IRC logs for #openttd on OFTC at 2018-06-24
            
00:06:11 *** frosch123 has quit IRC
00:12:22 *** quiznilo has quit IRC
00:12:45 *** quiznilo has joined #openttd
00:13:42 *** Ttech has quit IRC
00:14:45 *** Ttech has joined #openttd
00:18:44 *** pixeldanger[m] has quit IRC
00:18:46 *** Wacko1976 has quit IRC
00:18:51 *** pixeldanger[m] has joined #openttd
00:19:32 *** Mavy has quit IRC
00:19:34 *** Mavy has joined #openttd
00:23:32 *** gelignite has quit IRC
00:27:18 *** dustinm` has quit IRC
00:28:00 *** dustinm` has joined #openttd
00:49:23 *** Guest9 has quit IRC
00:50:10 *** Wormnest has quit IRC
00:55:32 *** Westie has quit IRC
00:56:16 *** Westie has joined #openttd
00:56:32 *** sim-al2 has joined #openttd
01:02:46 *** Soni has quit IRC
01:03:07 *** Soni has joined #openttd
01:09:26 *** LANJesus has quit IRC
01:09:40 *** LANJesus has joined #openttd
01:09:56 *** Xaroth has quit IRC
01:10:18 *** Xaroth has joined #openttd
01:16:36 *** OsteHovel has quit IRC
01:16:48 *** OsteHovel has joined #openttd
01:20:21 *** nielsm has quit IRC
01:20:22 *** greeter has quit IRC
01:20:32 *** greeter has joined #openttd
01:21:21 *** chomwitt has joined #openttd
01:23:22 *** sla_ro|master has quit IRC
01:32:04 *** Progman has joined #openttd
01:32:48 *** KouDy has joined #openttd
01:37:10 *** rocky1138 has quit IRC
01:37:33 *** rocky1138 has joined #openttd
01:41:34 *** KouDy has quit IRC
01:42:46 *** reldred has quit IRC
01:42:49 *** reldred has joined #openttd
01:49:11 *** Progman has quit IRC
01:50:30 *** erani has quit IRC
01:50:34 *** erani has joined #openttd
01:55:00 *** Arveen2 has quit IRC
01:55:26 *** Arveen2 has joined #openttd
02:07:18 *** nahkiss has quit IRC
02:07:46 *** nahkiss has joined #openttd
02:15:00 *** iSoSyS has quit IRC
02:15:26 *** iSoSyS has joined #openttd
02:21:33 *** KouDy has joined #openttd
02:29:20 *** KouDy has quit IRC
02:33:58 *** Guest5956 has quit IRC
02:44:55 *** mikegrb has quit IRC
02:45:03 *** mikegrb has joined #openttd
02:50:35 *** tokai|noir has joined #openttd
02:50:35 *** ChanServ sets mode: +v tokai|noir
02:53:49 *** Thedarkb-X40 has joined #openttd
02:57:36 *** tokai has quit IRC
03:07:26 *** Flygon has joined #openttd
03:14:48 *** KouDy has joined #openttd
03:23:16 *** chomwitt has quit IRC
03:28:33 *** Supercheese has quit IRC
03:28:49 *** Supercheese has joined #openttd
03:29:58 *** techmagus has quit IRC
03:30:11 *** techmagus has joined #openttd
03:40:37 *** iSoSyS has quit IRC
03:42:54 *** glx has quit IRC
03:49:26 *** cHawk has quit IRC
03:49:43 *** cHawk has joined #openttd
04:33:09 *** muffindrake3 has joined #openttd
04:35:01 *** muffindrake2 has quit IRC
04:53:29 *** HerzogDeXtEr has quit IRC
05:18:50 *** planetmaker__ has joined #openttd
05:25:11 *** planetmaker_ has quit IRC
05:30:15 *** ANIKHTOS has quit IRC
06:03:10 *** Thedarkb-X40 has quit IRC
06:27:34 *** Alberth has joined #openttd
06:27:34 *** ChanServ sets mode: +o Alberth
06:27:41 <Alberth> moin
06:38:16 *** KouDy has quit IRC
06:52:17 *** supermop has joined #openttd
06:53:31 <Alberth> hola
07:04:43 *** cHawk has quit IRC
07:05:48 *** KouDy has joined #openttd
07:20:28 *** snail_UES_ has quit IRC
07:20:55 *** blathijs has quit IRC
07:58:39 *** Supercheese has quit IRC
07:58:56 *** Supercheese has joined #openttd
08:02:06 *** Cubey has quit IRC
08:09:03 *** supermop has quit IRC
08:15:10 *** nielsm has joined #openttd
08:22:17 *** Wacko1976 has joined #openttd
08:22:33 <Alberth> o/
08:22:36 *** sim-al2 has quit IRC
08:23:14 <Rubidium> morning early bird ;)
08:27:15 *** blathijs has joined #openttd
08:30:19 <peter1138> hi
08:31:51 <Alberth> 6-ish am is quite normal for me nowadays :)
08:33:17 <Alberth> how to construct an adaptive k-d tree ?
