Log for #openttd on 14th October 2019:
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00:05:34  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7767: Terrible lag, low FPS
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00:07:45  <DorpsGek_III> [OpenTTD/OpenTTD] James103 closed issue #7711: #7612 causes multiple news messages to show at once and overlap.
00:07:45  <DorpsGek_III> [OpenTTD/OpenTTD] James103 commented on issue #7711: #7612 causes multiple news messages to show at once and overlap.
00:08:13  <DorpsGek_III> [OpenTTD/OpenTTD] SuperLeaf1995 opened issue #7768: The cars overlaps themselves
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00:31:09  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #7767: Terrible lag, low FPS
00:33:36  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #7768: The cars overlaps themselves
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03:17:56  <DorpsGek_III> [OpenTTD/OpenTTD] SJang1 opened issue #7769: Music sounds weird
03:54:13  <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #7769: Music sounds weird on Linux
03:55:17  <Eddi|zuHause> did we announce or release something? or what's with the sudden influx of weird tickets
04:04:07  <DorpsGek_III> [OpenTTD/OpenTTD] SJang1 commented on issue #7769: Music sounds weird on Linux
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05:33:29  <DorpsGek_III> [OpenTTD/OpenTTD] SJang1 closed issue #7769: Music sounds weird on Linux
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07:27:38  <andythenorth> o/
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07:41:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7768: The cars overlaps themselves
07:41:12  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7768: The cars overlaps themselves
07:42:45  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7767: Terrible lag, low FPS
07:44:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7762: Emoji results in question mark 😀 🠚 ?
07:44:49  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro closed issue #7762: Emoji results in question mark 😀 🠚 ?
07:49:29  <LordAro> feel free to reopen if anyone disagrees
08:13:07  <DorpsGek_III> [OpenTTD/OpenTTD] LordAro commented on issue #7768: The cars overlaps themselves
08:30:30  <DorpsGek_III> [OpenTTD/OpenTTD] sdcloudt commented on issue #7735: Protocol handler to join network games
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08:39:02  <DorpsGek_III> [OpenTTD/OpenTTD] Mysteron347 opened issue #7770: Current-location indicator in orders list missing
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09:31:25  <planetmaker> andythenorth, did you discuss retiring devzone entirely yesterday or "just" migration of all repos?
09:31:29  <qwebirc4063> !lastseen Sacro
09:31:34  <qwebirc4063> !seen Sacrto
09:31:40  <qwebirc4063> @seen Sacro
09:31:40  <DorpsGek> qwebirc4063: Sacro was last seen in #openttd 3 days, 20 hours, 20 minutes, and 57 seconds ago: <Sacro> Nothing more, nothing less
09:31:51  <andythenorth> planetmaker: only repos
09:31:58  <andythenorth> I made a little list of ideas
09:32:01  <qwebirc4063> Can anyone tell me when I went? Can't contact my server :(
09:32:36  <andythenorth> planetmaker: seems a bit nuclear to delete all of it, versus migrating one service at a time, but I'd value your opinion :)
09:33:01  <qwebirc4063> @logs
09:33:01  <DorpsGek> qwebirc4063:
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10:07:10  <planetmaker> andythenorth, there is no plan in deleting *any* repo
10:07:16  <planetmaker> nor any service
10:07:45  <planetmaker> but migrating the repos to github is a good idea which I support. And which the 30-odd repos is a start of...
10:07:48  <planetmaker> tedious :)
10:08:20  <andythenorth> services are?
10:08:21  <planetmaker> actually I'm just (slowy) migrating stuff to a new server
10:08:23  <andythenorth> * repos
10:08:27  <planetmaker> * jenkins
10:08:27  <andythenorth> * redmine
10:08:30  <planetmaker> * bundles
10:08:32  <planetmaker> * redmine
10:08:33  <andythenorth> * rhodecode?
10:08:41  <andythenorth> * webster?
10:08:42  <planetmaker> * rhodecode = repos
10:08:45  <andythenorth> ok
10:08:46  <planetmaker> * webster
10:08:51  <planetmaker> * eints
10:09:03  <andythenorth> is there an auth provider / LDAP, or is redmine doing that?
