IRC logs for #openttd on OFTC at 2012-05-13
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01:26:26 <Wolfie> I'm curious, what's at the root of the multiple edit boxes per window problem?
01:56:04 <Wolfie> Oh, and polish is broken in 24240.
01:56:22 <Wolfie> Wrong number of plural forms for a fair few strings.
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02:11:27 <Wolfie> I'm confused, thanks, blundering my way into coding.
02:15:41 <Wolfie> Huh. Temptation to ping devs rising.
02:16:55 <Wolfie> Is there really an issue with having multiple edit boxes? You can just store the current one's widget ID as an integer and modify the handlng code to write to the correct one.
02:17:13 <Wolfie> Or is that not a clean enough way of doing things?
02:22:32 <Wolfie> oh, I see, there's only one edit_str_buf ?
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04:26:41 <Abydos> Hey can anyone help me out? I'm fairly new to openttd and I just download Chill's patch pack and I'm trying to get FIRS to work with it but it's not showing up in the list of grfs.
04:29:31 <planetmaker> Yup. ChillPP is too old to allow the new(er) FIRS versions to run on it
04:30:01 <Abydos> Yeah, that's what it looked like.
04:30:17 <Abydos> I just got it to recognize FIRS 6.4; is that the newest version it'll use?
04:34:26 <planetmaker> there's not even FIRS 1.0 yet ;-)
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06:05:34 <CIA-1> OpenTTD: rubidium * r24241 /trunk/src/lang/english.txt: -Fix: some typos and inconsistencies in the base language
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09:02:00 <Alberth> Yexo: did you see my multi-line patch in the language file?
09:02:09 <Alberth> I wonder what you think of it
09:02:19 <Yexo> not yet, will look at it later today
09:10:31 <Alberth> I am trying to enhance the interface towards translators. I wrote the 'cl.py' program that gives better output than the current 'check_language' that people use. http://devs.openttd.org/~alberth/f.html is example output.
09:10:32 <Alberth> There are two other problems creating false positives in the output. One is that some strings are not translatable; ie "{STRING}" or "http://foo.example.com/" or "1923" :) . Currently there is no way to express 'no need to translate this string' in nml.
09:11:54 <Alberth> The other problem is that change revisions are used to indicate up-to-date-ness. If a string in the master file gets modified that does not require a change in the translation, you cannot say 'this string is correct w.r.t. the master entry'.
09:13:16 <Alberth> Yexo: more in general, how do you feel about making the language files better usable for translation? Should it be part of nml, or should it get done in another program / system?
09:15:57 <Alberth> the latter problem may be solved better in such a system, perhaps. (At least I don't see an easy way to express it in nml other than messing with revision numbers in the file itself.
09:21:44 <Yexo> sorry, no time to discuss, I'm on the phone right now
09:25:28 <Alberth> no problem, my main goal was to give you this information, so you can think about it :)
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09:26:26 * andythenorth has been ordering lego parts from Croatia
09:26:32 <Alberth> did you already decide how to build your new beast?
09:27:31 <andythenorth> need parts to prototype with
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09:28:54 <Alberth> an early frosch, welcome :)
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09:40:35 <TWerkhoven> 7t7t7tt 76t fvkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkvvkvjl;
09:40:57 <frosch123> don't put your cat on the keyboard
09:41:12 <TWerkhoven> 75+4555225454544556999999998999999999999679700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001
09:51:43 <Yexo> Alberth: one thing I've wanted for a long time is a webinterface for translations like translator.openttd.org
09:52:08 <Yexo> that webinterface could completely replace the "string needs updating' part of the "check_language" scripts
09:52:09 <valhallasw> TWerkhoven: you're already teaching her how to play ttd?
09:52:28 <Alberth> Yexo: I like that too :)
09:53:02 <Yexo> unfortunately I lack the time/will to set that up myself within any reasonable timeframe
09:53:03 <Alberth> I have made a few baby steps in that direction, but I don't know anything about www :)
09:53:38 <Alberth> TB suggested to use REST framework underneath it, which makes a lot of sense
09:54:22 <Yexo> I don't know anything about that
09:54:50 <Yexo> in any case: NML itself is not the right place to determine whether a string needs updating
09:55:07 <Alberth> basically, you don't have state in the session, you just do query/response
09:55:38 <Yexo> if a (more-or-less) foolproof script can be written it can become part of the nml repro, but not part of nmlc itself
09:56:03 <Alberth> I agree the latter problem should not be in the translation file
09:56:14 <Yexo> I wouldn't like to modify the language files too much, as currently they resemble the openttd language files and if possible I'd like to keep it that way as much as possible
09:56:53 <Alberth> what about the 'non-translatable' problem?
