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00:22:30 *** Wormnest_ has joined #openttd 01:34:46 *** Flygon has joined #openttd 01:34:56 *** blackli0nxx_ has quit IRC 01:49:48 *** blackli0nxx_ has joined #openttd 01:57:59 *** blackli0nxx_ has quit IRC 02:03:25 *** glx has quit IRC 02:06:14 *** blackli0nxx_ has joined #openttd 02:13:36 *** blackli0nxx_ has quit IRC 02:17:18 *** Thedarkb1-X40 has joined #openttd 02:23:11 *** Thedarkb-X40 has quit IRC 02:25:19 *** supermop_Home has joined #openttd 02:29:01 *** Wormnest_ has quit IRC 03:02:02 *** tokai|noir has joined #openttd 03:02:02 *** ChanServ sets mode: +v tokai|noir 03:08:44 *** tokai has quit IRC 03:59:19 <DorpsGek_III> [OpenTTD/OpenTTD] Wirdal commented on issue #7592: Road vehicles don't balance between multiple loading bays https://git.io/fjlL0 05:40:46 *** _dp_ has quit IRC 05:45:05 *** dP has joined #openttd 05:45:05 *** dP is now known as _dp_ 06:07:49 *** ist5shreawf[m] has quit IRC 06:21:29 *** Etua has joined #openttd 06:24:34 *** Etua is now known as Guest3911 06:24:38 *** Etua has joined #openttd 06:29:51 *** Guest3911 has quit IRC 07:27:36 *** Etua has quit IRC 07:52:26 *** WormnestAndroid has quit IRC 07:55:58 *** WormnestAndroid has joined #openttd 08:00:03 *** Lejving has quit IRC 08:52:53 *** WormnestAndroid has quit IRC 08:54:00 *** andythenorth has joined #openttd 08:54:02 <andythenorth> yo 09:05:28 *** Samu has joined #openttd 09:05:30 <Samu> hi 09:06:02 <peter1138> Hello 09:06:06 <peter1138> Is it lunch yet? 09:06:30 <Samu> no 09:08:45 <peter1138> Figures. 09:09:00 <peter1138> Already had breakfast today anyway so... just being greedy. 09:09:20 *** andythenorth has quit IRC 09:12:31 *** andythenorth has joined #openttd 09:12:54 <Samu> https://imgur.com/3QLFv8U 09:15:12 <Samu> there was a recession at the end of 2091. RailwAI is approaching first place. WormAI has fallen to 3rd. 09:15:56 <peter1138> > Most viral images > Fat guy's boobs... 09:16:44 <andythenorth> ha 09:16:45 <andythenorth> 2014/09/28/16:51 <@peter1138> I should implement roadtypes just to spite you :D 09:16:56 <andythenorth> found by accident 09:17:00 <peter1138> Nice. 09:17:06 *** WormnestAndroid has joined #openttd 09:17:08 * andythenorth thinking about snowploughs :P 09:17:29 <Eddi|zuHause> dunno what parts of the internet you people are using 09:18:06 <Samu> WormAI has a problem with recessions 09:18:34 <Samu> everytime it is appoaching first, and a recession happens, it starts a slight decline 09:18:47 <andythenorth> is there a hidden var for total town population on the map? 09:18:49 * andythenorth can't find one 09:19:05 <andythenorth> had an idea about each industry requiring x total population 09:19:06 <Samu> yes, 09:19:27 <Samu> somewhere in display town directory gui 09:19:32 <Eddi|zuHause> it's calculated for the town list window, aafair 09:19:34 <andythenorth> not newgrf, doesn't count :) 09:19:38 <andythenorth> tying industry production to population is tedious 09:19:51 <andythenorth> but tying industry construction to population might be interesting 09:20:32 <andythenorth> unrelated, I can't find pikka's snowplough :P 09:20:58 <Eddi|zuHause> well, banks check for population 09:21:41 <Eddi|zuHause> and some ECS industries check for population nearby 09:21:43 <peter1138> Samu, you can link to just the image as well, btw. https://i.imgur.com/3QLFv8U.png < Does not have a side-bar full of semi-naked fat men. 09:22:09 <andythenorth> checking for population nearby could work, it just seems more likely to go wrong 09:22:15 <andythenorth> and need more text writing to explain it 09:22:53 <Samu> https://i.imgur.com/3QLFv8U.png 09:22:56 <planetmaker> tying population to industry production will fail for different house newgrfs... they all have different ideas on what population density should be 09:23:16 <andythenorth> hmm 09:23:32 <andythenorth> yes 09:23:41 <andythenorth> well *not* making changes is much easier :) 09:23:56 * andythenorth trying to find any reason to even have towns on the map 09:24:03 <andythenorth> they seem to just get in the way of industries 09:24:03 <planetmaker> checking for num_houses and their town_zone might be the more portable approach 09:24:11 <Eddi|zuHause> yes, not brexiting would be way easier 09:24:24 <andythenorth> am I playing the wrong game? 09:24:34 <andythenorth> maybe I am confusing OpenTTD with F 09:25:25 <planetmaker> F is happy to break mod interfaces 09:26:14 <Eddi|zuHause> well, i guess F is also moving much faster 09:26:28 <planetmaker> and only has one... instead of like... 3 or 4 09:26:46 <Eddi|zuHause> well, if you can't change them, you need to add more :p 09:26:53 <andythenorth> hmm 09:27:11 <andythenorth> as FIRS evolves, noticeable accidental trend is removal of all the town cargos 09:27:16 <Eddi|zuHause> remember when TrueBrain wanted to add another one? :p 09:27:35 <planetmaker> honestly no: when was that and what? 09:27:46 <Eddi|zuHause> about a year ago 09:28:22 <andythenorth> about 6 months ago, and it was a compile-time API to the existing APIs afaict 09:28:58 <planetmaker> he 09:29:07 <andythenorth> then TB ran into the sadness 09:29:16 <Eddi|zuHause> or the madness? 09:29:32 <andythenorth> well the APIs are a terrible mess 09:29:35 <peter1138> Someone joked and that killed it off. 09:29:35 <planetmaker> that lies close together 09:29:38 <andythenorth> and yet the game I'm playing right now is fun 09:29:42 <andythenorth> and making newgrfs is fun 09:30:05 <andythenorth> Eddi|zuHause: are you finishing the town layout patch, it's sooooooo much better 09:30:07 <andythenorth> also rivers :P 09:30:18 <planetmaker> well... inventing a new API would result in https://xkcd.com/927/ 09:30:27 <andythenorth> stop teasing with 50% done patches that make worthwhile changes :P 09:30:35 <Eddi|zuHause> planetmaker: i'm sure nobody noted that before :p 09:30:43 <planetmaker> :P 09:30:51 <planetmaker> however... lunch time now :D 09:30:55 <andythenorth> oof lunch 09:31:00 * andythenorth elevenses 09:32:11 <Eddi|zuHause> hm, that link only appears about 19 times in the log of the last 10 years 09:33:08 <andythenorth> do we need a new API? :D 09:33:25 <Eddi|zuHause> it's not 11:38 yet 09:33:45 * andythenorth must get on a bike 09:33:47 <andythenorth> BIAB 09:33:48 *** andythenorth has quit IRC 09:39:19 *** rubenwardy has quit IRC 09:40:44 *** rubenwardy has joined #openttd 10:03:59 <Samu> trivia - destroying a UFO destroys houses if near houses? 