Log for #openttd on 12th October 2019:
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00:25:52  <nnyby> hehe add me so i can tag u guys
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01:11:03  <supermop_pdx> i wonder if it would be possible to make a palettized renderer?
01:12:19  <supermop_pdx> instead of clamping output to nearest index color, like objects can only be one of the palette colors (flat no gloss highlight?) to begin with,
01:13:26  <supermop_pdx> and the renderer just does some simple shading by bumping up or down the index
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08:16:19  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh closed issue #7703: Inactive industries make inappropriate/unlogical sounds
08:16:19  <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #7752: Prevent sounds being produced by inactive industries
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09:19:10  <andythenorth> moin
09:34:38  <TrueBrain> hi andythenorth :)
09:34:45  <andythenorth> :o
09:34:51  <andythenorth> quick run away!
09:34:52  <andythenorth> etc
09:34:58  * andythenorth is watching TV
09:46:18  <DorpsGek_III> [OpenTTD/OpenTTD] abmyii commented on pull request #7752: Prevent sounds being produced by inactive industries
09:57:47  <andythenorth> also hi TrueBrain how are you? :)
10:19:54  <TrueBrain> good, thank you for asking. How about you?
10:20:24  <andythenorth> super!
10:20:30  <andythenorth> I have had 2 coffees
10:21:08  <TrueBrain> owh boy
10:23:40  <andythenorth> so is Github Actions winning?
10:37:00  <andythenorth> oof I wish I had somewhere to publish docs :P
10:37:05  <andythenorth> maybe I should buy a server
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10:59:30  <andythenorth> I bought a server from Mr. Jeff
10:59:37  <andythenorth>
10:59:55  * andythenorth working on a tech tree display page
11:13:40  <nielsm> ouch, rebasing indproclayout2 onto modified indproclayout
11:14:25  <andythenorth> :D
11:15:29  <andythenorth> improved
11:15:35  <andythenorth> needs background arrows
11:15:39  <andythenorth> pointing to the right
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11:16:18  <andythenorth> trying to make something like
11:16:26  <andythenorth> except less glossy :P
11:20:07  <nielsm> rebase complete, it compiles again
11:21:30  <nielsm> wee
11:24:29  <nielsm>   there's also something with how terrain is leveled (or rather, is not) that seems wrong
11:30:31  <TrueBrain> andythenorth: GitHub Actions are more practical; but another 2 weeks or so before it is out of beta
11:34:39  <nielsm> ugh
11:35:06  <nielsm> I want to level each sub-building but not the merged layout
11:35:33  <nielsm> that gives som fun challenges
11:35:45  <nielsm> "fun"
11:36:43  <nielsm> can't arbitrarily choose to raise or lower land, it might prevent other tiles from constructing
11:38:02  <TrueBrain> hmm .. Digital Ocean is nice and all, but it is pretty clear to me now why they are cheaper than the other cloud services ;) What they offer for their price is awesome, but very soon you are recreating things that other clouds already solved for you
11:38:06  <TrueBrain> makes sense, I guess
11:38:32  <TrueBrain> but the whole idea to use a bit more managed stuff, is so it needed less custom work :P
11:38:58  <andythenorth> oof :)
11:39:24  <andythenorth> nielsm: yes, tile height offsets within / between layouts is tricky
11:39:54  <nielsm> also this line looks very wrong:
11:39:55  <nielsm> if (TileX(tile) <=" target="_blank"> + 1U || TileY(tile) <=" target="_blank"> + 1U) return false;
11:40:25  * andythenorth can't remember how much OpenTTD terraforms for industries
11:40:27  <nielsm> doesn't it check whether the X or Y coordinate of the north corner of the industry is at most the industry_platform value?
11:40:50  <nielsm> hmm
11:40:53  <nielsm> okay nm
11:40:59  <andythenorth> I can't remember the vanilla handling
11:41:00  <nielsm> it checks for being too close to a corner/edge
11:41:02  <andythenorth> I wrote my own :P
11:55:54  <nielsm> I'd basically have to simulate the changes to terrain as the sub-buildings are placed...
