IRC logs for #openttd on OFTC at 2019-01-21
⏴ go to previous day
00:09:21 *** snail_UES_ has joined #openttd
00:16:48 <Samu> ah, interesting discovery
00:17:27 <Samu> apparently it does really pathfind from spring to end
00:17:57 <Samu> have to examine this better
00:19:43 <Samu> amdsecgs.asm this one appears too often
00:20:30 <nielsm> that checks whether there have been buffer overruns and such
00:22:44 *** Thedarkb1-T60 has joined #openttd
00:26:00 <Samu> return DistanceManhattan(spring, begin) > _settings_game.game_creation.min_river_length;
00:26:10 <Samu> distancemanhattan for determining river length?
00:27:20 <Samu> should be number of tiles turned into river
00:30:12 <Samu> this is checked before pathfinder is called, hmm so it's a compromise
00:36:03 <Samu> FindSpring code is interesting, its not any random location where it decides to start a river
00:36:26 <Samu> must obey some tile heights of nearby tiles
00:47:09 <Samu> ah no, it doesn't pathfind from start to finish, it pathfinds in multiple segments
00:47:19 <Samu> I was right the first time
00:53:40 <Samu> the pathfinder is invoked 5 times
00:53:59 <Samu> and in 3 cases is to pathfind to the tile next door
00:57:28 <Samu> pathfinds 4 times, not 5
00:59:52 <peter1138> Okay, so I have a translations.vbs now
01:02:09 <Samu> i think if the river would pathfind from start to finish it wouldn't be so cpu intensive, instead of pathfinding segments
01:02:37 <Samu> would require river design change
01:02:59 <Eddi|zuHause> peter1138: how about fixing eints to update the .ob? files?
01:05:40 <Samu> @calc (8 * 2 + 1) * (8 * 2 + 1) * 128
01:06:55 <Samu> you guys really like the circular tile search
01:07:09 <Samu> even if it repeats tiles
01:07:21 <peter1138> Because that's a workaround, not a solution.
02:27:09 *** Gustavo6046 has joined #openttd
02:28:52 *** Gustavo6046 has joined #openttd
02:30:59 <Samu> I found a temporary solution to enforce rivers are connected from where it springs to sea level as the end.
02:31:35 <Samu> but that means, there are no more lakes, and that also means less rivers
02:32:34 <Samu> unless I increase the number of tries
02:32:49 <Samu> which would also make it take longer to generate a world
02:33:23 <Samu> brute forcing rivers to be created by doing more tries
02:46:52 *** Thedarkb-X40 has joined #openttd
02:51:34 <Samu> @calc (2 * 2 + 1) * (2 * 2 + 1) * 128
03:39:17 <Samu> I'm experimenting some other variables and checks
03:39:58 <Samu> making the FindSpring function not start next to another river in a radius of 8 tiles
03:40:52 <Samu> and making lakes to be generated only if it had flowed down at least two times
03:42:01 <Samu> this may result in rivers a bit more sparse
03:42:15 <Samu> more connections to the sea, and perhaps less lakes
03:43:35 <Samu> but i'm afraid this would also mean less rivers overall
03:43:49 <Samu> or more time generating rivers
03:44:02 <Samu> because it's trying harder
04:06:18 *** snail_UES_ has joined #openttd
05:45:40 <Eddi|zuHause> someone ate the moon!
05:57:48 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fpEtn
05:58:46 <DorpsGek_II> [OpenTTD/OpenTTD] michicc dismissed a review for pull request #6980: GDI engine for font glyph rendering as a replacement for FreeType https://git.io/fhuQW
06:29:34 <Heiki> someone put clouds in front of my moon
06:30:28 <Eddi|zuHause> that happened to me last time
07:43:36 *** andythenorth has joined #openttd
07:49:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6935: Prevent water construction where it could block nearby ships https://git.io/fhzLd
07:51:03 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhzLp
07:56:05 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhztJ
08:08:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6908: Request: Persistent storage for vehicles https://git.io/fhztu
08:10:04 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7065: Change: Make ships stop and change direction slowly instead of instantly turning. https://git.io/fhztg
08:14:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7076: Cleanup #6960: Remove parts of generate used only for MSVC pre-2015. https://git.io/fhzti
08:17:24 <peter1138> andythenorth, looking a little bare.
08:32:40 <peter1138> 2>Project not selected to build for this solution configuration
08:45:45 *** D-HUND is now known as debdog
08:49:42 *** HerzogDeXtEr has joined #openttd
09:31:45 <peter1138> Bah at Linux vs Windows directory sort order. And the stripping-the-extension trick won't work because here the extensions differ...
10:08:33 <planetmaker> or doesn't it matter?
10:27:26 <Eddi|zuHause> i believe i had it renamed to 63, and i can't imagine it being any worse than 4A
10:33:00 <peter1138> Does parameter need a railtype label translation?
10:33:32 <Eddi|zuHause> no, parameter is a RTT index
10:33:33 <peter1138> "parameter" will be coming as a grf-local railtype index, I think
10:35:25 <Eddi|zuHause> but i never tested it with actually complicated RTT, maybe it misses something
10:35:46 <peter1138> Yeah, if it's an RTT index, then it will need translating.
10:35:55 <peter1138> Because there's no RTT index lookup there.
10:36:17 <Eddi|zuHause> i might look at that later
10:36:39 <peter1138> I'll add a comment to the PR to remind us :)
10:36:46 <planetmaker> it allows to query every railtype as opposed to the current one... but well :)
10:37:04 <Eddi|zuHause> well, that's kinda the point?
10:37:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7000: Some NewGRF variables concerning railtypes https://git.io/fhznn
10:37:30 <peter1138> planetmaker, yes. If you want to query the current one, 4A is there.