08:38:27 <Alberth> where k=2, so perhaps a map of maps would be enough
08:42:47 *** KouDy has quit IRC
08:47:57 *** andythenorth has joined #openttd
08:50:19 <Alberth> o/
08:51:31 *** Wacko1976 has quit IRC
08:51:44 <andythenorth> moin
08:52:05 *** Wacko1976 has joined #openttd
08:52:41 <andythenorth> so do we have 64 cargos yes peter1138 ?
08:53:03 <peter1138> Nope.
08:53:07 <andythenorth> oh dear
08:53:42 <peter1138> I think there's a PR for it.
08:53:49 <andythenorth> there is
08:54:01 <andythenorth> I need to stop playing tanks
08:54:05 <andythenorth> and wreck FIRS instead
08:54:22 <andythenorth> I have a tanks addiction that is causing me marital strife
08:54:50 <andythenorth> the problem with 7 minute MP games....is you can't just stop
08:55:02 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6802
08:55:37 <andythenorth> also https://github.com/OpenTTD/OpenTTD/pull/6803
08:55:54 <peter1138> That one breaks the compile farm.
08:56:13 <andythenorth> it does
08:56:26 <peter1138> Due to macros in sq I believe.
08:58:09 <andythenorth> Alberth has been busy? o_O
08:59:09 <Alberth> random simple-ish fixes :p
08:59:27 <Alberth> problem is of course that it will run out of simple stuff :p
09:00:00 <nielsm> the simple things also need to be kept down, if everyone only works on "interesting" stuff the simple stuff piles up!
09:00:25 <andythenorth> then it gets overwhelming
09:00:35 <andythenorth> like 'why can nobody even do simple things?'
09:00:36 <Alberth> so you tried the {LRE} things, nielsm ?
09:00:51 <nielsm> no
09:01:52 <peter1138> I figured just renaming the sq macro, but. Hmm.
09:02:20 *** KouDy has joined #openttd
09:04:28 <Alberth> I owndered about #6505 (Allow rail when ships are on lower halftile), I tend to think it's not feasible. We clear the tile, which implies there should no vehicle on it. The patch gets around that by not clearing the tile, but still adding the cost, which seems the wrong solution imho
09:05:22 <Alberth> only ways to make it feasible is to either drop clearing the tile, or to extend the 'clear tile' with "don't mind having a vehicle at it"
09:08:04 <peter1138> Yeah I remember looking at it originally and thinking it felt wrong.
09:10:36 <andythenorth> peter1138: do you need a test grf for 64 cargos? It requires that I patch nml to do that :P
09:14:28 <peter1138> Suppose it would be useful.
