis CD - German version...
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[05:03] <ScummBot> Port build status changed with 5b370566: Failure: master-ouya
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[05:31] <ScummBot> Port build status changed with 5b370566: Failure: master-android_arm
[06:00] <ScummBot> Port build status changed with 5b370566: Failure: master-osx_ppc
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[08:24] <ScummBot> Port build status changed with 468a26be: Success: master-ouya, master-android_arm, master-osx_ppc
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[08:58] <waltervn> morning
[08:59] <WooShell> good meowning =^.^=
[08:59] <Endy> Woof!
[08:59] <WooShell> Endy! *pounce* *huggle*
[09:00] <Endy> *pounced!* *huggles back*
[09:00] <Endy> Heya :)
[09:04] <Strangerke> hi Endy, hi waltervn, hi WooShell, hi guys
[09:04] <fuzzie> mrph
[09:04] <Strangerke> G'day fuzzie :)
[09:04] Action: Endy waves to waltervn, Strangerke, and *mrphs* right back at fuzzie :P
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[09:05] <Endy> How ya all doing?
[09:06] <fuzzie> busy busy busy busy busy busy busy busy.
[09:06] <fuzzie> I wonder if anyone's set that to the tune of badgers.
[09:10] <Endy> Mmm badgers. (?) :P
[09:11] <WooShell> mushroom mushroom snaaaaaake!
[09:11] <fuzzie> right :)
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[09:12] <WooShell> so. bathtub is waiting. *shoves Endy in* squeaky toy! :3
[09:12] <fuzzie> I have no Flash, happy to find that typing 'badgers' into youtube gets the right things at the top of the results \o/
[09:13] Action: Endy squeaks, fer sure.... EEEP ;)
[09:14] <RichieSams> Ah the memories of Albino Black Sheep
[09:14] <RichieSams> the badger song is awesome
[09:15] <Endy> I am totally missing this reference... linky?
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[09:17] <fuzzie> how can you .. I don't even .. what? https://www.youtube.com/watch?v=EIyixC9NsLI
[09:17] <lewellyn> fuzzie: funny thing. i recently replaced our garbage disposal. the new one's got a model series name of "Badger". i started singing the song while using the plumber snake on the pipe to make sure it was clear before installing it.
[09:19] <lewellyn> i bet Endy doesn't even know why my horse is amazing :(
[09:19] <Endy> I see..
[09:19] <Endy> ...
[09:20] <fuzzie> so, as we were saying, good morning.
[09:21] <Endy> Good evening from NZ
[09:21] <Endy> My brain checked out after watching that video lol.
[09:21] <fuzzie> it's a brand new day, another 500 pages to read, hooray.
[09:23] <lewellyn> Endy: for completeness, https://www.youtube.com/watch?v=NKx9hFNo5dU (that's a more palatable version than the one most here would expect. perhaps still somewhat nsfw though.)
[09:24] <Endy> lewellyn: Thanks :)
[09:24] <Endy> ... remind me not to drink the lemonade..
[09:25] <fuzzie> you'd think there'd be some kind of "catch up on ALL THE MEMES" video around
[09:25] <lewellyn> fuzzie: there are too many
[09:25] <lewellyn> i'd be unsurprised if Endy hasn't even done gangnam style at this point.
[09:26] <Endy> lewellyn: Oh geez, thanks... I'm not *that* out of it :)
[09:26] <lewellyn> so you've seen this? :D http://youtu.be/CayMeza487M
[09:26] <Endy> yeah seen that one :)
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[09:27] <Endy> vry vry well done
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[09:38] <_mfk> just for info the line #include "common/EventRecorder.h" in the wikipage http://wiki.scummvm.org/index.php/HOWTO-Engines needs to be changed to #include "gui/EventRecorder.h" .... I don't have access to the wiki
[09:39] <fuzzie> thanks
[09:40] <fuzzie> like that?
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[09:53] Action: Endy wanders bed-ward
[09:54] <_mfk> fuzzie: yep, thanks. btw found the error regarding hooking the dummy engine up to build. the name of the file was a little of, my mistake =) thanks for the help
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[10:26] <t0by> Oh no.
