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[00:27] <Viper168> a long time user just never messed with options much, just resintalled to play some oldies but curious if it would be suggested to try other graphics modes if any have nicer graphics. if so any suggestions which to try?
[00:28] <droid2727> 2x
[00:29] <droid2727> (I don't care for the filters)
[00:30] <blitter> depends on the game
[00:30] <blitter> i just try them all until i see something i like
[00:30] <blitter> there's no magic bullet
[00:30] <Viper168> I'll experiment a little
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[00:41] <Viper168> err how do i select my mt-32 files, can;t seem to find the option, just one to turn mt-32 on, is it built in now or something?
[00:44] <Viper168> also shouldn;t I be able to get a menu after starting a game? can;t seem to figure that out either
[00:44] <Viper168> could have sworn
[00:45] <dreammaster> Depends on which game you start, as to whether they have a menu
[00:46] <dreammaster> Don't know about the mt32, sorry
[00:46] <Viper168> hmm
[00:46] <Viper168> at least on the psp for I remember beinf able to pull up a scummvm menu mid-game
[00:46] <Viper168> for saving and loading, some options I think
[00:46] <dreammaster> Ah yes, the Global Main Menu.
[00:47] <dreammaster> On Windows at least, it's Ctrl-F5
[00:47] <Viper168> ah
[00:47] <Viper168> let me try that
[00:47] <Viper168> there we go
[00:47] <Viper168> that;s it, thanks
[00:47] <dreammaster> No problem. Just be aware, though, that not all games support saving and loading via the GMM, though.
[00:48] <Viper168> I was pressing escape hoping for it, but that just skipped dialogs
[00:48] <Viper168> gotcha
[00:50] <Viper168> also is there no way to run it in a window but matched to the width of the screen?
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[00:59] <dreammaster> Not really. You're limited to the different available scalers.
[01:01] <dreammaster> There was an OpenGL renderer that was meant to allow dynamically resizing the window.. what ever happend with that?
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[01:04] <Viper168> there are a few opengl renderers but I've yet to test them for it
[01:05] <Viper168> but dunno if what you're suggesting is a special one
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[01:05] <Viper168> aha
[01:05] <Viper168> yup it works
[01:06] <Viper168> the oI wish escape brought up the menu though, or something simple like an F button alone
[01:06] <dreammaster> Ah. good
[01:06] <Viper168> because ctrl+f5 is pretty awkward
[01:06] <Viper168> and I'm bound to forget it
[01:06] <dreammaster> The trouble is that many games alraedy use Escape to do things like skip dialogs, so we needed something that wasn't used by any game.
[01:07] <Viper168> yeah, I figured that;s why it;s not, but still one of the F buttons has to be available
[01:08] <Viper168> or doing something like double tapping something like tab etc..
[01:08] <Viper168> even double tapping caps lock
[01:08] <Viper168> would never interfere with anything
[01:08] <dreammaster> Well, many games use Tab for Inventory. Likewise, the function keys tend to be frequently used as shortcuts for saving and loading alrady.
[01:08] <Viper168> and is easily accessible in comparison
[01:09] <dreammaster> That sounds as hard to remember as Ctrl-F5. :)
[01:09] <Viper168> it'd be a lot less awkward
[01:09] <Viper168> and no trying to remember if it's control or alt at least
[01:09] <Viper168> give people an option for the bindings perhaps
[01:10] <Viper168> so whatever works best for them can be used
[01:10] <Viper168> I may use xpadder and just play with my controller, at least I can use that to bind keys
[01:10] <Viper168> even awkward bindings are easy then, it has made some old games with weird control playable even
[01:10] <Viper168> like banzaibug
[01:12] <Viper168> indiana jones and the fate of atlantis
[01:12] <Viper168> lol
[01:12] <Viper168> nostalgia
[01:12] <Viper168> may fire up dayof the tentacle instead, or sam and max
[01:13] <Viper168> any favorite scumm games I might not have played you guys would suggest giving a try?
[01:13] <Viper168> I have a lot of them just never played them
[01:16] <dreammaster> Depends if you're just limiting it to Scumm games.. ScummVM supports a lot of other good games these days. :)
[01:16] <Viper168> well, the range
[01:16] <dreammaster> But for Scumm, I'd say Escape From Monkey Isalnd was pretty good.
[01:16] <Viper168> I have some non scumm games in my collection already
[01:16] <Viper168> yeah, I have the first one
[01:17] <dreammaster> I am Murray, the demonic talking skull... bwahahahahah. Really loved him.
[01:17] <Viper168> how many were scumm?