10:09:17  <planetmaker> there is no SSO at all
10:09:26  <planetmaker> redmine handles it for eints iirc
10:09:32  <andythenorth> that was my understanding
10:10:35  <planetmaker> I shall also migrate the openttdcoop stuff, but that is not of much interest in this context ;)
10:11:29  <planetmaker> but setting repos to read-only... not sure I want to do that
10:11:56  <planetmaker> I've one, two somewhat hidden I use myself :P
10:12:04  <planetmaker> but unrelated to openttd endevours
10:12:29  <planetmaker> oh... service: *paste
10:15:32  <planetmaker> anyhow... I heard there's cake upstairs :D
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11:51:09  <crem> Sorry for the offtopic, I have a gameplay (not development question):  do you use classical signal along the route and path-based near junctions/stations, or just PBS everywhere?
11:59:26  * andythenorth is PBS everywhere
12:00:25  <crem> I'm avoiding PBS everywhere as it feels to me that it's more computation for my CPU. :) Probably not worth caring.
12:01:55  <crem> And for classical+PBS approach, I feel that I do more mouseclicks than I should. Was going to ask how people do that. E.g. whether in settings you have "cycle over PBS only", etc..
12:12:22  <crem> Reading wiki... Apparently bi-directional tracks is the new modern thing in 21st century! I'm still playing it like it was original TTD (almost).
12:12:56  <andythenorth> the optimum throughput is one line per train :P
12:13:05  <andythenorth> not optimum for use of map tiles though :P
12:13:49  <crem> Well, I optimize for neither, mostly for "player time" or "player fun". :)
12:14:06  <crem> For me large networks are more fun than small but well performing nets.
12:14:15  <andythenorth> I build horrors
12:14:47  <crem> Also I think I prefer realism over efficiency.
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13:23:06  <FLHerne> crem: I use block signals everywhere, and path only near junctions
13:23:59  <FLHerne> Mostly for aesthetics; I'm sure there's /some/ performance difference but it certainly isn't significant
13:24:54  <FLHerne> Building signals, I have the 2-way path signal selected most of the time; then I can ctrl-click after building to cycle to 1-way or block
13:26:33  <crem> FLHerne: You have 2-way block (ordinary) signal selected, right?  And you have enabled them all for cycling through? (e.g. it's like 5 ctrl+clicks to get from ordinary signal to path-based).
13:27:21  <FLHerne> crem: Right, but no-one cares about the weird block types except for prio or other niche uses
13:27:30  <FLHerne> So it's only ever one or two clicks
13:28:03  <FLHerne> crem: Er, sorry, wrong
13:28:19  <FLHerne> crem: 2-way /path/ selected normally
13:28:23  <crem> Yeah, but sequence is block-entry-exit-combo-path-onewaypath.  To get from block to path you have to click 4 times :)
13:28:34  <FLHerne> So it's 2-way path -> 1-way path -> plain block
13:28:40  <crem> Ah, 2way path! Ok, will try that.
13:29:01  * FLHerne needs to skimread less :P
13:29:24  <crem> I tried to disabling cycling through block signals (there is a setting for it), but then I cannot convert back from path to ordinary if I want to. I found no way at all, rather than remove and place again.
13:29:51  <FLHerne> I assume you know you can ctrl-drag to build continuous signals?
13:30:14  <FLHerne> So the vast majority of my signals are plain block ones, but I don't actually place very many
13:30:16  <crem> yes, I think I could do that even in initial TTD
13:31:16  <crem> Yeah, but building signals around stations still involve lots of clicking and ctrl+clicking. But I had block signals by default, maybe with two-way path it's easier.
13:32:57  <crem> If I could also drag over turning road.. :)
13:32:58  <FLHerne> crem: Almost certainly; block signals are always the right things in stations ;-)
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13:56:33  <andythenorth> FLHerne adjunct to Horse comments, which is your favourite train grf?
14:00:16  <FLHerne> andythenorth: UKRS2, no question ;-)
14:00:39  <FLHerne> I love the small loading gauge
14:01:04  <FLHerne> Makes the proportions much better, and they don't dwarf houses in such a silly way
14:01:18  <FLHerne> [and everything I said yesterday]
14:04:09  <crem> i've just read coopwiki, "While you are dragging it a little bit press the CTRL button and release it."..  It turned out I didn't know I could ctrl+drag!  I knew I could drag, but not ctrl+drag!
14:04:33  <crem> That's why I complained about turning road!