11:56:16  <nielsm> so placement of further buildings take the (proposed) changes from previous buildings into account
11:58:25  <andythenorth> tricky
11:58:28  <andythenorth> TMWFTLB?
12:12:31  <DorpsGek_III> [OpenTTD/OpenTTD] kiwitreekor commented on pull request #7575: Feature: Add industry production graph
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12:22:54  <andythenorth> eh
12:22:59  <andythenorth> now with arrows and crap
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12:27:48  <_dp_> not much of a tree
12:27:56  <_dp_> more like bamboo forest :p
12:34:38  <andythenorth> tech forest :P
12:35:34  <andythenorth> maybe it needs splitting up :P
12:52:57  <andythenorth> really, would be better as graphviz tree
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13:05:58  <andythenorth> so what domain shall I register?
13:06:07  <andythenorth> that S3 bucket address is lame
13:08:55  <andythenorth> TRUEBRAIN.TV is available :D
13:08:55  <_dp_>
13:09:27  <andythenorth> JEFFBEZOSGRFS.COM
13:09:44  <andythenorth>
13:11:51  <andythenorth> can I run cron on s3?
13:12:09  <andythenorth> I need some way to build all the projects
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13:18:22  <supermop_pdx> here i am exploding my computer with generative capsule towers
13:19:53  <supermop_pdx>
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13:20:59  <nielsm> andythenorth: try separating the units from the figures in the power/speed, and style it so the two lines are aligned
13:22:02  <andythenorth> oh like a mini-table?
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13:22:11  <andythenorth> I think the whole thing needs presented differently, but eh
13:22:34  <andythenorth> those two figures probably fit on one line also
13:22:47  * andythenorth got distracted
13:22:56  <andythenorth> wondering if it's time to just scorch the earth
13:23:19  <andythenorth> the devzone hg repos won't import to github, so I'm considering just abandoning the hg history
13:23:33  <andythenorth> and eints can't commit to github, so I'm considering abandoning translations
13:26:42  <nielsm> eh should be possible to convert the hg repos "offline" and then push that to github?
13:27:01  <andythenorth> no, the history is broken
13:27:07  <andythenorth> eints makes broken commits
13:27:12  <nielsm> awesome
13:27:21  <andythenorth> they can be fixed, but not by me
13:27:41  <andythenorth> I want out of hg, and I want the repos off unmaintained infra
13:28:03  <nielsm> I thought hg was better protected against making broken/weird histories than git
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13:31:12  <Eddi|zuHause> i'm sure that you can break it if you knock on it hard enough, but andy uses the word "broken" differently to normal people...
13:33:13  <FLHerne> I started a server 'Casual UK-ish server' because I feel like playing with andythenorth's shiny vehicle grfs :P
13:36:27  * andythenorth looking in the logs for what frosch said is broken
13:36:31  <andythenorth> not very easy to find :)
13:38:26  <peter1138> Simple. Everything is broken.
13:38:50  <andythenorth>
13:39:13  * andythenorth shops
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13:44:17  <supermop_pdx> FLHerne: sounds fun
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14:08:12  <peter1138> Has Apple closed open source development off yet?
14:10:05  <FLHerne> Not on macOS
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14:56:26  <peter1138> Sounds like it's coming.
14:56:41  <Eddi|zuHause> i wouldn't put it past them
14:58:17  <supermop_pdx> FLHerne: what version is your server on?