[10:26] <t0by> Not the badger song.
[10:27] <t0by> oh god, the badger song is 12 years old.
[10:28] <fuzzie> :(
[10:29] <fuzzie> I was at a computer museum on Friday, and I was all "my childhood!" and my fellow students were all "wow, these didn't even run Windows", I feel so much older now. :-p
[10:29] <t0by> My favourite albino blacksheep video is still this (NSFW!): https://www.youtube.com/watch?v=Y3QXK2iUJn0
[10:29] <t0by> Notable in that it's clearly the product of an era in which nu-metal was cool.
[10:30] <fuzzie> I'm not sure 'cool' was ever a requirement. :p
[10:30] <t0by> fuzzie, are you older than your fellow students?
[10:30] <t0by> Because I get that /a lot/.
[10:31] <fuzzie> I am between 9 and 1 years older than my fellow students, depending on which one you pick.
[10:32] <fuzzie> I guess the average is somewhere in the middle there, but I forget.
[10:32] <t0by> Oh well. The good bit is that *younger* kids would probably be like "Windows? Yeah, I know that, my grandfather's desktop PC runs Windows. Who uses that anymore? Here, have an Android tablet."
[10:34] <t0by> https://www.youtube.com/watch?v=EllYgcWmcAY <=== Er, this is the badger song, featuring Brian May and BRIAN BLESSED. Wtf.
[10:34] <fuzzie> Oh dear, what have I done. :/
[10:35] <t0by> *to me.
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[13:01] <Ramal> https://www.youtube.com/watch?v=HAeXkJO7bxQ
[13:01] <Ramal> Pretty funny
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[13:02] <Ramal> and weird
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[13:42] <Vanfanel> Hi there! It seems my pull request needs minor tweaks, so what's the course if action? For example, should I make the required changes, then update my branch and make a new PR, or should I delete the currently rejected PR and make a new one?
[13:42] <Vanfanel> I mean.. can I do a new PR without "deleting" the current one?
[13:43] <wjp> if you update the branch, that automatically is reflected in the PR
[13:43] <wjp> no need for a new one
[13:44] <Vanfanel> wjp: aha, now I understand :) Thanks!
[13:44] <Vanfanel> wjp: hardware detection or no hardware detection? Someone (you?) told me to use it, then the in the PR it seems to be a bad idea
[13:47] <wjp> yes, people will have different opinions :-)
[13:51] <Vanfanel> wjp: well, then what should I do?
[13:52] <Vanfanel> I just want it to be merged into the main scummvm repo and go for other things. Both options are acceptabe to me.
[13:53] <wjp> I didn't necessarily mean _hardware_ detection at the time, though; just platform detection in general
[13:54] <Vanfanel> ok, ok
[13:54] <Vanfanel> thanks again for your responses, wjp
[13:55] <wjp> but there are probably different options to check
[13:56] <wjp> (e.g., EGL and bcm_host libraries being available, or so)
[13:57] <wjp> starting a mailing list conversation may be best
[13:58] <wjp> and cross-compiling also remains a related issue
[14:06] <Lightkey> https://twitter.com/EvilDragon1717/status/553180652066312192 :o
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[14:56] <Lybra> hi
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[14:57] <GitHub5> [scummvm-web] bluegr pushed 1 new commit to master: http://git.io/i0eSnQ
[14:57] <GitHub5> scummvm-web/master ea39586 Filippos Karapetis: WEB: Announce support for Zork Nemesis and Zork Grand Inquisitor
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[14:58] <Lybra> is it ok to ask development related questions in here? :)
[14:59] <[md5]> Lybra: of course, go ahead
[14:59] <Lybra> ok great
[14:59] <Lybra> I am currently working on a win8 "port" as stated here: http://forums.scummvm.org/viewtopic.php?t=11908&start=30
[15:00] <Lybra> for some reason I can't target ARM
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[15:01] <GitHub37> [scummvm] bluegr pushed 3 new commits to master: http://git.io/tT1pZw
[15:01] <GitHub37> scummvm/master bc959e5 Filippos Karapetis: ZVISION: Build the engine by default
[15:01] <GitHub37> scummvm/master 3a0ea6e Filippos Karapetis: NEWS: Mention support for Zork Nemesis and Zork Grand Inquisitor
[15:01] <GitHub37> scummvm/master e972eb3 Filippos Karapetis: README: Add game-specific information for Zork Nemesis and Zork Grand Inquisitor
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[15:04] <Lybra> I set the build settings and everything to ARM and building the project itself works
[15:05] <Lybra> only linking it in my windows store app project fails with LNK1112
[15:05] <Lybra> x86 works fine though
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[15:18] <GitHub198> [scummvm-web] bluegr pushed 1 new commit to master: http://git.io/zwNDOw
[15:18] <GitHub198> scummvm-web/master daae03e Filippos Karapetis: WEB: Add compatibility scores for Zork Nemesis and Zork Grand Inquisitor
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[15:28] <Lightkey> [md5]: which versions are supported?