09:57:06 <Alberth> that's much more static information
09:57:16 <TWerkhoven> valhallasw: she likes seeing me play it, though every time she wants to drive the train
09:57:18 <Yexo> is there a problem with adding it to all translations? That's what openttd does
09:57:59 <Yexo> it's redundant information, but for the final grf size it doesn't matter
09:58:24 <Alberth> that would be a solution I guess, except you duplicate information with the consistency problems that come with it
09:58:35 <Alberth> ie I would not add it
09:59:11 <Yexo> so that case would need an addition to the language file structure
09:59:24 <Alberth> andy said grfcodec uses #@@translate on and #@@translate off to denote a group of untranslatable strings
10:00:09 <Alberth> I am not sure I like it, as it breaks the concept of one line contains everything
10:01:01 <Alberth> @STR_WHATEVER : ... would be an alternative, but not sure it is much better :)
10:01:06 <Yexo> I was thinking along the lines of "!STR_NON_TRANSLATABLE :1923", or "STR_ABC =1923" (with = instead of : )
10:01:33 <valhallasw> TWerkhoven: :D awesome
10:03:01 <Alberth> andythenorth: ^ what do you think of this proposal?
10:03:21 <Yexo> <Alberth> Yexo: did you see my multi-line patch in the language file? <- was that referring to #3960
10:04:49 <Alberth> but if you want to be openttd compatible, it won't fly
10:05:48 <Yexo> I'm not sure about that one
10:06:19 <Yexo> does it offer a benefit over an editor with line wrapping?
10:06:47 <Alberth> you have sane formatting, ie break the line at 'logical' points
10:07:01 <Yexo> I'm also afraid it'll be confusing for new users as the newline they see is not actually in the newgrf file (as opposed to {} to force a newline)
10:08:03 <Alberth> you may need to have a 'display the string in-game' thingie for those users
10:08:10 <Yexo> now if the newline could replace {} that'd be something different, but in that case you can't start a line with whitespace (you need one space to indicate it's a continuation, so either force one space or don't allow whitespace there)
10:08:44 <Alberth> you'd end up with \<newline> then, I think
10:08:44 <Yexo> I think this problem too boils down to: we need good interface to edit translations, not just via text files
10:09:44 <Alberth> this is not only translations but the master file too, but yeah, editing language files basically sucks for translating
10:11:34 <Alberth> ok, thanks for explaining
10:12:49 <Yexo> just today, tomorrow till Friday I'll be in Warsaw
10:12:50 <Alberth> another question, did you consider encoding real sprites in a distributed fashion? iirc that is one of the bottle-necks of nml, and andy has good experiences with it in pixa
10:13:32 <Yexo> it's indeed one of the bottle-necks, although I don't think it's as big a problem as it was before
10:13:42 <Yexo> I haven't yet considered it
10:13:56 <Yexo> I like the idea, but again no time to implement it anytime soon
10:14:10 <Yexo> I should first squash a few bugs that have popped up over the last few weeks
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11:02:52 <CornishPasty> pew pew, laser trucks
11:03:10 <andythenorth> how big should trucks be?
11:04:53 <Alberth> anything wrong with the size of existing trucks?
11:05:16 <Alberth> for the few times I use them, I find the default ones quite nice
11:05:31 <andythenorth> pikka wanted me to make insanely small trucks
11:05:49 <andythenorth> about that I am not convinced
11:06:05 <Alberth> based on RL arguments?
11:06:15 <andythenorth> based on fitting with UKRS and NARS
11:06:52 <Alberth> HEQS makes little sense imho
11:06:52 * andythenorth hasn't released WTFS yet
11:07:50 <Alberth> don't know how big HEQS trucks are, but imho a regular truck should be bigger than a special truck (or faster)
11:08:03 <Alberth> otherwise I simply use HEQS all over the place
11:08:23 <Alberth> we need road-types? :)
11:34:10 <opa> whats that symbol below the vehicle number in vehicle list?
11:36:16 <opa> is it possible to change the default parameters of conditional orders?
11:43:33 <frosch123> that symbol indicates the profit
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12:58:01 <frosch123> "Linux Khedron 3.2.0-2-amd64 #1 SMP Sun Apr 15 16:47:38 UTC 2012 x86_64 GNU/Linux" <- does that line tell me which distribution is used?
12:58:15 <frosch123> i.e. does "gnu/linux" hint for debian, or is that more common?
