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[00:14] <GitHub97> [scummvm] Strangerke pushed 2 new commits to master: http://git.io/vBUsC
[00:14] <GitHub97> scummvm/master 92b63ca Strangerke: MADS: Phantom: reduce the scope of a variable
[00:14] <GitHub97> scummvm/master bebfb0d Strangerke: MADS: Rex: Remove dead code in doObjectAction...
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[00:29] <GitHub95> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/vBUn6
[00:29] <GitHub95> scummvm/master 0dbf4e5 Strangerke: MADS: Silent another cppCheck warning
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[01:11] <m_kiewitz> argh, i can't access forums nor wiki
[01:11] <m_kiewitz> Pale Moon can't establish a connection to the server at forums.scummvm.org.
[01:13] <m_kiewitz> works again, weird
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[01:19] <GitHub162> [scummvm-tools] lordhoto pushed 2 new commits to master: http://git.io/vBUBL
[01:19] <GitHub162> scummvm-tools/master ddec903 Johannes Schickel: TOOLS: Fix compiler warning in FLAC compression code.
[01:19] <GitHub162> scummvm-tools/master 425af25 Johannes Schickel: TOOLS: Fix compiler warning in create_sjisfnt with recent FreeType2 headers.
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[01:20] <Lightkey> just lost an edit because it didn't save on the wiki too *hmpf*
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[06:18] <waltervn> morning
[06:19] <Lightkey> alright, alright.. time for bed, I guess
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[10:04] <uruk-hai> more than genius http://pixelastic.github.io/pokemonorbigdata/
[10:06] <Strangerke> 0_o
[10:07] <uruk-hai> i only scored 75% :(
[10:07] <Strangerke> It's not your fault, those big data things have Pokemon names!
[10:09] <uruk-hai> :D
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[12:26] <GitHub132> [scummvm] johndoe123 pushed 1 new commit to master: http://git.io/vBkKF
[12:26] <GitHub132> scummvm/master 1800f9d johndoe123: BBVS: Fix bug #6954: Pathfinding bug in Prison...
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[13:42] <GitHub35> [scummvm] Strangerke pushed 1 new commit to master: http://git.io/vBIfl
[13:42] <GitHub35> scummvm/master 49a811c Strangerke: ACCESS: AGoE - Add detection for Spanish version, provided in bug #6958
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[14:52] <Henke37> anyone recall what it means for a scumm actor to mumble?
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[15:00] <Henke37> hmm, just supresses the mouth animation? meh
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[17:47] <Henke37> my computer takes time to load rooms in scumm games and the application stops responding while loading.
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[17:53] <fydo> Henke37: what platform?
[17:54] <Henke37> windows
[17:54] <Henke37> my filesystem has massive latency at times
[17:54] <fydo> hmm, could consider running the game files from a RAM disk
[17:55] <Henke37> yeah, that might work. if it doesn't get swapped to disk...
[17:56] <Henke37> anyway, the problem is being non responsive while waiting for io
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[18:32] <m_kiewitz> o_O
[18:32] <DrMcCoy> eriktorbjorn: http://ascii.textfiles.com/archives/4834
[18:34] <salty-horse> DrMcCoy, which reminds me. I found this awful gamefaqs walkthrough: http://www.gamefaqs.com/pc/564464-ballyhoo/faqs/1544
[18:34] <salty-horse> O
[18:35] <salty-horse> oops
[18:36] <DrMcCoy> Ugh, horrible
[18:37] <salty-horse> I'm guessing SOMETHING stripped the newlines
[18:38] <salty-horse> anyway, parsing text files is hard. people type things in all sorts of ways and I can't account for everything
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[18:38] <GitHub151> [scummvm] bgK force-pushed master from 49a811c to a684ef8: http://git.io/xtS8kg
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[18:38] <bgK> ooops
[18:38] <bgK> i didn't mean to do that :s
[18:40] <m_kiewitz> noooo
[18:40] <bgK> git log
[18:41] <m_kiewitz> will that force people to reset or something? because i hate that
[18:41] <DrMcCoy> ...How can you accidentallly force-push?
[18:41] <salty-horse> how do you accidentally force-push?
[18:41] <m_kiewitz> lol
[18:41] <salty-horse> your midi-chlorian count must be off the charts
[18:42] <bgK> I force puched a branch with the incorrect remote :s
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[18:42] <GitHub68> [scummvm] bgK pushed 171 new commits to master: http://git.io/vBtON
[18:42] <GitHub68> scummvm/master 2581c2d Filippos Karapetis: MADS: Re-enable the sprite slots handling for V2 games
[18:42] <GitHub68> scummvm/master f8979d6 Filippos Karapetis: MADS: Initial implementation of sound driver handling for V2 games
[18:42] <GitHub68> scummvm/master e6a14f4 Filippos Karapetis: MADS: The intro animations of Phantom and Dragon work now
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[18:43] <bgK> there, should be back to exactly the same thing as before
[18:43] <bgK> hopefuly no harm done
[18:43] <bgK> but I'm very sorry for that
[18:43] <eriktorbjorn> salty-horse: If memory serves me, there used to be quite a few walkthroughs of adventure games in the nineties that were just lists of commands to type.
[18:44] <eriktorbjorn> DrMcCoy: Ohhh, that's very nice.
[18:45] <salty-horse> eriktorbjorn, yes, text adventures are like that, but this one has no newlines
[18:46] <bgK> can someone with admin rights set master as a protected branch in the scummvm git repo on github?