[15:29] <[md5]> Lightkey: all versions should be supported
[15:29] <[md5]> I am aware of the PC CD and DVD versions
[15:29] <Lightkey> you linked to the Windows pages on MobyGames
[15:30] <[md5]> the files in the Mac versions are the same
[15:30] <Lightkey> ZGI is also listed for Mac
[15:30] <Lightkey> okay
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[15:31] <[md5]> both games came in CDs, but there was a DVD version of ZGI which included Nemesis as well. That version of ZGI has some extra optional hires videos
[15:34] <Lybra> even though ARM is not working, I am so happy to see this: http://pasteboard.co/hr0997Z.png :D
[15:38] <enthusi> what fails on ARM?
[15:38] <enthusi> code? or gfx API?
[15:38] <Lightkey> "More like Myst than Myst." uh..
[15:42] <[md5]> Lightkey: which game?
[15:43] <Lybra> enthusi: I get a linker error when building
[15:44] <Lybra> probably something with the VS project settings
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[15:47] <Lybra> ok x64 isn't working either
[15:48] <somaen> Are you linking the wrong libraries perhaps?
[15:48] <somaen> I.e. trying to link x86-libs when building arm?
[15:48] <[md5]> and what do you mean by "isn't working"?
[15:48] <[md5]> are you getting any specific error?
[15:49] <somaen> That's the big hurdle for compiling iOS atleast. Juggling libraries for x86/amd64/armv6/armv7
[15:49] <Lybra> the thing is, I switched both scumm and scummvm to static libraries
[15:49] <somaen> I meant libs as in SDL/MAD/LIBJPEG etc.
[15:50] <Lybra> I disabled everything I could (well except SDL)
[15:52] <Lybra> I might have to look at the SDL reference again though, since it's using SDL2
[15:57] <Lybra> it's definitely my own fault though, since the project setup is messy
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[16:05] <somaen> SDL2?
[16:05] <somaen> Is this another of those platforms where only SDL2 is available?
[16:05] <somaen> Either way, I guess SDL2 is less problematic on non-desktops.
[16:06] <Lybra> well there is only a win8/rt port for SDL2
[16:07] <Lybra> so basically yes
[16:08] <Lybra> But I don't think SDL2 is causing the problem
[16:09] <Lybra> more like visual studio not building scummvm in ARM
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[16:20] <stekern> Lybra: go through the link options and see if you can spot any differences between ARM and x86
[16:25] <Lybra> stekern: thanks! VS was referencing to the win32 lib folder on ARM settings
[16:26] <enthusi> I can try ARM on desktop/linux
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[16:29] <somaen> enthusi: That already should work
[16:30] <somaen> This is probably the Windows/ARM backend.
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[16:33] <Lightkey> http://www.eurogamer.net/articles/2015-01-08-blacklight-and-daylight-developer-zombie-studios-officially-shuts-down wah, the studio that made Zork Nemesis: The Forbidden Lands closed just three days ago
[16:33] <[md5]> awww
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[16:36] <[md5]> well, they really went overboard with Zork Nemesis
[16:36] <Strangerke> What else did they develop?
[16:36] <somaen> Apparently Blacklight and Daylight
[16:36] <[md5]> I mean, the "spirit" of Zork Nemesis is very different from any other Zork game
[16:37] <[md5]> it has some gruesome scenes, which were totally unnecessary IMHO
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[16:38] <clone2727> [md5]: Intentional pun with gruesome?