10:04:34 *** andythenorth has joined #openttd 10:06:06 <Samu> the answer is yes 10:20:17 *** Etua has joined #openttd 10:25:30 *** Etua has quit IRC 10:26:12 *** Etua has joined #openttd 10:57:47 *** Etua has quit IRC 10:58:48 <Samu> https://i.imgur.com/anZiAZS.png 10:59:38 <Samu> the explosion is a bit off 10:59:59 <Samu> it affects more squares than the fiery thing 11:10:25 <peter1138> Could be broken sprite offsets, seeing as it doesn't affect some of the top tiles. 11:10:31 <peter1138> Try it with the proper base set. 11:12:07 <Eddi|zuHause> so, did the bike have lunch? 11:12:28 <Samu> proper base set? 11:12:33 <Samu> it's opengfx 11:12:42 <peter1138> Samu, TTD original. 11:13:20 <Samu> i dont have that here 11:13:37 <peter1138> Well you should. 11:13:47 <andythenorth> my bike needs feeding 11:13:49 <andythenorth> battery is flat 11:13:53 <andythenorth> forgot to plug it in 11:14:06 <andythenorth> much slower :P 11:14:06 <peter1138> You still have legs. 11:14:12 <andythenorth> yes I used legs 11:14:19 <andythenorth> legs are required with or without battery 11:14:30 <andythenorth> it's just more fun going everywhere at 25mph 11:14:42 <andythenorth> oops, that would be illegal 11:14:50 <andythenorth> that doesn't actually happen of course 11:15:01 <andythenorth> funny, can ride a pushbike as fast you like 11:15:19 <andythenorth> but an assisted bike is not permitted to do more than 17mph 11:15:58 <peter1138> Yes, but the assumption is the average cyclist will be doing 10mph on the pavement anyway... 11:16:14 <Eddi|zuHause> tell that to the tour de france? 11:16:25 <peter1138> They're not exactly average. 11:16:38 <peter1138> They also take more drugs. 11:16:43 <peter1138> Sorry, medication. 11:16:50 <andythenorth> necessary medication 11:17:20 <Eddi|zuHause> andythenorth: does that limit change if you have a moped driver license? 11:18:00 <andythenorth> it changes if you tax and insure the bike as a road vehicle 11:18:14 <Eddi|zuHause> that makes somewhat sense 11:18:24 <andythenorth> but then it can't be ridden on cycle paths, or in cycle lanes 11:23:58 <LordAro> NL seems to be quite happy with mopeds on their cycle paths 11:25:33 <Eddi|zuHause> NL has LOOOOTS of cycle paths, though :p 11:26:20 <peter1138> You'd need to get the bike type-approved. And fit number plates. And have an MOT. 11:26:49 <peter1138> So you might as well just get a moped :p 11:27:12 <peter1138> e-mopeds are a thing of course. 11:27:13 <Eddi|zuHause> apparently, in germany electric bikes don't count as motor vehicle 11:27:33 <Eddi|zuHause> ... by research of about 5 minutes on wikipedia 11:28:22 <peter1138> e-bikes don't as long as they comply with the limits (power limit and must not be self-powered) 11:28:23 <Eddi|zuHause> ... if the motor has less than 250W and is limited to 25km/h 11:32:29 <andythenorth> maybe I should just tax and insure it, and get one with a really big motor :P 11:32:35 <andythenorth> I don't ride on many cycle paths 11:33:35 <Eddi|zuHause> ... if you get an insured version, you can go 45km/h apparently 11:33:48 <Eddi|zuHause> ... which is a really dangerous speed if you want to go on actual roads 11:34:05 <Eddi|zuHause> ... because everyone else will be going 60km/h (at 50km/h speed limit) 11:34:56 <planetmaker> Samu, what type of explosion is that? 11:35:11 <planetmaker> ufo? 11:35:20 <planetmaker> or refinery? 11:35:24 <peter1138> One of the UFOs 11:35:30 <peter1138> You can see the fighter jet. 11:35:45 <planetmaker> yeah. but that flies over the whole map from East to West :) 11:35:49 <peter1138> Which is a bomber really :p 11:36:00 <planetmaker> nah, the avanger :) 11:36:18 <peter1138> Yeah but the chances of a refinery explosion at the same time as the fighter...? 11:36:25 <planetmaker> 12% :P 11:36:35 <peter1138> OH THAT'LL NEVER HAPPEN 11:36:43 <peter1138> > Happens 75% of the time 11:37:59 <Eddi|zuHause> ... ok, this article descends into legalese which makes my head hurt, i'm going to stop... 11:42:02 <peter1138> So eccles cakes... why are they so high in carolies? 11:42:28 <planetmaker> calories are the carriers of taste. So... 11:43:37 <peter1138> They're like, sugar wrapped in a crust of sugar. 11:44:11 <planetmaker> yeah... taste is carried by or attached to sugar and fat usually :) 11:44:19 <planetmaker> or both 11:45:32 <Samu> it was a large UFO, landed on some house 11:46:05 <Samu> or maybe on clear terrain, adjacent to a house 11:46:14 <Samu> graphics were overlapping 11:47:10 <peter1138> That's why I suggested some sprite offset. 11:47:20 <peter1138> And therefore testing against the proper graphics. 11:47:43 <planetmaker> s/proper/often illegal/ ;) 11:48:24 <Eddi|zuHause> since when do large ufos land on clear terrain? 11:49:21 *** urdh has quit IRC 11:49:24 <Eddi|zuHause> back in my days, they only landed on tracks 11:49:38 <peter1138> I was assuming it's clear due to having been bombed :p 11:51:56 *** urdh has joined #openttd 11:55:49 <Samu> competing for 1st place is heating up 11:56:20 <Samu> WormAI vs LuDiAI AfterFix vs RailwAI 12:06:17 <andythenorth> mmm 12:06:23 * andythenorth builds loads of connected docks 12:06:34 <andythenorth> as many as 4 12:08:04 *** glothit7ok[m] has quit IRC 12:19:17 <peter1138> Oh yeah. I just had lunch. 12:19:23 <andythenorth> tuna sandwich 12:19:26 <peter1138> Salad. 12:19:31 <andythenorth> hmm 12:19:34 <andythenorth> tuna is salad 12:19:35 <peter1138> With a bit of Port Salut cheese. 