13:03:40 <Alberth> I'd say it is more common, ie any distribution that is friendly enough to Gnu :)
13:03:59 <Alberth> and distributions like ubuntu probably copy it verbatim
13:05:17 <Alberth> maybe you can find the used kernel package by the time stamp :p
13:06:17 <Alberth> Linux localhost.localdomain 3.3.4-3.fc16.x86_64 #1 SMP Thu May 3 14:46:44 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux <-- that's mine
13:06:25 <FLHerne> My Kubuntu also says GNU/Linux, also says Ubuntu though :P
13:07:23 <Alberth> FLHerne: same time stamp too?
13:08:09 <Rubidium> frosch123: you could google the build time and decude it version from that
13:10:13 <Rubidium> from that I'd say: Debian Wheezy (last update between 10th of May and 18th of April) or SID (last update beteen 15th of April and 30th of April), version 3.2.15-1
13:10:20 <frosch123> ok, the first five hits say debian
13:10:48 <frosch123> so, does debian wheezy properly install the ai compatibility scripts?
13:10:59 <frosch123> i have no "installed" ottd :)
13:11:47 <FLHerne> Alberth: no, Thu Mar 8 20:45:39
13:14:08 <Rubidium> frosch123: for me it says 0.7 API compatability layer in effect
13:14:33 <Rubidium> and the compat scripts seem to be there
13:14:53 <frosch123> well, then i have no idea about fs#5186 :)
13:20:46 <Rubidium> what version of the AI is used?
13:21:02 <frosch123> the current one from bananas
13:21:08 <frosch123> it works fine for me
13:21:13 <frosch123> loads 1.0 compatibliity thingie properly
13:23:05 <Rubidium> works with the debian packages for me as well
13:24:03 <Rubidium> might the user just have copied the executable and a language file from the tar?
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13:30:48 <frosch123> is there any relation between you? :)
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13:35:01 <Wolfie> Anyway my job for the day was gonna be to play with QueryStringBaseWindow
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15:42:07 <goodie> Hi, I'm using openTTD v1.2.0 and I have some problems. Is openTTD able to save changes in "Game Options" menu? For example, if I'll try to change screen resolution, this might working only till next start of the game. For example, if I'll try to change screen resolution, this might working only till next start of the game. (sorry for bad english)
15:43:17 <Yexo> yes, those settings are saved in openttd.cfg
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17:01:16 <Eddi|zuHause> goodie: make sure openttd.cfg or the directory it is in is not write protected
17:03:29 <goodie> Eddi|zuHause: thank you for responding :) I've solved this problem by creating blank file openttd.cfg. It works! :)
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17:10:44 <Wolfie> Alright. If I just map WidgetIDs to array indexes now, I should be good.
17:17:54 <Wolfie> Um, not quite, I need to give each editbox a sequential number, I suppose.
17:42:42 <Wolfie> Oh my god I'm an idiot.
17:45:56 <CIA-1> OpenTTD: translators * r24242 /trunk/src/lang/ (8 files): (log message trimmed)
17:45:56 <CIA-1> OpenTTD: -Update from WebTranslator v3.0:
17:45:56 <CIA-1> OpenTTD: belarusian - 109 changes by Wowanxm
17:45:56 <CIA-1> OpenTTD: catalan - 18 changes by mtormo
17:45:56 <CIA-1> OpenTTD: english_US - 7 changes by Rubidium
17:45:57 <CIA-1> OpenTTD: finnish - 60 changes by jpx_
17:45:57 <CIA-1> OpenTTD: french - 120 changes by OliTTD, glx
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18:24:07 <andythenorth> openttd[83384:1adb] *** __NSAutoreleaseNoPool(): Object 0x11e1c6510 of class NSCFArray autoreleased with no pool in place - just leaking
18:24:13 <andythenorth> a hard crash on map gen
18:24:47 <Alberth> wrong random number :)
18:38:38 <andythenorth> how do I call make in a path (not pwd)
18:38:41 <andythenorth> e.g. ./src/pixel_generator/make
18:39:28 <Alberth> make -C src/pixel_generator ? (does cd src/pixel_generator ; make )
18:40:56 <andythenorth> -C is what? context?
18:41:18 <andythenorth> man make has nothing on it here :P
18:41:29 <andythenorth> it works is the main thing
18:45:01 <andythenorth> I need to tell nmlc to write nfo, and *stop* whining that the pngs aren't there
18:45:19 <andythenorth> as I can't generate the pngs as deps without being able to parse the nfo to get them as deps :P
18:45:43 <Wolfie> if that's not the param, it should be
18:46:03 <Alberth> that are 4 optionss :)
18:47:02 <andythenorth> what does nml's dep generator do?