10:38:36 <Eddi|zuHause> planetmaker: 4A compares the railtype of the current vehicle to the railtype of the current tile, 6x allows "suppose this vehicle were <Y>" and compares that to the railtype of the current tile
10:38:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhzn8
10:39:37 <Eddi|zuHause> planetmaker: primary use for that would be hybrid (e.g. diesel and electric, or overhead electric and 3rd rail) vehicles
10:40:10 <Eddi|zuHause> which you have to define for the more generic railtype
10:40:29 <Eddi|zuHause> but need a condition when the more strict railtpye would apply
10:42:13 <Eddi|zuHause> or rack rail, to detect if there is a rack
10:42:20 <peter1138> Is this to help with "realism"? :D
10:42:35 <DorpsGek> peter1138: belugas was last seen in #openttd 1 year, 42 weeks, 1 day, 13 hours, 24 minutes, and 3 seconds ago: <Belugas> yeah, a birthday :) a good friend of mine!
10:42:40 <Eddi|zuHause> most newgrf features are?
10:46:04 <Eddi|zuHause> my brain still has problems matching the name "PeterN" to the right person
10:47:20 <Eddi|zuHause> must be the capitalisation, because i don't have such problems with the forum name change from a while back
10:48:38 <peter1138> You can't have multiple usernames (on one account) with github. Which is logical.
10:56:36 <planetmaker> belugas :( long time no see
10:57:16 <peter1138> Looks like that PR failed miserably :p
10:58:07 <peter1138> Oddly it worked on Windows.
10:59:03 <peter1138> Tried to compile openttd.grf, but that's included in the repo.
11:15:23 <DorpsGek> Sacro: Bjarni was last seen in #openttd 7 years, 15 weeks, 3 days, 9 hours, 56 minutes, and 17 seconds ago: <Bjarni> heh
11:20:58 <DorpsGek> planetmaker: yexo was last seen in #openttd 6 years, 7 weeks, 3 days, 21 hours, 4 minutes, and 26 seconds ago: <Yexo> <NGC3982> The station glitches are CHIPS related. I adressed it to Andy the other day, and it seems like it's b0rked in some way. <- it's still in the issue tracker for CHIPS, but I haven't had time to look at it yet
11:21:01 <DorpsGek> planetmaker: I have not seen therken.
11:21:09 <DorpsGek> planetmaker: terkhen was last seen in #openttd 2 years, 50 weeks, 0 days, 15 hours, 44 minutes, and 12 seconds ago: <Terkhen> Hello
11:21:21 <DorpsGek> planetmaker: hirundo was last seen in #openttd 6 years, 18 weeks, 1 day, 14 hours, 48 minutes, and 57 seconds ago: <Hirundo> Commands (e.g. build X, bulldoze Y, change orders for vehicle Z) are sent across the net, but not their results, so if results differ, you get a desync error
11:21:37 <peter1138> Maybe I can just ifdef out those parts if grfcodec/nforenum are not available.
11:24:40 <Eddi|zuHause> isn't it doing that already?
11:25:23 <Eddi|zuHause> also, in makefile you can prefix a line with "-" to ignore failure
11:28:01 <peter1138> Nah, my changes broke it subtly.
11:28:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhzn8
11:29:32 <peter1138> This may or may not work, but at least it shouldn't try to execute an empty variable :p
11:31:43 <peter1138> Hmm, think I need to tweak the vcx files as it doesn't depend on all the language files.
11:31:49 <peter1138> Kinda defeats the point :p
11:34:42 <peter1138> Eddi|zuHause, and adjusting eints to do the update is also major work, as currently it doesn't do any compilation at all, so there may not be any build tools in the environment.
11:41:05 <Sacro> planetmaker: challenge failed
11:41:10 <DorpsGek> Sacro: I have not seen kudr.
11:41:24 <Sacro> There are a couple of people that have been gone longer
11:44:03 *** andythenorth has joined #openttd
11:44:21 <andythenorth> planetmaker: I messaged yexo on linkedin, but if his use of linkedin is like mine...he won't see it :P
11:44:23 <Eddi|zuHause> we replaced the bot at some point
12:09:06 *** sushibear has joined #openttd
12:26:33 <DorpsGek> planetmaker: darkvater was last seen in #openttd 43 weeks, 1 day, 22 hours, 17 minutes, and 43 seconds ago: <Darkvater> I'm looking for a distributed fs to setup my own private cloud using sbc's
12:29:53 <peter1138> Hmm, why does that happen... my push didn't get picked up by azure.
13:09:54 *** andythenorth has joined #openttd
13:26:14 <Borg> any GRF animation guruz around?
13:26:31 <Borg> Im trying to fix tile animation now.. and I really dont understand callback 25 at all
13:26:54 <Borg> oil rigs have multiple tiles.. but seems in layout only 1D is used.. with does NOT have animation frames
13:33:53 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #7025: Add #6887: Option to show zone inside local authority boundary of towns https://git.io/fhz2P
14:34:20 <Eddi|zuHause> peter1138: sometimes azure times out and someone has to manually log in to restart it
14:42:21 <Borg> this is damn. confusing..
14:42:58 <Borg> I added trigger for CB25: tile is processed in periodic loop..
14:43:03 <Borg> and now I have animation... wtf?
14:43:08 <Borg> even tho my CB25 is totaly fucked up
15:30:15 <Samu> im bad at function naming
15:40:52 <Samu> IsPossibleLockLocationOnDiagDir
15:41:19 <Samu> IsPossibleLockLocationRecursively
15:52:50 <Borg> planetmaker: hmm? what do you mean?
15:53:10 <Borg> Im not strugling w/ production CB.. but animation CB...
15:54:00 <Borg> my CB29 works fine :) I need to understand Tile Animation.. and so.. CB25 (and possibly CB26)
15:54:15 <Borg> and all I wanted.. was just adjust some tiles properties.. not touching GFX :)
15:54:32 <Borg> im doing RTFS like from few hours...
15:54:59 <Borg> and still I dont get what does AnimateTile() vs ChangeAnimationFrame() do
15:55:43 <Borg> and whatever I need CB26 at all.. for now.. I see animation is happening.. but its broken (not correct sprites order)
15:59:23 <Borg> now it doesnt work again... argh
16:00:12 <Samu> IsPossibleLockLocationOnTownBridge ? bad name
16:05:52 *** stefino has joined #openttd
16:06:29 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #6872: Add: Houses can accept up to 16 different cargo types via NewGRF https://git.io/fNanB
16:07:43 <nielsm> and redo it in perhaps smaller steps later
16:19:25 <andythenorth> nielsm: kinda feel like m3henry never got a reply :P
16:20:43 <andythenorth> Eddi|zuHause: where *are* the user bits for vehicles? o_O
16:20:50 <andythenorth> I keep looking in docs, but I'm clearly missing them
16:20:58 <stefino> hi andy.do you have industry distance conditions in your Firs?