[01:17] <Viper168> I tohught there was more than one
[01:17] <Trixar_za> Murray gets a more title role in the last one
[01:17] <Viper168> *thought
[01:17] <dreammaster> Sorry, Curse of Monkey Island, not Escape
[01:17] <Trixar_za> Ok not so much, but he pops up a lot for a disembodied head
[01:18] <dreammaster> The first three are Scumm. The fourth one is a work in progress in Residual, since it's 3D. The Telltale episode Monkey Island game isn't supported at all.
[01:18] <dreammaster> But it's still pretty good
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[01:18] <Viper168> I have the secret of monkey island
[01:18] <Viper168> dunno why i don;t have the others
[01:19] <Viper168> I need ot grab the telltale games
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[01:19] <Trixar_za> Full Throttle isn't bad either
[01:19] <Trixar_za> Just short
[01:19] <Viper168> I played season one of the sam and max games which were quite good though
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[01:19] <Viper168> need to catch up
[01:19] <Viper168> only problem is the telltale sam and max games, at least in season 1 leaked memory like crazy
[01:19] <Viper168> and after playing for a bit lagged to unplayable hell
[01:20] <Viper168> I need to download full throttle again too, never played it but have had a copy
[01:20] <Viper168> but I suppose I may play through the monkey island games
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[01:21] <Viper168> it was much nicer on my psp, being able to sit waiting places, or at friend's houses, playing day of the tentacle and such
[01:21] <Trixar_za> I played all of them. I kind of regret selling the fourth one, but it wasn't that good. Grim Fandango was better
[01:21] <Viper168> perfect solution for it
[01:21] <Viper168> I'd still be playing it on psp if the psp hadn;t broken
[01:22] <Viper168> it's a great platform for old games
[01:22] <Lightkey> so is the Pandora!</shamelessplug>
[01:23] <Viper168> in scummvm, other emulators like for genesis, snes, nes, atari, mame, gameboy from the original all the way to advance, practically all psx games, and a selection of n64 games
[01:23] <Viper168> all on one little handheld console
[01:23] <Viper168> was the best
[01:23] <Viper168> I miss it :(
[01:23] <Viper168> need to try and buy a new one perhaps
[01:24] <Viper168> also used it to bring around my music and even hook it up in the car
[01:24] <Trixar_za> True - there were some great games for N64 that you never got to play on the console itself - mostly because it was only released in Japan
[01:24] <Viper168> movies I could take to friend's houses and plug intot he tv
[01:24] <Trixar_za> The second Wonder Project J game is a prime example
[01:24] <Viper168> I need to try some japanese games too
[01:24] <Viper168> I have a buttload of us/europ n64 roms
[01:24] <Viper168> using project64 to emulate
[01:25] <Trixar_za> I've gotten into psx games recently
[01:25] <Viper168> love it too because it has many gameshark codes built in
[01:25] <Viper168> I use epsxe for that
[01:25] <Trixar_za> Emulation is a bit sketchy - I need a proper 3D card rather than Intel HD
[01:25] <Viper168> and this nifty program called psx emulation cheater, which you insert as your video plugin, and select your real one through the cheater program
[01:26] <Viper168> and lets you run gameshark codes on emulated psx
[01:26] <Viper168> I love hacking old games
[01:26] <Trixar_za> No real point unless your playing a really unbalanced game
[01:26] <Trixar_za> you're*
[01:26] <Viper168> I just go this nifty little program for altering values similar to cheatengine but much mroe simple
[01:27] <Viper168> Trixar_za, sometimes I like to zip through sections that bore me
[01:27] <Viper168> for instance
[01:27] <Viper168> *got, more
[01:27] <Viper168> or sometimes those frustrating parts
[01:28] <Viper168> where you just have to repreat it over and over and over again and all it does is piss you off
[01:28] <Viper168> I don;t play games ot be annoyed
[01:28] <Viper168> so I'll cheat to skip it, have no shame about it
[01:28] <Trixar_za> SNES JRPGs have hardened me to the point that I can play any of them - no matter how unbalanced - without really trying
[01:28] <Viper168> I just do what I do to enjoy my games the most in the way that lets me enjoy them better
[01:29] <Viper168> I often can do that tripping
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[01:29] <Viper168> lol
[01:29] <Viper168> games often become so hideously simple to me they cease being fun
[01:29] <Viper168> there;s no challenge at all
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[01:29] <Viper168> so i quit and do something else
[01:29] <Trixar_za> If you want to play a really challenging game for the SNES, try Treasures of the Rudra
[01:29] <Viper168> or play a game that;s just fun to play without needing to be hard or easy
[01:30] <Viper168> like ecco on ps2, dolphin simulator of sorts
[01:30] <Viper168> katamari clones
[01:30] <Trixar_za> It's one of my favorites - from the mantra system to the element based armour and weapons
[01:30] <Viper168> pokemon snap
[01:30] <Viper168> etc...