18:47:13 <andythenorth> I tried it before but couldn't get it to do anything but error :P
18:47:23 <Alberth> nml does not have a dep generator afaik
18:47:42 <Alberth> oh, yeah, perhaps it has now
18:47:44 <andythenorth> also --MF and --MT
18:48:09 <andythenorth> I would expect it to write the png names out from that so make can see them
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18:48:28 <andythenorth> which if it works, means I don't need to parse deps myself so much
18:49:15 <Alberth> otherwise parse the error messages :p
18:49:37 <andythenorth> worked this time
18:50:07 <andythenorth> I tried --MF and --MT before, but couldn't figure them out
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19:01:26 <CIA-1> OpenTTD: alberth * r24243 /trunk/src/lang/english.txt: -Fix: Typo fixes and wording improvements in the base language.
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19:27:00 <NGC3982> i have so much of mml to discover.
19:27:39 <NGC3982> i have yet to achieve something greater than making a lorry.
19:27:58 *** NataS is now known as Nat_AFK
19:31:11 <Alberth> that's one lorry more than I have made :)
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19:31:54 <Yexo> Alberth: can you commit #3960 btw?
19:32:08 <Yexo> or do I need to move you from "Inactive" back to "developer" first?
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19:33:36 <Alberth> I may not even have the patch any more :p
19:33:38 <Yexo> you should be able to commit patches yourself
19:33:47 <Yexo> in that case I'll commit it :)
19:35:10 <Alberth> I have no intention of making changes in nml, other than 'by accident'
19:35:21 <Alberth> I have too many other projects already :)
19:35:46 <Alberth> I did notice the amount of docs is much better nowadays, though :)
19:36:12 <Yexo> still lacking in several areas, but you did motivate me to write more comments
19:36:48 <Alberth> how do language files in nml and openttd compare
19:37:33 <Yexo> with a few minor differences, not all string codes from openttd are supported by nml
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19:38:01 <Yexo> and support for cases might be a bit less good, but part of that is due to limitations in the newgrf spec
19:39:53 <Alberth> I might do some hacking on parsing language files, and nml seems the simplest starting point in that case
19:40:52 <Yexo> I think the part of nml that parses the language files is one of the worst documented parts
19:40:55 <Alberth> although I failed on understanding the plural problem posted in the nml thread today :p
19:41:13 <Alberth> yeah it is, but that's to be expected
19:41:14 <andythenorth> Alberth: I'm reading lines from a dep file with python, I need to ignore (split) the newlines, how do I do that safely
19:41:27 <andythenorth> e.g 'trailer-0_2-body_flat-cc1-7_8-cargo_coils-grey_metal.png\n'
19:41:51 <Yexo> it was ported from strgen, which is part of openttd and has been tested for a long time
19:41:53 <andythenorth> will nml always write '\n' for newlines when generating deps?
19:42:07 <andythenorth> or is it platform specific?
19:42:09 <Yexo> andythenorth: to trim any whitespace use .strip()
19:42:32 <Alberth> or .rstrip() if you only want the right part stripped
19:43:05 <Alberth> and it is always \n if you open a file in text-mode at the right platform :)
19:43:07 <andythenorth> I didn't know strip took out newlines :)
19:43:30 <andythenorth> I may have code running on the internets that is slightly wrong due to that :P
19:44:03 <Alberth> you're not the only person, I can assure you :)
19:57:47 <andythenorth> I'm using a shell script to build BANDIT, because it takes 18 seconds from scratch
19:58:16 <andythenorth> but I need to maintain the makefile to match what the shell script does
19:58:36 <andythenorth> the makefile takes 40s to build
19:59:07 <andythenorth> so I don't want to use it locally
19:59:23 <andythenorth> but it's required for the compile farm
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20:01:50 <Alberth> run the shell script from the makefile?
20:03:42 <andythenorth> but that breaks me away from the makefile framework
20:06:51 <andythenorth> planetmaker: what will the devzone do with a non-standard makefile?
20:06:58 <andythenorth> does it 'just work' ?
20:07:36 <andythenorth> hmm, I give myself a big headache though, I have to provide all the targets
20:07:45 <andythenorth> and build the docs and such
20:18:15 <andythenorth> maybe I can just run the shell script
20:18:20 <andythenorth> it will cause the grf to be built twice
20:20:59 <andythenorth> can't call the shell script from make
20:22:28 <CornishPasty> Why, andythenorth?
20:23:31 <Yexo> that's the script? where is the makefile and error message?
