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00:44:18 <Gustavo6046> Receiving any news crashes the game. 00:44:26 <Gustavo6046> Both the version in the AUR and the latest version in git. 00:45:08 <Gustavo6046> I built using clang. Tested with -Ofast -march=native -flto. 00:45:08 <Gustavo6046> And libc++ 00:45:08 <Gustavo6046> Haven't tested without march yet 00:45:08 <Gustavo6046> I also don't think it was libc++, as iirc previous builds had libstdc++. 00:47:14 <Gustavo6046> With news I mean, crashing two trains causes a game crash, because of the newspaper thing. 00:47:14 <Gustavo6046> I have no idea why that is either. 00:49:27 <Gustavo6046> crash.log https://termbin.com/cir3 00:49:55 <Gustavo6046> base64 of crash.sav https://termbin.com/8yd0d 00:58:16 <Gustavo6046> am I forgetting something? 01:04:15 <Gustavo6046> signal SIGILL: illegal instruction operand 01:42:07 *** keoz has quit IRC 01:53:44 <Eddi|zuHause> stack trace isn't of much use without symbols 01:54:24 <Eddi|zuHause> oh right, there are symbols 01:54:47 <Eddi|zuHause> looks like it crashed in the crash handler? 01:55:20 <Eddi|zuHause> that doesn't make a lot of sense 01:55:56 <Eddi|zuHause> anyway, "illegal instruction" sounds more like a compiler bug 02:23:21 *** D-HUND has joined #openttd 02:26:41 *** debdog has quit IRC 02:32:10 <Gustavo6046> It did work when built with gcc and -g 02:32:10 <Gustavo6046> I'll try gcc and -Ofast -march=native (and -flto in the linker) 02:32:22 *** HerzogDeXtEr has quit IRC 02:41:46 <Gustavo6046> Ah 02:41:47 <Gustavo6046> It works with that too 02:42:03 <Gustavo6046> Eddi|zuHause: it seems the issue is clang, or maybe one of its optimizations, or maybe libc++. 02:52:49 *** Wormnest has quit IRC 02:52:59 *** Flygon has joined #openttd 06:30:31 <LordAro> Gustavo6046: sounds very like a bug that we already fixed 06:33:24 *** ^Spike^ has quit IRC 06:33:24 *** planetmaker has quit IRC 06:33:24 *** tneo has quit IRC 06:33:24 *** Hazzard has quit IRC 06:33:24 *** avdg has quit IRC 06:33:24 *** Yexo has quit IRC 06:33:24 <LordAro> though i'm thinking of #8176, which is in 1.10.2 08:56:45 *** Webster has joined #openttd 08:56:57 *** avdg has joined #openttd 08:57:27 *** planetmaker has joined #openttd 08:57:27 *** ChanServ sets mode: +o planetmaker 08:57:57 *** tneo has joined #openttd 08:58:08 *** Hazzard has joined #openttd 08:58:42 *** ^Spike^ has joined #openttd 08:59:18 *** Osai has quit IRC 08:59:18 *** Ammler has quit IRC 08:59:18 *** Hirundo has quit IRC 08:59:27 *** XeryusTC has joined #openttd 08:59:28 *** Yexo has joined #openttd 09:02:09 *** SmatZ has quit IRC 09:02:09 *** |Terkhen| has quit IRC 09:02:09 *** V4530000 has quit IRC 09:02:11 *** fonsinchen has quit IRC 09:02:57 *** Ammler has joined #openttd 09:02:57 *** Hirundo has joined #openttd 09:03:27 *** Osai has joined #openttd 09:04:27 *** SmatZ has joined #openttd 09:04:27 *** Terkhen has joined #openttd 09:04:28 *** ChanServ sets mode: +o Terkhen 09:04:57 *** V453000 has joined #openttd 09:04:58 *** fonsinchen has joined #openttd 09:08:02 *** iSoSyS has joined #openttd 09:19:01 *** iSoSyS has quit IRC 09:24:23 *** HerzogDeXtEr has joined #openttd 09:26:03 <TrueBrain> thread 'main' panicked at 'attempt to subtract with overflow', src/python.rs:283:21 <- right, and this is why I called it an unsigned, as you can overflow .. lolz @ Rust .. it is cute :) 09:28:38 *** Samu has joined #openttd 09:29:20 *** tokai has joined #openttd 09:29:21 *** ChanServ sets mode: +v tokai 09:31:55 <nielsm> hmm, something that's been on my mind recently 09:32:27 <nielsm> if a NewGRF is licensed under a CC-NoDerivatives license, can it be featured in a gameplay video? 09:32:45 <TrueBrain> doesn't fair use come into play there? 