16:21:18 <Eddi|zuHause> andythenorth: i don't always find them either, they're quite hidden
16:22:52 <Eddi|zuHause> andythenorth: "25 B Supported by OpenTTD 0.60.6 Supported by TTDPatch 2.5 (alpha 44)2.5 User-defined bit mask to set when checking veh. var. 42"
16:23:23 <Samu> how to describe a helper function, or it doesn't needs any description comments?
16:23:50 <stefino> we want to define minimal distance between two industries (the same kind) and my friend said that he can't find this contition in your FIRS (NML)
16:26:18 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector https://git.io/fhzQ4
16:28:54 <nielsm> Samu: "Determine if a player could possibly build a ship lock that would cover this tile."
16:29:54 <Borg> okey.. to summ up.. if I ever touch any animated tile via act0.. it means.. I need to provide all animation frames + CB myself again?
16:30:06 <Borg> and even sound effects... probably
16:30:08 <Samu> "Is this hipotethically speaking bridge ramp hipotethically also possible for an hipotethically speaking lock?" :o
16:30:41 <Samu> it's not a player, it's a town action
16:30:57 <nielsm> yes the town is checking if a player would be able to build a lock there
16:31:18 <Borg> after long digging in code.. I get how Oil Wells are animated (more or less) and Im not sure how I can replicated that in GRF..
16:31:27 <nielsm> the function checks if a player would be able to do that
16:31:45 <nielsm> the town growth uses that check to possibly outrule a bridge position
16:35:27 <andythenorth> stefino: I'll find some and paste
16:37:43 <andythenorth> nielsm: is skylining a name for city growth? Or climbing buildings? :P
16:38:45 <andythenorth> Eddi|zuHause: ok so prop 25, "User-defined bit mask to set when checking veh. var. 42", I've never understood how it's intended to be used
16:39:27 <Eddi|zuHause> andythenorth: i wanted to use it for "this train has a dining car"
16:39:31 <stefino> andythenorth: thanks :)
16:39:53 <andythenorth> Eddi|zuHause: so it's a static prop, so 'has a dining car' would be set at build time
16:39:56 <Eddi|zuHause> andythenorth: it's pretty inflexible
16:40:07 <andythenorth> so it can be mimicked by a list of vehicle IDs?
16:40:16 <Eddi|zuHause> andythenorth: all the dining cars would set prop 25
16:40:28 <andythenorth> and all dining car IDs are known in advance
16:40:40 <Eddi|zuHause> and all passenger wagons would check var 42 for the dining car bit
16:40:56 <andythenorth> ok I can see how to use it, it's not adding anything afaict
16:41:07 <andythenorth> I guess it's more convenient than checking a list of IDs
16:41:27 <Eddi|zuHause> you don't have a need for maintaining the list of vehicle IDs
16:41:50 <andythenorth> and in theory it's easier to do cross-set things with it, but eh, who would :P
16:41:51 <Eddi|zuHause> and you can save some switches because you don't have to check each ID separately
16:42:02 <andythenorth> convenience feature
16:42:43 <Samu> oh, delta_side is TileIndexDiff
16:42:43 <andythenorth> probably doesn't solve George's problem, I'm guessing
16:43:12 <andythenorth> I wonder if George's problem is caused by using insufficient IDs
16:44:07 <Eddi|zuHause> george has loads of problems
16:44:45 <andythenorth> it *is* very easy to create a large stack of switches for quite trivial graphics resolution
16:44:49 <andythenorth> I imagine CETS does it
16:44:54 <andythenorth> Horse definitely does
16:45:16 <andythenorth> flipped state * vehicle position * engine ID * cargo in consist
16:45:26 <Eddi|zuHause> but the way i see it, we need more flexibility with these user bits: 1) the possibility to set them via callback, 2) the possibility to check them not only with OR, but also AND, or only individual vehicles
16:45:44 <andythenorth> are they always OR across the whole consist?
16:45:49 <andythenorth> what happens if I check solo vehicle
16:46:07 <Eddi|zuHause> whole consist (PARENT), or partial consist starting with this vehicle (THIS)
16:46:30 <andythenorth> ok so inflexible
16:46:41 <andythenorth> frosch is quite -1 to setting props on cb that can also be read on cb
16:46:49 <andythenorth> in neighbouring vehicles
16:46:51 <andythenorth> due to deadlocks
16:46:55 <Eddi|zuHause> that's why we need the triggers
16:47:00 <Samu> renaming bridge_tile to bridge_ramp
16:47:01 <andythenorth> the triggers make sense
16:47:12 <Samu> it's essentially checking bridge_ramps
16:47:12 <andythenorth> I wonder how often we really need to recalculate graphics
16:47:38 <andythenorth> I also wonder if the performance problem is real, or not
16:47:44 <Eddi|zuHause> likely you won't have STORE_PERM access, but rather the callback result is stored
16:48:26 <andythenorth> your proposal makes complete sense to me
16:49:03 <Samu> eh... now the explanation doesn't make sense
16:49:45 <andythenorth> didn't count how many switches that is :P
16:49:51 <Eddi|zuHause> so we need a callback that overrides the value of prop 25, a new property to set the trigger flags (same meaning as random triggers), and an extension of var 42 for AND and "just this"
16:49:57 <Samu> * Determine if a player could possibly build
16:49:57 <Samu> * a ship lock that would cover this bridge ramp.
16:50:56 <Samu> tile would make more sense given this explanation
16:51:09 <Samu> but the tile is very much a bridge ramp
16:51:33 <peter1138> Hmm, should I look at vehicle subtypes again? Or whatever I was calling it last time...
