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00:08:55 *** tokai|noir has joined #openttd 00:08:55 *** ChanServ sets mode: +v tokai|noir 00:09:14 *** Flygon has joined #openttd 00:15:45 *** tokai has quit IRC 00:56:45 *** tokai|noir has quit IRC 00:57:22 *** tokai has joined #openttd 00:57:22 *** ChanServ sets mode: +v tokai 01:02:10 <Eddi|zuHause> is that just me or is https://wiki.openttd.org/Compiling looking a bit outdated? 01:46:08 <glx> msys2 is ok I think, MSVC 2015 is valid for 2015, 2017 and 2019 01:46:56 <Eddi|zuHause> yeah, but maybe the "historic" ones could be removed from the list? 01:48:18 <glx> maybe 01:50:23 <Eddi|zuHause> a separate "Compiling: Historic" category? 01:51:25 <Eddi|zuHause> no idea how you create and manage categories 02:14:45 *** Samu has quit IRC 02:37:33 *** Wormnest has joined #openttd 02:57:42 *** glx has quit IRC 03:25:53 *** heffer has quit IRC 03:26:57 *** heffer has joined #openttd 03:30:21 *** heffer has joined #openttd 04:06:20 *** Wormnest has quit IRC 04:16:01 *** Wormnest has joined #openttd 04:23:50 *** HerzogDeXtEr has quit IRC 05:24:37 <reldred> hmm, I wonder if I can abuse callback 157 to use it like callback 17 for houses since both get called before the item is actually built 05:47:45 <reldred> there we go, var62 I can get tile height out of 05:49:17 <reldred> so spam the spawncount really high, only allow building on flats, use callback157+var62 to allow building at sea level or one or two levels above. Should be able to spawn some marsh/swamp areas in scenarios. 05:49:25 <reldred> found some sprites that'd do the job 05:50:15 *** Laedek has quit IRC 06:24:54 <Eddi|zuHause> that sounds like it should work 06:29:39 <reldred> Yeah plus I figure some multi tile arrangements will keep it from spawning too high up anyway 06:30:06 <reldred> There's no snowy sprites for these objects but they have no business being above a snow line anyway 06:30:16 <Eddi|zuHause> you could also check against the (minimum) snow line? 06:30:31 <reldred> True! that would be a far easier check too 06:30:45 <reldred> Ideally I want them close to sea level anyway 06:30:50 <reldred> We'll see 06:30:58 <Eddi|zuHause> (snow line can move throughout the year with newgrfs) 06:31:14 <reldred> I know, I play with snowline wandering between 12 and 48 usually 06:31:26 <reldred> makes maps really dynamic 06:31:41 <Eddi|zuHause> yeah, it's a neat feature 06:31:48 <reldred> will be interesting to see if the realtime patch makes it through all the hurdles infront of it 06:32:09 <reldred> because that's a complaint I heard from some coworkers who once ran servers, time moved far too quickly. 06:32:10 <Eddi|zuHause> that is a long way, i'm afraid 06:32:17 <reldred> Yeah no kidding 06:32:30 <reldred> I do like the author of that patches enthusiasm though 06:33:30 <Eddi|zuHause> enthusiasm gets you a long way, but you need to fill the gaps with competence and persistence 06:34:03 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fjiYv 06:34:22 <reldred> None of those three are qualities I possess so I'll stand back in awe of anyone who has even just one of them ;-) 06:34:58 <Eddi|zuHause> all the other daylength patches failed on one of those 3 06:35:33 <reldred> I'm still stoked that NRT finally made it. Thread created Dec 26th 2016. 06:35:47 <reldred> Just waiting on JGR's patchpack to re-base against master again. 06:36:05 <Eddi|zuHause> cargodist spent like 5 years in this intermediate stage 06:36:14 <reldred> Yeah 06:36:40 <Eddi|zuHause> fonsinchen had some mighty persistence :p 06:36:42 <reldred> I have to keep reminding myself that time moves slowly 06:37:15 <reldred> I do love cargodist now that it's in trunk, I was playing JGR's patchpack until NRT hit trunk thinking that cargodist was still only in their branch 06:37:32 <reldred> But I miss the everest patch and custombridgeheads. 