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   February 13, 2017  
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[00:09:10] <GitHub73> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDr2U
[00:09:10] <GitHub73> scummvm/master 2c8d72a Paul Gilbert: TITANIC: Fix ticks change check in updateInstruments
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[03:00:50] <GitHub81> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDrPc
[03:00:50] <GitHub81> scummvm/master bb840c9 Paul Gilbert: TITANIC: More renamings in music classes
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[03:06:32] <dreammaster> Turns out all that parser stuff wasn't for sound fonts or anything, but song information, with data used both for selecting fragments from the associated wave files, as well as as length information for synchronising the instrument animations
[03:06:43] <snover> neat!
[03:06:58] <dreammaster> Yes, it's nice to have a better name for it now then "music object" :)
[03:07:33] <dreammaster> Plus, I'm pretty happy, because with my simplifications to their overcomplictaed audio buffer, the music now seems to be working. \o/
[03:07:46] <snover> overcomplicated, tomato
[03:08:06] <dreammaster> All I need to do is do a bit more debugging to get the animations happening correctly, and the puzzle will be completable.
[03:08:26] <dreammaster> Then the rapid trek to the endgame starmap
[03:08:32] * dreammaster runs and hides
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[03:39:52] <GitHub100> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDrXb
[03:39:52] <GitHub100> scummvm/master 8fec9da Paul Gilbert: TITANIC: Further CMusicRoomHandler renamings
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[05:05:28] <GitHub113> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDry4
[05:05:28] <GitHub113> scummvm/master ada88fa Thierry Crozat: I18N: Regenerate translations data file
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[05:06:31] <GitHub88> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDryE
[05:06:31] <GitHub88> scummvm/master 59d6feb Paul Gilbert: TITANIC: Fix threshold testing for instrument animations
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[07:18:09] <waltervn> morning
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[08:05:24] <GitHub102> [scummvm] segrax opened pull request #902: SCUMM: Fix bug #4556 (Maniac: Purple Tentacle appears in Lab after being chased out) (master...Fix_4556) https://git.io/vDrF4
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[08:16:02] <Endy> Heh, nice investigation of a MM script bug
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[08:49:16] <GitHub9> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDrNb
[08:49:16] <GitHub9> scummvm/master ce82d67 Eugene Sandulenko: DIRECTOR: Turn assert into a warning when sprite cast is missing
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[09:21:10] <Strangerke|work> hi guys
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[09:51:03] <GitHub1> [scummvm] sev- pushed 1 new commit to master: https://git.io/vDrjc
[09:51:03] <GitHub1> scummvm/master 7886ca6 Eugene Sandulenko: DIRECTOR: Execute movie script 0 on loading for D2-D3
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[16:22:05] <waltervn> I find it rather confusing that we can't save in slot 0 in the SCI engine. It would be nice if we could explain this to the user by marking it (reserved for autosave) or something like that
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[17:28:33] <m_kiewitz> waltervn: agreed, although i think there are 1 or 2 sci32 games that actually have an auto-save
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[17:49:20] <m_kiewitz> Red Letter Media: Starship Troopers - re:View https://www.youtube.com/watch?v=OkEdyq3UE5M
[18:08:41] <snover> waltervn, m_kiewitz: good idea. https://github.com/csnover/scummvm/commit/bd08f38279ab3204695000e6ed3024491a92966a
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[18:10:40] <snover> using the locked state makes it look and act the way you’d want, though it seems that state was originally intended only for cloud stuff
[18:24:09] <waltervn> snover: will that also mark slot 0 as autosave, if there's no actual autosave present?