12:19:47 <peter1138> And a chunk of fruit cake. 12:36:27 *** tops[m] has quit IRC 12:38:18 <FLHerne> andythenorth: I was wondering why fishing harbours don't come with a built-in dock? They definitely look like they should be one 12:43:41 <andythenorth> because $reasons 12:44:03 <andythenorth> would you like all of them, or just that one? :) 13:12:58 <FLHerne> More reasons would be interesting :P 13:22:58 <Eddi|zuHause> my prime reason would be lack of transfer from ship to train/truck 13:23:46 <Eddi|zuHause> you only really need dock at fishing harbor if you have separate fishing grounds 13:26:51 *** Flygon has quit IRC 13:32:08 *** Soni has quit IRC 13:33:53 *** Soni has joined #openttd 13:39:26 *** Samu has quit IRC 13:39:43 *** Samu has joined #openttd 13:42:35 *** nielsm has joined #openttd 13:43:23 *** Samu has quit IRC 14:08:17 <FLHerne> Well, a player can always build their own dock if needed 14:15:51 <andythenorth> reasons include... 14:16:06 <andythenorth> - don't want airports at fishing harbours, ports etc 14:16:44 <andythenorth> - shared dock tiles confuses cdist 14:16:53 <andythenorth> - shared dock tiles create accidental sharing in MP 14:17:10 <andythenorth> - there is only one dock tile, no multi-dock 14:17:27 <Eddi|zuHause> that last one is invalid now? 14:17:35 <andythenorth> oh maybe 14:18:07 <andythenorth> - there was a nearly-finished yexo patch queue for new ports, that provided control over industry dock tiles 14:18:38 <andythenorth> anyway, those are the reasons 14:18:45 <andythenorth> I don't hate the idea, it just seemed to have downsides 14:25:43 <andythenorth> eh 14:25:53 <andythenorth> flat docks anyone? o_O 14:25:55 <andythenorth> build on water 14:26:40 <Eddi|zuHause> only thing you really need is a GUI for it? 14:29:58 <nielsm> https://gankra.github.io/blah/text-hates-you/ 14:33:24 *** Etua has joined #openttd 14:48:09 *** Etua has quit IRC 14:56:49 *** Samu has joined #openttd 15:02:46 *** Wormnest_ has joined #openttd 15:17:05 *** firewire1394 has joined #openttd 15:20:14 *** sla_ro|master has joined #openttd 15:33:10 <Samu> difficult to see now who's leading 15:33:48 <Samu> LuDiAI AfterFix: 9 15:34:19 <Samu> RailwAI: 12 15:34:44 <Samu> WormAI: 3 15:34:51 <Samu> so RailwAI is leading 15:37:16 <Samu> year 2110, I'm finally overtaken :( 15:44:44 <supermop_work> do three track lines ever make sense? 15:45:20 <Eddi|zuHause> usually you want to give the trains as few choices as possible 15:45:46 <supermop_work> both in game and also in real life 15:46:16 *** HerzogDeXtEr has joined #openttd 15:46:18 <supermop_work> the advantage of a peak direction only express seems not that useful 15:47:32 <Eddi|zuHause> there isn't really any "peak" 15:48:58 <supermop_work> as you can't have twice the capacity in one direction without trains piling up at the end 15:50:20 <supermop_work> and if you put 0.5 capacity of the 'down' line on each 'up' line, you might as well just run it two tracks 15:56:09 <supermop_work> Eddi|zuHause: yeah ofc there is no rush hour in game, but i cant really think of any other use cases 16:11:46 *** Samu has quit IRC 16:14:58 *** arikover has joined #openttd 16:16:32 <Eddi|zuHause> well, if you have trains accelerate slow in one direction, you could double that track 16:16:38 <Eddi|zuHause> and alternate the trains between both 16:17:14 *** Progman has joined #openttd 16:17:32 <Eddi|zuHause> (usually that's only useful on station exits, once the trains are up to speed, you can join the two lines) 16:25:06 *** Samu has joined #openttd 16:35:58 *** frenchiveruti_EasyOS has joined #openttd 16:36:32 <frenchiveruti_EasyOS> Hello again 16:36:56 <frenchiveruti_EasyOS> Is there a way to compile OpenTTD and make it use Alsa instead of the nightmare of PulseAudio? 16:37:09 <frenchiveruti_EasyOS> like, completely and absolutely ignore pulseaudio 16:37:49 <frenchiveruti_EasyOS> Because it's still giving me nightmares 16:39:12 <Eddi|zuHause> there is nothing about pulseaudio that is included anywhere in the game 16:39:27 <Eddi|zuHause> just disable pulseaudio 16:39:32 <Eddi|zuHause> on your system 16:40:45 <frenchiveruti_EasyOS> Okay so when i use "ldd openttd" and it tells me that it uses libpulse.so, what does that mean? 16:41:32 <frenchiveruti_EasyOS> (just to be clear I'm completely ignorant of compilers and all that, so I can't really wrap my mind around this issues I'm facing with the game crashing when I try to use audio). 16:42:25 <frenchiveruti_EasyOS> (I was able to compile and run the game but the thing is still obsessed with running pulseaudio and the OS i'm using has like problems with it) 16:43:55 <frenchiveruti_EasyOS> Right now I'm having execution time crashes due to pulseaudio vs alsa 16:44:05 <Eddi|zuHause> i would assume that's some secondary library 16:44:55 <Eddi|zuHause> so, like openttd links to some sound library, and that sound library links to pulse 16:45:26 <Eddi|zuHause> you can probably tell ./configure to compile without sound 16:45:30 <frenchiveruti_EasyOS> So, what I found out is that if I do in a terminal:" export SDL_AUDIODRIVER; openttd " 16:45:32 <frenchiveruti_EasyOS> The game runs 16:45:35 <frenchiveruti_EasyOS> and has sound 16:45:49 <frenchiveruti_EasyOS> but If I reboot and try to run just "openttd" the thing crashes horribly 16:46:17 <frenchiveruti_EasyOS> https://github.com/OpenTTD/OpenTTD/issues/7757#issuecomment-537052845 16:46:20 <frenchiveruti_EasyOS> And it gives me that 16:46:22 <Eddi|zuHause> well, you could put that export in your .profile 16:46:46 <frenchiveruti_EasyOS> So the whole system runs in alsa? 16:46:53 <frenchiveruti_EasyOS> or whatever that export does 16:47:05 <Eddi|zuHause> export just sets the variable 16:47:17 <frenchiveruti_EasyOS> " export SDL_AUDIODRIVER=alsa; openttd " 16:47:22 <frenchiveruti_EasyOS> ah okay 16:47:29 <frenchiveruti_EasyOS> maybe I can make an .sh script just for openttd 16:47:39 *** Wolf01 has joined #openttd 16:47:46 <frenchiveruti_EasyOS> Is that the "best solution" or just a band-aid solution? 