[16:38] <[md5]> clone2727: unintentional :O
[16:38] <[md5]> they were eaten by a grue for their gruesome work
[16:39] <[md5]> I remember 2 puzzles that were very gruesome, for no reason
[16:40] <[md5]> in one, you have to search a morgue for a corpse, decapitate it, attach its head to a device, and start pushing buttons that make it talk (!!!)
[16:42] <[md5]> in the other, you go through a torture chamber, and you listen to people screaming while being tortured, and you have to note down some numbers they're saying while being tortured
[16:43] <[md5]> these two puzzles were quite chilling :/
[16:44] <[md5]> that's why Activision did ZGI using ZVision on their own, and they made it family oriented, funny and witty
[16:44] <Lybra> thanks a lot guys! indy4 running on my surface2 tablet now :D
[16:45] <Lybra> this is so awesome
[16:45] <somaen> Do tell if you manage to get the heavier wintermute games to run at anything beyond crawling speeds there.
[16:45] <somaen> Like... the J.U.L.I.A. intro-video.
[16:47] <[md5]> obligatory reference to Pavlov's Dog: https://www.youtube.com/watch?v=k3KSpeiRPTc
[16:47] <Lybra> well it's a loooooong way till I'll get there
[16:47] <somaen> What isn't working?
[16:49] <Lybra> all the file system stuff for example
[16:50] <Lybra> all I did was picking up the code from the windows phone port by skristiansson
[16:50] <Lybra> not sure if he is still working on it, but I'll try to contact him next week
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[16:51] <GitHub5> [scummvm] bluegr closed pull request #561: SCUMM: Improve FOA keyboard help (master...foa_help) http://git.io/OU_z2A
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[16:51] <GitHub23> [scummvm] bluegr pushed 2 new commits to master: http://git.io/1xrUCw
[16:51] <GitHub23> scummvm/master 5d852b5 MestreLion: SCUMM: Improve FOA keyboard help
[16:51] <GitHub23> scummvm/master dd7da7c Filippos Karapetis: Merge pull request #561 from MestreLion/foa_help...
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[16:58] <stekern> Lybra: I'm skristiansson
[17:01] <Lybra> omg I am sorry!
[17:01] <Lybra> I didn't know that
[17:01] <Lybra> I am so grateful for your work man
[17:02] <stekern> no need to be sorry, and glad someone have use for it
[17:03] <Lightkey> no, I am Spartacus!
[17:03] <Lybra> are you still working on the WP port?
[17:04] <stekern> I'm working on using romfs as the mean to store the gamedata
[17:06] <Lybra> glad to hear
[17:06] <Lybra> :)
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[17:10] <Lybra> https://www.youtube.com/watch?v=PbaZ3NZgLpE&feature=youtu.be
[17:10] <Lybra> really cool
[17:17] <Strangerke> Lybra: Very nice
[17:18] <Lybra> all credit to stekern though :)
[17:19] <Lybra> and you guys ofc
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[17:49] <Lybra> hm I just got banned from the forums :/
[17:51] <Strangerke> oh?
[17:51] <[md5]> autoban ftw
[17:51] <Lybra> my bad, <5 posts and youtube link
[17:52] <Strangerke> and banned? or just post refused?
[17:52] <Lybra> banned yes
[17:52] <Lybra> I switched the youtube link with an image the second time
[17:52] <Strangerke> could you remind me your forum nickname?
[17:52] <Lybra> should have been "Lybra"

[17:53] <Lybra> sorry about that :/
[17:53] <Strangerke> no, you're not banned
[17:54] <Lybra> ip ban maybe?
[17:54] <Strangerke> nope, just retry :)
[17:54] <Lybra> switching the browser works though lol :)
[17:55] <somaen> stekern: Won't my proposal be simpler? Just select a suffix that you put on all files?
