IRC logs for #openttd on OFTC at 2019-05-02
⏴ go to previous day
00:15:19 <DorpsGek_II> [OpenTTD/nml] juzza1 updated pull request #34: fix ottd_display_speed to reflect changes done in OpenTTD https://git.io/fjZa5
00:15:57 <DorpsGek_II> [OpenTTD/nml] juzza1 closed pull request #34: fix ottd_display_speed to reflect changes done in OpenTTD https://git.io/fjZa5
00:22:33 <juzza1> i'll never attempt to change a wrong author on a single commit again
00:41:12 <juzza1> something like that, the pull request went crazy
00:42:25 <DorpsGek_II> [OpenTTD/nml] juzza1 opened pull request #35: Fix ottd_display_speed to reflect changes done in OpenTTD https://git.io/fjZKa
01:22:00 *** Supercheese has joined #openttd
01:46:12 *** Supercheese has joined #openttd
02:10:24 *** HerzogDeXtEr has joined #openttd
02:16:15 *** Wormnest has joined #openttd
02:18:59 *** dihedral has joined #openttd
03:15:51 *** Wormnest has joined #openttd
04:01:39 *** dihedral has joined #openttd
06:44:42 *** tokai|noir has joined #openttd
06:44:42 *** ChanServ sets mode: +v tokai|noir
07:07:42 *** quiznilo has joined #openttd
07:50:37 <peter1138> juzza1, you can force-push, though :-)
08:03:50 *** andythenorth has joined #openttd
08:03:55 <andythenorth> 6811 is done then?
08:06:28 <andythenorth> variants would be super
08:06:58 <andythenorth> shall I update the NRT forum thread :)
08:08:13 <peter1138> Need to see what needs to be added to grfcodec and nml, as well.
08:13:40 <andythenorth> grfcodec usually 'just works'
08:13:53 <andythenorth> it doesn't do much with the bytes
08:23:26 * peter1138 boils an egg for lunch.
08:23:40 <peter1138> That's right, I'm spicing up my salad with... an egg.
08:26:05 * LordAro fell asleep last night without drinking his tea
08:27:08 <peter1138> I went to bed without giving you kudos.
08:27:12 <Flygon> I read everything LordAro says as an xkcd comic.
08:27:18 <Flygon> It makes this channel amazing.
08:28:07 <peter1138> Hmm, apparently my Garmin hadn't uploaded for a while, so I have a ton of shitty commutes spamming everyone :(
08:28:26 <peter1138> Damn that's a lot of PRs.
08:37:32 <andythenorth> more PRs than issues yet?
08:40:07 <peter1138> Uh, not that sort :-)
08:43:52 <peter1138> Hmm, I think my variants branch is pre-std::vector.
08:54:59 <andythenorth> means I can redesign Horse and break all savegames
08:55:53 <andythenorth> 2.0 is the one I haven't finished :P
09:08:37 *** tycoondemon has joined #openttd
09:14:20 <LordAro> "less custom code means less possible bugs"
09:14:32 <LordAro> until you start counting STL bugs ;)
09:18:37 <LordAro> oh, NRT did actually get merged
09:23:18 <peter1138> Hmm, I ought to go to work.
09:30:44 *** sla_ro|master has joined #openttd
09:40:10 <LordAro> hmm, could be some more resources about NRT - what it is, how to use it, etc
10:16:03 <andythenorth> I will do a forum post probs tomorrow
10:16:12 <andythenorth> then it can be copied into dev post or somethng
10:16:25 * andythenorth must to dentist :P
10:16:37 <peter1138> I did that yesterday.
10:18:07 <peter1138> Cinnamon swirl for breakfast this morning. So much for trying to low-carb.
10:31:03 *** gelignite has joined #openttd
11:26:11 * peter1138 ruins everything with a Lotus biscuit.
11:27:00 *** andythenorth has joined #openttd
11:27:56 <peter1138> But only one, not both.
11:34:29 <andythenorth> so I should add a new property to some Horse trains, for variants
11:34:32 <andythenorth> how does it work?
11:34:41 <andythenorth> is there a prop for parent vehicle ID or something?
11:34:48 <andythenorth> or a list of children on one vehicle?
11:34:52 <andythenorth> or some group ID?
11:35:45 <peter1138> Hmm, currently it's parent engine ID, but maybe it could be some arbitrary ID instead.
11:36:02 <peter1138> Although parent ID allows for nesting, though I doubt that's very desirable.