[01:30] <Viper168> lol
[01:30] <Viper168> I'll give it a look
[01:31] <Trixar_za> Basically, any word (up to eleven letters) is a mantra and preforms as spell
[01:31] <Viper168> ecco on ps3 is actually pretty tough
[01:31] <Trixar_za> and I mean any word :P
[01:31] <Viper168> much like the original two on genesis
[01:31] <Viper168> ecco the dolphin
[01:31] <Viper168> it;s a great game
[01:31] <Trixar_za> Oh, I remember that one
[01:31] <Trixar_za> Never did finish it though
[01:31] <Viper168> really awesome worlds
[01:31] <Viper168> the ps2 one?
[01:32] <Viper168> there;s a cheat for the ps2 version that lets you unlock all of the levels thankfully
[01:32] <Viper168> hanging waters is pretty nuts
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[01:32] <Viper168> flying islands with pools of water, linked by flying waterway tubes and floating bubbles of water
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[01:33] <Viper168> so many of the environments in that game are really sexy and epic
[01:33] <Viper168> immersive
[01:34] <Trixar_za> That game gets weird real fast, hey?
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[07:46] <Strangerke|work> G'day
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[08:32] <TMM> morning
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[11:51] Action: Strangerke|work summons dreammaster
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[11:58] <Strangerke|work> *failure* :(
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[16:10] <WooShell> meow =^.^=
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[17:28] <meunierd> I'm unable to open gnome-terminal since the 3.12 update. I get a message that reads:
[17:29] <meunierd> Error constructing proxy for org.gnome.Terminal:/org/gnome/Terminal/Factory0: Error calling StartServiceByName for org.gnome.Terminal: GDBus.Error:org.freedesktop.DBus.Error.Spawn.ChildExited: Process org.gnome.Terminal exited with status 1
[17:29] <meunierd> The forums mentioned looking at locale settings but I don't receive any warnings regarding that.
[17:29] <meunierd> and everything is en_US.UTF-8
[17:29] <meunierd> ugh
[17:29] <meunierd> wrong channel, apologies
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[18:06] <wjp> RPS' Mobius review is... interesting
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[18:47] <DrMcCoy> The code for Eldritch, a Minecraft-looking roguelike, is now FLOSS under the terms of the zlib: https://github.com/MinorKeyGames/Eldritch
[18:48] <DrMcCoy> wjp: After seeing the trailer, I was already suspecting that it might be bad
[18:49] <DrMcCoy> But by that review, it's apparently worse than I thought
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[19:01] <DrMcCoy> https://github.com/MinorKeyGames/Eldritch/blob/master/Code/Libraries/Core/src/core.h#L63 . . .
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[19:02] <wjp> interesting uint32 they have
[19:02] <DrMcCoy> Also nice that they assume "char" is signed everywhere :P
[19:04] <madmoose> heh, SafeDelete a couple of lines further down
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[19:05] <wjp> ah well, at least they have these typedefs instead of just using long everywhere (I hope?)
[19:05] <DrMcCoy> Yeah
[19:05] <DrMcCoy> madmoose: SafeDeleteNoNull is worse :P
[19:06] <madmoose> Are there platforms that don't have stdint.h?
[19:07] <DrMcCoy> And I don't really understand the need for Unused, DoExp and DoNothing
[19:07] <DrMcCoy> In the memcpy_s macro above, I think it's used to silence a compiler warning about unused macro parameter, maybe?
[19:08] <madmoose> Yes, although usually people just cast to void.
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[19:09] <madmoose> DoExp looks like an actual Eldritch horror...
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[19:09] <DrMcCoy> I'm pretty sure there are platforms without stdint.h on which ScummVM runs
[19:09] <madmoose> sad
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[19:10] <DrMcCoy> That's why I also check for inttypes.h and sys/types.h in xoreos, though that's of course no 100% fool-proof either
[19:11] <DrMcCoy> I quite like what ScummVM's configure does, explictly checking through the types. Doing that xoreos' autotools configure is still on my TODO list :)
[19:11] <madmoose> I just includes stdint.h (or cstdint)
[19:12] <madmoose> If you don't have it, upgrade your compiler :P
[19:12] <DrMcCoy> lol
[19:12] <DrMcCoy> #define BREAKPOINT raise(SIGINT)
[19:13] <DrMcCoy> That's a novel approach
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[19:14] <uruk-hai> DrMcCoy, that is :D
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[19:18] <DrMcCoy> And they write their own memory management, for some reason
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[19:18] <GitHub35> [scummvm] sev- pushed 1 new commit to master: http://git.io/GeQ6Yw
[19:18] <GitHub35> scummvm/master df39d9a Eugene Sandulenko: FULLPIPE: Implement ModalMainMenu::init()
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[19:20] <DrMcCoy> https://github.com/MinorKeyGames/Eldritch/blob/master/Code/Libraries/Core/src/color.h#L15 :D
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[19:30] <salty_horse> DrMcCoy, is this the roguelike first person game?