[17:55] <Strangerke> Lybra: well, maybe the fact that I unbanned you helped a bit too
[17:55] <somaen> The user will have to run some sort of tool on his gamedata either way, but this way the files remain readable elsewhere
[17:59] <Lybra> strangerke: haha ok thanks :)
[18:01] <Lybra> and sorry for the inconvenience
[18:06] <Strangerke> np
[18:06] <Strangerke> sorry for the annoyance, we had to set some paranoid rules to fight against bot
[18:07] <Lybra> that's fine, I'll just post the vid later
[18:08] <Lybra> or not at all
[18:12] <Strangerke> It's worth a post
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[18:30] <stekern> somaen: yeah, I saw the comment on the pr. It's probably a viable way too.
[18:31] <stekern> I've already halfways through the romfs support, so out of personal interest I want to finish that off anyway
[18:31] <stekern> s/I've/I'm
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[18:32] <GitHub137> [scummvm] BenCastricum opened pull request #563: SCUMM: language fixes for HE games (master...detection_fixes) http://git.io/dh96iA
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[18:33] <stekern> adding a suffix has it own set of problems though, you have to then be able to seperate between gamedata and, for instance, theme data
[18:34] <somaen> neh, just add the same suffix to everything.
[18:34] <somaen> I suppose there is still a directory structure?
[18:34] <somaen> My proposal is simply a (ugly-ish) workaround to the "need to know file extensions"-problem.
[18:38] <stekern> I know, and that's the actual problem I'm trying to solve
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[18:45] <stekern> actually, differenting between gamedata and other data isn't necessary, all that is needed is to keep track of the files that has the .scumm ending in the fs code, and then add that in createReadStream and createWriteStream
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[18:49] <somaen> Would perhaps be easier to work the other way, i.e. keep track of files that don't have it.
[18:50] <somaen> Then scummodern.zip can stay scummodern.zip, but various game data files can have .scummvm appended to work.
[18:50] <[md5]> um, this idea seems odd IMHO
[18:50] <[md5]> what about games that have loads and loads of files?
[18:51] <[md5]> and why would a specific file extension solve the issue?
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[18:53] <stekern> to answer the last problem, windows phone 8.1 (which is the platform in question) requires an app that want to access files on the SD-card to register the file extensions of them
[18:53] <stekern> *last question
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[19:50] Action: Strangerke hugs dreammaster
[19:50] <Strangerke> G'day, pal :)
[19:50] <dreammaster> Hey :)
[19:58] <t0by> <sarcasm>Great idea. Windows 8.1 is awesome.</sarcasm>
[19:58] <t0by> (get a room, you two)
[19:59] <t0by> somaen, Lybra: Damn that intro video.
[19:59] <t0by> I *wish* I had the time to look into the things clone2727 said need looking into
[19:59] <t0by> but until late february I'll be swimming in... I think the English word is equine dejections.
[20:00] <[md5]> :o dreammaster!!!111oneoneone
[20:01] <clone2727> What?
[20:01] <t0by> clone2727, the thingy with the theora thingy.
[20:01] <clone2727> ah, right :P
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[20:02] <dreammaster> The thingy?
[20:02] <Endy> heya thingys!
[20:02] <Endy> .. peoples!
[20:02] <dreammaster> Welcome :)
[20:02] <clone2727> Endy!
[20:03] <t0by> dreammaster, IIRC there are a few relatively low-hanging ways of speeding up theora decoding with the added bonus of mitigating sync issues.
[20:03] <LordHoto> Endy!
[20:03] <Endy> :)
[20:03] <dreammaster> Improved performance is always good.
[20:03] <t0by> Endy, you know. The thingy. The thing with the stuff. I mean, folks, am I speaking english here?
[20:04] <Endy> Daves got the stuff, man....
[20:04] <t0by> dreammaster, necessary, when it comes to WME games and especially J.u.l.i.a.
[20:04] <dreammaster> Ah yes, the doodad, whatchamacallit. :)
[20:04] <[md5]> the thingy!
[20:04] <dreammaster> Right, it's also been a while since I worked on Sword25, but it originally had some problems with Theora decoding as well, which still might be an issue on low end devices.
[20:05] <t0by> Oh, well, I'm going back to my studying.
[20:05] <t0by> This way if I am any lucky
[20:05] <t0by> I *might* have ime to work on it in late february.