14:08:01  <FLHerne> crem: Oh, wow, I never realised you can non-ctrl-drag :D
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14:13:29  <andythenorth>
14:14:23  <andythenorth> Horse is more plastic, and doesn't bother with left-to-right shading
14:17:12  <FLHerne> Interesting comparison
14:17:19  <planetmaker> btw, @crem: gameplay questions are NOT off-topic here :)
14:17:38  <FLHerne> I think the difference is much bigger with steam locos
14:18:04  <FLHerne> Most Horse ones look to me like a cylinder with widgets glued on
14:19:51  <FLHerne> The tank engines and other small ones are better
14:20:36  <andythenorth> I spent about 18 months drawing the diesels and railcars
14:20:43  <andythenorth> most of the steam engines were done in July :P
14:20:58  <andythenorth> I have a suspicion that they look under-loved
14:20:59  <andythenorth>
14:21:26  <andythenorth> UKRS 2 steamers look more complete + cohesive
14:21:58  <andythenorth> Horse 2 ones look more like
14:22:38  <FLHerne> Oh, and Horse's high-contrast fixed coupling rods irrationally bug me
14:22:59  <andythenorth> that's interesting
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14:23:08  <FLHerne> Either animate them (not worth it) or let them blend in like UKRS's do
14:23:19  <FLHerne> Locomotives sliding along look silly
14:24:21  <andythenorth> reminds me of
14:24:42  <FLHerne> I think I said yesterday about Horse vehicles looking very 'kitbuilt' in general, and the steam locos are definitely at the top there
14:25:18  <andythenorth> they are very much cut-paste
14:25:36  <andythenorth> I spent about as much time drawing these sliding wall vans as I did steamers
14:25:37  <FLHerne> Ah, that image is perfect :D
14:26:33  <andythenorth> the cut and shut was quite inspired by
14:26:56  <andythenorth> ^ the lolz in that story is that it turns out Corbs is someone I've worked with for years
14:27:00  <andythenorth> parallel interests :P
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14:46:51  <andythenorth>
14:46:55  <andythenorth> pikka has better wheels
14:47:12  <andythenorth> and the trains aren't compressed to fit the length scale
14:47:16  <andythenorth> so they look more natural
14:47:57  <andythenorth> and pikka hasn't added the constraint of including 2CC on every train
14:50:49  * andythenorth making notes for future
14:55:45  <crem> Another offtopic question. :) I'm never sure how many bus stations do I need per town. Is it just one, or a bunch of them for realism? E.g. is there any reason to transport passengers from one to another part of the same city?
14:56:42  <FLHerne> In 'specific detail complaints', the Horse domes look like they're somehow hovering in front of the boiler
14:57:08  <nielsm> crem: that's an on-topic question
14:57:32  <FLHerne> crem: Towns grow faster with more stations (up to 4, 5, or something), and if you move more passengers
14:57:35  <nielsm> as far as town growth is concerned, anything past four active stations gives no additional bonus
14:57:53  <nielsm> and in this context, active station means "someone attempted picking up cargo recently"
14:58:03  <FLHerne> crem: Passenger production is based on houses in the catchment, so more stations usually means more passengers
14:58:14  <FLHerne> (although you can 'cheat' with station-joining)
14:58:15  <nielsm> a station only receiving deliveries does not count as active
14:58:48  <crem> Ok, thanks. But it's still not that profitable because buses are slow and distances are short, right?
14:59:01  <crem> No need to do buses except for fun/realism, kind of.
14:59:19  <nielsm> yes you should have at least six tiles (manhattan distance) between bus stops if you want to run buses for profit
14:59:21  <FLHerne> crem: Depends. If you have cargodist on, or set up transfers manually, bus passengers can go long-distance
14:59:51  <andythenorth> yeah the Horse domes look like they were just pasted on :P
15:00:00  <andythenorth> the reason for that is that they were just pasted on :P
15:00:10  <FLHerne> crem: The silly profit-focussed method is to have buses pickup-only, and then transfer to high-speed trains when full
15:00:15  <crem> If I have transfer order, cargo won't be "accepted" even if station accepts it, right?
15:00:21  * andythenorth needs to declare lesser enthusiasm for kettles compared to diesels
15:00:30  <FLHerne> But I find that playing OTTD for profit is no fun anyway
15:00:35  <nielsm> if your order is specifically "transfer" then yes
15:00:35  <andythenorth> still, feedback drives quality, eh?
15:00:43  <nielsm> the cargo is unloaded and left waiting at the station
15:00:52  <FLHerne> The economics are silly, and it's trivial to make more money than you can feasibly spend
15:00:53  <crem> Yeah, money start to be non-issue after like 30 minutes of play anyway.
15:01:08  <FLHerne> Unless you've changed costs in some drastic way
15:01:18  <andythenorth> buses are mostly to keep ratings up :P
15:01:20  <FLHerne> crem: Have you discovered cargo distribution yet?
