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[00:04] <GitHub154> [scummvm] sev- pushed 1 new commit to master: http://git.io/v8jAa
[00:04] <GitHub154> scummvm/master 882989f Eugene Sandulenko: SWORD25: Fix thumbnail generation and make it portable
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[00:22] <GitHub144> [scummvm] sev- pushed 1 new commit to master: http://git.io/v4eUv
[00:22] <GitHub144> scummvm/master ca4c10f Eugene Sandulenko: SWORD25: Translate comments
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[01:56] <Lightkey> https://twitter.com/trilobytegames/status/664893127136776193
[02:02] <Lightkey> https://twitter.com/patrikspacek indy4 SE videos
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[03:38] Netsplit *.net <-> *.split quits: kurtwr, Dark-Star, @yaz0r, erdic, @(vEX), @dhewg, mgerhardy, TAS_2012v, alanjf
[03:38] Netsplit *.net <-> *.split quits: @aquadran, dtcrshr
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[03:40] Netsplit *.net <-> *.split quits: gus
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[03:43] Topic for #scummvm: ScummVM 1.7.0 || http://www.scummvm.org/faq/ || No warez, no Game Requests, read the FAQ! || Channel logs: http://logs.scummvm.org
[03:43] Topic set by _sev (~sev@scummvm/undead/sev) (Mon Jul 21 23:02:39 2014)
[03:43] [Users #scummvm]
[03:43] [@[vEX] ] [+pigeon ] [ Dominus ] [ Guest67335 ] [ madmoose_ ] [ Sir_Burpalot]
[03:43] [@_sev ] [+qvist ] [ dos1 ] [ gus ] [ mgerhardy ] [ snover ]
[03:43] [@aquadran ] [ _marc` ] [ DrMcCoy ] [ Harekiet ] [ Newa ] [ snow_bckspc ]
[03:43] [@dhewg ] [ alanjf ] [ dtcrshr ] [ heroux ] [ niska ] [ TAS_2012v ]
[03:43] [@dreammaster ] [ balrog ] [ echelog-1] [ jatb ] [ P2E ] [ TMM ]
[03:43] [@eriktorbjorn] [ bazaar ] [ enthusi2 ] [ KingGuppy ] [ Paaris ] [ Tomaz^W2 ]
[03:43] [@joostp_ ] [ blitter ] [ enthusi_ ] [ klusark ] [ phyber ] [ Unseen2 ]
[03:43] [@LordHoto ] [ broosky ] [ erdic ] [ kurtwr ] [ phyber_ ] [ uruk-hai ]
[03:43] [@somaen ] [ Cheeseness ] [ freanux ] [ L0ngcat ] [ Poly-C ] [ Vampire0_ ]
[03:43] [@Strangerke ] [ CruX| ] [ fuzzie ] [ LePhilousophe] [ ruskie ] [ wysiwtf ]
[03:43] [@tsoliman ] [ CuriosTiger] [ fydo ] [ lewellyn ] [ Satyricon ] [ {V} ]
[03:43] [@wjp ] [ Dark-Star ] [ gapan ] [ Lightkey ] [ Schnabeltierchen] [ |Cable| ]
[03:43] [@yaz0r ] [ Deledrius ] [ Gentle ] [ madmoose ] [ ScummBot ]
[03:43] Irssi: #scummvm: Total of 77 nicks (13 ops, 0 halfops, 2 voices, 62 normal)
[03:43] Home page for #scummvm: http://www.scummvm.org/
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[03:43] Channel #scummvm created Sun Nov 26 07:42:47 2006
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[05:45] <@eriktorbjorn> Bug #6948 seems like an odd request to me. I can't think of any point with it, since I don't think we have anything like a clipboard...
[05:45] <@eriktorbjorn> https://sourceforge.net/p/scummvm/bugs/6948/
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[08:22] <GitHub64> [scummvm] sev- pushed 1 new commit to master: http://git.io/v4vN3
[08:22] <GitHub64> scummvm/master a47ab5e Eugene Sandulenko: SWORD25: Fix typo
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[08:42] <waltervn> morning
[08:44] <madmoose_> morning
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[09:09] <GitHub116> [scummvm] sev- pushed 1 new commit to master: http://git.io/v4fkF
[09:09] <GitHub116> scummvm/master 1f1ef9b Eugene Sandulenko: SWORD25: Fixing typo of typo. This time for real
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[10:53] <GitHub43> [scummvm] wjp pushed 1 new commit to master: http://git.io/v4fwr
[10:53] <GitHub43> scummvm/master 2b31096 Willem Jan Palenstijn: SWORD25: Fix comment translation
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[14:06] <waltervn> does anyone here happen to know a lot about DSL?