14:59:32  <supermop_pdx> ive always wanted an andy-sh server for casual firshorsehogsquid games
15:01:58  <FLHerne> supermop_pdx: 1.9.3 -- I stopped because I couldn't persuade people to play; just put it back
15:02:19  <FLHerne> (so it's up again now)
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15:09:11  <andythenorth> looks like I need hg-fast-export
15:10:40  <andythenorth> they can't really kill open source on macOS
15:10:52  <andythenorth> developers need it for the iOS cash cow
15:11:41  <andythenorth> unless they can make enough service money off selling photo storage and TV shows, then mac is dead
15:12:04  <andythenorth> chromebook anyone? o_O
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15:18:42  <andythenorth> "ImportError: No module named mercurial"
15:18:52  <andythenorth> that's lolz
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15:23:46  <peter1138> That's correct.
15:28:15  <andythenorth> lolz I have to use a virtualenv to install virtualenv
15:28:27  * andythenorth wonders how these things happen
15:29:17  <andythenorth> eventually I will have mercurial :P
15:29:48  <andythenorth> finally
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15:36:43  <andythenorth> @seen frosch123
15:36:43  <DorpsGek> andythenorth: frosch123 was last seen in #openttd 5 days, 21 hours, 45 minutes, and 51 seconds ago: <frosch123> to align the sprites with the text below it?
15:37:04  * andythenorth wondering how to fix "warning in commit 8d49662898124ba0043cb9e5672818ed55dffd3c: nulInCommit: NUL byte in the commit object body"
15:38:54  <andythenorth>
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15:40:29  <Eddi|zuHause> where would a null byte be in that output?
15:40:40  <andythenorth> exactly
15:40:46  <andythenorth> how does one look for a null byte?
15:40:54  * andythenorth is in stack overflow currently
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15:41:51  <Eddi|zuHause> well, first, you would need a hexdump, not a text output
15:42:35  <supermop_pdx> what's it called FLHerne ?
15:42:48  <FLHerne> supermop_pdx: 'Casual UK-ish server'
15:43:38  * andythenorth wonders how to get hexdump out of git show
15:44:14  <Eddi|zuHause> "git show | hexdump"? :p
15:44:44  <Eddi|zuHause> (i usually use "hexdump -C")
15:44:46  <andythenorth> that works
15:45:09  <andythenorth>
15:45:21  <andythenorth> not sure if it's what's needed
15:45:51  <Eddi|zuHause> there doesn't seem to be any null bytes in there
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15:47:42  <andythenorth>
15:47:50  <andythenorth> "<frosch123> but now i patched the script to filter out NUL in commit messages"
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15:48:58  <andythenorth> that's probably somewhere in
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15:51:23  <andythenorth> hmm smalltalk not python :P
15:52:05  <Eddi|zuHause> you're probably better off waiting for frosch?
15:52:24  <andythenorth> realistically yes
15:52:38  <andythenorth> sometimes I lean more by trying for myself
15:52:42  <andythenorth> but it's very slow
15:53:15  <andythenorth> somewhere the python script must be copying strings, and we can presumably inspect the bytes
15:53:27  <Eddi|zuHause> str.replace?
15:54:54  <Eddi|zuHause> that script has a "plugins_dict['commit_message_filters']"
15:56:18  <andythenorth> oh nice spot
15:56:41  <glx> wow smalltalk is still used
15:57:27  <michi_cc> andythenorth: I didn't try if it does anything, but you could try to run "git filter-branch --tree-filter 'true' HEAD" to try to force git to recreate the commit history. It might be smart enough to detect that you don't actually change anything and just do a no op.
15:57:28  <Eddi|zuHause> i haven't seen any docs, but presumably you give it a file that contains a function called "commit_message_filter"
15:58:09  <Eddi|zuHause> unsure on what that function does. probably take a string and return a string
15:58:31  <michi_cc> Hmm, actually, "git filter-branch --msg-filter 'cat' HEAD" might actually do something.
15:59:17  <Eddi|zuHause> i should get some food now, though
15:59:31  <michi_cc> Replace HEAD with --all in case you have more than one branch/tag.