16:51:38 <andythenorth> peter1138: maybe yes
16:51:55 <andythenorth> it has some faff, like how autoreplace works
16:51:55 <peter1138> "Stop cramming everything into 1 ID"
16:52:15 <andythenorth> it's got to be worth a look
16:52:20 <andythenorth> even if it ends up not working
16:52:26 <Eddi|zuHause> peter1138: the main focus is to clean up duplicates from the vehicle purchase list
16:53:09 <andythenorth> I would encourage vehicle subtypes to sack the addiction to cargo subtypes
16:53:27 <andythenorth> cargo subtypes for stuff like livery, gearing, power etc, are crap UI
16:53:30 <andythenorth> and crap for autoreplace
16:53:36 <Eddi|zuHause> andythenorth: i find it highly unlikely that we can remove those
16:54:02 <andythenorth> I think we can reduce the useage
16:54:08 <peter1138> Sure you can. If grfversion > xxx disable cargo subtype callbacks :)
16:54:28 <andythenorth> I use them for capacity refits on boats
16:54:33 <peter1138> Also: if the grouping stuff works well, document that it replace cargo subtypes
16:54:37 <Eddi|zuHause> peter1138: but then we need a GRFv9, and everything ready simultaneously :)
16:54:43 <andythenorth> but it would actually be more convenient gameplay to choose the boat size I want, in depot
16:54:49 <andythenorth> it's less realism
16:55:07 * andythenorth makes a screenshot
16:55:51 <peter1138> also railtype gui tweaks
16:56:12 <peter1138> when people were suggesting that electrification should be a flag without realising the consequences of that
16:56:15 <andythenorth> currently I build the boat, the default capacity is usually correct
16:56:24 <andythenorth> if I want one of the other capacities I refit
16:56:39 <andythenorth> might as well just be a + widget dropdown in buy menu
16:56:58 <andythenorth> like buying a van with bigger alloys from the Ford dealer
16:57:08 <andythenorth> instead of buying them on eBay later
16:57:17 <peter1138> eh, why did you offer multiple capacity via refit on the same ship? that's ugly
16:57:40 <andythenorth> mostly the default is correct
16:58:08 <andythenorth> ships aren't like trains where you can add another wagon :P
16:58:13 <nielsm> andythenorth: I'm using "skylining" as a verb for the bonsai style of city building that's more prevalent in cities: skylines community (at least those publishing their work)
16:58:30 <nielsm> with tons of plopped buildings and not so much natural growth
16:59:52 <Samu> what about function name or param names
17:00:00 <andythenorth> peter1138: if it helps, I know the capacity refits are stupid :)
17:00:49 <Samu> oops, bridge_ramp is to be bridge_tile, forgot to edit it
17:01:40 <Samu> unless bridge_ramp is better
17:20:25 *** Wormnest has joined #openttd
17:29:29 <Eddi|zuHause> it might very well be that we had that same discussion like 10 years ago...
17:29:30 *** andythenorth is now known as Guest1276
17:29:31 *** andythenorth has joined #openttd
17:38:02 <Samu> create water waves as the secondary ship "vehicle"
17:38:43 <Samu> call it articulated ship
17:44:38 *** HerzogDeXtEr has joined #openttd
17:48:09 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7076: Cleanup #6960: Remove parts of generate used only for MSVC pre-2015. https://git.io/fhzAk
17:53:17 <Samu> 3rd function calls 2nd and calls 1st
17:53:30 <Samu> my bool skills are currently lacking
17:54:09 <Samu> I want to get rid of line 21
17:54:29 <Samu> what would i have to write on line 39, 40 and 41 if i do that?
18:03:19 <Samu> (!IsTileFlat(bridge_tile) || IsPossibleLockLocationOnDiagDir(bridge_tile, bridge_dir)) ?
18:21:11 <Samu> !IsTileFlat(bridge_tile) && IsPossibleLockLocationOnDiagDirWithoutCheckTileFlat(bridge_tile, bridge_dir);
18:27:16 <Samu> looks like this is it! No asserts during 8k rivers + 12k towns on 4k*4k map
18:40:44 *** Thedarkb1-T60 has joined #openttd
18:40:48 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7076: Cleanup #6960: Remove parts of generate used only for MSVC pre-2015. https://git.io/fhzti
18:42:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhzn8
18:47:41 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgvi
18:48:35 <glx> ignore that, was stupid :)
18:50:34 <TrueBrain> 527 missed messages ... you guys talk too much
18:54:26 <LordAro> nah, you talk too little
18:55:06 *** Progman has joined #openttd
18:56:28 <TrueBrain> we can do that after merge, I guess
18:56:51 <TrueBrain> URL is going to change for sure
18:57:13 <TrueBrain> but that too can wait till after merge
18:57:17 <TrueBrain> as that is IPv6 bla
18:58:08 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 requested changes for pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgf8
19:07:05 <Wolf01> Meh, I want to browse discord channels without registering :|
19:11:47 <TrueBrain> cannot fork because repository is empty
19:12:16 <Samu> for (uint tile = 0; tile != MapSize(); tile++) {
19:12:29 <Samu> is there a purple all caps FOR_ALL_TILES or so?
19:13:15 <Samu> macro, ok must find if it exists already
19:15:09 <Samu> uint should be TileIndex, right?
19:20:50 <glx> and remember this loop includes void tiles
19:24:33 <Samu> i only want river slopes
19:24:35 <Samu> if (IsValidTile(tile) && IsTileType(tile, MP_WATER) && IsRiver(tile) && IsInclinedSlope(GetTileSlope(tile))) {
19:30:04 *** sla_ro|master has joined #openttd
19:30:57 *** gelignite has joined #openttd
19:37:35 <TrueBrain> its funny (well, not really): every idea I have for fixing IPv4/IPv6 around the DO CDN, is returned to me with some minor missing thing in the DO infrastructure
19:37:41 <TrueBrain> from custom domains up to proxy protocol support
19:38:01 <TrueBrain> worst part: all solutions so far (7+) I came up with, have planned solutions by DO in 2019
19:38:07 <TrueBrain> so it is just terrible timing
19:38:35 *** andythenorth has joined #openttd
19:38:53 <Samu> * @param flowdown_count The number of times the river has flowed down
19:39:07 <Samu> flowed down? flown down ? flew down? something else down?