20:23:56 <CornishPasty> andythenorth: you should use `#!/usr/bin/env bash` btw :P
20:24:20 <Alberth> #!/bin/sh is sufficient, often :)
20:24:37 <CornishPasty> Alberth: that's suggesting that /bin/sh exists :P
20:24:49 <CornishPasty> (Which it normally does)
20:25:08 <Alberth> yeah for the past 30 years or so
20:25:25 <Alberth> just like /usr/bin/env :p
20:25:26 <CornishPasty> I tend to use zsh for everything now
20:25:33 <CornishPasty> I just like env :P
20:26:18 <andythenorth> && nmlc -M bandit.nml \
20:26:19 <andythenorth> SyntaxError: invalid syntax
20:26:44 <CornishPasty> andythenorth: don't use \ then :P
20:26:48 <CornishPasty> Put it all on one line
20:27:03 <CornishPasty> Also seems like it's not really using bash
20:27:21 <Alberth> andythenorth: python bla.sh ???
20:27:52 <CornishPasty> andythenorth: /usr/bin/env python blah.py :P
20:28:57 * CornishPasty makes cross sign at the devil that is autotools
20:29:48 <andythenorth> maybe it's time for a new makefil
20:30:02 <andythenorth> why do we use make?
20:32:23 <andythenorth> but why make instead of a shell script, python file etc?
20:44:23 <andythenorth> how do I make this work in python? :P
20:44:24 <andythenorth> call(["nmlc, -M, ../../bandit.nml"])
20:44:50 <andythenorth> nmlc -M ../../bandit.nml
20:45:16 <Yexo> subprocess.call(["nmlc", "-M", "../../bandit.nml"])
20:45:40 <andythenorth> it's the path that is troubling me, I should be more specific :P
20:46:02 <andythenorth> nmlc doesn't much like the ../../
20:46:17 <Yexo> depending on your current directory, that shouldn't be a problem
20:46:46 <Wolfie> nmlc always allowed me to descend directories like that.
20:46:49 <andythenorth> nmlc: Input file "../../bandit.nml" does not exist
20:47:00 <Yexo> which directory are you currently in?
20:47:09 <andythenorth> src/pixel_generator
20:47:24 <andythenorth> relative to bandit.nml
20:47:25 <Yexo> and bandit.nml does really exist?
20:47:34 <Yexo> does it work from the commandline?
20:47:49 <andythenorth> I would have wasted hours before checking that :P
20:47:52 <Wolfie> Yeah, that's my first inclination.
20:47:53 <Yexo> the current directory matters btw, not the directory where the script is
20:48:35 <Yexo> so if the python script is in src/pixel_generator/ but you call it like "python src/pixel_generator/script.py" you should use "bandit.nml" as path, not "../../bandit.nml"
20:48:38 <andythenorth> hmm, now I have brain ache
20:48:47 <andythenorth> bandit.nml won't exist until the main script has run
20:48:57 <andythenorth> but the main script can't run without calling the pixel generator
20:49:08 <andythenorth> and the pixel generator needs bandit.nml to generate the deps :P
20:49:21 <andythenorth> I need to fix that :)
20:50:01 <Yexo> the dependency files generated by nmlc won't be complete btw, since it'll only list the generated png files are dependency
20:50:07 <Yexo> not the source files needed to generate those pngs
20:50:25 <andythenorth> that's how the pixel generator is rigged
20:50:38 <andythenorth> it looks only at what final png is required by the grf
20:50:42 <andythenorth> then works backwards
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20:59:37 <andythenorth> Yexo: so using the "../../bandit.nml" path, nmlc can't see the lang file
20:59:39 <andythenorth> Default language file "lang/english.lng" doesn't exist
20:59:48 <andythenorth> which is no surprise to me, but is there a solution?
20:59:57 <Yexo> yes, the --lang-dir commandline option
21:00:08 <Yexo> check nmlc --help to get the exact name
21:00:26 <CornishPasty> andythenorth: os.chdir maybe?
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21:03:44 <andythenorth> when hacking together your own build scripts, it's easy to get tied up in knots :P
21:03:56 <andythenorth> circular deps are trivial to create, hard to unpick :P
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21:03:59 <CornishPasty> mmmmmmmh... Knotts
21:04:11 <andythenorth> also everything has to be run in very specific order :P
21:04:12 <Yexo> good luck with your new build script andythenorth
21:04:57 <andythenorth> ach this might have worked
21:27:32 <andythenorth> complex thing is complex
21:27:39 <andythenorth> might be easier to just...not :P
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