16:06:52  <andythenorth>
16:07:01  <andythenorth> this is evil
16:07:02  <andythenorth> desc = ''.join(desc.split(b'\x00'))
16:07:29  <Eddi|zuHause> there's probably a better way :p
16:07:41  <andythenorth> yes
16:11:18  <andythenorth> if anyone wants to improve it
16:11:31  <andythenorth> this is needed for ~all devzone repos that use eints
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16:14:33  <Eddi|zuHause> that output is... questionable
16:14:46  <Eddi|zuHause> there'll be no useful information in that line
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16:27:08  <andythenorth> my import also doesn't have the commit authors correctly
16:27:16  <andythenorth> I won't delete the devzone repo yet :P
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16:50:31  <SUPERLEAF_1995> ok so
16:50:42  <SUPERLEAF_1995> anyone knows where i can get the news.c of openttd 0.1?
16:57:23  <LordAro>
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19:17:51  <andythenorth> hmm
19:26:25  <Eddi|zuHause> andythenorth: for the author mapping you definitely need frosch
19:26:42  <andythenorth> it's supported in the migration script, but yes, I have decided to wait :)
19:26:59  <andythenorth> this tech tree display is interesting
19:27:06  <andythenorth> might still be better with graphviz though
19:27:12  <Eddi|zuHause> yes, it's supported, but someone must make the list
19:35:29  <andythenorth> I can do that manually, but I am hoping frosch has a better way
19:35:58  <andythenorth> it will be nice when nobody has to restart devzone hg frequently
19:46:37  <glx> getting the author list should be scriptable
19:47:50  <Eddi|zuHause> well, frosch said he wants to use synergy across all devzone repos...
19:54:34  <nielsm> huh, odd thing just happened to the music, the channel volume for percussion didn't get set properly at the start of a song so the drums were overly loud
19:57:00  <nielsm> and, again??
19:57:58  * nielsm gives the soundcanvas a hard reset
19:58:13  <nielsm> seemed like it was getting slow at processing the GM resets or something maybe
20:08:12  <nielsm> hmm it's still being weird it seems
20:09:57  <andythenorth> now with more colours
20:09:59  <andythenorth> super
20:10:03  <andythenorth> might need force-refresh
20:13:31  <supermop_pdx> FLHerne: take care of our company!
20:13:42  <FLHerne> supermop_pdx: Ok :-)
20:13:57  <FLHerne> I might have to go at some point, though...
20:14:18  <supermop_pdx> gonna grab a save
20:14:19  <andythenorth> server is on 1.9.3 FLHerne ?
20:14:24  * andythenorth wants to look
20:14:36  <FLHerne> andythenorth: Right. It's "Casual UK-ish server"
20:14:44  <FLHerne> We have a bit too much track just now :P
20:14:56  <supermop_pdx> i rec. making those fruit trains express with reefer wagons
20:15:11  * andythenorth gets 1.9.3
20:16:31  <andythenorth> lol all the missing grfs :)
20:16:33  <andythenorth> mostly mine
20:17:18  <peter1138> If only we had a content distribution system.
20:18:03  <andythenorth> if only we didn't all run unreleased dev versions of everything locally
20:18:07  <andythenorth> probably just me :P
20:18:40  <andythenorth> wow such map, very train :D
20:19:03  <FLHerne> Blame lack of IS for most of the spaghetti :-/
20:19:23  <FLHerne> It's a pity having to duplicate everything because someone else owns the line that goes there
20:20:14  <FLHerne> andythenorth: I keep meaning to ask, are there supposed to be nine different kinds of passenger coach available at the same time...?
20:20:32  <FLHerne> (three of each with identical names but different max speed)
20:20:41  <andythenorth> expiry on or off?
20:21:05  <FLHerne> Er, I thought it was off, but now you ask...