06:37:58 <Eddi|zuHause> what everest patch? 06:38:36 <reldred> Does some things to tree gen, alpine trees only spawn around a configurable band around the base snowline, and nothing above it. Temperate trees spawn below. 06:38:44 <reldred> So with a shifting snowline you have to tweak things. 06:39:12 <reldred> But gives you this lovely difference visually to the mountain ranges and then you get an accurate barren mountaintops. 06:39:23 <reldred> when the snowline then recedes and the rocks show up it looks quite pretty. 06:39:36 <Eddi|zuHause> that sounds neat 06:39:44 <Eddi|zuHause> and not particularly difficult to implement 06:39:59 <reldred> https://twitter.com/reldredrants/status/1142339991403503617 06:40:35 <reldred> using stolen trees for temperate replacement adn opengfx+ trees for that screenshot 06:41:49 <Eddi|zuHause> a bit too steep terrain for my taste. with all those slopes it's difficult to terraform doubletracks without destroying half a mountain (without cliffs) 06:42:10 <reldred> Well for a lot of my custom heightmaps I use those mountains as a very big incentive to go around 06:42:24 <reldred> Force chokepoints along coastlines 06:42:47 <reldred> I'm playing with maxheight 255 on one of them now. 06:43:42 <reldred> And yeah, it's savage 06:43:47 <Eddi|zuHause> yeah, but i'd like my tracks actually climbing a mountain pass once in a while 06:43:59 <reldred> I still have some smaller mountains 06:44:12 <reldred> And theres some passes where you can make the climb if you're game. 06:44:19 <Eddi|zuHause> but with all these steep slopes you can't even build sensible tunnels 06:45:17 <reldred> See I'm one of those freaks who wants Rollercoast Tycoon style terrain deformation, lack of visibility/map rotation be damned :P 06:45:43 <Eddi|zuHause> yes, cliffs 06:46:28 *** sla_ro|master has joined #openttd 06:47:11 <Eddi|zuHause> but that's a bit more involved to implement 06:47:20 <reldred> No kidding. 06:47:48 <Eddi|zuHause> but probably not nearly on the level of daylength 06:48:04 *** sla_ro|master has joined #openttd 06:48:05 <reldred> Who do I need to sponsor then? :P 06:48:12 <reldred> and what will it cost me? :P 06:48:21 <Eddi|zuHause> everything. 06:48:39 <reldred> hah 06:55:00 <reldred> alas, if I were rich 07:03:50 *** Laedek has joined #openttd 07:06:56 *** andythenorth has joined #openttd 07:09:32 *** Laedek has quit IRC 07:10:48 <andythenorth> yo 07:12:20 <reldred> aloha 07:22:47 <andythenorth> @seen frosch123 07:22:47 <DorpsGek> andythenorth: frosch123 was last seen in #openttd 19 hours, 27 minutes, and 29 seconds ago: <frosch123> iron moose 07:23:30 *** Laedek has joined #openttd 07:42:41 *** Progman has joined #openttd 07:45:55 *** Wolf01 has joined #openttd 07:46:25 <reldred> the moose is loose 08:04:17 *** nielsm has joined #openttd 08:24:47 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fjiY9 08:36:59 <andythenorth> hmm 08:37:08 <andythenorth> game balance 08:37:11 <andythenorth> power creep problems 08:37:48 <Arveen> moin 08:40:45 <Arveen> did anyone play the Voxel Tycoon pre-aplha yet ? i'm watching on twitch and wondering if you can build "OTTD-style" networks there 08:42:51 <nielsm> I saw some videos of it yesterday on youtube, but didn't watch much of it 08:43:46 <nielsm> (the guy playing had the typical problem of not being attentive on the game and being excessively slow, which I can't stand) 08:44:48 <andythenorth> so 08:45:01 <Arveen> hehe, i see that problem 08:45:02 <andythenorth> how about a chart of transported cargo, broken down by cargo type? :) 08:45:24 <andythenorth> we have a delivered cargo graph already.... 