11:36:02 <andythenorth> hmm, then we'd need a way to set 'first' or 'default' vehicle
11:36:06 <V453000> random switch, drop all you have in :D
11:36:26 <andythenorth> that's what currently happens :P
11:36:40 <andythenorth> V453000: you haven't even seen what I do with depot-flip liveries?
11:36:59 <V453000> I'll give horse a try next week probably
11:37:04 <V453000> need to fix yeti first
11:37:09 <andythenorth> wagons adapt livery to engine, then you can flip them to change livery
11:37:16 <andythenorth> so needs deleting
11:37:27 <V453000> I think I'll try to compile on windows with my custom includes and an older NML :)
11:37:30 <V453000> that should work, right?
11:37:49 <V453000> custom includes - didn't get cygwin to work, older NML to keep old syntax\
11:49:59 <peter1138> I mean, I've listened to that before, but why not :D
12:08:42 *** chomwitt has joined #openttd
12:09:26 * andythenorth is still listening to synthwave
12:09:33 <andythenorth> which is definitely V453000's fault
12:12:07 <Artea> that popup in my YT feeds a couple days ago
12:14:42 <Artea> got a player with 2 chars ksing me
12:14:47 <LordAro> it's ok, you can swear on the internet
12:14:59 <Artea> and other died 4h after 1 am
12:15:24 <Artea> I do more than that, LordAro
12:15:31 <Artea> just trying not show that side
12:16:03 <LordAro> i feel like i really don't want to know what "more than that" is
12:18:54 <peter1138> Hmm, voxel stuff for Doom. Interesting.
12:19:23 <peter1138> Effectively switching to 3D models but keeping the aesthetic.
12:19:36 <peter1138> (Doom with actual 3D models looks shit)
12:23:57 * Artea on MU Online - Blood Castle Theme
12:36:16 <Artea> concert to evil monsters ;)
12:36:28 <peter1138> THat's... a bit shit.
12:37:02 <Artea> not many "concerts" of DooM out there
12:37:22 <peter1138> I want my rock concerts to have on-stage antics!
12:37:58 <Artea> I wish see that stage in RL
12:44:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7498: Change: Consider any cargo with passenger town effect for passenger-type subsidies. https://git.io/fjquE
12:48:11 *** HerzogDeXtEr has joined #openttd
12:50:59 <V453000> it's a great honor to have that kind of influence on your life andythenorth
13:04:20 <andythenorth> what's more important?
13:04:23 <andythenorth> crafting great work?
13:04:32 <andythenorth> or distorting other people's lives? :P
13:10:09 <andythenorth> you need zombie RV grf
13:10:34 <V453000> did some horrible script go haywire
13:11:08 <_dp_> V453000, nope, totally intentional :p
13:11:26 <_dp_> it's running on citymania test server you can check btw
13:11:37 <_dp_> looks much better in real time than on picture xD
13:11:45 <V453000> will check in the evening
13:23:25 <_dp_> zombie grf won't help much btw at least until there are some controllable disaster vehicles implemented
13:23:37 <_dp_> using regular rvs as zombies is way too cumbersome
13:23:57 <_dp_> what I miss the most currently is a way to destroy company property
13:24:45 <_dp_> coz there is absolutely no way to destroy a station with a train stopped on it atm
13:25:44 <_dp_> some method like "destroy station, crash trains" should be easy enough to implement
13:39:13 <peter1138> Implement controllable disaster vehicles then ;)
13:39:39 <peter1138> UFO strike can destroy vehicles, so that's a base to work from.
14:22:49 <andythenorth> another great contribution from SYL
14:23:47 <peter1138> "No, we don't use SVN any more."
14:24:58 *** Gustavo6046 has joined #openttd
14:47:55 <andythenorth> I am out tonight
14:48:06 <andythenorth> NRT docs this afternoon? o_O
14:58:31 <rubenwardy> git >>>>>>>>>>>>>>>>>>>> svn
15:40:15 <_dp_> is there any way to give myself some money in mp for testing?
16:52:19 <Samu> round 14 is nearing completion
16:53:51 *** Wormnest has joined #openttd
16:57:11 <spnda> How do I resolve conflicts again? (NRT added code in toolbar_gui.cpp which for some reason apparently conflicts with my screenshot window pr, eventhough I didn't change anything in that line)
17:00:23 <peter1138> You look at the conflict and decide what the correct code should be.
17:01:07 <spnda> Is it good/safe to do it on github?
17:01:44 <spnda> Actually I'll just use the changed code from that commit and amend my commit...