16:47:55 <Eddi|zuHause> if you make a script, or an alias, you can leave out the export, just "VAR=value program" 16:48:01 <Wolf01> Steam-turbine 16:48:22 <Eddi|zuHause> instead of "export VAR=value; program" 16:48:25 <frenchiveruti_EasyOS> ah 16:48:35 <Eddi|zuHause> the export makes it remember it for future runs 16:48:37 *** andythenorth has quit IRC 16:48:51 <frenchiveruti_EasyOS> so line1: "SDL_AUDIODRIVER=alsa" line2: "openttd" 16:48:55 <frenchiveruti_EasyOS> in the script 16:48:59 <Wolf01> I made andy quit :( 16:49:19 <Eddi|zuHause> no, all in one line 16:49:36 <frenchiveruti_EasyOS> ah okay. 16:49:48 <frenchiveruti_EasyOS> no ; or anything similar? 16:49:51 <Eddi|zuHause> with a space inbetween 16:49:54 <frenchiveruti_EasyOS> okay 16:50:18 <frenchiveruti_EasyOS> Still, it's just a band-aid solution, right? 16:50:27 <Eddi|zuHause> yes 16:50:34 <Eddi|zuHause> but i do this stuff all the time 16:50:43 <frenchiveruti_EasyOS> bummer 16:50:44 <frenchiveruti_EasyOS> Okay, second issue 16:50:54 <frenchiveruti_EasyOS> I have no music. And I can't find any debug information about it 16:50:58 <Eddi|zuHause> like, in steam -> settings -> start options 16:51:15 <frenchiveruti_EasyOS> Like, the playlist just skips songs like crazy 16:51:28 <frenchiveruti_EasyOS> as if it couldn't play any song 16:51:46 <frenchiveruti_EasyOS> It has something to do with midi libs? 16:51:47 <Eddi|zuHause> so, you got the songs installed, and selected the music set in the menu? 16:51:53 <frenchiveruti_EasyOS> Yes 16:51:56 <Eddi|zuHause> you likely miss timidity 16:52:03 <frenchiveruti_EasyOS> okay will look for it 16:52:18 <frenchiveruti_EasyOS> I have fluidsynth 16:52:23 <frenchiveruti_EasyOS> has something to do with that? 16:52:37 <Eddi|zuHause> you can use that, but you have to add some command line option, which i don't know 16:52:54 <Eddi|zuHause> like, -m extmidi:somestuff 16:52:55 <frenchiveruti_EasyOS> okay 16:52:57 <frenchiveruti_EasyOS> lets see 16:53:22 <Eddi|zuHause> (you can add that to your script) 16:53:41 <frenchiveruti_EasyOS> maybe on the ./configure 16:53:52 <Eddi|zuHause> no, that should be a run time option 16:54:06 <LordAro> fluidsynth support is a compile time thing, iirc 16:54:08 <Eddi|zuHause> maybe you can set it in the .cfg 16:54:16 <frenchiveruti_EasyOS> I have this on the configure: enables icu components for locale specific string sorting 16:54:17 <frenchiveruti_EasyOS> --static-icu try to link statically (libsicu instead of 16:54:17 <frenchiveruti_EasyOS> libicu; can fail as the new 16:54:20 <frenchiveruti_EasyOS> agh 16:54:21 <frenchiveruti_EasyOS> sorry 16:54:34 <frenchiveruti_EasyOS> --with-midi=midi define which midi-player to use 16:54:35 <LordAro> extmidi support might have been (temporarily) removed in 1.9.x, i can't remember 16:54:46 <nielsm> extmidi is still supported 16:54:49 <frenchiveruti_EasyOS> --with-midi-arg=arg define which args to use for the 16:54:49 <frenchiveruti_EasyOS> midi-player 16:54:49 <frenchiveruti_EasyOS> --with-libtimidity[="pkg-config libtimidity"] 16:54:49 <frenchiveruti_EasyOS> enables libtimidity support 16:54:49 <frenchiveruti_EasyOS> --with-fluidsynth enables fluidsynth support 16:54:49 <Eddi|zuHause> frenchiveruti_EasyOS: that looks wrong 16:54:54 <frenchiveruti_EasyOS> okay 16:54:59 <nielsm> it's just not default if you have any other midi support 16:55:08 <nielsm> --with-midi is extmidi 16:55:31 <Eddi|zuHause> frenchiveruti_EasyOS: ok, you probably want --with-fluidsynth then 16:55:41 <frenchiveruti_EasyOS> okay will try that and see if it blows up 16:55:46 <Eddi|zuHause> (i would assume it picks that up automatically if installed, though) 16:56:23 <nielsm> fluidsynth is the general best choice for softsynth midi on linux 16:56:32 <nielsm> (and there isn't any good choice for external/hardware synths) 16:57:03 <Eddi|zuHause> i should get a board with an ISA slot and see how my sound blaster AWE32 still works? :) 16:57:10 <nielsm> :D 16:57:24 <nielsm> it won't be useful on linux 16:58:05 <Eddi|zuHause> i once installed some soundblaster driver in win3.11 in my dosbox 16:58:29 <frenchiveruti_EasyOS> hmm I am confused by the fact that when I try to do "make" again after another "make" the whole things errors out 16:59:07 <frenchiveruti_EasyOS> Like, if I compile with a fresh folder of the source code, it compiles fine, but If I do one compilation and then try to make another one it doesn't like it. 16:59:15 <Eddi|zuHause> maybe you should switch to HardOS? :p 16:59:19 <frenchiveruti_EasyOS> Any command to "clean up" the folder and leave it pristine? 16:59:20 <frenchiveruti_EasyOS> HAHA 16:59:22 <frenchiveruti_EasyOS> :( 16:59:34 <Eddi|zuHause> "make clean"? 16:59:46 <frenchiveruti_EasyOS> it "works" but doesn't work at the same time 16:59:52 <frenchiveruti_EasyOS> Like, doesn't clean completely 17:00:08 <Eddi|zuHause> there may be "make distclean" or something 17:00:12 <milek7> weird, what error with incremential make? 17:00:17 <frenchiveruti_EasyOS> ah yes 17:00:42 *** Wolf01 has quit IRC 17:00:51 <frenchiveruti_EasyOS> ah god dammit I'll just erase everything and start again 17:00:53 <frenchiveruti_EasyOS> haha 17:01:35 <Eddi|zuHause> there's probably some git invocation that deletes all files that wouldn't be there on a clean checkout 17:02:08 <milek7> make mrproper clean everything 17:02:32 <frenchiveruti_EasyOS> I'll see if that makes the trick milek 17:02:54 <milek7> but it definitely should work without deleting everything each time ;P 17:03:09 <Eddi|zuHause> anyway, gtg 17:03:30 <frenchiveruti_EasyOS> bye Eddi|zuHause , thanks 17:03:33 <Eddi|zuHause> maybe permissions or timestamps are messed up? 17:03:37 <frenchiveruti_EasyOS> make[1]: Entering directory '/mnt/sda7/EasyOS/home/projects/OpenTTD/openttd-1.9.3/objs/extra_grf' 17:03:37 <frenchiveruti_EasyOS> make[1]: *** No rule to make target '/mnt/sda7/EasyOS/home/projects/OpenTTD/openttd-1.9.3/bin/baseset/orig_dos.obg', needed by 'all'. Stop. 17:03:37 <frenchiveruti_EasyOS> make[1]: Leaving directory '/mnt/sda7/EasyOS/home/projects/OpenTTD/openttd-1.9.3/objs/extra_grf' 17:03:37 <frenchiveruti_EasyOS> make: *** [Makefile:56: all] Error 1 " 17:03:44 <frenchiveruti_EasyOS> that's the error if you want to know 17:03:57 <frenchiveruti_EasyOS> There's no permissions Eddi|zuHause , easyos runs as root 17:04:10 <Eddi|zuHause> that sounds like a horrible idea 17:04:16 <frenchiveruti_EasyOS> Ah, maybe 17:04:22 <frenchiveruti_EasyOS> But I don't really care haha 17:04:56 <Eddi|zuHause> i'll really go now, or i'll have nightmares 17:05:18 <frenchiveruti_EasyOS> Sure thing, good night/day to you 17:07:19 *** Wolf01 has joined #openttd 17:10:27 <milek7> about disabling pulseaudio, you could probably compile sdl without it 17:10:44 <frenchiveruti_EasyOS> I could but that would break firefox 17:11:01 <frenchiveruti_EasyOS> Because the devs of firefox decided that dropping alsa alltogether was a good idea. 17:12:24 <frenchiveruti_EasyOS> I only need that OpenTTD denies its existence. 