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[20:12] <GitHub51> [scummvm] sev- closed pull request #559: Add Theora support to systems which use libtremor (master...master) http://git.io/ldHvng
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[20:12] <GitHub149> [scummvm] sev- pushed 4 new commits to master: http://git.io/NvDiIA
[20:12] <GitHub149> scummvm/master 7225101 Fedor Strizhnev: Add Theora support to systems which use libtremor
[20:12] <GitHub149> scummvm/master 762910d Fedor Strizhnev: SYMBIAN: Updated settings and moved to config.mmh
[20:12] <GitHub149> scummvm/master dd5f558 Fedor Strizhnev: SYMBIAN: Updated settings
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[20:58] <GitHub82> [scummvm] sev- closed pull request #560: ANDROID: Remove unpacker and fix support for non arm (master...unpack) http://git.io/Y32JVg
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[20:58] <GitHub3> [scummvm] sev- pushed 2 new commits to master: http://git.io/KIQ14Q
[20:58] <GitHub3> scummvm/master 5993488 Joel Teichroeb: ANDROID: Remove unpacker and fix support for non arm
[20:58] <GitHub3> scummvm/master d1292c8 Eugene Sandulenko: Merge pull request #560 from klusark/unpack...
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[20:59] <_sev|work> let's hope builedbot is happier now
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[21:22] <GitHub133> [scummvm] mcb30 opened pull request #564: SCI: fix definition of GK1 police-sleep patch (master...gk1fix) http://git.io/MNoVXQ
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[21:30] <GitHub196> [scummvm] bluegr closed pull request #564: SCI: fix definition of GK1 police-sleep patch (master...gk1fix) http://git.io/MNoVXQ
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[21:30] <GitHub1> [scummvm] bluegr pushed 2 new commits to master: http://git.io/kmx7dA
[21:30] <GitHub1> scummvm/master d603fe3 Michael Brown: SCI: fix definition of GK1 police-sleep patch
[21:30] <GitHub1> scummvm/master b0defee Filippos Karapetis: Merge pull request #564 from mcb30/gk1fix...
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[22:05] <Vanfanel> Hi. Who is "sev" in github? I don't understand his comment on my pull request: https://github.com/scummvm/scummvm/pull/562
[22:05] Action: fuzzie points at _sev|work
[22:05] <Vanfanel> He simply says "code formatting is wrong". What does he mean? Ive already changed everything that was required yesterday...
[22:05] <Vanfanel> oh
[22:06] <_sev|work> you forgot to push?
[22:06] <Vanfanel> I did push origin gles_custom, so changes were pushed to my local gles_custom branch
[22:07] <Vanfanel> from what wjp told me, those changes should have been reflected in the PR
[22:07] <fuzzie> then your code formatting is still wrong
[22:07] <fuzzie> braces don't go on their own lines, for example
[22:07] <somaen> And no space directly after (
[22:08] <somaen> (a, b, c)
[22:08] <somaen> if (a == b) {
[22:08] <somaen> } else {
[22:08] <somaen> that kind of style.
[22:09] <Vanfanel> ok, let me take a look
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[22:13] <Vanfanel> fuzzie: braces can do on their own lines in structured data declaration, right?
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[22:18] <Vanfanel> ehmm ok, I guess they never go on their own lines
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[22:34] <Vanfanel> _sev|work: sorry but what do you call C syntax in your coments?
[22:35] <Vanfanel> For example in this function: https://github.com/scummvm/scummvm/pull/562#discussion-diff-22769674R83
[22:35] <Vanfanel> what's wrong exactly? Using * for pointer notation??
[22:36] <clone2727> "struct" is useless
[22:37] <clone2727> That's C, not C++
[22:37] <clone2727> Everything is implicitly a type in C++
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[22:42] <_sev|work> the brackets should stick to the previous line, not K&R style
[22:42] <_sev|work> struct is extra, (void) is not needed as well
[22:43] <_sev|work> and having variables declared at the beginning of function, and not in place of their first usage are all C style, where they're requirement
[22:43] <_sev|work> ah, yes, and your type casting to (unsigned)
[22:43] <Vanfanel> what's wrong with that?