09:33:03 <nielsm> does displaying extracts of the graphics in the NewGRF together with other graphics from other sources, in a player-controlled form, constitute a derivative work? 09:33:11 <nielsm> fair use doesn't exist everywhere in the world 09:33:30 <TrueBrain> you see this with normal games ofc, and that lets play can exist on youtube 09:33:38 <TrueBrain> but, IANAL :) 09:33:50 <nielsm> danish law does not have that concept, it has exceptions for review, criticism and satire 09:35:41 <nielsm> yes and then you have some companies like nintendo who strongly claim their right to any expression of the game content, and will force any videos of their games being played to be monetised to their end and nothing to the video creator 09:36:18 *** tokai|noir has quit IRC 09:36:48 <nielsm> and similar, if you apply a CC-NonCommercial license, I think that also disallows anyone from doing monetised videos/streams featuring the content 09:42:31 <michi_cc> The CC FAQ (https://creativecommons.org/faq/#what-is-an-adaptation) is helpfully unhelpful with this. 09:42:36 <nielsm> yeah 09:42:46 <nielsm> I did scour it just now 09:42:53 <michi_cc> "It depends. Go away." 09:52:14 <andythenorth> "Many things only get decided in case law. Try it, see what happens." 09:52:20 <andythenorth> Law isn't an algorithm. 09:52:25 <nielsm> yeah... 09:52:37 <andythenorth> Programmers often struggle with law, they confuse it with a spec. 09:53:03 <andythenorth> They are both codes, but very different in their runtimes. 09:53:09 <nielsm> I'm drafting a post on it for the licensing FAQ thread on the forum 09:53:25 <nielsm> https://0x0.st/i3YP.txt is this completely out there? 09:57:09 <andythenorth> I suspect IRL the whole thing is a no-op 09:57:30 <andythenorth> might be able to use it to get channels de-monetised 09:57:36 <andythenorth> but eh 09:58:49 <nielsm> yeah apparently there are trolls out there who will use any excuse to try to get others' content taken down or demonetised 09:59:03 <nielsm> even when there's nothing in it for them bu "lulz" 10:05:45 <Samu> i am unable to install vcpkg 10:06:09 <Samu> CMake projects should use: "-DCMAKE_TOOLCHAIN_FILE=D:/OpenTTD/vcpkg/scripts/buildsystems/vcpkg.cmake" 10:06:14 <Samu> where do i do this 10:09:52 <nielsm> I didn't need to configure that myself, I just ran the "vcpkg integrate" command (or whatever it's called) 10:10:04 <Samu> nevermind, it suddenly started working 10:16:02 *** sla_ro|master has quit IRC 10:16:05 <Samu> im on a new rig! 10:16:14 <Samu> building openttd is so fast now 10:16:24 <nielsm> congrats :) 10:19:32 <Samu> 26 seconds 10:21:50 <Samu> 38 seconds release build 10:26:19 <Samu> im ready to code again 10:27:12 <Samu> my good old system was having some issues with the screen going black 10:27:33 <Samu> i thought I had that sorted out 10:29:22 <Samu> im also surprised my windows license is still valid 10:30:18 <Samu> it was bound to a microsoft account, and it detected hardware upgrade or so, and it transferred the license from my old to this 10:30:55 <Samu> very happy I didn't have to waste €100 for windows 10:35:41 *** frosch123 has joined #openttd 10:52:36 *** Progman has quit IRC 11:18:10 *** gelignite has quit IRC 11:18:41 *** nielsm has quit IRC 11:32:47 *** sla_ro|master has joined #openttd 12:03:41 *** andythenorth has quit IRC 12:38:14 *** DecapitatedO has quit IRC 12:43:54 <Samu> reviving https://github.com/OpenTTD/OpenTTD/pull/7078#issuecomment-654214734 12:46:20 <Samu> there is a "not really a bug" with the start_tile and end_tile being assigned to the wrong tiles 12:46:40 <Samu> the end_tile is actually the start tile for the case of aqueduct 12:47:09 <Samu> but it doesn't break functionality 12:51:20 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/dock_gui.cpp#L217 this line conflicts with the description of https://github.com/OpenTTD/OpenTTD/blob/master/src/tunnelbridge_cmd.cpp#L216-L228 