[19:30] <DrMcCoy> Yes
[19:30] <salty_horse> oooh
[19:30] <salty_horse> shiny
[19:30] <salty_horse> he wrote it in like several weeks, no?
[19:30] <DrMcCoy> Dunno
[19:31] <salty_horse> april -> october: http://www.gamasutra.com/blogs/DavidPittman/20140103/207974/Eldritch_Mountains_of_PostMortemness.php
[19:31] <salty_horse> many several weeks
[19:32] <DrMcCoy> It's nice that he released it under the terms of the zlib
[19:34] <salty_horse> (that's blog is a recommended read, btw)
[19:34] <DrMcCoy> There's some questionable decisions there, IMHO. The custom memory management, for example, which strikes me as overkill
[19:36] <DrMcCoy> The string hash function he uses looks weird to me as well: https://github.com/MinorKeyGames/Eldritch/blob/master/Code/Libraries/Core/src/hashedstring.cpp#L57
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[19:39] <madmoose> Better than Westwood's...
[19:40] <DrMcCoy> Hmm, httpsocket.h/.cpp looks windows-only to me :P
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[19:41] <TMM> goooood evening
[19:41] <DrMcCoy> #define EPSILON 0.0001f
[19:41] <DrMcCoy> #define SMALLER_EPSILON 1.0e-10f // ^___________________^;
[19:41] <DrMcCoy> :D
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[19:41] <TMM> lol
[19:42] <TMM> wtf is that DrMcCoy?
[19:42] <DrMcCoy> This is why you don't define a general-purpose epsilon
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[19:42] <DrMcCoy> TMM: https://github.com/MinorKeyGames/Eldritch/
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[19:43] <DrMcCoy> The code for Eldritch, a first-person minecraft-looking roguelike, has been FLOSS'D
[19:43] <DrMcCoy> FLOSS'd*
[19:43] <TMM> oh, awesome,
[19:43] <TMM> someone should really write an fmod source compatible wrapper around sdl and the variety of format codecs
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[19:43] <DrMcCoy> Brrr, fmod
[19:44] <TMM> this whole 'this thing is entirely open source' but it links against fmod which we also ship and hide somewhere in our sourcetree :P
[19:45] <TMM> I was very excited about this 'godot' engine being FLOSS'd I even started porting some of my original game assets to it
[19:45] <TMM> and then I found the lurking fmod
[19:45] <TMM> I was sad
[19:45] <DrMcCoy> I still have mostly-finished FSB (fmod soundbank) support for xoreos in my local repo. Can't decide on a clean interface to load the files in engine-code
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[19:46] <TMM> :(
[19:46] <DrMcCoy> TMM: I don't suppose you have any idea how the FEV (events?) files are supposed to work, both conceptually and the file format itself?
[19:47] <TMM> Not really, I read about them but I lost interest.
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[19:47] <TMM> I think the only reason why a FLOSS fmod source-compatible library doesn't exist is because it's boring as balls
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[19:50] <TMM> porting is generally less trouble :P
[19:56] <DrMcCoy> Writes his own memory management, his own array and list classes, but then depends on FMOD :P
[19:57] <TMM> you'd think OpenAL would be less trouble at that point
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[21:33] <droid2727> salty_horse: the check for zero was there before my patch, which is why i asked
[21:36] <salty_horse> oh, I thought it was about the if statement. I can check all my flics for invalid 0 sizes
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[21:47] <salty_horse> droid2727, md5 added the >0 check while working on tucker. doesn't mean tucker needs it. see 6f0b6b5a. I will check tucker as well, I guess
[21:48] <droid2727> salty_horse: how about size changes in kom?
[21:49] <salty_horse> I'm writing a checker now
[21:53] <droid2727> thanks
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[22:15] <salty_horse> droid2727, I all the kom files have width and height equal to 0. the size is already defined in the file header, so if the individual frames don't do any resizing, their reported width and height are 0
[22:15] <salty_horse> s/I//
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[22:16] <droid2727> perfect, thanks
[22:16] <salty_horse> want me to check tucker for any resizing frames? kom doesn't have any
[22:17] <salty_horse> (I need to put a disc in a drive and I'm guessing it will take a while to read)
[22:17] <droid2727> sure, i don't have tucker
[22:17] <salty_horse> doing it now
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[22:19] <salty_horse> tucker only has 8 flc files (used for cutscenes where kom used them for backgrounds). non have resizing frames AFAICT
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[22:32] <droid2727> what the hell is passport to peril? :P
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[22:35] <salty_horse> adam's pink panther
[22:35] <salty_horse> https://github.com/AdamRi/scummvm-pink
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[22:45] <salty_horse> ok, going now. back tomorrow
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[00:00] --- Wed Apr 16 2014