17:13:22 <milek7> firefox depends on sdl? 17:13:26 *** andythenorth has joined #openttd 17:13:35 <frenchiveruti_EasyOS> Eh... 17:13:46 <frenchiveruti_EasyOS> Okay I have limits on what I know :) 17:13:49 <milek7> and there is that too: https://github.com/i-rinat/apulse 17:15:12 <milek7> anyway, maybe pulse deserved hate 10 years ago, but since few years it usually works ;P 17:15:35 <frenchiveruti_EasyOS> haha 17:15:39 <frenchiveruti_EasyOS> It makes me unhappy 17:17:24 <frenchiveruti_EasyOS> I think I will go with the band-aid solution and try to get fluidsynth to work on the midi 17:18:46 <frenchiveruti_EasyOS> on the help line at -/configure that puts: " --with-midi=midi " what are the possible options for "midi"? 17:20:04 <nielsm> the name of a program that will take the name of a midi file as a commandline parameter and play it 17:24:29 * andythenorth plays a game with a perfect map 17:24:36 <andythenorth> maybe regions aren't needed :P 17:24:47 <andythenorth> I generated about 30 maps to get this one :) 17:25:15 <andythenorth> unrelated, goose industry? 17:31:43 <frenchiveruti_EasyOS> ok, fluidsynth in you I trust 17:36:27 <frenchiveruti_EasyOS> It failed to me :( 17:45:50 <DorpsGek_III> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JecIy 17:45:50 <DorpsGek_III> - Update: Translations from eints (by translators) 17:47:37 *** arikover has quit IRC 17:51:44 <FLHerne> Idea: script that inspects the generated map after each stage (terrain, towns, industries, [?]) and accepts/rejects it 17:51:54 <FLHerne> If rejected, rollback to the previous step and try again 17:52:45 <Eddi|zuHause> sounds like custom map generators on steroids 17:52:50 <FLHerne> No, for town/industry placement it would be easier to just have a script to do it... 17:54:10 <nielsm> well, how about just adding a map preparation phase to GS then, where it can execute as many ticks as it wants before players get control? 17:54:28 <nielsm> and allow it to snapshot the map during that to roll back 17:54:45 <nielsm> then the GS will be creating the towns and industries itself 17:55:21 <Eddi|zuHause> nielsm: i think the idea was to not go through the hassle of creating the towns and industries yourself, just check whether it looks good 17:55:34 <nielsm> Eddi|zuHause yes I get that 17:55:39 <Eddi|zuHause> (not sure how that latter part would be easier) 17:55:44 <nielsm> but I reject that idea :) 17:55:51 <FLHerne> Eddi|zuHause: That was the idea, and then I realised it was stupid :P 17:56:07 <FLHerne> Except maybe for terrain 17:56:28 <nielsm> instead of re-rolling a dice until you get a 6, just turn the dice to show 6 yourself :P 17:56:35 <Eddi|zuHause> a terrain preview on the main menu might be useful 17:56:37 <FLHerne> Because terrain-gen in a script would be slow, and the current generator is capable of making nice landscapes 17:56:58 <nielsm> yes the terrain get should not be up to GS, that would be inefficient 17:57:22 <Eddi|zuHause> if you want custom terrain, just make a heightmap 17:57:45 <FLHerne> Side note: I think some script methods to examine larger areas of terrain might be useful for other things? 17:58:01 <andythenorth> maybe 17:58:03 <FLHerne> e.g. AI pathfinders are very slow currently 17:58:23 <milek7> factorio-like map preview? 17:58:24 <FLHerne> (and tend to limit the search space to compensate, and produce crap paths) 17:58:58 <nielsm> I'm trying to think of what large-scale map inspection would look like and not sure I can think of anything really great 17:59:12 <Eddi|zuHause> milek7: i don't think factorio invented map previews 17:59:46 <andythenorth> what problem are we solving again? 17:59:48 <andythenorth> ) 17:59:50 <nielsm> like pick a center and radius and get some statistics on that? lowest and highest point, number of water tiles, number of flat tiles, number of slope tiles? 18:03:22 <Eddi|zuHause> i once tried to make a gamescript that runs a triangulation on the map to find out which cities neighbour each other, but on large maps, that wasn't done by the time the game was handed off to the user 18:03:44 *** frosch123 has joined #openttd 18:03:50 <andythenorth> quak 18:03:56 <frosch123> moo 18:04:00 <Eddi|zuHause> (mainly because i placed signs for debugging purposes, and placing a sign ends your tick) 18:04:36 <Eddi|zuHause> (that would potentially become a problem if you want to place objects as border fences or something) 18:05:04 <Eddi|zuHause> (or road connections) 18:05:15 <FLHerne> nielsm: Yes, that's about what I was thinking 18:06:15 <FLHerne> nielsm: Basically, anything that would help pick a high-level route ("there's a dip in the hills around here") 18:07:28 <FLHerne> Current AI pathfinding seems to poke around tile-by-tile over a small area, until saying "sod it" and building straight over a mountain 18:07:40 <Eddi|zuHause> you probably want some tree structure for that kind of analysis 18:08:05 <nielsm> like a quadtree? 