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[01:53] <GitHub146> [scummvm] dreammaster pushed 1 new commit to master: http://git.io/Vu7uMg
[01:53] <GitHub146> scummvm/master dee4fd1 Paul Gilbert: MADS: Fix stopping digital audio, music, and palette cycling when animation ends
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[07:24] <waltervn2> morning
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[08:01] <madmoose> morn
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[10:48] <waltervn> great... Unity engine for Mac saves in a cache directory... at least I wasn't very far into GK remake
[10:48] <fuzzie> eek
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[10:51] <wjp> that doesn't sound very smart
[10:59] <DrMcCoy> The Unity engine apparently also phones home and tattles about your system specs
[10:59] <DrMcCoy> Without asking, without informing
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[11:02] <waltervn> I might have brought this up before, but I'm also not really happy about ScummVM saving in my Documents folder by default
[11:05] <DrMcCoy> Relatedly, I'd also like for ScummVM to follow the XDG specs...
[11:06] <DrMcCoy> $XDG_CONFIG_HOME (defaults to ~/.config/) for the config and $XDG_DATA_HOME (defaults to ~/.local/share/) for the saves sounds most reasonable to me
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[11:08] <DrMcCoy> Still, migrating those after so many years is kinda complicated
[11:08] <wjp> I'd probably be in favour of that, but
[11:08] <wjp> yes, that
[11:14] <wjp> still, it might be quite doable to move things
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[11:25] <DrMcCoy> Read the old config. Write the new config. Delete the old config; if that fails, replace with "# moved to $NEWLOCATION"; if that fails, rollback
[11:27] <DrMcCoy> Similarily for everything in ~/.scummvm/
[11:28] <wjp> in most common settings an atomic move of the config and dir separately might be preferable
[11:31] <DrMcCoy> $XDG_CONFIG_HOME doesn't have to be in $HOME. Can be a completely different HDD
[11:31] <DrMcCoy> In that case, it being atomic is out of the window anyway, right?
[11:33] <wjp> hence the "most common" :-)
[11:34] <DrMcCoy> Right :)
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[15:05] <DrMcCoy> woah: https://www.quora.com/What-is-a-coders-worst-nightmare/answer/Mick-Stute?srid=ntsZ&share=1
[15:12] <waltervn> o_O
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[15:15] <wjp> files are being created when compiling something, and it takes him 15 days to figure out it's the compilation step?
[15:19] <DrMcCoy> Also, if he assumed the compiler pulls the code from somewhere else, I would have strace'd the compiler. No idea if that was possible on that system, though
[15:20] <wjp> seemingly all because he didn't take the trouble of seeing if it's the compilation or the running of the program that caused the files to re-appear
[15:21] <wjp> ah well
[15:22] <DrMcCoy> Having the compiler inject the code back when it compiles itself is neat, though
[15:22] <wjp> mhm
[15:24] <wjp> ah, no, wait, it actually was the running of the code that did it. Ok, that makes it more insidious :-)
[15:25] <wjp> Or not. He's contradicting himself a bit.
[15:25] Action: wjp will stop reading this now :-)
[15:25] <DrMcCoy> lol
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[16:10] <WooShell> meow =^.^=
[16:13] <madmoose> ahoy WooShell
[16:21] <WooShell> ahoy yerself
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[16:40] <fydo> Loom <3
[16:42] <droid2727> Loom >:(
[16:44] <WooShell> Loom :><
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[17:01] <eriktorbjorn> Hmm... http://forums.scummvm.org/viewtopic.php?t=13740 could be caused by the Tinsel engine creating the music player in its constructor, before it has set up extra path and stuff. Can anyone think of any problem with moving the creation of those objects to run() instead?
[17:07] <droid2727> No, since it should be in run() anyway
[17:08] <eriktorbjorn> I guess that goes for _bmv, _sound and _pcmMusic as well.
[17:09] <eriktorbjorn> And I guess which objects it creats could be made conditional on which game you're running, though I'm not familiar with the various versions.
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[17:21] <GitHub190> [scummvm] eriktorbjorn pushed 1 new commit to master: http://git.io/eS3tJA

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[00:00] --- Sat Oct 18 2014