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[02:39] <GitHub87> [scummvm] dreammaster opened pull request #786: TITANIC: Starship Titanic engine (master...titanic) https://git.io/vKw47
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[06:15] <rootfather> good morning
[06:18] <rootfather> opening the scummvm repository for "half-baked" engines and expanding the project scope is a really good move
[06:19] <rootfather> especially the engine thing really should encourage people to work on engines in the future, because they don't have to do all the work alone and can rely on the help of all developers
[06:20] <rootfather> I'm still a bit unsure what the disbanding of the core team actually means for scummvm development
[06:22] Nick change: _sev_ -> _sev
[06:22] <_sev> rootfather: it doesn't mean much. the core team was actin on and off in the last couple years
[06:23] <rootfather> as long as it doesn't mean "scummvm development will slow down", everything is fine :P
[06:39] <_sev> rootfather: apparently you're mixing the role of the Core Team with something else
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[06:40] <waltervn> morning
[06:40] <waltervn> way too warm today...
[06:40] <rootfather> hi waltervn
[06:41] <rootfather> _sev to my understanding, the Core Team members are the "masterminds" behind ScummVM
[06:41] <rootfather> right/wrong?
[06:41] <rootfather> read "masterminds" as "main developers and maintainers"
[06:42] <_sev> rootfather: absolutely wrong
[06:45] <rootfather> oh, okay
[06:45] <rootfather> so, what was the role of the Core Team?
[06:49] <_sev> http://osdir.com/ml/Scummvm-devel/2011-08/msg00021.html
[06:52] <rootfather> thanks for clarification
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[06:58] <waltervn> Last week of school for the kids. I hope to have some time for ScummVM over the holidays.
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[09:33] <Strangerke> hi guys
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[09:39] <L0ngcat> Strangerke!
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[09:46] <GitHub114> [scummvm] rootfather pushed 5 new commits to master: https://git.io/vKrft
[09:46] <GitHub114> scummvm/master ccb99d4 Lothar Serra Mari: I18N: Regenerate translations template from source code
[09:46] <GitHub114> scummvm/master e6b9a06 Lothar Serra Mari: I18N: Update German translation
[09:46] <GitHub114> scummvm/master ba308cd Lothar Serra Mari: I18N: Regenerate translations data file
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[09:47] <wjp> ok, that titanic merge problem is easy to fix fortunately
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[10:12] <wjp> ...except that I'm hitting a recent bug in git with signed commits...
[10:14] <wjp> ah well, will work around that later
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[11:22] <GitHub53> [scummvm] sev- closed pull request #785: SCUMM: Maniac V0: Walkbox / Timing improvements (master...master) https://git.io/vKggS
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[11:22] <GitHub81> [scummvm] sev- pushed 4 new commits to master: https://git.io/vKrYG
[11:22] <GitHub81> scummvm/master 1a880c7 Robert Crossfield: SCUMM: Maniac V0: Clear the text area of the screen on fade out
[11:22] <GitHub81> scummvm/master 44000ba Robert Crossfield: SCUMM: Maniac V0: Implement original walkbox queue, Cleanup actor walk code
[11:22] <GitHub81> scummvm/master 67071b4 Robert Crossfield: SCUMM: Maniac V0: Implement 'simulator' for CPU lag (as the original engine occasionally ran at less than 60Hz). Fix call to 'getClosestPtOnBox', whcih was being passed X * V12_X_MULTIPLIER and Y * V12_Y_MULTIPLIER, but the box coordinates, where not
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[11:43] <ScummBot> Port build status changed with 8af6a0dd: Failure: master-ps2
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[13:23] <GitHub97> [scummvm] sev- pushed 1 new commit to master: https://git.io/vKrRI
[13:23] <GitHub97> scummvm/master 52abd69 Eugene Sandulenko: SCUMM: Use more portable rounding function
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[13:32] <ScummBot> Port build status changed with 52abd695: Success: master-ps2. Nice work, all ports built fine now
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[13:36] <blorente> good afternoon :)
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[16:08] <WooShell> meow =^.^=
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[17:59] <Wishmaster2> Hi. somehow, the scummvm version at the google play store only provides english gui language
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[18:34] <mk> Hi
[18:34] <mk> I'm not sure if I'm really in the right place, but I've got a bug report and I'd prefer not to create a sf.net account
[18:36] <mk> I've tested debian-x86_64-master-aadc8531 (downloaded today) and debian-x86_64-master-cedcdbc4 (downloaded a month ago) and both show the same problem:
[18:37] <mk> If I start Myst and load a savegame while the intro movies are playing, the mouse cursor stays invisible.
[18:38] <mk> (Without loading, the mouse cursor appears after the movies as expected.)
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[18:47] <criezy> mk: which version of Myst?
[18:48] <mk> criezy: the gog version
[18:48] <criezy> That's the Masterpiece Edition right?
[18:48] <mk> yes
[18:48] <criezy> I just tried with that one and I can indeed reproduce the issue.
[18:49] <criezy> I don't have time to look at that now, especially as I don't know that engine, but I will create the bug report.