19:43:29 <milek7> current infrastructure is also multiple servers?
19:48:21 <Samu> Found a bug when generating "lakes" on desert tileset
19:48:49 <Samu> it does not /* Remove desert directly around the river tile. */
19:51:36 <andythenorth> peter1138: so are groups done? o_O
19:51:40 <Samu> doesn't make lakes on yellow desert terrain
19:51:45 <andythenorth> or shall we 'fix' desert TGP for 1.9.0 :P
19:53:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhzn8
19:53:58 <peter1138> andythenorth, not unless someone else coded it whilst I was cycling home, and then going to the pet shop.
19:54:27 <peter1138> Hmm, yeah, I should've got some fish, damn.
19:55:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgIC
19:56:51 <andythenorth> TrueBrain: so what is my user error here?
19:56:52 <andythenorth> jekyll 3.8.5 | Error: No such file or directory @ rb_sysopen - OpenTTD-website.andythenorth/static/js/ua-parser.js
19:56:57 <andythenorth> from jekyll serve
19:57:12 <TrueBrain> git submodule update --init
19:57:25 <stefino> andythenorth: one more question. We have a problem with industry closure. Is there any way how to fix it?
19:58:07 <andythenorth> the answer is yes, or no
19:58:21 <andythenorth> what do you want to fix?
19:59:28 <stefino> it closes very fast ...there are no problems with your FIRS but we start witch 100 factories +- and after few years there is for example 50
19:59:49 <stefino> it is realy quick if I compare it with your set
20:00:31 <andythenorth> I banned closure, which is easy
20:00:40 <andythenorth> there is no way to allow closure, but control the rate
20:01:30 <andythenorth> TrueBrain: 42 bad links :D
20:01:53 <TrueBrain> andythenorth: please do; possibly I did something stupid :D
20:02:06 <peter1138> Just approve and commit :p
20:02:14 <andythenorth> typo on 404 TrueBrain "The page you requrested could not be found."
20:02:21 <andythenorth> don't make me PR pls :(
20:02:27 <andythenorth> I have like 57 things to do right now
20:02:43 <TrueBrain> make an issue out of it?
20:02:56 <TrueBrain> I am 6 deep in some other issue myself :D
20:03:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgIh
20:03:44 <TrueBrain> I believe GitHub claims it is really easy to make a PR from within the interface
20:03:46 <TrueBrain> just never checked that out :D
20:04:34 <TrueBrain> okay, that really does work
20:04:49 <TrueBrain> wtf, I just made one too :P
20:04:57 <TrueBrain> just made the PR in my own fork
20:05:05 <andythenorth> well that reduces the admin
20:05:18 <andythenorth> we can get web editors to do this
20:05:20 <TrueBrain> that makes it really easy to work on the website :)
20:05:25 <stefino> andythenorth: and how to "ban" closure? :D
20:05:29 * andythenorth back to frigging 404s
20:05:33 <andythenorth> stefino: monthly prod. cb
20:05:35 <TrueBrain> andythenorth: your commit message only is faulty
20:05:38 <TrueBrain> should be: Fix: ...
20:05:55 <TrueBrain> in the commit darling :)
20:06:36 <andythenorth> that's hard to edit :P
20:07:18 <andythenorth> interesting diversion
20:07:31 <andythenorth> at least we learn something
20:09:58 <andythenorth> TrueBrain: so links for downloads, e.g. changelog etc, are they supposed to be absolute to the CDN?
20:10:31 <andythenorth> first one I copied wrong thing from validator tool
20:10:54 <TrueBrain> andythenorth: please run fetch-downloads.py again
20:11:48 <Samu> CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
20:12:02 <Samu> this dude always changing the value of tile... damn it
20:12:25 <Samu> i want tile to remain the same
20:12:34 * andythenorth running fetch-downloads
20:12:45 <andythenorth> the liquid template looks correct to me
20:13:25 <andythenorth> ok re-running link checker
20:14:00 <andythenorth> bunch of 301s, 302s, 307s
20:14:10 <andythenorth> going to assume they're all correct
20:14:35 <Samu> CircularTileSearch(&t, 5, RiverModifyDesertZone, NULL);
20:14:54 <Samu> tile is unchanged, and t is scrapped
20:15:51 <andythenorth> WAVE validator gives 3 errors, I'll see if I can fix them or leave comments :|
20:16:16 <andythenorth> 25 contrast errors :|
20:19:12 <TrueBrain> nginx-ingress is full of lua tricks :D That is funny
20:20:18 <TrueBrain> okay, another route that is not really viable
20:20:26 <TrueBrain> I just want to know if I have an IPv4 or IPv6 connection
20:20:28 <TrueBrain> how hard can it be :P
20:20:32 <DorpsGek_II> [OpenTTD/website] andythenorth approved pull request #23: Add: support binary distribution via our new infrastructure https://git.io/fhgtU
20:20:58 <DorpsGek_II> [OpenTTD/website] TrueBrain merged pull request #23: Add: support binary distribution via our new infrastructure https://git.io/fhuer
20:22:34 <TrueBrain> so if I enable proxy protocol, all communication has to be done like that. I cannot set it up for a single one, for example
20:24:01 <milek7> old infrastructure is also cluster of multiple servers?
