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[02:19] <GitHub45> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vr3dF
[02:19] <GitHub45> scummvm/master cc11941 Paul Gilbert: ACCESS: Fix crash at end of AGOE floppy chapter 6
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[02:25] <GitHub80> [scummvm] dreammaster pushed 1 new commit to branch-1-8: https://git.io/vr3FT
[02:25] <GitHub80> scummvm/branch-1-8 d83fed4 Paul Gilbert: ACCESS: Fix crash at end of AGOE floppy chapter 6
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[05:52] <rootfather> good morning vietnaaaam!
[05:57] <madmoose> morning
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[12:42] <GitHub149> [scummvm] sev- pushed 5 new commits to master: https://git.io/vrstx
[12:42] <GitHub149> scummvm/master 4435902 Eugene Sandulenko: PEGASUS: Add safety check....
[12:42] <GitHub149> scummvm/master a088d1f Eugene Sandulenko: PRINCE: Remove redundant check
[12:42] <GitHub149> scummvm/master b836720 Eugene Sandulenko: SKY: Add safety check
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[12:47] <salty-horse> what's the difference between "engine" and "metaengine"? where should I implement hasFeatures? should I use AdvancedMetaEngine instead of MetaEngine?
[12:48] <fuzzie> engine gets instantiated to run your game
[12:48] <fuzzie> metaengine does detection and creates an instance of your engine :)
[12:49] <fuzzie> so *both* have hasFeature, for different sets of features
[12:49] <fuzzie> and yes, typically the advanced detector (in AdvancedMetaEngine) is easier to use
[12:51] <salty-horse> there are still some engines that use MetaEngine (scumm, sherlock, sky, sword[12], wintermute)
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[12:52] <fuzzie> yes :)
[12:52] <fuzzie> well, wintermute shouldn't, right..?
[12:52] <salty-horse> I don't know I don't understand any of it yte
[12:52] <salty-horse> yet
[12:52] <salty-horse> yeti
[12:52] <fuzzie> but basically, advanced detector will do the detection work for you
[12:54] <salty-horse> (I still haven't decided how to do proper detection, since the game has two cd's)
[12:54] <fuzzie> I only see metaengine being used directly by scumm, sky, sword1 and sword2, i.e. the legacy engines
[12:57] <salty-horse> legacy means nothing, as code is constantly being updated :) is there a good reason to keep the old MetaEngine around?
[12:58] <fuzzie> it's difficult to do anything without large breakage when detection for a lot of games is involved
[12:58] <fuzzie> but there *is* no old MetaEngine, it's just an interface
[12:59] <fuzzie> so it's quite a nice split to have even if we had no more direct users in-tree
[12:59] <salty-horse> so ... should I upgrade or not?
[13:00] <fuzzie> (obviously you can just inherit from AdvancedMetaEngine and override all the MetaEngine functions to do something else, so..)
[13:00] <fuzzie> well, if your detection fits in the advanced model (i.e. you have a known set of files which you can md5sum), it is less code to maintain and easier for others to add variants :)
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[13:02] <salty-horse> I don't think that's the case for me. ok, I'll skip it for now
[13:03] <fuzzie> my Final Unity engine has a custom detector because it wants to poke around in a zip file to detect
[13:10] <salty-horse> *gasp* zip files
[13:13] <salty-horse> can I test "return to launcher" without implementing GMM first?
[13:21] <salty-horse> I'm not implementing pauseEngineIntern, and yet, GMM seems to pause the game
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[15:37] <GitHub74> [scummvm] sev- pushed 3 new commits to master: https://git.io/vrsZ7
[15:37] <GitHub74> scummvm/master a65617d Eugene Sandulenko: SCUMM HE: Hid noisy debug output deeper
[15:37] <GitHub74> scummvm/master cc6be14 Eugene Sandulenko: SCUMM HE: Fixes and comments to video playback code
[15:37] <GitHub74> scummvm/master 6d941a3 Eugene Sandulenko: SCUMM HE: Marked sprite subopcodes and better field names
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[17:50] <salty-bot> [kom] salty-horse pushed 1 new commit to master: https://git.io/vrsB1
[17:50] <salty-bot> kom/master 2eb6c0d Ori Avtalion: Allow quitting the game in more situations
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[00:00] --- Sun May 15 2016