09:14:40 <Alberth> bbl
09:14:41 *** Alberth has left #openttd
09:17:42 <andythenorth> ok
09:17:47 <andythenorth> nmlc is easy to patch
09:18:08 <andythenorth> it's only hard to get it in my path correctly :(
09:20:33 *** Wacko1976 has quit IRC
09:23:59 *** Wacko1976 has joined #openttd
09:27:28 *** cHawk has joined #openttd
09:28:12 <andythenorth> hg is so hostile to branches
09:28:19 <andythenorth> really wish it wasn't :)
09:28:33 <andythenorth> probably I should learn to use it right :P
09:32:56 <andythenorth> ok made a test https://github.com/OpenTTD/OpenTTD/pull/6802#issuecomment-399734518
09:34:49 *** Supercheese has quit IRC
09:46:39 *** Progman has joined #openttd
09:47:11 *** sla_ro|master has joined #openttd
09:48:30 *** sim-al2 has joined #openttd
09:48:58 <LordAro> peter1138: interestingly, there's also a #define sq_type, which seems to be identical
09:52:34 <andythenorth> so how do I fix NRT then? :P
09:52:44 <andythenorth> https://paste.openttdcoop.org/pbdpjnqul/whsjvp/raw it seems
10:00:26 *** murr4y has quit IRC
10:00:44 *** murr4y has joined #openttd
10:02:07 *** gelignite has joined #openttd
10:05:15 *** Yotson has quit IRC
10:05:23 *** Yotson has joined #openttd
10:06:00 *** ST2 has quit IRC
10:06:05 *** ST2 has joined #openttd
10:15:15 <nielsm> hmm I should return to my music logic stuff, I don't know if anyone else has noticed but with the latest music PR merged the title song will loop forever even after starting a game... need to fix that
10:15:23 <nielsm> ._.
10:15:55 *** hrmny has quit IRC
10:16:17 *** hrmny has joined #openttd
10:22:35 *** gas1[m] has quit IRC
10:22:41 *** gas1[m] has joined #openttd
10:24:40 <LordAro> haha
10:24:46 <LordAro> no nightlies, so no one notices
10:35:44 *** Progman has quit IRC
10:46:23 <andythenorth> should we be fixing having nightlites? :P
10:46:30 <andythenorth> or even nightlies?
10:53:31 <LordAro> well it'd mean that we'd have actual people testing stuff
11:00:59 *** frosch123 has joined #openttd
11:32:32 *** Wormnest has joined #openttd
11:36:04 *** funnel has quit IRC
11:36:13 *** funnel has joined #openttd
11:54:28 *** Sacro has quit IRC
11:54:40 *** Sacro has joined #openttd
11:54:57 <nielsm> rewriting the entire music control logic, it shouldn't be a problem to replace the playlist shuffle mechanism should it?
11:55:00 *** Sylf has quit IRC
11:55:13 *** Sylf has joined #openttd
11:55:24 <LordAro> probably not
11:55:52 <nielsm> it shouldn't cause desyncs and nobody would notice anyway
11:56:33 <LordAro> i would be very surprised if anything sound related was sent over the network
11:56:52 *** nauticalnexus has quit IRC
11:57:56 *** nauticalnexus has joined #openttd
11:59:25 *** HerzogDeXtEr has joined #openttd
12:00:43 *** johnwhitlow[m] has quit IRC
12:00:49 *** johnwhitlow[m] has joined #openttd
12:23:56 *** Stimrol has quit IRC
12:24:44 *** andythenorth has quit IRC
12:29:31 *** Exec has quit IRC
12:29:32 *** Exec has joined #openttd
12:31:21 *** synchris has joined #openttd
12:32:30 *** andythenorth has joined #openttd
12:41:47 *** Mek has quit IRC
12:41:47 *** Mek has joined #openttd
12:42:40 *** andythenorth has quit IRC
12:43:49 <nielsm> ugh I'm more and more tempted to even scrap the BaseMusic class and rebuild something not using BaseSet<>, it feels like such a bad fit for the music things
12:47:31 *** sim-al2 has quit IRC
12:51:39 *** ^Spike^ has quit IRC
12:51:42 *** ^Spike^ has joined #openttd
12:51:55 *** Hirundo has quit IRC
12:52:12 *** Hirundo has joined #openttd
12:57:48 <nielsm> hmm, why is "music playing" even a game setting that gets saved? it doesn't in TTD DOS at least
13:01:33 <michi_cc> nielsm: Because it dang annoying if you have to stop the music each and every time? Music volume control doesn't work reliably on some platforms.
13:01:46 <nielsm> select the no music set?
13:01:58 *** andythenorth has joined #openttd
13:02:48 <michi_cc> Somebody might want to have music sometimes. And I would guess this setting is older than the support for alternative music sets.