[22:44] <_sev|work> unsigned int? long? short? Just use ScummVM type "uint"
[22:44] <Vanfanel> ok
[22:46] <Vanfanel> hmm.. if I remove "struct" from here: https://github.com/vanfanel/scummvm/blob/gles_custom/backends/graphics/gles-custom/gles-custom.cpp#L62
[22:46] <somaen> Vanfanel: A * should at the very least not stand out in the middle like that example
[22:46] <Vanfanel> it won't build
[22:47] <somaen> Vanfanel: Which line did you remove it from?
[22:47] <somaen> And where is that struct defined?
[22:47] <Vanfanel> somaen: 62, 74...
[22:47] <somaen> If you haven't included the header that defines the struct, then you need a forward declare before first use.
[22:48] <somaen> struct drm_fb;
[22:48] <Vanfanel> then what's the problem with doing things they are in line 74?
[22:48] <Vanfanel> or in line 62?
[22:48] <somaen> It's C
[22:49] <Vanfanel> ok, it's C. Why is it C?
[22:49] <somaen> With a forward declare, that says "drm_fb is a struct" once
[22:49] <somaen> then you can use drm_fb * as much as you want after that
[22:50] <somaen> so, as long as you've told the compiler "drm_fb is a struct" atleast once, you can refer to pointers of that type without putting struct in front of it after that.
[22:50] <Vanfanel> so I must do in two steps now?
[22:50] <Vanfanel> why not in a single step like in 74?
[22:50] <somaen> Bah
[22:50] <somaen> you need the forward declare exactly once
[22:50] <somaen> and no mention of struct after that.
[22:50] <somaen> OR, you need to have the struct definition visible at that point (i.e. by including)
[22:51] <somaen> Oh wait, that diff was broken in github for some reason
[22:51] <somaen> this is gles_custom.cpp?
[22:51] <Vanfanel> yes
[22:51] <somaen> Then the struct definition IS visible
[22:52] <somaen> on line 74
[22:52] <somaen> and it should be there on line 74, since that defines the struct.
[22:52] <somaen> but none of the later instances
[22:52] <somaen> so, line 80
[22:52] <somaen> line 94
[22:52] <somaen> remove struct there
[22:52] <Vanfanel> ahhh!! Now I understand what you mean...
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[22:53] <somaen> Sorry, I was in diff-view and for some reason got the wrong code when scrolling
[22:53] <somaen> Also, line 96
[22:53] <somaen> and 123
[22:54] <somaen> I also don't think we indent macros like you do i.e. at line 337
[22:55] <somaen> Also, no need for struct in line 50
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[22:56] <somaen> parameterless functions we normally don't put (void) in, like line 239, just ()
[22:58] <Endy> (go somaen for awesome formating/standards review!)
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[23:00] <Lybra> have a nice night guys, cya!
[23:00] <ScummBot> Port build status changed with d1292c8e: Success: master-android_x86
[23:00] <somaen> Endy: Thanks.
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[23:12] <eriktorbjorn> I must be missing something obvious... I tried following the instructions for copying Zork Nemesis from the DVD version of ZGI, but it's complaining that I'm missing 00acta.zcr
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[23:14] <eriktorbjorn> Oh wait, I think I see...
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[23:15] <eriktorbjorn> Got it. I moved cursor.zfs to the wrong location.
[23:19] <ScummBot> Port build status changed with d1292c8e: Success: master-android_mips
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[23:36] <GitHub175> [scummvm] sev- pushed 2 new commits to master: http://git.io/6fxoNA
[23:36] <GitHub175> scummvm/master ee9b606 Joel Teichroeb: SDL: Warn if the selected joystick does not exist
[23:36] <GitHub175> scummvm/master dc6c1a5 Eugene Sandulenko: Merge pull request #558 from klusark/patch-3...