09:12:46 *** Progman has quit IRC 09:19:06 *** andythenorth has quit IRC 09:40:11 *** frosch123 has joined #openttd 09:48:37 *** D-HUND has joined #openttd 09:51:59 *** debdog has quit IRC 10:01:31 *** sla_ro|master has quit IRC 10:08:40 <reldred> UGH 10:08:45 <reldred> finally got nmlc running 10:15:35 <reldred> aaaaand I'm gonna guess there's a specific version of nml required for NRT 10:16:07 <nielsm> probably... I'm not sure the NRT changes are even integrated in NML master 10:57:24 <reldred> Fair 11:15:03 *** andythenorth has joined #openttd 11:22:46 *** Wolf01 is now known as Guest6873 11:22:48 *** Wolf01 has joined #openttd 11:26:48 <andythenorth> power creep :P 11:28:54 *** Guest6873 has quit IRC 11:30:06 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7641: Attempting to create an array of size 2147483648 and up crashes the whole game, not just the script. https://git.io/fji3E 11:31:32 *** sla_ro|master has joined #openttd 12:35:21 *** HerzogDeXtEr has joined #openttd 13:01:22 *** gelignite has joined #openttd 13:24:19 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7621: Feature: Town name filtering https://git.io/fjisF 13:24:42 *** Flygon has quit IRC 13:48:07 *** Samu has joined #openttd 13:48:51 *** Lejving_ has joined #openttd 13:55:11 *** Lejving has quit IRC 14:28:11 *** gelignite has quit IRC 14:31:55 <LordAro> thoughts on #7616 ? i'm tempted to reject 14:32:11 <LordAro> on grounds of "it really doesn't matter" 14:34:07 <nielsm> agree 14:34:20 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7612: Feature: Allow showing Newspaper and Ticker messages in parallel https://git.io/fjiGo 14:34:40 <nielsm> "difficult to calculate" is also not an argument, the computer does the calculation for you 14:34:47 <LordAro> aye 14:34:54 <nielsm> if you want to know what the price is in £ then just play in £ 14:35:02 <LordAro> and i've no idea why you'd be converting between the 2 yourself 14:35:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7616: Codechange: Change KRW currency rate https://git.io/fjuBp 14:35:37 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7616: Codechange: Change KRW currency rate https://git.io/fjiG6 14:36:15 <nielsm> as an add-on, if you change the conversion rate, people loading old saves are going to be confused why their cash on hand suddenly changed 14:36:20 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGP 14:36:35 <LordAro> ah, i can't force merge that 14:36:38 <andythenorth> Horse 91% 14:36:41 <LordAro> where's glx? :p 14:38:32 <LordAro> maybe i can check out the branch locally and force push ... 14:38:43 <nielsm> I think you can 14:38:52 <LordAro> assuming they've allowed it 14:39:15 <Eddi|zuHause> it's on by default 14:46:37 <Samu> gonna use https://www.random.org/ to generate openttd.cfg for the last round :o 14:46:45 <Samu> nobody sent me any PM 14:51:53 *** Arveen has quit IRC 14:54:16 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGP 14:54:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjuy6 14:54:24 <LordAro> woo 14:54:42 *** urdh has quit IRC 14:55:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjiGb 14:55:58 <Samu> lol, only 180 road vehicles 14:56:09 <Samu> this is gonna cause some weird results 14:56:10 *** urdh has joined #openttd 15:02:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7617: Fix #5685: Check for free wagons in ScriptVehicleList https://git.io/fjuy6 15:02:22 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #5685: AI: wagons are lost in depot because of lack of API feature https://git.io/fjiZU 15:09:29 <andythenorth> ooh 15:09:34 <andythenorth> GH cleaning? :) 15:10:38 *** gelignite has joined #openttd 15:11:53 <Eddi|zuHause> andythenorth: only if you clean it by merging 15:12:26 <Eddi|zuHause> i should make some food... 15:15:51 * andythenorth had 3 lunches 15:16:38 <DorpsGek_II> [OpenTTD/OpenTTD] telk5093 commented on pull request #7616: Codechange: Change KRW currency rate https://git.io/fjiZO 15:17:04 *** glx has joined #openttd 15:17:05 *** ChanServ sets mode: +v glx 15:17:31 <LordAro> that's interesting.. MSYS is no longer detecting my OS 15:17:44 <LordAro> or