13:04:58 *** iSoSyS has joined #openttd
13:09:12 *** Thedarkb-X40 has joined #openttd
13:17:13 *** Alberth has joined #openttd
13:17:13 *** ChanServ sets mode: +o Alberth
13:18:11 *** Maarten has quit IRC
13:19:59 *** Maarten has joined #openttd
13:22:36 *** KouDy has quit IRC
13:25:31 *** bakkerl has quit IRC
13:25:44 *** bakkerl has joined #openttd
13:26:53 *** keoz has joined #openttd
13:29:56 *** Compu has quit IRC
13:30:23 *** Compu has joined #openttd
13:41:47 *** Taede has quit IRC
13:41:50 *** Taede has joined #openttd
13:43:55 *** Osai has quit IRC
13:44:12 *** Osai has joined #openttd
14:05:24 *** ccfreak2k has quit IRC
14:07:35 *** ccfreak2k has joined #openttd
14:16:40 *** DorpsGek has joined #openttd
14:16:40 *** ChanServ sets mode: +o DorpsGek
14:23:18 <LordAro> Alberth: you still need to add your ottd email address to your GH account
14:26:05 <Alberth> hmm "verification email sent", where would that arrive? :p
14:27:16 <Alberth> done
14:30:44 *** sla_ro|master has quit IRC
14:40:43 <LordAro> :)
14:44:21 *** sim-al2 has joined #openttd
14:46:05 *** Wacko1976_ has joined #openttd
14:46:26 *** Wacko1976 has quit IRC
14:52:51 *** LSky` has joined #openttd
15:03:30 *** WWacko1976-work has joined #openttd
15:26:11 <nielsm> okay, time for the smoke test~
15:26:48 <nielsm> it starts music when starting the game! so that part's fine
15:26:53 *** Maarten has quit IRC
15:27:21 <nielsm> switching music set on main menu works
15:27:50 <nielsm> starting a new game switches song to first in the playlist
15:27:57 *** Maarten has joined #openttd
15:29:09 <nielsm> only problem I can find is the shuffle button not seeming to work entirely right
15:32:25 <nielsm> custom playlist building breaks
15:43:15 <andythenorth> so eh
15:43:24 <andythenorth> improved-building-in-towns?
15:43:28 <andythenorth> what's needed? o_O
15:46:45 <nielsm> wtf why is (-1) % 21 == 15
15:47:36 <FLHerne> Bridges over houses, and signals on bridges
15:47:37 <LordAro> because it's actually 0xffff..., probably
15:47:59 <FLHerne> (and in tunnels, and on tunnel mouths)
15:48:26 <FLHerne> Currently, building rail in towns is horrible, because you have to demolish the entire damn town first
15:49:17 <FLHerne> Hm, is that the question?
15:49:58 <FLHerne> Placement of town buildings - is usually fine when towns just grow outward, but it doesn't work properly when different growth areas merge together
15:50:14 <FLHerne> You get disjointed bits of road all over with the non-grid layout
15:59:02 <Alberth> should be cleared by the authorities, perhaps?
15:59:32 <Alberth> or get reconnected :p
16:00:27 <Alberth> so perhaps some form of reserving tiles for future build or so?
16:04:07 <FLHerne> Yes
16:13:15 *** iSoSyS has quit IRC
16:20:11 <Alberth> (-1) % 21 should be 20
16:23:16 <nielsm> it was a signed/unsigned issue as LordAro suggested
16:28:18 <Alberth> I know that -1 == -1*21 + 20, but how does that explain the 5 difference?
16:29:42 <Alberth> oh, your -1 was interpreted as unsigned. ok, nvm
16:32:37 *** iSoSyS has joined #openttd
16:38:30 <andythenorth> towns with gaps
16:38:45 <andythenorth> removal of road tiles even when connected on more than one side
16:39:17 <nielsm> there we go! https://github.com/nielsmh/OpenTTD/tree/musiclogic
16:39:26 *** sim-al2 has quit IRC
16:41:45 <Alberth> tbh I am not sure you should be able to have your constructs in a town
16:42:05 <Alberth> if you want it, be early
16:42:37 <Alberth> or what the modelers do, build a roadplan, and then let the city have them
16:43:25 <Alberth> ie being able to put a continental airport in the middle of the city would be wrong?