12:52:01 <Samu> instead of DoCommandP(tile, GetOtherAqueductEnd(tile), 12:52:11 <Samu> should be DoCommandP(GetOtherAqueductEnd(tile), tile, 13:50:29 *** Webster has joined #openttd 13:50:46 <b_jonas> I know they load/unload much smaller if the station is shorter than the train 13:51:10 *** V453000 has joined #openttd 13:51:40 *** XeryusTC has joined #openttd 13:51:40 *** avdg has joined #openttd 13:52:38 *** planetmaker has joined #openttd 13:52:40 *** fonsinchen has joined #openttd 13:53:07 *** planetmaker is now known as Guest5399 13:53:12 *** tneo has joined #openttd 13:53:38 *** Hirundo has joined #openttd 13:54:08 *** Ammler has joined #openttd 13:54:09 *** Osai has joined #openttd 13:54:24 *** ^Spike^ has joined #openttd 14:02:16 *** andythenorth has joined #openttd 14:21:33 *** sla_ro|master has quit IRC 14:24:49 <glx> b_jonas: load and unload speed are the same, https://newgrf-specs.tt-wiki.net/wiki/Action0/Vehicles#Loading_speed 14:27:39 <b_jonas> glx: thank you 14:28:09 <b_jonas> then the steel loading station was more congested than the unloading probably because the tracks around it were worse because there's less space 14:28:22 <b_jonas> that was before the rebuild that is 14:30:23 <glx> well loading wagons may be slower than unloading if they have different types and specs 14:36:14 <b_jonas> In FIRS, if I wanted to transport goods to a port but there are also houses close to the port, is there some way to make sure that the goods go to the port (which produces output) rather than to the houses? 14:36:38 <b_jonas> this doesn't seem to be a problem in this game, where I'm transporting to only one port, which is far enough from towns 14:36:46 <b_jonas> but it could come up in other games 14:37:15 <glx> no you can't really decide, the only way is to have no houses in the station catching area 14:37:36 <b_jonas> same question if I transport food or passengers and want it to go to the hotel (which produces passengers) instead of a general store or houses 14:37:42 <b_jonas> glx: thanks 14:40:59 *** Wolf01 has joined #openttd 14:50:46 <frosch123> i would claim, if there is an industry, all cargo goes to it 14:50:59 <frosch123> the town is always the last one to consume it, when noone else wants it 14:51:20 <andythenorth> I have never seen houses parasitically consume cargo 14:51:27 <andythenorth> but the code will know :) 14:51:43 <andythenorth> really the game is best played without towns, they just get in the way :) 14:54:10 <b_jonas> andythenorth: sometimes it's good without towns, like in this game, but in some games I want a large passenger network, and they can bring money 14:56:20 *** iSoSyS has joined #openttd 14:58:36 <_dp_> yeah, it should always go to the industry first 14:59:51 *** iSoSyS has quit IRC 15:16:40 <_dp_> that ... didn't quite go as expected xD https://i.imgur.com/19Lm2F0.png 15:27:17 *** andythenorth has quit IRC 15:27:40 <glx> someone corrupted memory somewhere ? 15:27:48 *** andythenorth has joined #openttd 15:28:23 <glx> or it is just a bug in your newgrf 15:28:28 <_dp_> nah, just banging my head on 32bpp blitter 15:29:53 <_dp_> trying to make it do recolors for 32bpp sprites 15:29:56 <_dp_> like this https://i.imgur.com/kodFMiI.png 16:06:29 *** sla_ro|master has joined #openttd 16:13:13 *** Wormnest has joined #openttd 16:44:04 *** Flygon has quit IRC 16:50:46 *** andythenorth_ has joined #openttd 16:53:45 *** andythen_ has joined #openttd 16:54:21 *** andythenorth has quit IRC 16:54:41 <Eddi|zuHause> can't we have that also in 8bpp? we have a "shadow" recolouring that makes everything a bit darker, we just need variants of that? 16:56:40 <Samu> @calc 29 ^ (15 | 16) ^ 3 16:56:41 <DorpsGek> Samu: Error: Something in there wasn't a valid number. 