rather, configure is no longer detecting my OS on MSYS 15:20:06 <LordAro> false alarm, is was in the MSYS terminal, not MinGW 15:20:14 <LordAro> stupid unnecessary distinction 15:21:35 <glx> usually you don't need to use MSYS terminal 15:21:51 <glx> it's only required to develop MSYS tools 15:21:58 <LordAro> we use it at work for <poorly defined reasons> 15:22:08 <LordAro> forcing things to detect MinGW is ...a pain 15:29:00 *** snail_UES_ has joined #openttd 15:34:05 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjBBD 15:34:16 <LordAro> pretty sure i don't get to review that anymore 15:34:24 <LordAro> nielsm: ^ ? 15:36:48 <glx> looking at it 15:37:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjzqs 15:42:53 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZV 15:43:33 <glx> hmm too fast 15:45:07 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZr 15:45:31 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZV 15:47:25 <glx> GetByTile() uses GetStationIndex(tile) which expects an MP_STATION tile 15:48:18 <LordAro> yeah, i was mistakenly looking at BaseStation originally, which is a pool object thingy, which doesn't assert in the same way 15:48:25 <LordAro> then forgot to go back and update it 15:48:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro updated pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjBBD 15:49:56 <michi_cc> Q regarding #7480: Do we want to meddle in translations nobody (presumable) really knowns, or do we strictly let translators deal with it? And do we even have a translator for arabic egypt? 15:50:54 <LordAro> probably not 15:51:21 <LordAro> i think it's acceptable to manually "step in" to translations when there's a bug open about it 15:51:36 <LordAro> and when the solution is perhaps not obvious from the translators point of view 15:51:53 <michi_cc> As far as I can determine with Google Translator comparisons, the proposed changed are at least not worse and probably better than existing.- 15:52:05 <glx> yeah we usually touch translations when they break compilation, but that's the only valid case I think 15:53:05 <michi_cc> So one vote for yes, one for no. 15:54:49 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7605: Fix #7593: Crash in ScriptOrder::GetOrderDistance in VT_AIR mode https://git.io/fjiZ1 15:59:36 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjiZD 16:08:39 <michi_cc> Who's going to be the tie breaker for #7480? I'd merge it, but then I'm not impartial. 16:10:20 <Eddi|zuHause> i actually did make food... 16:10:33 *** Thedarkb-T60 has joined #openttd 16:12:36 <Eddi|zuHause> michi_cc: if it's purely syntactical changes, i don't see why we should go through the extra step and pipe it through the webtranslator. the changed strings should come up in webtranslator to be doublechecked when a translator comes around, though 16:18:30 *** andythenorth has quit IRC 16:23:00 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7480: Fix #6666: brackets in arabic strings https://git.io/fjinU 16:30:54 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7480: Fix #6666: brackets in arabic strings https://git.io/fjLdR 16:31:02 <DorpsGek_II> [OpenTTD/OpenTTD] michicc closed issue #6666: Town name list in Arabic https://git.io/fjinm 16:33:47 <LordAro> :) 16:34:04 <LordAro> shall we actually get 1.9.2 out of the door? 16:34:07 <LordAro> what still needs to be done? 16:34:29 <LordAro> or is it waiting on #7560? 16:34:39 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Update: Changelog for 1.9.2 and prepare for release https://git.io/fjKU8 16:35:15 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjin3 16:35:33 <michi_cc> LordAro: See my comment :) 16:35:46 <LordAro> just saw it :) 16:37:21 *** Arveen has joined #openttd 16:37:30 <LordAro> in which case... go for it? 16:38:13 <michi_cc> So you validated #7560? :p 16:38:43 <LordAro> not really, but if it fixes _dp_'s problem and doesn't break anyone else's... 16:39:34 <michi_cc> That's the question, isn't it? I don't play network games with goal scripts... 