[18:25:14] <snover> yeah, it says (Autosave) when there is no autosave, or the name of the autosave game if there is one
[18:26:08] <waltervn> I suppose one could also argue that the games that don't autosave, should have a regular slot 0
[18:26:40] <waltervn> otherwise seeing Autosave might lead some people to believe that there's such a functionality in the game, when usually there is not
[18:26:49] <snover> my understanding from the old comments in sci was that save 0 is conventionally autosave for all games in scummvm
[18:28:59] <m_kiewitz> waltervn: still there actually are games with an auto-save even in SCI
[18:29:19] <waltervn> m_kiewitz: I know, but most of them don't have it
[18:29:24] <m_kiewitz> and you also never know, maybe at some point we will implement VM saving
[18:29:41] <m_kiewitz> so one could save at any point even when the scripts do not allow it
[18:29:54] <m_kiewitz> and then we could implement auto-save functionality on top
[18:30:18] <m_kiewitz> i think for AGI I actually locked out slot 0 too
[18:30:25] <m_kiewitz> not sure if SCI allowed slot 0 at one point
[18:31:18] <m_kiewitz> snover: btw, I just bought pq4 floppy UK English version
[18:31:47] <m_kiewitz> i wonder if it's 100% the same as the US one. The text written on the floppies is not exactly the same
[18:31:56] <snover> congratulations on your acquisition of the second worst game ;)
[18:32:07] <waltervn> yeah, AGI lists Autosave in slot 0. And there's actually something in there in my PQ1AGI playthough. Not sure how that works, if I load it, it just starts the game from the intro
[18:32:07] <m_kiewitz> clone2727 has my US copy :(
[18:32:33] <m_kiewitz> i have never played pq4, so no idea. i doubt it's one of sierra's worst games :P
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[18:35:27] <snover> at least you don’t get the antagonist narrator in the floppy version ;)
[18:37:08] <m_kiewitz> lol
[18:37:32] <m_kiewitz> there are people, who hate the gabriel knight narrator
[18:37:36] <m_kiewitz> can't believe it
[18:37:47] <m_kiewitz> the kq6 narrator is also awesome :P
[18:38:47] <snover> you’d have to count me among them. on the other hand, the guy that did space quest narration is like, the best character in the series
[18:38:54] <snover> i love that guy
[18:39:38] <m_kiewitz> ah yeah that one is funny
[18:40:44] <waltervn> would have been fun to hear him in Spaceventure
[18:41:42] <waltervn> unfortunately he passed away two years ago
[18:42:20] <m_kiewitz> the gabriel knight narrator passed away as well already :( was a really nice lady
[18:43:48] <m_kiewitz> oh nooo, i just found another UK release of Phantasmagoria 2 :(
[18:43:54] <m_kiewitz> i wonder if it's censored or not
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[18:44:40] <m_kiewitz> hmm looks like the censored release but the barcode is different
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[18:44:56] <m_kiewitz> and lol lots of people are bidding
[18:45:13] <m_kiewitz> everyone wants a censored release
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[18:57:51] <snover> does anyone know offhand how many platforms will continue to use SDL1? I’m fixing bugs caused by destroying/recreating the SDL window on pixel format changes, but the cleanest way I found to fix it for SDL2 does not apply to SDL1. I’m not sure if this is a problem or not.
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[19:40:39] <waltervn> snover: on the short term I think many platforms will still be on SDL1. Even the current Windows release is still using it.
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[19:41:21] <Begasus> for one Haiku isn't ready for sdl2 (yet)
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[19:50:42] <WooShell> meow =^.^=
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[20:58:54] <Raziel^> Strangerke!
[21:01:56] <m_kiewitz> snover: there is an issue atm w/ keyboards in AGI when using SDL2
[21:02:13] <m_kiewitz> still that destroy/recreate issue doesn't happen on all platforms anyway
[21:04:53] <Raziel^> can a dev please answer the question if scummvm runs one main lopp for games or many?
[21:05:08] <Raziel^> and if it one, where exactly does it start in the source?
[21:05:15] <Raziel^> trying to do some profiling
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[22:06:00] <snover> m_kiewitz: i’m not 100% sure that the issues with sdl window recreation don’t also happen in windows, but i do know that it’s easy to miss them if you aren’t constantly doing it like phant2. for example, some events going to the old window just disappear, which manifests itself as “my next click doesn’t do anything”.
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[22:47:19] <waltervn> snover: is it not possible to use a single pixel format throughout?
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   February 13, 2017  
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