16:43:34 *** Progman has joined #openttd
16:47:47 <FLHerne> Yes, definitely
16:49:07 <FLHerne> But the things that make rail networks take up a lot of space are still a problem if they're built in advance; it still looks odd
16:50:05 *** gelignite has quit IRC
16:50:43 *** KouDy has joined #openttd
16:50:50 <FLHerne> e.g. this one's nicely inconspicuous, but relies on signals-in-tunnels to have useful capacity https://www.tt-forums.net/download/file.php?id=176307&sid=b642de6467b7f48c5e36767ea3d76142
16:52:41 <Alberth> subways, with stations built on the ground :)
16:52:41 *** LSky` has quit IRC
16:52:58 <Alberth> I can also see the need to eg make a nice bus station
16:53:35 <FLHerne> (fwiw, I've found a less-grey group of building sets since then :P)
16:54:14 <FLHerne> Eh, the current ones are both pretty and reasonably flexible
16:54:24 *** LSky` has joined #openttd
16:54:33 <Alberth> our city transport with trains is a bit weird though, don't think many cities have a 4 block wide band running through the city for trains
16:56:01 <Alberth> you'd mostly have a single station in a city
16:56:16 <Alberth> but perhaps it's due to weird openttd scale
16:57:10 *** iSoSyS has quit IRC
16:58:46 <FLHerne> I'm not sure I understand your point
16:59:33 <FLHerne> With cities >15k or so, you definitely need some sort of suburban/metro rail
17:00:05 <FLHerne> And OTTD rail infrastructure being overscale is part of the problem, because it looks silly and takes up too much space
17:01:15 <FLHerne> Signals in bridges/tunnels, custom-bridgeheads etc. are all popular because they help reduce that problem
17:01:35 *** LSky` has quit IRC
17:02:25 <FLHerne> You can use them to build urban rail networks /without/ those ugly swathes of surface rail
17:03:31 *** LSky` has joined #openttd
17:03:57 *** iSoSyS has joined #openttd
17:04:33 <Alberth> perhaps townsize in openttd is too large?
17:05:37 <FLHerne> No, pretty much all real cities have multiple stations and/or metro rail
17:06:19 <FLHerne> If anything, the small towns look comically small compared to industries, vehicles etc.
17:10:33 *** Stimrol has joined #openttd
17:13:19 <nielsm> the catchment area is also weird
17:13:53 *** LSky has joined #openttd
17:18:09 <LSky> Age old question, why isnt my personal server advertising? I port forward both ports, didnt help, tried adding openttd as exception to windows firewall, didnt help, tried putting the machine in question in the router's DMZ, didnt help, tried disabling the machine's firewal entirely, didnt help... what steps am I missing?
17:18:15 *** iSoSyS has quit IRC
17:18:54 *** iSoSyS has joined #openttd
17:19:43 *** LSky` has quit IRC
17:19:45 <LordAro> @ports
17:19:45 <DorpsGek> LordAro: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
17:19:54 <LordAro> LSky: ^ sure you've done UDP & TCP?
17:19:59 <LSky> Yes
17:20:11 <LSky> for both 3978,3979
17:20:16 <andythenorth> https://dev.openttdcoop.org/attachments/download/5982/metro.png
17:20:26 <LordAro> well i guess that *should* be working
17:20:33 <LordAro> LSky: do you know your public IP?
17:20:36 <LSky> yes
17:20:40 <LSky> I tried a port scanning website
17:20:46 <LSky> doesnt show the port as open
17:21:06 <LordAro> seems like something is missing on your end then
17:21:07 <Alberth> isp blocking them?
17:21:11 <LordAro> your ISP could be doing something
17:22:35 <LSky> I doubt Ziggo of all ISPs is blocking this :/
17:23:01 <LordAro> ISPs do weird things sometimes
17:23:15 <LordAro> either way they can probably help diagnose issues better than we can
17:29:48 *** gelignite has joined #openttd
17:30:53 *** iSoSyS has quit IRC
17:33:26 *** Gja has joined #openttd
17:39:39 *** Rubidium has quit IRC
17:40:08 *** Rubidium has joined #openttd
17:40:08 *** ChanServ sets mode: +o Rubidium
17:47:23 *** Mazur has quit IRC
17:47:36 *** Mazur has joined #openttd
17:51:55 *** dpk has quit IRC
17:52:03 *** dpk has joined #openttd
17:58:16 *** Lejving has joined #openttd
18:04:25 <andythenorth> so how am I supposed to resolve merge conflicts then? o_O
18:05:06 <nielsm> edit the conflicted files appropriately
18:06:25 <LordAro> woah, controversial
18:06:36 <andythenorth> so specifically, one of the conflicts involves rewiting code, not just picking lines
18:07:01 <andythenorth> so I end up with a merge commit, that isn't just a merge, but changes behaviour
18:07:05 <andythenorth> which seems all wrong
18:07:29 <andythenorth> should I cp the offending commit out of upstream first?