17:04:30 <andythenorth> but in-game, that looks daft
17:04:35 * andythenorth must not realism
17:06:05 <peter1138> If you draw at 2x or even 4x then you could represent it better.
17:06:15 <peter1138> spnda, no, don't do it on github.
17:06:46 <peter1138> That'll end up with a conflict commit, and nobody wants to see one of them.
17:09:02 <spnda> I rebased to HEAD, edited that commit, changed that line of code, did commit --amend -a and trying to rebase upstream/master still shows that conflict. why?
17:13:31 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7348: Fix: IniLoadFile::LoadFromDisk seems to expect filename, BaseMedia<Tbase_set>::AddFile provides fullpath https://git.io/fjZ5N
17:14:10 <andythenorth> basically Horse is just recreating my childhood
17:19:59 <spnda> Uh git rebase --continue says I need to resolve all conflicts, eventhough I just edited the file to resolve that conflict hmm
17:20:23 <nielsm> you should not commit during conflic resolution
17:20:50 <nielsm> the correct sequence is rebase, fix conflict in files, add fixed files, rebase --continue
17:21:18 <nielsm> <spnda> I rebased to HEAD, edited that commit, changed that line of code, did commit --amend -a
17:21:40 <nielsm> did you add the fixed files?
17:21:57 <spnda> git add . would be an idea lol
17:22:13 <nielsm> if you check git status it'll show the files as conflicted until you add them
17:22:25 <nielsm> always check git status
17:22:33 <nielsm> it usually tells you exactly what you're supposed to be doing
17:23:14 <spnda> So uh I finished the rebase. So now just a simple git push -f?
17:23:44 <nielsm> yeah if it compiles and otherwise looks fine
17:24:48 <spnda> I've just got this error: "identifier "STR_SCENEDIT_TOOLBAR_TRAM_CONSTRUCTION" is undefined" on line 2634 in toolbar_gui.cpp
17:28:08 <spnda> hmm just building again seems to have fixed that one
17:29:00 <DorpsGek_II> [OpenTTD/OpenTTD] spnda updated pull request #7550: Add: Screenshot window (& simplify the about/help DropDown) https://git.io/fjGP1
17:29:26 <spnda> that just resolves some conflicts with NRT :), otherwise no changes
17:33:52 <DorpsGek> andythenorth: pikka was last seen in #openttd 3 weeks, 0 days, 4 hours, 11 minutes, and 27 seconds ago: <Pikka> if the separate sprites had cc masks, I wouldn't have made them separate sprites :)
17:37:51 <spnda> what the hell happened to all those linux builds on my pr #7550
17:41:15 <spnda> 'Unable to find image [...]' does that referr to system images?
18:09:26 *** Progman has joined #openttd
18:10:56 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed pull request #7418: Fix: Validate control-codes in NewGRF strings https://git.io/fjUu1
18:19:59 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
18:35:02 <LordAro> spnda: ignore those messages, and look at the actual log
18:35:51 <spnda> LordAro that's the only error message and then it returns with code 125
18:36:23 <LordAro> well, that's not the only error message
18:36:26 <LordAro> but docker did indeed fail
18:36:44 <LordAro> lemme see if i can convince it to rerun
18:40:50 <LordAro> glx: you can retrigger CI, right? #7550 needs a poke
18:43:31 <glx> commit check is skipped for manual builds
18:48:05 <spnda> so uh what is happening? any problems from my code, or a pipeline/system problem?
18:48:57 <glx> seems docker is broken since yesterday
18:50:27 <glx> happened between 20:00 and 21:36
18:53:31 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7398: Fix #7371: Avoid dependency on foundations of town tile during saveload https://git.io/fjJ49
18:56:17 <nielsm> can someone call TB? :/
18:57:13 *** Supercheese has joined #openttd
19:12:50 *** kryters has joined #openttd
19:21:07 <glx> hmm maybe I can try to rebuild the docker images
19:32:05 *** andythenorth has joined #openttd
19:40:07 *** Gustavo6056 has joined #openttd
19:42:34 *** Gustavo6056 is now known as Gustavo6046
19:43:11 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjYfW
19:43:37 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7516: Memory measurement and limits for Squirrel https://git.io/fjZb5
19:46:49 *** frosch123 has joined #openttd
19:56:14 <peter1138> World of Goo for free on the Epic store.