[18:46] <salty-horse> I have a bot that tweets random instructions and it breaks on that file. the only line it catches is the last one. it even tweeted that twice and it has 700 games to choose from
[18:46] <eriktorbjorn> salty-horse: Maybe they just wanted to keep it compact, and that's why there's a colon between each command? I don't know.
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[18:46] <salty-horse> bgK, I don't think github can prevent a force push. I know other sites have that feature
[18:47] <bgK> salty-horse, it can, there is a branch protection feature
[18:47] <salty-horse> huh
[18:47] <LordHoto> bgK: I think it does that, but additionally it limits the people being able to push to that branch
[18:48] <LordHoto> bgK: Also, nobody can do a force push then.
[18:49] <LordHoto> bgK: So, nothing we want anyway...
[18:49] <LordHoto> bgK: I mean we do force pushes seldom enough to let someone with admin rights disable the feature, force push, and enable it again.
[18:50] <bgK> LordHoto, exactly, so why not enabling it? The default behaviour for protected branches is to prevent force pushes and deletion
[18:51] <bgK> and as an option it can be made required to have commits come form merges, but that's not something we want
[18:53] <LordHoto> bgK: Looks like that's only for pull requests.
[18:54] <LordHoto> I think we can do that. I'll first need to finally get someone to add me as owner/administrator. :-P
[18:57] <LordHoto> wjp, _sev: Any opinions of enabling the protected branches feature to prevent force pushes to master?
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[19:21] <_sev> LordHoto: good idea, I just enabled it
[19:21] <_sev> still left other branches, e.g. the release ones unprotected
[19:28] <m_kiewitz> king's quest 6 speedrun using ScummVM
[19:28] <m_kiewitz> https://www.youtube.com/watch?v=HynRztZvboU
[19:29] <m_kiewitz> love the comment "I bought the game on GoG. But the executable crashes randomly so to play it, I use ScummVM for Windows 7"
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[20:03] <salty-horse> m_kiewitz, is "the executable" ScummVM?
[20:03] <Henke37> of course not. it's scummvm.exe
[20:03] <salty-horse> why does it crash? bug?
[20:12] <L0ngcat> dreammaster: the datafiles listing for Rex states 'DIGITAL.ADA', but my gamefiles say 'DIGITAL.AGA'. typo?
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[21:32] <Henke37> man, I didn't realize that the opening video in comi is seven minutes long
[21:34] <Henke37> they could probably have cut down the filesize by putting the opening credits outside of the video
[21:34] <Henke37> smush isn't exactly the best video codec around, does it even do interframe compression?
[21:37] <Henke37> it's not like they were low on rooms, they don't even break 100
[21:38] <Lightkey> salty-horse: the Sierra games are packaged with DOSBox
[21:39] <salty-horse> that makes more sense, thanks
[21:40] <eriktorbjorn> I think the game that went most overboard with cutscenes that I've played (that wasn't an FMV game) must be The Feeble Files.
[21:41] <Henke37> cutscene or video?
[21:43] <eriktorbjorn> Not sure what the distinction is, but it does have both short videos showing some action or event, and longer ones showing the transition from one part of the game to the next.
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[21:45] <Henke37> it's how it's implemented technically
[21:45] <Henke37> a video is traditionally stored in a separate file
[21:45] <Henke37> video is nearly always fullscreen
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[21:46] <Henke37> video uses special encodings that don't understand what they are encoding, just that it's a blob of pixels that changes over time
[21:47] <eriktorbjorn> Well, they're Smacker video files. Well over 200 of them.
[21:47] <Henke37> smacker is certainly video
[21:48] <eriktorbjorn> I have mixed feelings about the game. On one hand, it's certainly ambitious and often funny. But I remember parts of it being pretty infuriating as well.
[21:49] <Henke37> can't comment on it, never played it
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[21:51] <GitHub135> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vBqll
[21:51] <GitHub135> scummvm/master f840eaf Martin Kiewitz: AGI: add new debug command "version"...
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[21:53] <eriktorbjorn> One thing I like (even if Monkey Island 2 did the same joke already) is that it keeps track of your "criminal record" throughout the game, and that list can grow *quite* long.
[21:53] <eriktorbjorn> I'm not even sure where all of the strikes come from, because some seem to be optional, and possibly mutually exclusive.

[21:55] <Henke37> they did
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[21:56] <Henke37> even had a puzzle about pinning the blame on some other smuch
[21:57] <eriktorbjorn> Some of my favorite non-spoiler ones in The Feeble Files are "Developing a sarcastic and critical sense of humour.", "Failing to lead a happy and fulfilled life." and "General 'attacking the Company stronghold' type behaviour."
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[23:23] <GitHub164> [scummvm-web] sev- force-pushed www2 from 82a178b to e9749b8: http://git.io/vBqN4
[23:23] <GitHub164> scummvm-web/www2 0f1494e Eugene Sandulenko: WEB: WIP for moving to new server
[23:23] <GitHub164> scummvm-web/www2 1bd8aab Eugene Sandulenko: WEB: Fix base URLs
[23:23] <GitHub164> scummvm-web/www2 72ab23c Eugene Sandulenko: WEB: Fix demos URLs
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[23:24] <_sev> next step is lang.ini support
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[00:00] --- Tue Nov 24 2015