16:43:22 <Eddi|zuHause> what's the worst thing that can happen (TM) :p 16:43:46 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 16:43:49 <Eddi|zuHause> it's only network code, why would you be concerned about whether it's correct :p 16:43:51 <michi_cc> Changelog typo. 16:43:52 <nielsm> michi_cc: https://github.com/OpenTTD/OpenTTD/pull/7620 should perhaps also be backported 16:43:56 <nielsm> forgot to tag it I think? 16:44:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjinZ 16:45:21 <LordAro> nielsm: quite a large change... 16:45:26 <LordAro> probably not an issue though 17:06:52 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7560: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 https://git.io/fjinB 17:09:24 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 17:09:53 <michi_cc> nielsm: Can you have a look at the new commit? I had to faff around a bit with the midi fixes as 1.9 is still pre-C++11. 17:10:50 <LordAro> (officially) 17:27:34 <nielsm> michi_cc: the critical section taken at the start of the timer callback is supposed to be held for the entire callback now, not just the first half 17:30:43 <LordAro> thoughts on #7522 ? close, or fix-manually-then-merge ? 17:30:54 <LordAro> it doesn't matter much either way 17:36:42 *** andythenorth has joined #openttd 17:37:11 <Eddi|zuHause> LordAro: that seems to be the kind of thing where you go "if the original author can't be bothered to fix it, better let it die" 17:37:46 <LordAro> Eddi|zuHause: equally, they'll notice when it's closed :p 17:38:13 <Eddi|zuHause> add a stalebot-like reply and close it 17:40:01 <andythenorth> oh 17:40:16 * andythenorth is picking fictional train names but turns out they're real :P 17:40:21 <andythenorth> convergent evolution? 17:40:28 <andythenorth> or forgotten prior information? 17:40:30 <michi_cc> nielsm: Okay, I'll move the release. 17:42:13 *** Progman has joined #openttd 17:44:19 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 17:44:25 <michi_cc> nielsm: Better? 17:49:39 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7642: Fix #7250: Viewport kdtree not being updated for waypoints when sign … https://git.io/fjinh 17:54:03 <DorpsGek_II> [OpenTTD/website] michicc updated pull request #88: Add: Monthly Dev Post of July 2019 https://git.io/fjZhM 17:54:29 <nielsm> michi_cc ah no, you'll also have to change this line: if (TryEnterCriticalSection(&_midi.lock)) { 17:54:41 <nielsm> into: if (!TryEnterCriticalSection(&_midi.lock)) return; \n { 17:55:25 <nielsm> (so the block isn't related to the if any more, just to avoid changing indentation of it all) 17:55:48 <Eddi|zuHause> nice change, but we still have no content for the blog post :p 17:56:14 <nielsm> otherwise the callback can run and skip the first block but still play back stuff and then try to release a critical section it did not take 17:56:17 <michi_cc> Eddi|zuHause: Maybe a release. 17:56:26 <michi_cc> nielsm: Yeah, I see. One second. 17:57:30 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 17:58:34 <nielsm> it looks right now 17:58:44 <nielsm> I'll check it out and test a bit locally when I'm done cooking 18:01:36 *** Heiki has joined #openttd 18:08:51 * andythenorth gone down a rabbit hole 18:08:57 <andythenorth> vehicles statistics and roles 18:09:04 <andythenorth> game design fundamentals 18:09:08 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7642: Fix #7250: Viewport kdtree not being updated for waypoints when sign … https://git.io/fjicZ 18:09:52 <Eddi|zuHause> andythenorth: might be a bit late in the development stage for that kind of change 18:10:08 <andythenorth> it would be 18:10:16 <andythenorth> except that's where Horse 2 started 18:10:25 <andythenorth> I'm