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   March 3, 2018  
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[01:29:13] <GitHub122> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vAS5r
[01:29:13] <GitHub122> scummvm/master 010c47b Paul Gilbert: XEEN: Add World of Xeen logo to end of Dark Side intro
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[01:41:20] <Lightkey> https://twitter.com/panstasz :O
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[02:29:13] <GitHub165> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vASNy
[02:29:13] <GitHub165> scummvm/master 53aa641 Paul Gilbert: XEEN: Hook up Clouds of Xeen intro for playing on startup
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[09:19:01] <waltervn> morning
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[09:43:53] * man_in_shack waves
[09:46:36] <man_in_shack> out of interest, anyone working on the dott/full throttle remastered editions?
[10:22:29] <_sev> no, those are completely different engines
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[17:42:05] <JackRaider> Hey, my friend tried to compile scummvm too, and looks like "binutils" link does not work
[17:42:29] <JackRaider> on this page http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
[17:44:38] <JackRaider> here is the screen of the sourceforge response https://snag.gy/vQSHfo.jpg
[17:47:20] <JackRaider> Is it something wrong with sourceforge?
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[18:05:20] <logix> https://sourceforge.net/projects/mingw/files/ works for me
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[19:12:11] <Drenn> At the risk of sounding pushy, I have a PR that's been sitting around for a while. I'd appreciate if someone could take a look at it, particularly since it's a requirement for gsoc.
[19:12:14] <Drenn> https://github.com/scummvm/scummvm/pull/1136
[19:26:50] <JackRaider> taking a look
[19:26:56] <JackRaider> ah
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[19:44:59] <GitHub182> [scummvm-web] rootfather pushed 1 new commit to master: https://git.io/vA9wd
[19:44:59] <GitHub182> scummvm-web/master ca3fb88 Lothar Serra Mari: WEB: Translate GSOC 2018 announcement to German
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[19:48:03] <bonki> Drenn: you can always mail -devel and ask that someone with knowledge on the AGI engine have a look at it (the PR looks trivial, but still)
[19:53:44] <Drenn> ok, I'll do that in a bit if such a person doesn't see it here first
[19:54:09] <bonki> :)
[19:54:21] <bonki> nice catch, btw
[19:55:03] <Drenn> yeah, I was a bit surprised to actually catch a bug in such a popular but simple engine =P
[19:56:33] <bonki> heh, indeed. is there really no ticket about this in the tracker?
[19:56:49] <Drenn> not that I saw
[20:00:11] <bonki> I suggest creating one and linking your PR, if not for additional visibility (can't hurt) then for completeness' sake
[20:01:35] <Drenn> well, I guess it wouldn't hurt
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[20:27:22] <Drenn> https://bugs.scummvm.org/ticket/10444
[20:33:30] <bonki> thanks!
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[20:41:03] <JackRaider> logix: installation fails on download
[20:41:14] <JackRaider> through this installator
[20:41:29] <JackRaider> it can't download the packages
[20:42:22] <JackRaider> here is a small part of the log
[20:42:25] <JackRaider> mingw-get: *** WARNING *** http://prdownloads.sourceforge.net/mingw/mingw-get-0.6.2-mingw32-beta-20131004-1-bin.tar.xz?download: opened with unexpected status: code = 403 mingw-get: *** WARNING *** please report this to the mingw-get maintainer mingw-get: *** ERROR *** Get package: http://prdownloads.sourceforge.net/mingw/mingw-get-0.6.2-mingw32-beta-20131004-1-bin.tar.xz?download: download failed mingw-get: *** WARNING *** http
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[21:05:25] <bonki> JackRaider: alternatively, you could install msys2 and just install all necessary dependencies using pacman
[21:05:32] <bonki> if you're really lazy you can install msys2 using chocolatey
[21:05:57] <JackRaider> bonki: Thanks
[21:06:21] <bonki> then the whole procedure boils down to one powershell command for bootstrapping chocolatey and the rest is just installing stuff using both package managers
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[21:24:20] <bonki> snover: I found a more elegant way around yesterday's autosave problem: I just check if the savegame in the autosave slot really is an autosave by checking the existing savegame's description and only overwrite if it matches the autosave description
[21:24:43] <snover> bonki: won’t work if localised
[21:24:59] <bonki> savegame descriptions are not localized
[21:25:07] <snover> at the moment
[21:25:19] <bonki> exactly
[21:25:59] <snover> so instead of addressing the problem once and for all, now it is just deferred until some strings are localised
[21:27:09] <bonki> well, from what I can tell other engines never addressed that problem and didn't give a crap when introducing autosaves so that is still better. if we introduce localized in some future version I plan on dropping the check anyway
[21:27:17] <bonki> descriptions*
[21:29:47] <bonki> other fugly workarounds may have other side effects in the future as well
[21:32:48] <snover> if your current plan is to just not write an autosave if save 0 isn’t an autosave you can still use the filename-based approach, if .000 exists then show that in slot 0 otherwise show .autosave or whatever you name it
[21:33:17] <snover> then you are even still always getting an autosave and it is just shadowed by the “real” save 0 if one existed
[21:36:24] <snover> does that make sense?
[21:37:32] <bonki> true. or I could skip all of that and just refuse overwriting metadataless savegames (the current status quo; I will introduce them in the same commit so that would work). your approach is cleaner, I just wish all engines would behave the same. there's so much code duplication there and each engine does things slightly differently which really bothers me
[21:38:09] <bonki> we don't even have a common pattern for savegame filenames
[21:38:10] <bonki> :/
[21:39:17] <bonki> I don't really understand why all of this is handled by each engine instead of the backend
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[21:42:55] <snover> i don’t know why either, i can only make speculations.
[21:45:00] <bonki> there's one drawback with your solution, though. as soon as the first autosave is created you won't be able to load the shadowed savegame anymore without removing the .autosave or tricking around with the listing which I don't want to do. how would you deal with that? the whole point of this is that from a user's POV no weird things(tm) should happen.
[21:45:50] <bonki> definitely not as irritating as loss of a savegame but still an inconvenience I would like to avoid
[21:45:53] <snover> oh, i described it to work in the other way, where the user save overrides the autosave in the listing when it exists.
[21:46:10] <bonki> ah
[21:46:41] <bonki> agreed, that's probably better :)
[21:46:58] <bonki> I'll give it a thought or two, thanks
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[21:53:30] <bonki> do you see any (good) reasons not to have all of this managed by the backend? support for original game savegames is one I can think of
[22:10:13] <snover> i don’t know enough to know. i could only speculate.
[22:11:13] <snover> given how save games already work through an abstraction, it’s hard to come up with anything good that isn’t mooted already by that abstraction
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   March 3, 2018  
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