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 is that just me or is https://wiki.openttd.org/Compiling looking a bit outdated?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