18:08:20 <nielsm> when you have >>>>>>>>>>> change A ============== change B <<<<<<<<<<<<<<<, you generally need to edit the thing so it has both change A and B, if they make sense together
18:08:51 <andythenorth> and what should the commit history look like for that?
18:09:25 <LordAro> doesn't matter for the purposes of fixing the merge commit
18:09:28 <nielsm> if you're rebasing, it should look like the "foreign" change (not yours) was there from the beginning when you started your work
18:09:29 <LordAro> commit history can be fixed later
18:09:55 <LordAro> fixing the merge conflict*
18:09:59 <nielsm> if you're merging, the merge commit will have lines that don't exist in either parent
18:10:18 <andythenorth> so it's not worth cp?
18:10:23 <andythenorth> before merge?
18:10:40 <LordAro> i doubt it
18:12:25 <andythenorth> ok
18:12:37 <andythenorth> I don't think I have the skills to do this tbh
18:12:40 <andythenorth> I leave it
18:16:21 *** Cubey has joined #openttd
18:19:04 <LordAro> andythenorth: if you give me commit permissions on your fork i could take a look
18:19:58 <andythenorth> https://github.com/andythenorth/OpenTTD/invitations
18:20:17 <andythenorth> branch is nrt-block
18:20:24 <andythenorth> trying to sync to upstream master
18:23:55 *** Stimrol has quit IRC
18:25:48 *** KouDy has quit IRC
18:25:55 <LordAro> andythenorth: so this one isn't actually too bad - NRT's modifications are basically replacing the hardcoded _road.foobar constants with a roadtype lookup function. the code that changed ( https://github.com/OpenTTD/OpenTTD/commit/25dbc6542cab0c5a751894317f038b2f7f9ac8c2#diff-9c5b25348920a31681a381d73e8f161b ) did something weird with the code but we don't need to care about that
18:26:37 <LordAro> we can just make the same change (_road -> GetRoadTypeInfo) to the new code
18:26:48 <andythenorth> peter pasted this as a possible fix, but I don't read C++ well enough https://paste.openttdcoop.org/pbdpjnqul/whsjvp/raw
18:26:52 <andythenorth> to know if it works
18:28:58 <LordAro> ah, hmm, i was looking at the wrong switch :)
18:29:20 <LordAro> but still, pretty sure the same changes can be applied
18:30:34 <nielsm> LordAro, so if C++11 is still out that also means no auto type deduction? :(
18:30:43 <LordAro> nielsm: for now, yeah :/
18:31:00 <LordAro> nielsm: you could come up with an actual "OTTD uses C++11 now" PR :)
18:32:18 <nielsm> for (MusicSystem::Playlist::const_iterator song = _music.music_set.cbegin(); song != _music.music_set.cend(); ++song)
18:32:19 <nielsm> versus
18:32:20 <nielsm> for (const auto &song : _music.music_set)
18:38:08 *** KouDy has joined #openttd
18:38:26 <LordAro> oh, i know
18:38:36 <LordAro> it's not great
18:38:50 <LordAro> it's part of the reason why stl containers have been shunned so far
18:39:14 <LordAro> i think uses in other places put the initialiser on the line above, c89-style
18:40:03 <nielsm> that affects scoping though
18:40:23 <nielsm> especially important inside switches
18:40:51 <nielsm> (I prefer avoiding ugly braces around case blocks)
18:45:18 <LordAro> this is why C++11 is a good thing!
18:45:19 *** guru3 has quit IRC
18:45:31 <LordAro> but we're not able to use it yet
18:45:34 <michi_cc> nielsm: cbegin() and cend() are C++11, too, BTW.
18:45:43 <nielsm> what
18:45:48 <nielsm> ;_;
18:46:00 <michi_cc> begin() and end() have const overloads.