15:01:28  <FLHerne> Definitely turn that on for passengers/mail
15:01:29  <crem> Cargo distribution?..
15:01:31  <FLHerne> It's a lot more fun
15:01:47  <FLHerne> Makes them want to go to a specific place, not just 'the next station'
15:02:17  <crem> Ah, more realism, that would be fun! But I guess I cannot do the for existing map, right?
15:02:22  <FLHerne> So bus passengers will automagically decide they want to catch the bus to the airport, fly somewhere, then take the train to their destination
15:02:32  <FLHerne> I'm pretty sure you can change the setting in-game
15:02:39  <crem> Is it a built-in feature or a mod/newgrx/plugin/however-you-call-it
15:02:43  <FLHerne> Feature
15:03:21  <crem> That's good! Maybe it may make planes fun.
15:03:31  <FLHerne> (technically, it's implemented in an aggregate way rather than tracking each individual passenger, but the effect is the same)
15:03:57  <nielsm> FLHerne: it works on a per-cargo-packet basis and a cargo packet can technically be as small as a single unit :)
15:04:16  <crem> It was introduced in 1.4... So PBS was 0.7, cargodist in 1.4, next nice feature in 2.1 then .:)
15:10:23  <andythenorth> lol the number of variations for just one small diesel
15:10:34  <andythenorth> steam engine...fewer
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15:23:56  <supermop_work> something is wrong with this workstation where i regularly have to restart it
15:25:08  <nielsm> just like a train station is where the train stops, a workstation is where work stops
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15:29:22  <supermop_work> indeed
15:31:17  <supermop_work> andythenorth: last night i got an almost complete steeltown game
15:31:25  <supermop_work> 85-92 ish
15:31:33  <andythenorth> o_O
15:31:36  <andythenorth> v3 steeltown?
15:31:59  <supermop_work> 256x256 desert map, only one of each industry
15:32:39  <supermop_work> making decent amt of vehicles without any quicklime
15:33:33  <supermop_work> quicklime route is planned but keep procrastinating bc kiln is far out of the way and can't decide which of two spots to fund one
15:37:42  <andythenorth> SCREENSHOTS!
15:37:44  <andythenorth> FORUMS!
15:37:47  <andythenorth> :)
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16:54:43  <supermop_work> sure when i get home
16:55:16  <supermop_work> accidentally had not up to date horse load
16:55:51  <supermop_work> so no cargo shown on flatbeds
16:57:44  <andythenorth> oof
16:57:48  <andythenorth> those with newgrf dev tools
16:57:53  <andythenorth> overcome such issues :D
16:58:11  <andythenorth> give or take what min. compatible version does
16:58:13  <andythenorth> and breaking stuff
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17:21:01  <spnda> Where can I find documentation of Road and Tram types?
17:21:06  <spnda> For NML
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17:21:44  <nielsm> I'm not sure if it's properly finished
17:22:12  <nielsm> but try this:
17:22:20  <spnda> thanks
17:22:40  <nielsm> "someone" will need to merge it into the newgrf wiki soon
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18:08:29  <crem> Do you know how can I spectate public openttdcoop server? It needs password. Their wiki says to get password in their IRC, but their IRC is also password protected!
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18:10:55  <andythenorth_> nielsm fwiw
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18:11:23  * andythenorth_ planning a holiday from making grfs :p
18:11:43  <Wolf01> To make what else? :)
18:11:45  <andythenorth_> grf making tools instead
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18:13:47  <andythenorth> anyone here actually use nml? o_O
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18:18:10  <andythenorth> bye bye andythenorth_
18:21:26  <V453000> crem: you need to join #openttrcoop IRC channel
18:21:34  <V453000> you should be able to type /join #openttdcoop in here
18:21:35  <andythenorth> V :o
18:21:38  <V453000> hi :)
18:21:40  <andythenorth> yo
18:21:52  <V453000> how'z you?
18:21:56  <andythenorth> all family all day long V?
18:22:05  <andythenorth> babies, animals, bills?
18:22:06  <V453000> eh, work then family, repeat :)
18:22:26  <crem> Ah, so it's not on server! (there is a server!)
18:22:26  <andythenorth> do you do the morning family stuff?