just more familiar with the concepts now 18:10:29 <andythenorth> especially power creep :P 18:11:50 <andythenorth> also realisms question 18:12:11 <andythenorth> sometimes IRL n engines doesn't give n * the power 18:12:23 <andythenorth> because the additional engines have to be derated for $reasons 18:12:33 <andythenorth> including pulling the second engine into two pieces 18:12:38 <andythenorth> game feature? :P 18:13:18 <nielsm> immediate breakdown and exploding maintenance cost 18:15:37 <andythenorth> so the useful gap between engine power bands seems to be about 500-700HP 18:15:50 * andythenorth has no question, just observation 18:16:15 <andythenorth> seems to equate to 1-2 tiles more wagons per increase 18:34:39 <Eddi|zuHause> <nielsm> immediate breakdown and exploding maintenance cost <-- need to merge improved breakdowns patch 18:35:06 <nielsm> someone did refresh that one a little while back 18:38:11 *** Smedles has quit IRC 18:38:11 *** daspork_ has quit IRC 18:38:11 *** APTX has quit IRC 18:38:22 *** APTX has joined #openttd 18:38:56 *** Smedles has joined #openttd 18:39:48 *** gelignite has quit IRC 18:40:46 *** daspork has joined #openttd 18:42:08 *** Thedarkb-T60 has quit IRC 18:42:14 *** Thedarkb-T60 has joined #openttd 18:46:54 <andythenorth> Horse 90% 18:46:56 <andythenorth> added more trains :P 18:51:13 *** Arveen2 has joined #openttd 18:55:35 *** Arveen has quit IRC 19:45:20 *** frosch123 has quit IRC 19:46:10 <Eddi|zuHause> andythenorth: it'll never be 100% 19:46:36 <andythenorth> every time I get to 90% I release it :P 19:47:00 <Eddi|zuHause> sounds like a plan 19:47:20 *** Wormnest has quit IRC 20:06:11 <michi_cc> Anybody going to approve the release PR? 20:07:22 <nielsm> uh let me build and test it quickly... 20:08:55 <nielsm> (except it's going to take a while) 20:15:32 <nielsm> wth... the midi reset stuff does not work now? 20:15:34 <nielsm> D: 20:15:49 <nielsm> the new code is obviously executing since it does something different 20:15:59 <nielsm> but the pitch bend range is not being reset as it was when I tested 20:26:15 <nielsm> wow uh 20:26:25 <nielsm> somehow I made a mistake in the GM reset byte sequence 20:30:09 <LordAro> is this the cause of all the other music complaints? :p 20:30:40 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh opened pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiC1 20:31:04 <nielsm> not quite, since the code currently in 1.9.1 only sends GM reset once on startup, not between every song 20:35:52 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiCS 20:36:53 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 20:46:24 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7643: Fix 27384486e4: Error in GM Reset sysex data https://git.io/fjiC1 20:49:31 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjiCj 20:54:46 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7632: Backports and changelog for 1.9.2 https://git.io/fjKU8 20:58:00 <michi_cc> Well, I tagged 1.9.2. 20:58:42 <LordAro> \o/ 20:58:52 <michi_cc> FYI, I do have some content ideas for the dev post, but I don't think I'll be able to finish it today. You might want to old off on publish it yet. 20:59:26 <LordAro> dev post is now scheduled for 01/08 though :p 20:59:28 <michi_cc> Feel very free to do the 1.9.2 announce post though, when 1.9.2 been spit out by the machinary :p 21:00:17 <michi_cc> LordAro: No, that is the next one. We always link to the branch/commit for the next post. 21:02:18 *** sla_ro|master has quit IRC 21:24:39 *** andythenorth has quit IRC 21:26:21 *** nielsm has quit IRC 21:33:17 *** snail_UES_ has quit IRC 22:09:16 *** Wolf01 has quit IRC 22:36:26 *** snail_UES_ has joined #openttd 22:52:38 *** Samu_ has joined #openttd 22:56:49 *** nielsm has joined #openttd 22:59:26 *** Samu has quit IRC 23:04:54 *** nielsm has quit IRC 23:52:47 *** Progman has quit IRC