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[14:11] <Henke37> the modem type, the linux distribution or something else?
[14:11] <rootfather> i have some knowledge in DSL as in internet connection
[14:11] <rootfather> but mostly specific for germany
[14:14] <waltervn> I'm on a VDSL connection and my after a sync I either end up with a 14dB line attenuation or 21dB (for download). I know noise margin can fluctaute but is it normal for line attenuation to change like that or does that imply a connection problem somewhere?
[14:15] <waltervn> oddly, I haven't seen values in between, only 14 and 21 (more or less)
[14:15] <rootfather> line attenuation can fluctuate as well as the noise margin
[14:16] <rootfather> those values, especially the one for line attenuation you see in your modem is nothing more than an "educated guess"
[14:16] <rootfather> as long as you don't have very high values for attenuation and very low for the noise margin, your line is perfectly healthy
[14:16] <rootfather> as long as you don't have a frequent sync loss of course
[14:18] <rootfather> what about your speed in downlink and uplink, are they close to the maximum that's advertised for your connection?
[14:19] <waltervn> the difference between those line attenuations is about 30mbit. It's hard to say what the "right" speed is...
[14:20] <rootfather> you mean that with a 14db attenuation you have 30mbit less than with a 21db attenuation?
[14:20] <waltervn> 30mbit more
[14:21] <rootfather> yeah... right. I always forget that "the lower the better"
[14:21] <rootfather> :)
[14:21] <rootfather> okay, this fluctuation is too high if you ask me
[14:22] <rootfather> slight fluctuation is perfectly fine, but that's too much
[14:22] <waltervn> OK, thanks for your input
[14:23] <waltervn> (and sorry to everyone else for going off topic ;))
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[16:10] <WooShell> meow =^.^=
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[22:20] <allain> Hey can anyone point me to an overview of how the scummvm was architectured under the hood? I know I can download the code, but I want something higher level.
[22:22] <Henke37> there is a class called Engine
[22:22] <Henke37> there are many subclassed of the Engine class
[22:23] <allain> OK, I don't mind reading the code, I'll start there.
[22:23] <Henke37> for more specialized engines there is usually just one class for the engine type, such as Sky and Queen
[22:23] <Henke37> but for more generic engines, such as SCUMM, there are a lot of subsubclasses
[22:24] <allain> thank you
[22:24] <Henke37> but all in all, the Engine subclass is responsible for running the main loop
[22:24] <Henke37> the main loop is completely replaced with another loop while the scummvm menus are open
[22:25] <Henke37> as for how it is decided which subclass to use, see the game detection system
[22:26] <Henke37> I am not quite as well read about that, but from my understanding there are so called meta engines, small enough classes that only serve to detect which engine and game a set of files are for
[22:26] <Henke37> they are usually based on the file hashes
[22:27] <Henke37> as such, scummvm has a huge list of file hashes for all known variants of the games
[22:27] <Henke37> did I get it all right?
[22:28] <allain> That's enough to point me in the right direction. Thank you.
[22:29] <Henke37> protip: don't look at the scumm engine if you want a simple class
[22:29] <@wjp> that is an extremely random subset of information :-)
[22:29] <Henke37> just the header is like a thousand lines just for the class def itself
[22:29] <snover> there is also all of the backends code, audio/video code, GUI code, etc.
[22:30] <Henke37> true that
[22:30] <Henke37> but it's up to each engine class on how to call into the backend
[22:30] <@wjp> allain: anything in particular you're interested in?
[22:30] <Henke37> from what I gather, the backend stuff is accessed by global pointers
[22:31] <Henke37> while the choosen engine isn't. except for when it is
[22:32] <snover> wjp: hey, :) i haven’t forgotten about you all, just have had to do some other stuff before coming back to sci engine work. i will at least send a patch of the work i did a couple months ago pretty soon
[22:32] <@wjp> hi snover
[22:32] <@wjp> cool
[22:32] <@wjp> looking forward to it
[22:33] <@wjp> I've been rather distracted by other things as well
[22:33] <Henke37> personally I hope that the g_engine pointer is never going away. it's really handy for my guide
[22:36] <allain> wjp: not particularly, playing those games is what got me interested in programming in the first place. I've just always wondered what the architecture was.
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