20:21:09  <andythenorth> expiry is off
20:21:18  <andythenorth> lots of buy menu will be the result :)
20:21:31  <andythenorth> I had to make my peace with it, and turn expiry back on
20:21:38  <FLHerne> andythenorth: Yeah, oops
20:22:10  <FLHerne> I remember now, I turned it off because I wanted to look at the Road Hog vehicle roster
20:22:24  <FLHerne> And clearly I forgot to put it back on :-/
20:22:34  <andythenorth> if only there were online docs for grfs :P
20:23:01  <FLHerne> If only anyone ever read the manual ;-)
20:23:27  <nielsm> stop giving me ideas
20:23:40  <andythenorth> ?
20:23:46  <nielsm> what about if grfs had an action that produced storybook-like pages
20:23:50  <andythenorth> oof
20:24:05  <andythenorth> they have a readme inline? o_O
20:24:12  <nielsm> basically yes
20:24:17  <nielsm> but also with illustrations
20:24:19  <peter1138> Why is my J3 Cub upside-down?
20:24:29  <nielsm> I think you can place arbitrary sprites in a storybook can't you?
20:24:37  <andythenorth> generally we don't have good enough font rendering for large blocks of text, at least with original pixel font
20:24:51  <andythenorth>
20:25:08  <Eddi|zuHause> include an e-book reader? :p
20:25:30  <andythenorth> ^^ frosch had ideas for grf previews
20:26:26  <andythenorth> rewrite bananas, allow uploading html docs in the tar, but serve them stricly online, not inside OpenTTD
20:26:31  <andythenorth> unpack them when uploaded
20:26:38  <andythenorth> massive malware / infosec tinfoil hat time
20:27:45  <peter1138> Oh, 24 kt winds, hmm.
20:28:17  <andythenorth> you sailing?
20:28:50  <andythenorth> FLHerne: nice MP server game.  Who is IPG?
20:29:13  <FLHerne> andythenorth: Not a clue :P
20:29:21  <andythenorth> nice mixed up freight trains
20:29:37  <FLHerne> It's been good fun
20:29:50  <FLHerne> Deliberately created a map with very few industries
20:30:20  <FLHerne> So you can't just ignore everyone else :P
20:30:21  <andythenorth> I should do a beta of v4 steeltown
20:30:27  <andythenorth> it's bonkers
20:31:46  <andythenorth>
20:32:11  <andythenorth> I played it a lot, quite addictive
20:32:49  <andythenorth> crashes OpenTTD currently though
20:37:42  <glx> a grf should not crash openttd
20:37:52  <nielsm> it's due to text handling
20:37:57  <glx> if it does there's a bug in our source
20:38:13  <nielsm> grf strings can't support enough inserts for 16 cargo types
20:38:57  <nielsm> (I suspect that's what andy is talking about)
20:39:52  <glx> strings are limited to 20 args
20:41:46  <andythenorth> it's
20:41:50  <Eddi|zuHause> 1 cargo consumed a silly amount of args, last time we checked
20:47:45  <glx> hmm maybe we could use a std::map
20:56:27  <glx> but I need to check how the args are accessed
21:03:06  <glx> hmm need to think more about it
21:40:58  <FLHerne> nielsm: You're finished?