16:58:47 *** andythenorth_ has quit IRC 17:01:32 <_dp_> Eddi|zuHause, in 8bpp it already works fine with just recolor sprites, it's 32bpp that needs variants 17:02:11 <_dp_> though I think I found an interesting hack for 32bpp as well 17:04:21 <Samu> the answer i was looking was 1 17:13:23 *** gelignite has joined #openttd 17:18:27 <Samu> Need help: trying to simplify this line: end_tileh_aqueduct = SlopeWithOneCornerRaised(OppositeCorner(GetHighestSlopeCorner((end_tileh_aqueduct ^ (SLOPE_ELEVATED | SLOPE_STEEP)) ^ start_tileh_aqueduct))); 17:19:29 <Samu> i want the result to be the slope that is sent to the terraform command 17:20:12 <Samu> to make end_tile the complement of the start_tile, both iclined but in opposite directions 17:21:52 <Samu> this one works when end_tile is not steep: end_tileh_aqueduct = ComplementSlope(start_tileh_aqueduct) ^ end_tileh_aqueduct; 17:23:00 *** Wormnest has quit IRC 17:43:14 <Samu> https://github.com/SamuXarick/OpenTTD/commit/4771eec3e77c006b3c86701128d53b17b48cf028#diff-73ae03719da0312c78830437cdcfd4b4R411 17:43:39 <Samu> that line needs help 17:43:46 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #8287: Backport things for 1.10.3 release https://git.io/JJVGY 17:43:47 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro updated pull request #8287: Backport things for 1.10.3 release https://git.io/JJ2mi 17:44:09 <LordAro> frosch123: if you don't mind... 17:45:06 <LordAro> i tried to re-backport languages, but the script kept trying to remove a load of belarusian, so i didn't bother 17:48:06 <DorpsGek_III> [OpenTTD/OpenTTD] frosch123 approved pull request #8287: Backport things for 1.10.3 release https://git.io/JJMqz 17:49:01 <frosch123> isn't everyone "artic code vault contributor" now? 17:49:07 <frosch123> why is there a badge? 17:52:42 <andythen_> supermop_Home_ yo 17:53:41 <LordAro> frosch123: new people aren't, presumably 17:53:59 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro merged pull request #8287: Backport things for 1.10.3 release https://git.io/JJ2mi 17:55:40 <DorpsGek_III> [OpenTTD/OpenTTD] LordAro created new tag: 1.10.3 https://git.io/JJMqb 17:55:43 <LordAro> boom. 17:56:15 <frosch123> \o/ 17:56:27 <LordAro> someone else feel like drafting a news post? 18:00:57 <DorpsGek_III> [OpenTTD/OpenTTD] mbuckie opened issue #8290: Game Crashed while attempting to clone a train in one depot while train is in another depot https://git.io/JJMmI 18:01:55 *** nielsm has joined #openttd 18:01:56 <Wolf01> Ready for a short horror story? "I felt like a shiver along my spine, that is OTTD 1.10.3 coming like an unexpected train" 18:06:48 *** WormnestAndroid has quit IRC 18:07:43 *** WormnestAndroid has joined #openttd 18:12:35 *** andythen_ has quit IRC 18:13:14 *** andythenorth has joined #openttd 18:25:05 <_dp_> for such a simple hack it works surprisingly well https://github.com/citymania-org/cmclient/commit/44a331c9264a87f5ddab1c0ae5df3b468eff4ca5 18:32:18 *** WormnestAndroid has quit IRC 18:34:55 <andythenorth> oof 18:35:07 <andythenorth> designing the last generation of trains is the hardest :P 18:36:14 <andythenorth> it's the most tangled up with IRL, cos it gets introduced around 2020 18:36:15 <frosch123> easy solution, have infinite many generations 18:36:21 <andythenorth> generative pixels? 18:36:30 <andythenorth> infinite hotel problem? 18:36:44 <frosch123> hilbert's hotel? 