20:25:03 <TrueBrain> we have both a mirror of ~7 servers worldwide, and around 14-ish VPSes
20:25:09 <TrueBrain> name that how ever you like :)
20:25:49 <milek7> ok, so i really underestimate openttd traffic ;p
20:25:58 <TrueBrain> you were doubting me? Tsssk
20:26:30 *** Gustavo6046 has joined #openttd
20:26:48 <TrueBrain> well, always difficult to put anything in perspective ... at work I am totally used to servers which average 300 mbit/s
20:26:58 <TrueBrain> but OpenTTD doesn't do that :P
20:27:04 <TrueBrain> I believe .. 30 mbit/s on average over the whole
20:27:22 <TrueBrain> ~1 million file downloads per month
20:27:28 <TrueBrain> that is the order of magnitude to think in
20:28:34 <andythenorth> we have a new nightly? \o/
20:29:21 <TrueBrain> but it is still on staging, because of 2 remaining issues:
20:29:39 <TrueBrain> and automatically retriggering of the website when a nightly is done
20:30:07 *** Gustavo6046 has joined #openttd
20:30:42 <andythenorth> there's always something left to do :P
20:31:14 <TrueBrain> it is keeping me from bringing it live :(
20:31:29 <TrueBrain> and I am really running out of ideas for the IPv6 ..
20:31:49 <milek7> 30 mbit/s sounds like underutilized server ;D
20:32:01 <TrueBrain> depends on your goal ;)
20:32:12 <TrueBrain> the mirror network is created to reduce latency (increase locality)
20:32:42 <TrueBrain> the average distance between server and a computer downloading a binary, is ~3000 km
20:33:05 <TrueBrain> mostly, US is kept in US :)
20:33:32 <TrueBrain> EU servers are 3 times as busy as US servers, on average
20:33:51 <TrueBrain> cz server serves within 1000 kms :D
20:34:10 <TrueBrain> (and yes, we track this silly shit :P)
20:35:11 <andythenorth> I have nothing for IPv6 :( Not something I have knowledge for
20:36:26 <TrueBrain> it is mainly DigitalOcean that made it difficult :P
20:36:36 <TrueBrain> most cloud providers offer PROXY protocol on their LoadBalancer
20:36:45 <TrueBrain> that would totally have solved my issue for this specific problem
20:36:48 <TrueBrain> they don't do that yet
20:37:00 <TrueBrain> so you don't know the real IP that is connecting to your kubernetes pod
20:37:06 <TrueBrain> which is REALLY annoying :P
20:39:13 <milek7> right, i am used to loads mainly from single country
20:39:14 <milek7> after release it can go to ~250mbit/s, though this is on two servers
20:40:07 <TrueBrain> yeah; different target :)
20:40:13 <TrueBrain> we went for world domination :D
20:40:26 <TrueBrain> (nah; the complaints about downloads not working dropped from a few a week to almost zero)
20:40:53 <milek7> (i have to code some delta-patch system, releasing clean 2.5gb archive every year or so is bit wasteful)
20:41:11 <TrueBrain> or implement a CDN and don't care about it :P
20:41:50 <milek7> well, it works now but it's just ugly ;p
20:45:00 <TrueBrain> so I wanted to make the nginx-ingress in the k8s to setup a port which does support proxy protocol, and one that doesn't. But that is difficult, as it turns out :D
20:52:46 <milek7> heh, i'm looking at steam direct
20:52:50 <milek7> and it looks like after 100$ initial fee i can put free game and they'll host it without extra payments. what's business here? ;d
20:55:01 <planetmaker> the business seems to be the many games which do cost money. And every free game also keeps the audience around
20:55:10 <planetmaker> and hey, it's 100€ / $
20:57:23 <TrueBrain> OpenTTD going to steam!
20:57:52 <Samu> seems one turns it right into a green tile, the other turns into half desert
20:58:40 <Samu> and it's in a circular search, so it turns more, in a radius of 5 into green tiles
20:59:02 <planetmaker> I'm all for it. I still believe it's a good game distribution platform
20:59:08 <planetmaker> heck, most games I got from there :P
20:59:31 <TrueBrain> we just need someone to pave the road, I guess :)
20:59:53 <planetmaker> was it agreed-upon to spend those 100 bucks?
21:00:10 <TrueBrain> (if not, it is now)
21:00:44 <TrueBrain> email orudge if he needs to do anything
21:00:51 <TrueBrain> he will take care of it when ever he can
21:01:02 <TrueBrain> (financial, that is)
21:01:07 <planetmaker> I'll simply go forward then and ask him to re-imburse me later
21:01:20 <TrueBrain> I mostly give him credentials to make the payment :D
21:03:29 <Samu> I didn't actually test it
21:04:45 <peter1138> Simutrans is on Steam.
21:08:22 <planetmaker> Indeed. "Battle of Wesnoth" as well
21:10:31 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 dismissed a review for pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgf8
21:11:04 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7077: Change: Always build baseset metadata, instead of including it in the repo. https://git.io/fhgY7
21:13:33 <planetmaker> does info@openttd have some greylisting?
21:14:33 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7015: Change: Desert tiles are now half-desert if a neighboured tile is non… https://git.io/fhgOJ
21:17:03 <planetmaker> roughly how long?
21:17:46 <TrueBrain> 5 minutes; but the server has to contact again
21:18:20 <TrueBrain> so often after 5 minutes, hit that "resend" button! :P
21:18:48 <planetmaker> err-no-resend button :|
21:20:08 <planetmaker> but trying to re-apply with the same address works :D
21:23:15 <planetmaker> hm... openttd seems taken. And connected to... some none-openttd address (googlemail.com?)
21:23:40 <planetmaker> Let's try to sort that through :)
21:24:52 <TrueBrain> this most of the time takes the longest
21:24:57 <TrueBrain> reclaiming what is ours etc
21:27:59 <planetmaker> let's see what steam support will answer :)
21:41:54 *** ChanServ sets mode: +o orudge`
21:41:59 *** orudge` is now known as orudge
21:46:17 <TrueBrain> grrrr, so okay ... this IPv6 is a lot more annoying than I expected ..
21:48:37 <andythenorth> I verified your finding
21:50:40 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7015: Change: Desert tiles are now half-desert if a neighboured tile is non… https://git.io/fhgs9
21:53:08 <LordAro> andythenorth: seems like it should be a separate bug
21:53:44 <andythenorth> well #4754 originally filed this an issue
21:55:26 <andythenorth> I don't care either way, I never use SE, and river-desert now look better in map gen
21:56:02 <andythenorth> this kind of inconsistency doesn't really touch the sides for me, landscape stuff is generally messy by nature
21:59:44 <milek7> why ipv4 don't die already
21:59:53 <milek7> nat and port redirects in nat are so annoying
22:00:18 *** supermop has joined #openttd
22:00:23 <TrueBrain> IPv6 adoption is very low :(
22:00:45 <supermop> andythenorth should I buy Creative Cloud?