21:44:11  <nielsm> yeah
21:46:07  * andythenorth learning graphviz
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21:55:34  <FLHerne> nielsm: Thanks for playing, it was a game :-)
21:55:37  <FLHerne> *fun
21:55:43  <nielsm> yup
21:57:12  <glx> Eddi|zuHause: I had a quick look in GetIndustryString() and indeed it's clearly wrong, it stores all args but finally the strings are wrong anyway
21:57:48  <Eddi|zuHause> glx: last time we determined that the function was completely forgotten in the 16-cargo-patch
21:58:15  <glx> if there's more than 2 cargos it will use the 2 cargo string with wrong args
22:00:10  <glx> percent transported will use produced_cargo and last_month_production of the 3rd cargo
22:02:35  <glx> there should be a way to use substrings
22:03:11  <Eddi|zuHause> i haven't looked at the gui in question, but if we're gonna keep the 20 args limit, then it probably needs a complete rewrite
22:04:34  <glx> the 20 args limit could be worked around, I think generating a substring for each cargo can reduce the count
22:05:31  <glx> anyway keeping the string formatted like {ORANGE}{INDUSTRY}{BLACK} ({CARGO_LONG}{RAW_STRING}/{CARGO_LONG}{RAW_STRING}){YELLOW} ({COMMA}%/{COMMA}% transported) is not readable
22:06:00  <andythenorth> alternative approach to tech tree
22:06:53  <glx> starting openttd to see how it's actually displayed
22:06:53  <andythenorth> very unformatted :P
22:07:13  <andythenorth> graphviz is simpler than I realised btw :D
22:07:18  <andythenorth> it's stupidly easy
22:07:27  <glx> (for "normal" industries with at most 2 cargo)
22:08:24  <andythenorth> hmm, it's not like the industry directory is fantastically useful :P
22:10:35  <Eddi|zuHause> andythenorth: graphviz is simple, unless you have some specific layout in mind, and it's not doing what you want
22:11:05  <Eddi|zuHause> otherwise, it's just a list of "a->b"
22:21:00  <andythenorth> I need some rankings
22:21:04  <andythenorth> but I think it supports that
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22:21:37  <glx> ok now I remember how the industry directory looks like
22:22:12  <glx> and yeah all cargos with production details will be unreadable
22:23:02  <nielsm> time to replace the industry directory entirely
22:23:34  <qwebirc73586> Hi, any idea why openttd doesn't honor any music volume changes (midi)? I'm on Arch without ext-midi.
22:23:38  <nielsm> (it could use a replacement with better readability, more table-like)
22:23:54  <glx> qwebirc73586: yes ext-midi doesn't support the function
22:24:18  <qwebirc73586> glx: That's why i explicitly wrote it...
22:24:26  <glx> oh yeah misread
22:24:34  <nielsm> so what are you using? fluidsynth ought to support volume
22:24:42  <qwebirc73586> timidity
22:24:55  <nielsm> ottd using libtimidity?
22:25:20  <qwebirc73586> not sure... i just installed the standard packages and openmsx
22:25:25  <nielsm> libtimidity is not really a maintained output
22:25:40  <qwebirc73586> should i better use fluidsynth?
22:25:49  <glx> we even droped libtimidity support in current master
22:25:49  <nielsm> fluidsynth is my recommendation :)
22:26:09  <milek7> (working libtimidity is in emscripten PR)
22:26:17  <qwebirc73586> any recommended sf2?
22:26:36  <nielsm> not really, all I've tried were poor
22:27:06  <qwebirc73586> why do you recommend it then? :)
22:27:33  <nielsm> because I worked on it last ;)
22:27:47  <nielsm> and know it works correctly and has volume control support
22:28:04  <qwebirc73586> will try it.. thanks
22:28:36  <nielsm> I just don't like any of the soundfonts I've tried from linux distros' package repositories
22:29:02  <glx> there's only two options, timidity (which is often ext-midi unless on some specific OS) or fluidsynth
22:32:07  <qwebirc73586> actually i'm not sure which backend is used... i have both installed but there is no ext-midi in my openttd.cfg
22:32:36  <nielsm> try running: openttd -ddriver=1
22:32:43  <nielsm> in a terminal
22:33:02  <nielsm> it should print some debug messages including which music driver is selected
22:33:15  <glx> usually empty ext-midi is timidity
22:33:20  <glx> IIRC
22:33:22  <nielsm> yeah
22:33:37  <glx> and it's indeed ext-midi :)
22:34:26  <nielsm> the default extmidi commandline is timidity, and if the music driver line in openttd.cfg line is blank and it selects extmidi then there isn't any other driver compiled in
22:34:36  <nielsm> I think extmidi has the lowest priority for autoconfig
22:34:45  <nielsm> apart from null
22:35:03  <qwebirc73586> dbg: [driver] Fluidsynth: sf (null) -- dbg: [driver] Probing music driver 'fluidsynth' failed with error: Could not open any sound font - dbg: [driver] Successfully probed music driver 'extmidi'
22:35:15  <qwebirc73586> it does play music though...