18:22:30  <andythenorth> used to kill me
18:22:33  <andythenorth> still does some days
18:22:53  <V453000> eh, half. I take the older one to kindergarten, younger one is home with wife
18:23:24  <andythenorth> I stay up late like a dumbass
18:23:27  <V453000> it's not too bad considering there is nobody at work pointing at the clock whether I come at 08:00 or 08:30
18:23:31  <andythenorth> then the kids wake me up :P
18:23:41  <V453000> I kind of got used to going to sleep quite early
18:23:49  <andythenorth> me too
18:23:56  <andythenorth> except some days, I'm like 'nah, live'
18:24:03  <V453000> but then we barely sleep these days at night, the two get in a deadlock state of waking up each other :D
18:24:07  <andythenorth> ouch
18:24:27  <V453000> but well :) I'm busy as fuck at work too, but today I'm actually playing openttd
18:24:40  <andythenorth> my 9 year old was mad this morning because the 7 year old didn't wake him up
18:24:49  <andythenorth> so he 'missed out' on some ipad time
18:24:50  <V453000> :D
18:24:52  <V453000> nice
18:25:04  <andythenorth> now I am waiting to pick them up from lazer quest
18:25:20  <andythenorth> I am in a van, 11 floors above the city
18:25:24  <andythenorth> in the rain
18:25:35  <andythenorth> glamour
18:26:04  <V453000> :0 I'm not going to ask how does a fucking van get 11 floors up :D
18:26:43  <andythenorth> car park innit :P
18:26:57  <V453000> is there a car lift or did you actually climb up 11 floors?
18:27:47  <andythenorth> ramps
18:28:05  <andythenorth> such game
18:28:09  <andythenorth>
18:28:14  <andythenorth> so optimal junctions
18:28:18  <andythenorth> very train
18:28:31  <V453000> dam
18:31:50  <andythenorth> I really really really miss flash
18:31:56  <andythenorth> obviously it was buggy malware
18:32:07  <andythenorth> but as a creative tool, nothing has ever come close
18:32:33  <andythenorth> there is literally no tool on iOS or mac that my kids can use to learn to animate
18:32:34  <V453000> yeah, our art director had some good time with flash too
18:33:00  <andythenorth> it was a brilliant tool
18:33:13  * andythenorth considers dropping everything
18:33:21  <andythenorth> and building svg tool, but like flash
18:33:33  <andythenorth> oof I should go and get these children
18:33:40  <andythenorth> we can admire my openttd game more later
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18:49:24  <frenchiveruti_EasyOS> hello quick question for linux, if I include the shared libs in the game folder when trying to create a portable version
18:49:26  <frenchiveruti_EasyOS> Would that work?
18:49:37  <frenchiveruti_EasyOS> Where will OpenTTD look for the shared libs?
18:49:45  <frenchiveruti_EasyOS> in $PATH
18:50:04  <frenchiveruti_EasyOS> or it will also look for them inside the folder where the binary is located?
18:50:12  <nielsm> depends on the system configuration
18:50:33  <frenchiveruti_EasyOS> aight
18:50:36  <nielsm> or whether there are some flags for the dynamic loader set
18:50:51  <nielsm> you can probably make a shell script that will configure the dynamic loader so it works for most systems
18:51:13  <frenchiveruti_EasyOS> Okay
18:51:16  <frenchiveruti_EasyOS> Another question
18:52:01  <frenchiveruti_EasyOS> I compiled using ./configure --with-libtimidity="pkg-config libtimidity" --with-midi=timidity
18:52:09  <frenchiveruti_EasyOS> But the ldd still tells me I need fluidsynth
18:52:11  <frenchiveruti_EasyOS> how's that?
18:52:35  <nielsm> try adding --without-fluidsynth to force it disabled
18:52:44  <nielsm> otherwise it'll autodetect
18:52:53  <frenchiveruti_EasyOS> Ah, quite a detail
18:52:58  <frenchiveruti_EasyOS> Didn't see that
18:54:39  <frenchiveruti_EasyOS> sorry nielsm but there's no such a configure option called "without-fluidsynth"
18:54:51  <frenchiveruti_EasyOS> at least not stated in "./configure --help"
18:55:06  <nielsm> it exists but is implicit
18:55:08  <LordAro> it's not listed
18:55:15  <LordAro> well, not explicitly
18:55:19  <nielsm> all --with-x have a corresponding --without-x
18:55:35  <nielsm> and all --enable-x have a corresponding --disable-x
18:55:57  <frenchiveruti_EasyOS> okay. I would suggest correcting that because it's really not that obvious
18:56:04  <frenchiveruti_EasyOS> I will try that now.