22:00:56 <supermop> or just use it at work
22:01:16 <supermop> I have a newer surface book than last year, and I no longer have CS on it
22:01:18 <milek7> i know, i don't have native ipv6 on my isp :(
22:01:55 <supermop> im tempted to buy a usb dvd drive so I can use these cs5 disks I got back in 2010
22:02:09 <andythenorth> I buy just Photoshop, all I need
22:02:15 <andythenorth> full CC is super expensive
22:02:53 <planetmaker> interesting. It should not make a difference for what it's worth.
22:03:36 <andythenorth> not every inconsistency is a bug
22:03:41 <andythenorth> some are just what they are
22:04:56 <peter1138> Maybe I'll revisit my map generation code.
22:05:40 <supermop> andythenorth ai is useful for design worki do sometimes, id less so but I use it occasionally
22:06:01 <peter1138> Maybe I'll stick to things I'm currently fiddling with :p
22:06:10 <peter1138> Like this goats cheese on a cracker.
22:06:25 <supermop> i could maybe try to share my license with my work computer, but i do want to use it for personal stuff
22:06:30 <peter1138> Although it's from Aldi so hardly special.
22:07:06 <supermop> but yes, hard to justify $600 a year for something that's just a 'nice to have'
22:09:15 <Samu> LordAro "Hmm, are there any road bridges you can add to the test?"
22:09:48 <Samu> AIIBridge.GetName(i, AIVehicle.VT_ROAD)
22:10:35 <supermop> why is PS $20/mo, but lightroom+PS is $10/mo?
22:11:08 <Samu> do you want me to add more tests to regression ai?
22:11:15 <andythenorth> supermop: adobe pricing makes no sense
22:11:29 <LordAro> Samu: that was my idea, yes
22:11:38 <Samu> I'd have to edit the results
22:11:56 <LordAro> you can run it yourself these days
22:12:08 <LordAro> there should be a "regression" target, i think?
22:12:24 <andythenorth> supermop: you here for a while? o_O
22:12:33 <Samu> no idea how to run the regression test
22:12:51 <Samu> i only know that it runs over there
22:13:09 <Samu> tried to make it run here, but i couldn't
22:13:09 <supermop> ill be on irc rest of the day unless something gets messed up
22:13:21 <LordAro> Samu: the regression test was recently added to VS
22:13:27 <LordAro> as a target/project/thing
22:14:15 <supermop> i need to design a donut kiosk as a charette exercise for job im interviewing for
22:14:21 <Samu> ah i see, but hmm how to run this lol
22:15:17 <Samu> ---------------------------
22:15:17 <Samu> ---------------------------
22:15:17 <Samu> The "Microsoft.VisualStudio.ProjectSystem.References.UnresolvedBuildDependencyProjectReference" reference could not be resolved.
22:15:17 <Samu> ---------------------------
22:15:19 <Samu> ---------------------------
22:16:22 <supermop> probably just going to photoshop elevations of it rather than render
22:18:25 <peter1138> More cheese, gromit?
22:18:59 <supermop> cc roof looks nice, not very realistic
22:19:25 <supermop> does make it look very shiny and lategame-ish
22:19:36 <Samu> do i tick Build for regression?
22:20:08 <Samu> ok let's see what happens
22:20:12 <glx> no you just right click, then generate on regression project
22:20:27 <glx> no need to enable it for all builds
22:20:38 <supermop> sadly we do not get to see tt trains from lineside, so sometimes makes sense to dress up the roofs
22:20:58 <TrueBrain> finally :D I can see IPv6 calls \o/
22:21:02 <TrueBrain> had to duplicate the whole setup
22:21:07 <peter1138> If adding new icons to openttd.grf (not reorganising what's there) should I do 1 sprite per file, or what?
22:21:23 <peter1138> TrueBrain, see mine?
22:21:29 <Samu> I don't have a regression project, or do I? I'm not following
22:21:40 <supermop> andythenorth did they actually paint those red on top?
22:22:06 <glx> Samu: if you are in sync with master from more than 2 weeks ago you have it
22:22:18 <TrueBrain> okay, I am now running 2 nginx setups .. one for IPv4, and one for IPv6 :P
22:22:25 <supermop> shinkansen are the same smooth white body shell all the way up and over so not too rare
22:22:33 <peter1138> TrueBrain, that's what we call resiliency.
22:22:33 <glx> in solution explorer it's right after openttd
22:22:46 <supermop> but those quickly become quite dirty on the top
22:22:55 <TrueBrain> peter1138: well ... they all run already with replicas :P
22:23:11 <TrueBrain> 1 k8s nginx-ingress with proxy-protocol, the other without
22:23:26 <TrueBrain> IPv4 via DigitalOcean which does not support PROXY, the other via my own entry points which do
22:23:41 <TrueBrain> "the other" == IPv6
22:23:44 <Samu> right click, Project Only -> Build Only regression ?
22:23:46 <supermop> andythenorth that change look like a nod to frequency they actually are able to wash them
22:24:04 <andythenorth> ottd trains never get dirty
22:24:09 <supermop> just bad feature some grime aging on top
22:24:13 * andythenorth invents horrid realism mod
22:24:19 <andythenorth> coach washing depot
22:24:30 <andythenorth> reduced town rating if trains are dirty
22:24:36 <andythenorth> peter1138: group sprites by concern, not 1 sprite per file :)
22:24:38 <glx> in project explorer window you right click on regression and click build
22:24:59 <andythenorth> e.g. there are 4 vehicle clone cursors, they can be one file
22:25:30 <glx> well solution explorer, but same
22:25:49 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #6817: PR for Modernizing for C++11: replacing instances of SmallVector https://git.io/fhgnW
22:27:00 <glx> running regression is easier from VS, it's possible to run it from outside but requires many extra steps
22:27:50 <peter1138> "make regression" is pretty easy ;)
22:28:09 <glx> yeah that works well with MSYS2
22:28:11 <peter1138> andythenorth, but then I have to faff about with how to arrange the sprites, padding, etc...