18:36:47 <andythenorth> infinite hotel problem is quite nice 18:36:59 <andythenorth> child #1 loves maths and infinity stuff 18:38:01 <frosch123> it's all nice and fun, until you arrive at axiom of choice or well-ordering theorem 18:38:06 <frosch123> don't go there 18:38:44 <andythenorth> if you need to sort the guests in the infinite hotel by order of age 18:38:46 <nielsm> see that's where we should have GS able to generate vehicle models dynamically 18:38:47 <andythenorth> it should be possible 18:38:54 <andythenorth> but it might take infinitely long 18:39:04 <andythenorth> unless you can do it infinitely quickly 18:39:35 <andythenorth> anyway, IRL causes trouble 18:39:46 <andythenorth> and the previous generation has already topped out some of the stats 18:40:20 *** WormnestAndroid has joined #openttd 18:40:41 <nielsm> I recently read some railway nerds claiming that 230 km/h is the new 160 km/h 18:40:57 <nielsm> "you may as well build 230 km/h track the added cost is so little" 18:41:11 <frosch123> maybe the swapped the numbers :p 18:41:42 <frosch123> db considered deprecating all trains > 200km/h, and make 160 the normal speed 18:44:47 <nielsm> some near future trains could very well be letting freight cars run at what's currently considered high-speed passenger speeds, and that's when the high-speed passenger would need to move to maglev to have further gains in speed 18:45:45 <nielsm> and yes I just told andy he needs to draw maglev trains 18:46:05 <frosch123> freight trains are pretty fast when moving. the problem is that they are stopped most of the time 18:46:16 <b_jonas> if only our railway network was maintained well enough that trains didn't constantly have to slow down for bad tracks 18:47:31 <frosch123> @topic set 1 1.10.3 18:47:31 *** DorpsGek changes topic to "1.10.3 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only" 18:48:14 <andythenorth> hmm 18:48:21 <andythenorth> maybe some more freight EMUs and stuff 18:48:24 <andythenorth> faster and so on 18:48:37 * andythenorth BBL 18:48:39 *** andythenorth has quit IRC 18:48:49 <nielsm> self-propelled container flatcars? yeah that could work 18:49:11 <nielsm> except for if they're electrified, it wouldn't work with overhead wires 18:52:28 *** WormnestAndroid has quit IRC 18:54:00 *** WormnestAndroid has joined #openttd 19:06:07 *** WormnestAndroid has quit IRC 19:07:04 *** WormnestAndroid has joined #openttd 19:15:08 *** WormnestAndroid has quit IRC 19:15:57 *** WormnestAndroid has joined #openttd 19:21:20 <b_jonas> is there some reason why I can't build a new graphics of station under a train if there's already a station in that square and the rail track is the same too? some trick that a newgrf could play with stations perhaps? 19:26:06 <b_jonas> I often want to delay prettifying the stations until after I've built everything else and the trains are already let in 19:31:25 <FLHerne> b_jonas: That annoys me too sometimes 19:41:12 <frosch123> that's just traditional behaviour 19:41:28 <frosch123> originally you could not do anything with tiles, when there was a vehicle on them 19:41:42 <frosch123> over times many restrictions were removed, but apparently not here 19:41:43 <b_jonas> yes, I know, and openttd improved that in a lot of cases 19:41:48 <frosch123> it has nothing to do with newgrfs 19:42:19 <b_jonas> also I wish I could reserve a tile under a bridge so that towns can't build under it if I'm planning to build rail tracks there 19:42:39 <frosch123> does purchase land not work? 19:42:47 <b_jonas> frosch123: sure, but I mean maybe newgrfs can have station tiles that differ in more ways than the rail track and cosmetic differences 19:43:03 <b_jonas> in which case that's why the interface wouldn't allow replacing the station 19:43:06 <b_jonas> frosch123: it doesn't work 19:43:27 <b_jonas> building an unused railway track does work 19:43:45 *** D-HUND is now known as debdog 19:43:46 <b_jonas> so does purchasing adjacent land so that the town can't reach it 19:45:35 <frosch123> hmm, i think the intenion was to disallow building bridges over owned land, to not restrict what can later be built on the owned land 19:45:58 <frosch123> i guess it turned out to be symmetric, to also not allow owned land under bridges 19:46:03 <b_jonas> that