22:35:24  <glx> yes via timidity
22:35:30  <glx> and extmidi
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22:35:58  <qwebirc73586> extmidi via autoconfig then i guess...
22:36:05  <qwebirc73586> or autoprobe
22:36:11  <glx> yup
22:37:04  <nielsm> you can try in openttd.cfg to set music driver = "fluidsynth:soundfont=/path/to/file.sf2"
22:38:11  <qwebirc73586> i will try a wrapper like this:
22:38:45  <nielsm> that won't give you volume control in-game
22:38:55  <nielsm> extmidi can not support music volume control
22:39:07  * andythenorth finds the hard parts of graphviz :P
22:39:41  <qwebirc73586> but fluidsynth might support gain/volume
22:40:22  <nielsm> maybe, it'll be through an external mixer then
22:40:33  <nielsm> if pulseaudio or alsa gives it a virtual channel of its own you can then adjust volume on
22:40:41  <qwebirc73586> oh wait... your fluidsynth cmd is not ext-midi?
22:40:59  <nielsm> yes that's the builtin fluidsynth library usage
22:41:09  <nielsm> your openttd is clearly compiled with libfluidsynth support
22:41:17  <nielsm> it just can't find a soundfont file
22:41:17  <qwebirc73586> ok.. then i will try that first.
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22:43:43  <nielsm> some time I'm going to write a jackmidi and/or alsamidi driver so you can output to a hardware or virtual port...
22:48:51  <glx> hmm maybe industry directory could use something like station list
22:52:18  <nielsm> I really wish the industry list was split into columns
22:52:28  <nielsm> town, type, status
22:52:29  <nielsm> at least
22:53:54  <nielsm> and then ideally also had some filtering capability to show only industries of a specific type or handling a specific cargo
22:57:19  <nielsm> qwebirc73586 got silent, maybe it's working? :)
22:57:49  <qwebirc73586> nielsm: yes... its working now. Thx!
22:58:10  <qwebirc73586> just searching for a better soundfont...GM is not the best indeed.
22:59:01  <qwebirc73586> i think i have a 2GB soundfont somewhere they recommended for dosbox...
23:00:01  <glx> if it's recommended for dosbox it should be ok for openttd too
23:00:39  <nielsm> heh... 2 GB
23:01:01  <nielsm> I wonder how large the samplebank in a 1990's roland soundcanvas is
23:01:06  <nielsm> perhaps 2 or 4 MB ?
23:02:09  <nielsm> (but afaik it also does more than just loop samples, has some kind of generative synthesis mixed in too)
23:05:59  <qwebirc73586> Roland MT32_PCM.ROM is 512KB
23:09:01  * andythenorth wonders what cargos need to be shown
23:09:04  <nielsm> yeah but that's not a general midi synth ;)
23:09:13  <andythenorth> I do sort by highest production at game start
23:11:06  <qwebirc73586> nielsm: but you can probably use it with 'munt' (software synthesizer)
23:11:18  <nielsm> yes
23:11:45  <nielsm> but MT-32 (which munt is an emulator of) is not a GM synth, it won't play the music right
23:12:05  <nielsm> wrong instruments mainly
23:12:47  <Eddi|zuHause> my sound blaster had 512kB soundfont memory IIRC
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23:16:31  <nielsm> that said, while the mt-32 is not general midi, it can do absolutely amazing things when used right
23:16:32  <nielsm>
23:16:50  <nielsm> _all_ sound in that video is produced by that midi synth
23:18:27  <nielsm> (what the video doesn't show is the 30 seconds waiting while the synth is being reprogrammed)
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