18:08:09 <FLHerne> Or tries to build routes that make no sense, because the industries are close in principle but on widely-separated islands 18:08:52 <FLHerne> So it either (a) builds a hugely expensive bridge, or (b) invests a huge amount of time determining that it /needs/ one and then gives up 18:09:02 <Eddi|zuHause> the exact details of your data structure probably depends on the specific problem you're trying to solve 18:10:00 <FLHerne> Eddi|zuHause: Right 18:10:17 <Eddi|zuHause> things to consider: a) building up that structure probably takes some time, so your AI might still spend ages inactive, and b) other players terraforming might make your data invalid 18:10:58 <nielsm> a full map quadtree constantly maintained by all terrain operations! 18:11:05 <FLHerne> Eddi|zuHause: My thought was that it would be better to have some routines (and their underlying datastructures) implemented in OTTD C++ as part of the API 18:11:25 <nielsm> could be combined with a complete terrain rewrite to store the terrain in blocks instead of one contiguous array 18:11:56 <Eddi|zuHause> concerning b) you might want to have a data structure that allows easy recovery from local changes. like, maybe a heap? 18:11:56 <FLHerne> To largely mitigate your (a) and (b), and any such datastructure could potentially be reused for other game calculations 18:12:30 <FLHerne> e.g. for quickly ruling-out impossible paths for ships 18:12:51 <Eddi|zuHause> we don't really have that :p 18:16:41 <Wolf01> andythenorth: steam-turbine locomotive with huge running cost at low speed? 18:16:54 <andythenorth> o_O 18:17:25 <Wolf01> But at high speed really low running cost 18:17:55 <andythenorth> o_O 18:19:40 <Wolf01> While economical at speed, the locomotive was highly uneconomical at lower speed. The turbine used less steam than conventional locomotives above 30 mph (48 km/h), but below that the locomotive used too much steam and fuel. 18:19:56 <Wolf01> (this from the S2) 18:21:44 <Eddi|zuHause> "uneconomical" doesn't mean the cost actually increased at low speed 18:24:11 <Wolf01> I read that at high speed the costs are comparable to diesel ones 18:24:41 <Wolf01> *were, since there are no more of them 18:26:14 <andythenorth> so I have added some industrial trams to Road Hog using NRT 18:26:25 <andythenorth> but somehow they're less appealing than the HEQS ones 18:26:28 <andythenorth> not sure why yet 18:28:34 <andythenorth> maybe it's the railtype menu? https://dev.openttdcoop.org/attachments/download/9500/feldbahn.png 18:29:36 <andythenorth> or that they all look the same? https://dev.openttdcoop.org/attachments/download/9501/feldbahn_2.png 18:29:50 <andythenorth> or that the names are really really long? 18:29:55 <andythenorth> or that they're slow? 18:29:56 <andythenorth> :P 18:30:25 <Eddi|zuHause> all of those? 18:30:45 <andythenorth> quite possibly 18:33:40 *** firewire1394 has quit IRC 18:34:30 <andythenorth> composable RVs? o_O 18:34:50 <supermop_work> andythenorth: ive had the same problem with industrial trams 18:35:02 <supermop_work> names and menu get way too long 18:36:46 <supermop_work> composing like trains would solve, but then its like do trams want to be different from trains? 18:38:33 <andythenorth> is problem eh? 18:38:40 <andythenorth> so HEQS trams work though? 18:38:49 <andythenorth> and Road Hog pre-NRT trams worked great 18:39:04 <andythenorth> grf design must evolve! 18:39:06 <andythenorth> send memo! 18:40:00 <supermop_work> heqs is manageble 18:41:18 <supermop_work> road hog is ok-ish but you don't have quite as many permutations? 18:42:15 <supermop_work> heqs collapsed rake length and wagon type into refits 18:42:51 <andythenorth> yes 18:42:59 <andythenorth> and Hog the trams all look very different 18:43:08 <andythenorth> also, in game they are all 16/8 18:43:19 <andythenorth> so they fill road stops really well without blocking 18:45:13 <supermop_work> tbh i used to care more about efficient road stop fitting but i've come to be ambivalent 18:46:28 <supermop_work> in mopRVs idk if ended up even trying 18:49:22 <supermop_work> 16/8 or longer is useful if put a stop in front of a tram depot as an escapement for lazy timetabling 18:51:11 <supermop_work> 8/8 or less is useful as you can have two routes through a stop without worrying if the timetables coincide at the shared stop 18:53:53 <supermop_work> for mop rv i ended up just only doing open wagons and box cars 18:53:59 <supermop_work> no tankers 18:55:56 <andythenorth> currently I'm only building feldbahn because I have to for testing :P 18:56:07 <andythenorth> otherwise I'd use the town freight trams, they're faster :P 18:57:18 <andythenorth> and the town freight trams look cool 18:57:25 <andythenorth> the feldbahn are just small trains 19:01:12 <Samu> which plane profits more? 19:01:17 *** fiddeldibu[m] has quit IRC 19:01:18 <Samu> 75 pass, 10 mail 19:01:22 <Samu> 65 pass, 18 mail 19:03:51 <andythenorth> potato / potato? 19:04:17 <Samu> ya 19:06:00 <Samu> there should be a profit calculator somewhere 19:07:45 <Samu> https://citymania.org/tools/profit eh... almost 19:08:46 <_dp_> by almost you mean to planes? 19:09:31 <_dp_> I felt to point to bother with charts for planes :p 19:09:36 <_dp_> A21 is the best, end of story :p 19:10:17 *** firewire1394 has joined #openttd 19:10:32 <Samu> AirTaxi A34-1000 19:10:40 <Samu> Yate Z-Shuttle 19:10:49 <Samu> Kelling K1 19:12:00 <nielsm> mail should be paying better than passengers, I think? 