[18:49] <mk> Thank you!
[18:50] <mk> Are there any plans to move the bug tracker away from sf? Maybe to github?
[18:50] <criezy> Yes, there is some plans to move it to our own server.
[18:52] <mk> Nice
[18:58] <Wishmaster2> criezy: Do you know about the android version at the play store?
[18:59] <criezy> No. I don't have any Android device so I am not particularly interested in that.
[18:59] <criezy> But I noticed several persons (or the same person multiple times?) reporting that it seems to be English only.
[19:00] <Wishmaster2> is there a bug report?
[19:01] <criezy> I don't think I have seen one.
[19:01] <criezy> But it would be good to create one indeed.
[19:01] <Wishmaster2> Would you do that?
[19:02] <criezy> I would prefer not since I have no way to check if the problem indeed exists.
[19:02] <Wishmaster2> who in here is responsible for that?
[19:03] <criezy> For the Andoid version?
[19:03] <Wishmaster2> yes
[19:03] <criezy> fuzzie is one of the developers who work on it
[19:04] <Wishmaster2> fuzzie: Hi!
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[19:17] <mk> Bye
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[19:57] <omer_mor> hi
[19:59] <omer_mor> I've got several undetected hoyle games which I want to add
[19:59] <omer_mor> but i'm not 100% sure how
[20:01] <omer_mor> any sci dev around? snover? m_kiewitz? wjp? md5?
[20:01] <m_kiewitz> yes
[20:01] <snover> omer_mor: yes
[20:01] <omer_mor> so i've got the following undetected sci hoyle games:
[20:02] <snover> omer_mor: i recently just added one, so that might be illustrative for you: https://github.com/scummvm/scummvm/commit/593560e876346509b6df80c4a1411cb5e751b15b
[20:02] <omer_mor> Bridge, Children's Collection, Classic Games, Solitaire
[20:02] <omer_mor> snover: you added the demo version of hoyle5, i saw
[20:08] <omer_mor> my dillema is this:
[20:08] <omer_mor> they are all variants of the same hoyle5 engine
[20:11] <omer_mor> hoyle classic games is a superset of {children's collection, bridge, demo} and contains additional games
[20:12] <omer_mor> Hoyle Solitaire is a different game with the same engine. It has many different solitaire games.
[20:12] <omer_mor> Hoyle Classic Games also has a solitaire game, but it's only the Klondike variant.
[20:14] <omer_mor> The individual games within each collection could be run directly from windows, via individual configuration files
[20:14] <omer_mor> e.g. it was possible to run "Old Maid" directly from the Children's Collection or the Classic Games collection
[20:16] <omer_mor> How would you rather add these games to scummvm? Should they all be variants of the same game (hoyle5)?
[20:16] <omer_mor> Should I create a different game-id for each different collection?
[20:21] <omer_mor> m_kiewitz? snover?
[20:22] <snover> sounds like separate game entries to me
[20:23] <omer_mor> fine then
[20:23] <omer_mor> i'll make name "hoyle classic games" as hoyle5 - since it's the main collection
[20:26] <m_kiewitz> wait, so those are completely separate games?
[20:26] <omer_mor> m_kiewitz: these are 4 collections of games
[20:27] <m_kiewitz> and each has its own resource.* files?
[20:27] <omer_mor> Bridge, Children's Collection, Classic Games, Solitaire
[20:27] <omer_mor> yes
[20:27] <omer_mor> they share most of their scripts and resources
[20:27] <m_kiewitz> because if we don't name them differently, then a user adding those would have 4x "Hoyle 5"
[20:27] <m_kiewitz> which makes no sense
[20:27] <omer_mor> (not including solitaire)
[20:27] <omer_mor> m_kiewitz: you're right - that was my concern
[20:27] <m_kiewitz> i guess the gameid itself could be hoyle5, but the game name should be different
[20:28] <m_kiewitz> although wait, is it possible to save the game?
[20:28] <m_kiewitz> does it save stats or anything at all?
[20:29] <omer_mor> no saves
[20:29] <omer_mor> maybe it saves high scores implicitly?
[20:29] <omer_mor> no idea
[20:29] <m_kiewitz> well check that
[20:29] <m_kiewitz> if it uses the same file name, then that would be a problem
[20:29] <omer_mor> m_kiewitz: there's way to map game-id to multiple names?
[20:29] <m_kiewitz> if its different files, then it would be fine
[20:30] <m_kiewitz> im not sure, but i thought each detection entry may be named differently
[20:30] <omer_mor> I think only the part enclosed within the parenthesis could be different
[20:30] <m_kiewitz> _sev?
[20:32] <omer_mor> the collection save some .opt (options?) file per game
[20:32] <omer_mor> e.g. POKER.OPT, KLONDIKE.OPT, ...
[20:32] <m_kiewitz> and different ones?
[20:33] <m_kiewitz> hmm ok, that would be fine
[20:33] <m_kiewitz> i need to look at the detection code, AGI definitely has detection entries, that return the full version number as well
[20:33] <omer_mor> but KLONDIKE is present in several collections
[20:33] <omer_mor> so they would all create KLONDIKE.OPT
[20:34] <m_kiewitz> is it the same file?