19:57:43 <glx> hmm seems $(Agent.JobName) doesn't contain what it used to contain
19:59:47 <glx> so image name was openttd/compile-farm-ci:linux-amd64-clang-3.8 and now it's openttd/compile-farm-ci:linuxlinux-amd64-clang-3.8
20:00:35 <glx> and $(Agent.JobName) change also breaks image building
20:01:56 <Xaroth> glx: It used to be "commit-checker", now "Linux commit-checker "
20:04:50 <Xaroth> glx: info in a PM to you, hope it helps
20:11:00 * peter1138 downloads Brutal Doom mods.
20:32:39 *** HerzogDeXtEr has joined #openttd
20:51:07 <Samu> just started 24 OpenTTDs
20:51:23 <Samu> want to get round 15 done as quickly as possible :|
20:52:55 <Samu> Come on AMD, release your stuff now
20:56:38 <spnda> Or how about a TR2990WX
20:57:20 <Arveen2> 7601 is for 2 socket solutions :D
20:58:03 <Samu> my other system is doing nothing, wondering how i could use it
20:59:03 <Arveen2> you just running instances of OTTD ?
20:59:13 <spnda> Wait is an E6600 not a Core 2 Duo?
21:00:12 <Arveen2> 3000 series is just around the corner
21:00:21 <Arveen2> i got an 2700x in my desktop currently
21:00:23 <spnda> And should be quite promising
21:00:48 <Arveen2> first AMD for me since ... hmm K6-2, heh
21:00:51 <spnda> Intel still isn't gonna be going to 10 nor 7nm anytime soon which gives AMD such an advantage
21:02:56 <Arveen2> i bought some AMD stocks last summer, feeling pretty happy right now :)
21:03:54 <spnda> I've only had one AMD chip in an xbox 360
21:04:31 <Arveen2> back in the day i had an Am286
21:04:44 <spnda> I wasn't even alive then lul
21:09:22 <spnda> would it theoretically be possible to write a grf in c++?
21:12:20 <LordAro> theoretically? if the suitable entry points were added, but it'd be extremely platform specific
21:14:15 <nielsm> yeah either made a fork with the changes hardcoded in, or go the full length and make a dynamic library plugin architecture
21:15:22 <spnda> I'm not aiming to do so lol, just had this idea if it was possible
21:16:58 <michi_cc> peter1138: Do you know which NewGRFs work with the merged version of NRT?
21:17:13 <peter1138> All the existing ones work.
21:17:26 <peter1138> But they're not all well designed.
21:17:38 <DorpsGek_II> [OpenTTD/website] michicc dismissed a review for pull request #72: Add: Monthly Dev Post of May 2019 https://git.io/fjZMM
21:18:11 <michi_cc> Still, got some names to drop in the dev post?
21:22:38 *** stefino has joined #openttd
21:23:11 <Samu> 3 matches complete. 21 to go
21:23:57 <frosch123> i think none are on bananas
21:25:25 <michi_cc> Some copy-editing would be nice ^^
21:26:30 <stefino> hi all, I found some problem with articulated vehicles. If I join 3 parts with length for example 2+8+2, 4+8+4, 6+8+6 and I stop the vehicle and turning with it, bounding boxes are static. They are at the same place.
21:27:43 <stefino> but if I have vehicle with length 1+8+1, 3+8+3, 5+8+5, possition of bounding boxes is different when I turn the vehicle. Can anyone tell me why?
21:27:53 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed https://git.io/fjZxJ
21:28:39 <LordAro> is the change documented anywhere?
21:30:01 <glx> but hardcoding value should work
21:31:08 <LordAro> commit checker seems happy?
21:31:10 <frosch123> stefino: when you reverse a vehicle the position of the vehicles stay the same
21:31:22 <frosch123> "position" in this case is "the point at which vehicles turn in curves"
21:31:42 <glx> but I think it will run on non PR builds too
21:31:53 <frosch123> this position is at the center of the vehicle, but with odd length there must be one length in front or behind
21:35:27 <stefino> engine is with length 2+8+2 and it is OK, wagon has 3+8+3 and there is the problem
21:36:14 <frosch123> yes, i am aware of the behaviour
21:36:41 <frosch123> btw. it was even worse in the past
21:37:45 <stefino> but how can I join this vehicles correctly if engine is "static" and wagon not
21:38:27 <stefino> there will be different spaces between them
21:40:08 <frosch123> this only affects reversing, not vehicle chains
21:42:13 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed https://git.io/fjZxJ
21:43:14 <glx> and I'll need to do a manual build after that
21:46:53 <stefino> frosch123: in the end - vehicle chain looks good
21:47:04 <stefino> but it is really interesting
21:47:40 <frosch123> the thing is: when reversing a train, it should not fall off the track or skip a signal
21:47:57 <frosch123> or crash into another vehicle
21:48:43 <frosch123> so the simulation position of front and rear of the train need to stay the same,
21:48:50 <frosch123> which means the visuals need to jump :p
21:49:52 *** gelignite has joined #openttd
21:52:50 <stefino> ok ok :) so thx a lot :)
22:06:49 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed https://git.io/fjZxS
22:08:03 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed https://git.io/fjZx7
22:09:28 <glx> next step will be compile farm :)
22:12:48 <peter1138> Hmm, quite a few fixes for 1.9.2 if we're going to do a 1.9.2.