19:12:08 <nielsm> for same amount transported over same distance in same time 19:12:55 <nielsm> but mail also weighs 4x more per unit than passengers 19:13:08 <Samu> 3 different AIs, 3 different choices 19:13:45 *** glx has joined #openttd 19:13:46 *** ChanServ sets mode: +v glx 19:13:57 <Samu> oh, the other is 85 pass, 10 mail 19:14:09 <Samu> but it has low reliability 19:15:06 <_dp_> Darvin 300 and dinger 200 are worth considering if your airports are clogging, others just suck 19:16:03 <Samu> dinger 200 is a large plane, this choice is only small planes 19:16:16 <_dp_> mail is technically more profitable I guess but there is much less mail and if you already build an airport you may transport passengers as well 19:17:03 <Samu> there's only these 3 planes available past 2051 19:17:15 <Samu> small* 19:17:57 <Samu> my AI went with the most reliable, lower running cost 75/10 19:18:24 <_dp_> for small ones lb-9 19:18:26 <Samu> NoNoCAB went 65/18 19:18:53 <_dp_> but it's prety pointless to use small unless they're not available 19:19:06 <_dp_> which can only happen on citymania as it's not a vanilla setting 19:19:44 <_dp_> *unless big ones are not available 19:20:10 <Samu> big ones are available, but in AI maps, it's rare to have space for large airports 19:20:45 <Samu> roads everywhere, hills, houses, they tend to build commuters often 19:20:49 <_dp_> Samu, build more small ones 19:21:29 <_dp_> crashes don't matter much, you can just advertise after it 19:22:13 <nielsm> say,.. isn't this wrong? https://github.com/OpenTTD/OpenTTD/blob/master/src/economy.cpp#L1007-L1027 19:22:25 <nielsm> it doesn't match the description in the comment, as far as I can tell 19:22:34 <frosch123> hmm, i guess it should not have stated with simutrans by looking into the settings gui.... why can you select the savegame version? 19:23:39 <nielsm> https://github.com/OpenTTD/OpenTTD/blame/3cd29575445a7f4b9861f6f80d209244bf58a608/src/economy.cpp#L1214 19:23:49 <nielsm> previous version looks much more like the described algorithm 19:24:20 <frenchiveruti_EasyOS> Hey people who's smarter than me, do libraries (such as libtimidity) have dependencies? 19:24:38 <nielsm> frenchiveruti_EasyOS: yes, but usually they're taken care of automatically by pkgconfig 19:24:43 <frenchiveruti_EasyOS> okay 19:24:57 <frenchiveruti_EasyOS> Is there a way to "check" the dependencies of a library? 19:25:31 <nielsm> you'd get loader/linker errors if they aren't satisfied 19:25:41 <frenchiveruti_EasyOS> Okay, great then nielsm 19:25:42 <frenchiveruti_EasyOS> thanks 19:25:53 <frenchiveruti_EasyOS> Back to bashing my head against the keyboard :) 19:26:15 <nielsm> usually something like "symbol not found __blabla_xxx" 19:27:17 *** buggeas40d[m] has quit IRC 19:27:37 <frenchiveruti_EasyOS> I see 19:27:48 <frenchiveruti_EasyOS> Okay I made what I needed and it didn't blow up so far :D 19:28:19 <nielsm> okay after some more thinking about it: no, the cargo payment algorithm is not wrong :) 19:28:20 <_dp_> nielsm, seems fine 19:28:24 <_dp_> nielsm, const int days_over_days2 = max(days_over_days1 - days2, 0); 19:28:37 <nielsm> I got things flipped around in my head :) 19:28:37 <_dp_> also iirc days2 add to days1 19:29:49 <nielsm> yeah it's a combination of three linear functions with split points at days1 and days1+days2 19:30:43 <nielsm> well, four, since it bottoms out at a minimum value 19:31:34 <frosch123> andythenorth: simutrans has powerlines, even tunnels for powerlines 19:31:57 <andythenorth> :o 19:32:17 <andythenorth> can we change the cargo payment algorithm? :P 19:33:28 * andythenorth wants to give some vehicles a bonus 19:34:06 <frenchiveruti_EasyOS> make planes pay double, they are nerfed 19:34:07 <_dp_> andythenorth, set slower aging? 19:34:20 * frenchiveruti_EasyOS was being sarcastic 19:34:33 <Samu> counting number of 1st places in the last 24 quarters 19:34:40 <andythenorth> _dp_: but I don't want to play huge maps 19:34:47 <frenchiveruti_EasyOS> hmm "was being" is awful grammar, right? 19:34:47 <andythenorth> bit limiting imho 19:34:53 <nielsm> andythenorth actually yes, you can make a cb on a cargotype 19:35:04 <nielsm> then the cargo payment algorithm is completely overridden 19:35:07 <andythenorth> yes, can't inspect the vehicle though 19:35:09 <Samu> LuDiAI AfterFix: 15 19:35:10 <nielsm> but of course you can't know what vehicle was used 19:35:25 <nielsm> vehicles can only affect the rate at which days_in_transit increases 19:35:46 <nielsm> but, if you control both the vehicles and the cargo, then...!! 19:35:49 <nielsm> (???) 19:36:01 <frenchiveruti_EasyOS> This is so sad, I can't make the damn music work, even with timidity. :/ 19:36:08 <andythenorth> strikes me that cur_vehicle_multiplier * cs-> current_payment would do it :P 19:36:16 <Samu> RailwAI: 6 19:36:49 <glx> frenchiveruti_EasyOS: does timidity works by itself ? 19:36:54 <Samu> WormAI: 3 19:37:21 <andythenorth> my suggestion is a single line change, and a trivial cb result in newgrf 19:37:28 <andythenorth> no breaking savegames 19:37:30 <Samu> or RailwAI: 5 , WormAI: 4 - they tie in a quarter in first place 19:37:33 <andythenorth> multiplier defaults to 1 19:37:59 <frenchiveruti_EasyOS> glx, I am not sure how to check that, but when I run "timidity" on a terminal it doesn't throw an error 19:38:11 <_dp_> andythenorth, adds a ui nonsense thogh adding "cheating factor" to each vehicle :p 19:38:29 <frenchiveruti_EasyOS> I even compiled (successfully, oddly enough) libtimidity, and still the game won't play the music for me. 19:38:34 <glx> you should try to play midi directly from the terminal 19:38:36 <andythenorth> [shrug] :P 19:38:47 <frenchiveruti_EasyOS> aight 19:38:58 <Samu> do you really want music to play? :o 19:39:01 <frenchiveruti_EasyOS> testing that out right now 19:39:03 <andythenorth> if I make a vehicle with 9999 capacity in 8/8, is that cheating :P 19:39:11 <frenchiveruti_EasyOS> I want to make it work Samu :) 19:39:26 <frenchiveruti_EasyOS> and c'mon, funk town <3 19:40:00 <nielsm> funk central? 19:40:16 <frenchiveruti_EasyOS> haha 19:40:18 <frenchiveruti_EasyOS> Yes 19:40:29 <frenchiveruti_EasyOS> My brain typed town because I was reading about towns 19:40:41 <nielsm> funk town, small central 19:40:54 <Samu> I'm listening to Rhys Fulber / Bill Leeb other projects https://www.youtube.com/watch?v=I-a90i1-gb8&list=OLAK5uy_nb9WaOnYf2C_pLuebBpBS9UlTXbZXL6tA&index=4 19:41:03 <Samu> so far I'm disappointed 19:41:34 <nielsm> I'm not tired of the original TT music after 25 years 19:41:35 <Samu> Delerium is so much different 19:41:57 <Samu> can't believe it's the same guys that make both projects 19:42:10 <frenchiveruti_EasyOS> Okay. This OS is the problem, there's no doubt about that. 19:42:20 <frenchiveruti_EasyOS> GLib:ERROR:../../../glib/ghash.c:377:g_hash_table_lookup_node: assertion failed: (!g_atomic_ref_count_compare (&hash_table->ref_count, 0)) 19:42:23 <frenchiveruti_EasyOS> Same error as the game. 19:42:28 <frenchiveruti_EasyOS> With the sound issue. 