18:56:05  <frenchiveruti_EasyOS> Thanks
18:56:09  <LordAro> the whole script will be going away "soon"
18:56:51  <frenchiveruti_EasyOS> Alright
18:56:53  <nielsm> so will Cmake be before or after 1.10?
18:57:14  <LordAro> depends if we actually release 1.10 "early"
18:57:19  <LordAro> at this rate, it's not looking likely
18:57:38  <frenchiveruti_EasyOS> Is there a roadmap?
18:57:54  <LordAro> there's a few things milestoned on github
18:58:01  <LordAro> which may or may not be correct
18:58:05  <frenchiveruti_EasyOS> haha okay
18:58:44  <frenchiveruti_EasyOS> How do you check "milestones" on github, just curious
18:58:50  <milek7> note that libtimidity support is missing in master
18:58:54  <nielsm> the 1.10 milestone is to a large part just me going over tickets and PRs and picking things that look likely/"really ought to get fixed" for the release
18:59:02  <milek7> and broken in release
18:59:15  <LordAro> mm
18:59:47  <LordAro> almost no one needs libtimidity anyway
18:59:53  <LordAro> unless your name is milek7
18:59:59  <LordAro> ;)
19:00:29  <milek7> eh, i think there was somebody else asking about it ;)
19:01:28  <frenchiveruti_EasyOS> It was me hahaha
19:01:56  <glx> libtimidity is not available in "major" linux distro IIRC
19:02:01  <frenchiveruti_EasyOS> But I albeit admit that I thought I needed it because the music didn't work
19:02:18  <frenchiveruti_EasyOS> poor easyos.
19:03:00  <milek7> fluidsynth is better, but the problem is that it depends on kitchensink and glib
19:03:09  <LordAro> glx: that's why it was removed
19:03:42  <glx> I think libtimidity was added for some portable device unable to use ext-midi
19:03:51  <nielsm> yeah, PSP port
19:03:53  <supermop_work> so i've been hearing a lot about this goose game
19:05:41  <frenchiveruti_EasyOS> Try it
19:05:42  <frenchiveruti_EasyOS> Honk
19:05:52  <glx> frenchiveruti_EasyOS: and for a portable install it's probably easier to compile statically
19:06:45  <frenchiveruti_EasyOS> I think LordAro said that static works for windows only?
19:07:12  <glx> for dependencies it's ok on linux
19:07:19  <glx> IIRC
19:07:54  <frenchiveruti_EasyOS> "<planetmaker> he... WARNING: static is only known to work on Windows, DOS, and MacOSX"
19:08:06  <glx> we used to provide static linux builds
19:08:09  <frenchiveruti_EasyOS> alright glx i'll stry
19:08:12  <frenchiveruti_EasyOS> try*
19:13:47  <LordAro> frenchiveruti_EasyOS: it's only tested on those platforms (well, not DOS)
19:14:05  <LordAro> at some point someone will get around to automating a linux build again
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19:39:50  <andythenorth> "Back in 2007, you could be making Flash games and actually be making a living," remembers Newgrounds founder Tom Fulp, when asked about Flash's golden age. "That was a really fun time, because that's kind of what everyone's dream is: to make the games you want and be able to make a living off it."
19:39:54  <andythenorth> too true
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20:40:20  <supermop_work> should i buy a switch just for this goose game?
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20:43:24  <nnyby> i have a switch. i cant figure out how much the goose game costs. is it free?
20:44:26  <nnyby> oh, looks like it's around . most mainstream switch games are really expensive
20:45:12  <nnyby> this game looks like it would be fun for about 10 minutes. but what do i know.
20:46:25  <andythenorth> supermop_work: the goose game has found favour with my friends
20:46:26  <andythenorth> HONK
20:46:41  <andythenorth> but you can get it on PC no?
20:50:08  <super_spooky> not yet
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21:03:03  <supermop_work> website claims pc
21:03:14  <supermop_work> but like i don't have a switch
21:03:15  <nielsm> spammer on the forums, everywhere on the forums
21:03:28  <supermop_work> maybe i should get one just for the goose game
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21:08:14  <super_spooky> oh I must be mistaken, hasn't been released on steam: "Planned Release Date: Late 2020 on Steam"
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21:11:47  <supermop_work> late 2020?
21:12:02  <supermop_work> it's going to take a year?
21:19:00  <super_spooky> they don't like money?
22:03:57  <firewire1394> hi
22:04:01  <firewire1394> good night
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22:48:59  <supermop_work> damn this thing is still 0?
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