22:13:43 <glx> and I just added one to the list :)
22:15:12 <LordAro> could probably add #7542 as well?
22:15:50 <Samu> 8 games completed, 16 remaining
22:16:37 <Samu> too bad i'm doing the tournament in 1.9.1
22:16:55 <LordAro> would you expect the results to change?
22:17:12 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7556: Fix: [AzurePipeline] ${Agent.JobName} content changed https://git.io/fjZxJ
22:17:44 <Samu> is it getting the memory limit?
22:17:54 <nielsm> that's a savegame upgrade
22:19:02 <glx> all failed build will need a rebase I think
22:19:23 <LordAro> nnyby: SDL2 rebase pls
22:19:37 <Samu> oh, i see, yeah, there's some AIs that look into subsidies
22:19:48 <Samu> simpleai, cpu, admiral, chopper i think
22:19:54 <glx> though the CI usually rebase to master, but let's be on the safe side
22:20:36 <peter1138> Right, better check what I added :p
22:21:01 <peter1138> Regression passes :)
22:21:55 <DorpsGek_II> [OpenTTD/website] stormcone opened pull request #87: Add: Recommending some road vehicle sets for NRT. https://git.io/fjZpe
22:22:05 <glx> hmm CI is very slow tonight
22:22:33 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
22:22:52 <peter1138> "recommend" is a bit strong :p
22:23:12 <peter1138> The road type NewGRFs are very unpolished.
22:23:42 <LordAro> i should look at some of the structural website stuff, in TB's absense
22:29:24 <peter1138> Somethingsomethingsomething
22:31:36 <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #84: Change: semantic HTML-elements for the pages main sections and corresponding CSS-rules https://git.io/fjZpq
22:33:52 <glx> oups I made a copy paste error
22:34:44 <DorpsGek_II> [OpenTTD/website] LordAro requested changes for pull request #85: Change: HTML5-elements and corresponding CSS-rules for the blog article template https://git.io/fjZpG
22:35:26 <DorpsGek_II> [OpenTTD/website] LordAro commented on pull request #87: Add: Recommending some road vehicle sets for NRT. https://git.io/fjZpZ
22:35:42 *** Progman has joined #openttd
22:35:55 <DorpsGek> LordAro: Eddi|zuHause was last seen in #openttd 1 day, 7 hours, 25 minutes, and 16 seconds ago: <Eddi|zuHause> well, i'm sure they can bulldoze them :p
22:36:04 <DorpsGek_II> [OpenTTD/website] michicc commented on pull request #87: Add: Recommending some road vehicle sets for NRT. https://git.io/fjZpn
22:39:27 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error https://git.io/fjZpl
22:39:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error https://git.io/fjZpB
22:40:19 <DorpsGek_II> [OpenTTD/OpenTTD] qdbp opened issue #7558: Feature Request: Conditional Orders on Timetable Status https://git.io/fjZpR
22:42:32 <LordAro> peter1138: *to 1.9 branch
22:42:39 <LordAro> 1.9.2 still might not be a thing :p
22:43:14 <michi_cc> LordAro: Releases are quite cheap now, so unless you want to do a 1.10 very soon...
22:43:27 <LordAro> michi_cc: well that is the plan, is it not? :p
22:43:51 <peter1138> Give another month maybe ;)
22:44:38 <glx> hmm azure seems to have issues
23:02:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjJNz
23:03:36 <DorpsGek_II> [OpenTTD/website] stormcone updated pull request #87: Add: Recommending some road vehicle sets for NRT. https://git.io/fjZpe
23:07:24 <DorpsGek_II> [OpenTTD/website] LordAro commented on pull request #87: Add: Mention some road vehicle sets for NRT. https://git.io/fjZpA
23:11:21 <LordAro> peter1138: i'm not entirely sure what i'm testing for with #7549
23:11:29 <LordAro> (also should that be backported?)