makes sense 19:46:15 <b_jonas> but this is a bridge that I own 19:46:41 <b_jonas> and I can build a bridge over my own purchased land already, the purchase just disappears 19:50:39 <frosch123> that's just an implication of other rules :) 19:51:38 <frosch123> objects have two rules: do not allow bridges above them. auto-remove the owned land when needed for owner's construction 19:52:14 <frosch123> rules are simple. just the implications may be surprising :) 19:52:44 <b_jonas> another minor thing that bothers me about the interface is when I'm about to place or modify or remove a signal, the interface highlights the square where I'm about to do that, but it doesn't highlight which of the two diagonal tracks I'm about to affect. I think I misclick a lot with diagonal signals because of this. 19:53:13 <b_jonas> it doesn't even work if there's only one diagonal track in the square and I'm clicking on the other half of the square 19:53:45 <frosch123> doesn't remove always remove both? 19:54:03 *** WormnestAndroid has quit IRC 19:54:16 <b_jonas> no 19:54:21 <b_jonas> remove also requires aiming the same way 19:55:17 *** WormnestAndroid has joined #openttd 20:05:40 *** HerzogDeXtEr has quit IRC 20:17:44 *** andythenorth has joined #openttd 20:24:31 <b_jonas> oh, another minor thing that bothers me in the interface 20:25:18 <b_jonas> is there a newgrf that modifies the opengrf graphics of parks and construction sites in town so that no square that's owned by the town can look as just an ordinary grass tile if I turn buildings transparent and turn off full detail? 20:27:48 *** WormnestAndroid has quit IRC 20:39:17 *** WormnestAndroid has joined #openttd 20:41:41 <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #8290: Game Crashed while attempting to clone a train in one depot while train is in another depot https://git.io/JJMmI 20:47:18 *** WormnestAndroid has quit IRC 20:47:35 *** WormnestAndroid has joined #openttd 20:51:40 *** Samu has quit IRC 20:51:51 *** frosch123 has quit IRC 21:00:04 <b_jonas> I also wish I could convert a railway station tile to a different graphics railway station tile when the town doesn't allow me to construct new station tiles 21:12:35 <_dp_> 1.10.3 is at the bottom of the server list again :( 21:14:50 <_dp_> lol, wtf, someone is running 9 1.3.0 servers xD 21:14:56 <b_jonas> oops... it's 2056 and the X2001 monorail engine is no longer manufactured. I have a lot of cargo monorail stuff. now I wonder if I should upgrade them to maglev, or use the double engine with passenger capacity. 21:28:11 <b_jonas> I'll probably have to upgrade everything to monorail eventually, but needn't do it all at once. should probably start with the large north mining line. 21:28:18 *** WormnestAndroid has quit IRC 21:28:26 *** WormnestAndroid has joined #openttd 21:32:11 *** Progman has quit IRC 21:33:43 *** gelignite has quit IRC 21:54:33 *** WormnestAndroid has quit IRC 21:56:36 *** nielsm has quit IRC 22:08:51 *** Wolf01 has quit IRC 22:10:09 *** WormnestAndroid has joined #openttd 22:16:27 *** urdh has quit IRC 22:17:02 *** andythenorth has quit IRC 22:25:39 *** sla_ro|master has quit IRC 22:38:44 *** urdh has joined #openttd 22:47:59 *** WormnestAndroid has quit IRC 22:48:35 *** WormnestAndroid has joined #openttd 22:56:37 *** WormnestAndroid has quit IRC 23:09:02 *** Gustavo6046 has quit IRC 23:12:13 *** Gustavo6046 has joined #openttd 23:25:20 *** WormnestAndroid has joined #openttd 23:40:08 *** Smedles has quit IRC 23:41:23 *** Smedles has joined #openttd 23:48:00 <Gustavo6046> Ha, odd. The build works now. Same version 1.10.2, same clang, same arguments. 23:48:06 <Gustavo6046> Maybe it's because I didn't use libc++? 23:49:46 <Gustavo6046> Maybe it's because I built the latest version of LLVM overnight;. 23:58:47 *** Smedles has quit IRC