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[23:36] <GitHub126> [scummvm] sev- closed pull request #558: SDL: Warn if the selected joystick does not exist (master...patch-3) http://git.io/Wv3K7Q
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[23:38] <_sev|work> \o/ android is fine
[23:39] <somaen> So... started up Zork Grand Inquisitor straight from the GoG-folder, and get a missing arialbd.ttf once I start the game
[23:39] <somaen> Captions enabled
[23:41] <[md5]> somaen: check the data files page
[23:42] <[md5]> there is a very detailed message when the game starts that tells you what to do :)
[23:43] <somaen> Yeah, it's just that FreeSansBold.ttf (which is the alternative, as listed by the debug message) should be available through scummodern.zip, not that I have any idea whether zvision checks there
[23:43] <somaen> Also, no detailed message on game launch
[23:43] <[md5]> hrm
[23:43] <somaen> This is my own build from master as of 3 minutes ago
[23:43] <[md5]> do you have arial.ttf or FreeSans.ttf in your extras folder?
[23:44] <somaen> I have pointed extras towards gui/themes/scummodern now
[23:44] <[md5]> oh
[23:44] <[md5]> ok that explains it
[23:44] <somaen> Trying again
[23:44] <[md5]> grr
[23:44] <[md5]> you'll need to download GNU FreeFont
[23:44] <somaen> So, the extras-folder is not good enough?
[23:44] <somaen> eh scummodern?
[23:44] <[md5]> have you downloaded GNU FreeFont?
[23:45] <somaen> no?
[23:45] <[md5]> no, scummmodern only contains 1 font
[23:45] <[md5]> the game needs 4
[23:45] <somaen> Well, it did have FreeSansBold
[23:45] <somaen> And what should trigger the user message?
[23:45] <[md5]> if (!Common::File::exists("arial.ttf") && !Common::File::exists("FreeSans.ttf") && !_searchManager->hasFile("arial.ttf") && !_searchManager->hasFile("FreeSans.ttf") ) {
[23:46] <[md5]> admittedly, it doesn't look for all the fonts it needs
[23:46] <[md5]> so, meh
[23:46] <somaen> Because well, the current behaviour of "pointing scummvm at gog-folder, and getting crash a bit in", is not very user friendly imho :P
[23:46] <[md5]> http://wiki.scummvm.org/index.php/Datafiles#Zork:_Grand_Inquisitor
[23:46] <[md5]> but yeah, I'll make it check for all the fonts it needs
[23:46] <somaen> What does it need besides FreeSans and FreeSansBold
[23:47] <somaen> And is there a way we could perhaps bundle the last two fonts, or atleast make them handily available?
[23:47] <[md5]> FreeSerif, FreeMono, FreeSans and all their bold/italic variants
[23:48] <[md5]> the games use Times New Roman, Century Schoolbook, Garamond, Courier New and Arial
[23:48] <[md5]> so that's 5 fonts
[23:49] <[md5]> (plus their variants)
[23:49] <somaen> If we go any further with adding games that use windows-fonts directly, I'm smelling a need for a common "find replacement for font X"-kind of thing.
[23:49] <[md5]> yeah
[23:49] <somaen> Also, the news message regarding Zork does not mention this
[23:50] <somaen> So, a more thorough way to trigger the message would be rather usefull
[23:51] <somaen> And indeed perhaps a way to allow the backends to supply the fonts when they are available (i.e. Windows/OS X).
[23:51] <clone2727> Shouldn't be the backend, just common code
[23:51] <somaen> (I just remember dealing with this for WME, albeit mostly Arial and Verdana was used there)
[23:51] <somaen> clone2727: Yeah, but the backend knows the (more or less hardcoded) place to look.
[23:52] <somaen> I.e. whether it's C:\Windows\Fonts (Well, probably something containing % at both ends) or /Library/Fonts
[23:52] <clone2727> For the looking part, yes. But mapping of say Arial to Freetype shouldn't
[23:52] <somaen> Yeah, of course.
[23:52] <clone2727> the common code should wrap around the backend function
[23:52] <somaen> Of course.
[23:53] <somaen> I'm just saying, we now have atleast 2 engines dealing with font replacement, so would it be a bad idea to upfactor and commonalize that?
[23:53] <clone2727> I have my own code to load system fonts too (loosely based on what WME does)
[23:53] <clone2727> But with better Mac and Linux support
[23:53] <somaen> And perhaps thinking about what we want to bundle, or not.
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[00:00] --- Mon Jan 12 2015