23:12:58 <peter1138> Open a file list window, then just click on the 'thumb' (the moving draggable bit) of the scrollbar.
23:13:13 <peter1138> Er, assuming you have enough files in there for it to scroll, heh.
23:13:25 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7544: Fix #7481: Don't modify oil rig stations during removal https://git.io/fjZhT
23:13:32 <LordAro> peter1138: i was using the town list
23:14:09 <peter1138> Does it there for me too.
23:16:21 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7549: Fix: Clicking on scrollbar 'thumb' moved position up instantly. https://git.io/fjZhL
23:16:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7549: Fix: Clicking on scrollbar 'thumb' moved position up instantly. https://git.io/fjGOQ
23:19:36 <glx> LordAro: thanks for the approve ;)
23:20:09 <LordAro> glx: well it's still contingent on the CI passing :p
23:20:31 <LordAro> and i trust you enough to manage to grep through the repo for "Agent.JobName" :p
23:20:32 <glx> well you don't have write access on compilefarm :)
23:21:28 <glx> but it seems nobody except admins have write access
23:27:10 <glx> double checked the tags this time :)
23:29:13 <_dp_> can we get #7547 into 1.9.2 too plz?
23:29:37 <LordAro> certainly not while there's a merge conflict
23:29:51 <DorpsGek_II> [OpenTTD/website] stormcone updated pull request #87: Add: Mention some road vehicle sets for NRT. https://git.io/fjZpe
23:33:54 <_dp_> well, I've no idea how to check what's conflicting but shouldn't be too hard to fix it's just a few lines change
23:34:24 <_dp_> certainly better than #7534 that I kinda want as well but not even sure where to start xD
23:35:13 <peter1138> NRT may have... lost that check anyway.
23:35:23 <peter1138> Which is awkward :p
23:36:38 <peter1138> Hmm, no, it hasn't, it's just... different.
23:36:41 <glx> but compile farm was broken so will be in next nightly
23:37:39 <michi_cc> peter1138: Should these NRT vehicle set links be in the dev post?
23:37:40 <_dp_> well, for backporting it probably should be as it is not after-nrt way
23:37:47 <glx> hmm actually nightly built without issue, as we don't provide linux builds
23:38:05 <peter1138> michi_cc, I personally wouldn't put any links in there, they're all development version.
23:38:10 <adikt> y can't i get music to work after downloading file?
23:38:24 <michi_cc> It's a development news post, too :)
23:38:40 <adikt> linux mint... sudo apt install openttd
23:38:41 <Wolf01> I read that some nasty roads found their way to master :P
23:39:43 <michi_cc> LordAro: NRT links yes/no? As it still conflicts, I'd just add that change manually in case.
23:39:57 <LordAro> michi_cc: sure, why not
23:40:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7557: Fix 8fc2b48db: [AzurePipeline] copy/paste error https://git.io/fjZpl
23:40:48 <_dp_> hmm, if I do some dirty hack of a fix for #7534 can we go with that at least for 1.9.2?
23:41:14 <_dp_> won't quite fix it but will be less broken xD
23:41:18 <glx> peter1138: this one should be backported too :)
23:42:17 <DorpsGek_II> [OpenTTD/website] stormcone commented on pull request #87: Add: Mention some road vehicle sets for NRT. https://git.io/fjZhC
23:42:42 <DorpsGek_II> [OpenTTD/website] michicc commented on pull request #87: Add: Mention some road vehicle sets for NRT. https://git.io/fjZhW
23:43:01 <michi_cc> Last call for stuff in the may dev post!
23:44:11 <DorpsGek_II> [OpenTTD/website] stormcone commented on pull request #87: Add: Mention some road vehicle sets for NRT. https://git.io/fjZh8
23:53:43 <michi_cc> Good idea or scrap it again? ^^
23:56:02 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjGt6
23:56:06 <glx> indeed failed builds require a rebase, as automatic rebase is skiped for manual builds
23:57:17 <rubenwardy> surely the post should be at the end of the month?
23:57:57 <glx> no it's expected to be at the beginning
23:58:36 <michi_cc> rubenwardy: Well, the last one was a month ago, so no matter how it is called, if it is supposed to be monthly, we need one now.
23:59:39 <michi_cc> Anybody wants to approve the dev post PR? (I didn't create the PR so I could do it myself)
continue to next day ⏵