[20:34] <m_kiewitz> or a different file for each? because that would create issues in case we use the same gameid (well somewhat, not directly but when the user copies those over)
[20:35] <omer_mor> it's a text file with one line of numbers and spaces
[20:35] <snover> still sounds like separate entries to me&
[20:36] <omer_mor> I think it would be the simplest options
[20:38] <omer_mor> This is from the game: "The Sierra Original Hoyle games, Bridge and Children's Collection, are derived from Hoyle Classic Games. Whatever your favorite, you just might find it in Hoyle Classic Games. This latest in the Hoyle series includes eight card games (Poker, Bridge, Crazy Eights, Gin, Hearts, Old Maid, Cribbage, and Solitaire) and two board games (Backgammon and Checkers). What's
[20:38] <omer_mor> more, Hoyle Classic Games provides opponents when you want to play, not when you can get four people to agree on a time and place. Draw Poker is the new card in the Hoyle hand. You can ante, bet, fold, and bluff against characters with their own habits and quirks (developed especially for this edition of Hoyle). You can even change the atmosphere: customize the screen to set the game in
[20:38] <omer_mor> the Old West, for example, without having to worry about cigar smoke and bullet holes in your living room. Hoyle Classic Games also introduces the Attitude Meter: set the tone of the opposition, from serious to absurd. In serious mode you get intense opposition and good manners. In the absurd game you get sore losers and a breakdown in sportsmanship! Don't let conflicting schedules
[20:38] <omer_mor> stop you. When you want to play backgammon you want to roll the dice now, not a week from Thursday. Hoyle Classic Games is just what the classic game player has been looking for. "
[20:38] <m_kiewitz> yes, otherwise we would have to change a bit of things
[20:39] <m_kiewitz> hoyle5classic, hoyle5bridge, hoyle5children and hoyle5solitaire then I guess
[20:39] <m_kiewitz> and what about the game on floppy?
[20:40] <m_kiewitz> hoyle 5 contains 3 floppies and 1 CD
[20:40] <omer_mor> solitaire is different. it's not derived from hoyle 5 (hoyle classic games). it just uses the same engine and some of the scripts. different games inside.
[20:40] <m_kiewitz> the floppies contain a special version for notebooks (well back then)
[20:40] <snover> fwiw, every sierra game contains some of the same scripts
[20:40] <omer_mor> right :-)
[20:41] <m_kiewitz> well "same" :P
[20:41] <omer_mor> about the floppies (the "laptop version"): I don't have them. I believe it's the same resources with the resource.aud and resource.sfx omitted.
[20:42] <m_kiewitz> well that would be important. in the worst case it's hoyle 5 as all-in-one-game
[20:42] <m_kiewitz> i wanted to get one from ebay, but it's floppies only
[20:42] <omer_mor> the "derived" games didn't strip all the uneccesarry scripts of the dropped games.
[20:43] <omer_mor> only the main script of each omitted game
[20:43] <omer_mor> each game was numbered, e.g. crazy eights = 100, checkers = 1200, etc.
[20:44] <omer_mor> the scripts for crazy eights were all numbered 1XX, with 100 being the main game scripts
[20:44] <omer_mor> the collections that dropped crazy eights, just removed the 100.scr script, but left all the rest 1XX.scr scripts.
[20:45] <m_kiewitz> weird, why didn't they just add a game selection of some sort
[20:45] <omer_mor> HOWEVER - the hoyle5 demo contains ALL the game scripts. it just disabled their button in the game selection screen
[20:46] <snover> i dont think thats strictly true, a lot of the assets in the demo looked like dummy assets
[20:46] <omer_mor> I didn't try it, but I guess it would be easy to patch the demo to run all the games.
[20:46] <omer_mor> They disabled some characteres as well in the demo though.
[20:46] <snover> in any case im not exactly sure what is the relevance
[20:46] <omer_mor> snover: trivia.
[20:47] <snover> got it.
[20:51] <omer_mor> ok, thanks for the feedback, I'll add a PR with the games soon, with different game-ids.
[20:51] <omer_mor> 'night
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[20:59] <m_kiewitz> omer_mor: night
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[23:36] <Flexman> hi
[23:37] <Flexman> i'm surprised how many adventure engines scummvm is supporting now
[23:37] <Flexman> i found and old aventure game not supported yet. should scummvm recognize the engine automatically if it is supported?
[23:38] <snover> Flexman: yes. what game?
[23:39] <snover> its always possible the game is supported but you have an unknown version
[23:41] <Flexman> Lion's Help. Guess there is just one version.
[23:41] <Flexman> but maybe they have their own engine
[23:42] <Flexman> this game is so unknown i didn't even find a walkthrough :-D
[23:43] <Flexman> snover: but nevermind... didn't expect this one to work. just was wondering if "no game found" means that it hasn't the right engine, or that it might have a known engine but is not supported because the game is not known
[00:00] --- Wed Jul 20 2016