19:42:38 <Samu> install windows 19:42:43 * frenchiveruti_EasyOS flips his os 19:42:45 <nielsm> if you run timidity by itself? 19:43:05 <frenchiveruti_EasyOS> yes nielsm if I do timidity <midi>.mid it throws that error 19:43:09 <_dp_> I just got a crazy idea of having vehicles that can change cargo type 19:43:15 <_dp_> basically moving industries 19:43:15 <nielsm> check if timidity's executable has a way to select audio output (i.e. switch it to alsa direct) 19:43:21 <_dp_> don't even ask what for xD 19:43:21 <frenchiveruti_EasyOS> ok 19:43:29 <andythenorth> o_O 19:43:30 <frenchiveruti_EasyOS> _dp_, isn't that already a thing? 19:43:32 <andythenorth> what for? 19:43:40 <andythenorth> moving castle mod? 19:43:44 <glx> IIRC there's a command line switch for that 19:43:56 <_dp_> zombie apocalypse... everything has to be done on trains... coz logic :p 19:46:08 <frenchiveruti_EasyOS> glx, yes, timidity -Os (alsa output) 19:46:11 <Samu> tried to listen to Synaesthesia - sounds similar to the old Delerium 19:46:25 <frenchiveruti_EasyOS> Even thought, the software is laughing at my face at this point hahaha 19:46:42 <frenchiveruti_EasyOS> It tells me it can't find a cfg file called "fluidr3_gm.cfg" 19:46:49 <frenchiveruti_EasyOS> that should be in the same folder as timidity 19:46:54 <frenchiveruti_EasyOS> maybe I'm missing something from the repo 19:46:55 <frenchiveruti_EasyOS> btb 19:46:57 <frenchiveruti_EasyOS> brb* 19:47:24 <glx> the name of your OS is misleading ;) 19:47:33 <frenchiveruti_EasyOS> hahaha 19:47:33 <nielsm> yeah :) 19:47:42 <frenchiveruti_EasyOS> I blame Barry Kauler 19:48:03 <frenchiveruti_EasyOS> I'm just a regular joe who likes to break stuff and learn from it. 19:50:55 <Samu> Road ais spam roads 19:51:01 <Samu> ship ais spam buoys 19:52:18 <Samu> and road ais can't build bridges over buoys 19:59:40 <frenchiveruti_EasyOS> IT FUCKING WORKS 19:59:44 <frenchiveruti_EasyOS> love y'all 20:00:34 <Samu> cg 20:02:21 <frenchiveruti_EasyOS> Now I realize that in order for the game to work on any new installment of this OS, I would have to ship it with midity, fluid-soundfont, and a shit ton of others hahaha 20:02:26 <frenchiveruti_EasyOS> oh well 20:02:52 <glx> timidity should be part of the OS 20:02:54 <frenchiveruti_EasyOS> There's no reward without effort, right? 20:03:06 <frenchiveruti_EasyOS> It is not, as you said, misleading name :) 20:03:18 <glx> same for soundfont 20:03:27 <frenchiveruti_EasyOS> I'm lucky it uses debian repos 20:04:11 <frenchiveruti_EasyOS> But oh well, it's just 240MB of ram when Idle 20:04:28 *** frenchiveruti_EasyOS has quit IRC 20:05:12 <glx> oh doing IRC as root, no a very good idea 20:06:27 *** frenchiveruti_EasyOS has joined #openttd 20:06:31 <frenchiveruti_EasyOS> correction 20:06:38 <frenchiveruti_EasyOS> 130MB of RAM on Idle 20:08:00 *** frenchiveruti_EasyOS has quit IRC 20:08:26 *** frenchiveruti_EasyOS has joined #openttd 20:13:49 <frenchiveruti_EasyOS> Ok, thanks guys I won't bother for a while 20:13:51 <frenchiveruti_EasyOS> (for a while) 20:17:33 <Samu> tubular road bridges, 611 km/h 20:17:45 <Samu> but there's no 611 km/h road vehicles 20:19:17 <Samu> with the "realistic" acceleration model it should be funny to see 20:22:58 <Samu> imagine Taxis 20:23:15 *** ookfof[m] has quit IRC 20:23:16 <Samu> max 3 passengers 20:23:36 <Samu> but going at ultra speeds like 611 km/h 20:27:44 <frenchiveruti_EasyOS> The Hover-Bus NewGRF? 20:32:57 *** DecapitatedO has joined #openttd 20:44:47 <andythenorth> so flat docks then peter1138? :D 20:49:06 <andythenorth> nielsm: in the fps meter, is cargodist / link graph all under 'cargo handling'? 20:49:48 <frenchiveruti_EasyOS> So, a static build is the one that only uses the libraries inside the executable? 20:49:52 <frenchiveruti_EasyOS> Or something like that? 20:50:00 <nielsm> no, link graph calculation generally doesn't get included 20:50:03 <nielsm> unless it goes over time 20:50:10 <nielsm> since it runs on a separate thread 20:50:37 <andythenorth> thanks 20:50:44 * andythenorth curious about mac performance 20:50:56 <andythenorth> I have a game running at 33fps for some reason, with full animation on 20:51:28 <andythenorth> but other times I get 20fps 20:51:38 <andythenorth> mystery is mystifying :) 20:53:29 *** frenchiveruti_EasyOS has quit IRC 21:03:33 *** DecapitatedO has quit IRC 21:06:19 *** nielsm has quit IRC 21:10:36 *** andythenorth has left #openttd 21:11:37 *** firewire1394 has quit IRC 21:14:36 <Samu> my AI can't fight back at long last 21:14:57 <Samu> being beaten more often than I'd like 21:15:39 <Samu> WormAI and RailwAI are fighting for 1st in profits 21:16:07 *** sla_ro|master has quit IRC 21:16:07 <Samu> LuDiAI AfterFix can't seem to make a comeback 21:16:28 <Samu> it can't create more vehicles, while the others can 21:17:24 *** Wolf01 has quit IRC 21:18:22 <Samu> https://i.imgur.com/ZJFW8WZ.png 21:19:00 <Samu> I'm blue 21:19:05 <Samu> WormAI is orange 21:19:13 <Samu> RailwAI is green 21:19:41 <Samu> NoNoCAB can still make more vehicles, in theory it should be able to surpass blue 21:20:11 <Samu> but has been in 4th place for a long time already 21:20:29 *** frosch123 has quit IRC 21:25:21 <Samu> NoNoCAB is red 21:26:56 *** Samu has quit IRC 21:36:56 *** DecapitatedO has joined #openttd 21:38:49 <peter1138> Binge eating time! 21:46:28 *** arikover has joined #openttd 21:58:28 *** arikover has quit IRC 22:00:32 *** nielsm has joined #openttd 22:23:18 *** urdh has quit IRC 22:25:56 *** urdh has joined #openttd 22:44:44 *** Wormnest_ has quit IRC 22:53:13 *** WormnestAndroid has quit IRC 22:54:20 *** Progman has quit IRC 22:54:34 *** WormnestAndroid has joined #openttd 23:27:19 *** DecapitatedO has quit IRC 23:51:32 *** HerzogDeXtEr has quit IRC