22:28:30 <glx> but MSVC build needs special handling to get the output
22:28:35 <andythenorth> I can do it, but....not today :P
22:28:45 <andythenorth> my life is sprite faff :P
22:28:51 <Samu> 3>Running ai/regression/tst_regression... passed!
22:28:51 <Samu> 3>Running ai/regression/tst_stationlist... passed!
22:28:54 <peter1138> But not like the current spritesheets.
22:29:00 <andythenorth> peter1138: ship it :P
22:29:01 <Samu> I'm kinda disappointed lol
22:29:13 <LordAro> Samu: it'll get a bit noisier if it fails ;)
22:29:18 <peter1138> I started at 0,0 and placed the sprites horizontally with a 1 pixel white gap between them.
22:30:03 <Samu> so, hmm i need to edit the end result
22:30:14 <Samu> if i am to add more bridge name tests
22:30:52 <Samu> where is this result file created? need to snag it
22:31:52 <Samu> but first, let me edit regression ai
22:32:03 <glx> Samu: you can edit regression.bat and add -k after the run.vbs call
22:32:44 <glx> it will keep the tmp files
22:33:24 <supermop> andythenorth ive yet to get out of 60s with new horse
22:33:36 <Samu> must push my not-yet-finished stuff ... gah it's hard to switch between branches
22:34:11 <glx> just "git stash", "git checkout", "git stash pop"
22:35:17 <TrueBrain> yippie, so now I can see IPv4 from IPv6 ... means I can make something that redirects IPv4 to the edge-cached URL, and IPv6 I can feed binaries directly
22:35:17 <glx> other option is "git diff > some_file" "git reset"
22:35:23 <TrueBrain> ALMOST there now for realz :D
22:35:26 <TrueBrain> but that tomorrorrrrwwwwww
22:35:31 <andythenorth> supermop: no time, or bad grf? :P
22:36:04 <TrueBrain> did someone just email about OpenTTD 0.6.3? Damn .... that is a few years behind :D
22:39:02 <planetmaker> well. I gave him the download link :)
22:39:38 <planetmaker> not sure whether he was actually asking for 0.6.3 or just saying he used to play that version and wants to have "latest" download
22:48:34 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz
22:49:10 <supermop> andythenorth no time
22:50:09 <Samu> not what I was shown here
22:50:39 <supermop> i wonder if i should be building this mainline as electric in 51
22:53:12 <supermop> i want something like steel town for cities
22:53:54 *** Thedarkb1-T60 has joined #openttd
22:54:01 <supermop> that is, more advanced industry rather than rural or extractive, but less industry focused
22:54:23 <supermop> something that will look nice as set dressing to a passenger heavy game
22:54:42 <supermop> 'post-industrial decline' economy
22:55:01 <supermop> maybe a japan economy
22:55:18 <supermop> less raw material, more shipping finished goods
22:56:27 <supermop> so i'm not always anxious about cramming more quicklime through my commuter network from a kiln built like a ski resort
22:58:26 <supermop> just some cute freight rakes as scenery for EMUs to glide by
23:00:06 <supermop> here is a curmudgeonly observation: did 3 track mainlines ever make sense?
23:00:37 <supermop> they are never worth it in openttd, and they never seem to provide much benefit on the subway here
23:13:47 <andythenorth> supermop: town economy is something I'm interested in :)
23:24:35 <Samu> 3>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "call regression.bat" exited with code 1.
23:25:17 <LordAro> explorer has search functionality built in
23:29:08 <Samu> ah found it D:\OpenTTD\OpenTTD GitHub\OpenTTD\projects
23:29:41 <Samu> D:\OpenTTD\OpenTTD svn-trunk\projects
23:30:00 <LordAro> you don't need to tell us
23:30:07 <LordAro> i'm sure you can manage to work out which one is relevant
23:30:53 <Samu> cscript /nologo ai\regression\run.vbs -k
23:31:33 *** snail_UES_ has joined #openttd
23:37:36 <Samu> there are no Air bridges, dont know if it was worth getting a name out of it
23:38:50 <Samu> but let's see what happens :)
23:39:55 <LordAro> Samu: i was imagining that you'd do something like GetName(GetBridgeID(sometile))
23:40:37 <glx> LordAro: but there's already a loop
23:40:49 <LordAro> i've not actually looked
23:41:10 <LordAro> it'd be interesting to get some code coverage out of the regression tests
23:43:25 <glx> makes sense for a non existing thing
23:43:54 <LordAro> probably not necessary to test for that :p
23:44:24 <glx> Samu: update the message printed before the result too
23:44:40 <LordAro> Samu: i'd also change the print to something like GetName(VT_ROAD)
23:45:06 <LordAro> doesn't need to be "actual" code, just something that differentiates it
23:45:44 <glx> and a good check to do is to compare result.txt and the temp file to check only your changes are new
23:46:01 <glx> then you just copy temp file over result.txt
23:47:31 <glx> vbs version of regression is not as verbose as sh/awk version because it doesn't use diff
23:48:04 <LordAro> i guess there's no equivalent in the vbs world?
23:49:51 <glx> it could call an external tool but I try to use only stuff I'm sure are present on all machine without installing extra stuff
23:50:51 <glx> so basically it's just a read file 1 into a var1, read file 2 into var2, return var1 = var2
23:51:38 <glx> I just didn't want to write a diff clone ;)
23:52:26 * LordAro looks to see if cmake can diff files
23:52:27 <glx> and if regression fails on windows it will fail on other platforms too and CI will tell :)
23:53:38 <LordAro> cmake -E compare_files
23:56:36 <LordAro> i'd put it in the function call name
23:56:38 <Samu> hmm, i think i have a better idea
23:58:27 <LordAro> also pretty sure it's not worth it to loop over "air bridges" :p
23:58:35 <LordAro> not sure it's worth doing the water bridges
23:59:32 <glx> and all that for just a "debug" info
continue to next day ⏵