18:46:32 <LordAro> andythenorth: done
18:46:38 <andythenorth> :o
18:46:38 <andythenorth> :)
18:46:48 <LordAro> (twice actually, i screwed up the rebase)
18:47:18 <nielsm> but those only get used in a const context I think? so you can't quite force a const_iterator out of it
18:48:11 <andythenorth> how do I get a merge conflict on pull :P
18:48:18 * andythenorth must have some local changes
18:48:20 *** guru3 has joined #openttd
18:49:10 <michi_cc> You can still assign them to a const_interator.
18:51:02 <andythenorth> tabs vs. spaces :P
18:51:11 <andythenorth> ok
18:51:23 <andythenorth> I have to get a different editor for C++ I think :P
18:53:55 *** Flygon has quit IRC
18:54:19 *** V453000 has quit IRC
18:54:42 *** V453000 has joined #openttd
18:56:59 <andythenorth> ach, deleted local nrt branch and checked it out again
18:57:13 <andythenorth> had a merge that wouldn't commit
18:57:15 <Thedarkb-X40> I used to use emacs but I use Notepad++ in Wine now.
18:57:30 <LordAro> i... can't think of anything worse
18:57:45 <andythenorth> is that trolling Thedarkb-X40 ? :)
18:57:54 <Thedarkb-X40> It's actually not.
18:58:00 <andythenorth> I love my editor, but it doesn't have per-language settings
18:58:15 <andythenorth> and tabs are meaningless in python and html
18:58:34 <Thedarkb-X40> When I was a Windows peasant, I ran something called CodePad or CodeEdit or something.
18:58:45 <Thedarkb-X40> It had a built in Hex editor and I used to be big into ROM hacking.
18:59:28 <nielsm> ahh, the thing I forgot to test also works! automatic advance to next song
18:59:32 *** glx has joined #openttd
18:59:32 *** ChanServ sets mode: +v glx
19:00:01 <andythenorth> interestingly, nrt doesn't work
19:00:05 * andythenorth wonders why
19:00:11 <LordAro> heh
19:00:12 <Thedarkb-X40> What does voice actually mean on this server?
19:00:16 <Thedarkb-X40> channel*
19:00:21 <LordAro> pretty much nothing
19:00:40 <Thedarkb-X40> http://codepad.software.informer.com/
19:00:41 <michi_cc> andythenorth: Half-trolling: Visual Studio Code :p
19:00:45 <Thedarkb-X40> This is what I used to use back then.
19:00:53 <LordAro> andythenorth: assuming it actually compiles, the only thing that i could've broken is construction of bus/truck stops
19:01:01 <andythenorth> LordAro: I think it predates your change
19:01:03 <Thedarkb-X40> ...when I could assemble Z80 code in my head...
19:01:06 <LordAro> michi_cc: afaik, that's the best of the electron editors
19:01:15 <andythenorth> it won't load my NRT test grf
19:01:18 <andythenorth> says invalid sprites
19:01:19 <LordAro> better than atom, anyway
19:01:28 <andythenorth> so NRT is shafted I think
19:01:34 <LordAro> oh dear
19:01:47 <andythenorth> well
19:01:51 <andythenorth> it's a bad idea anyway
19:02:01 <Thedarkb-X40> I used to mess around with Doom and I used to make engine patches with a hex editor too.
19:02:01 <LordAro> :(
19:04:04 <Thedarkb-X40> I used to mess around with Pokémon ROMs and there is no room for any extra code.
19:04:12 <Thedarkb-X40> They literally pushed the Game Boy to the limit.
19:04:30 <LordAro> nice
19:04:36 <andythenorth> I liked doom wadding
19:04:46 * andythenorth still plays doom sometimes
19:04:47 <LordAro> i have great respect for people who can do that sort of thing, i certainly couldn't
19:04:49 <Thedarkb-X40> I never made anything good.
19:04:51 <andythenorth> but not with wads
19:04:53 <Thedarkb-X40> I'm more of a Quake man.
19:05:01 <LordAro> someone should review & merge some PRs
19:05:09 <andythenorth> they are stacking up
19:05:22 <Thedarkb-X40> Quake is a lot easier to mess with because the source is available.
19:05:32 <Thedarkb-X40> and FOSS.
19:05:43 <Thedarkb-X40> I suppose Doom is too.
19:10:13 <andythenorth> ok so the NRT here works https://github.com/OpenTTD/OpenTTD/pull/6811
19:10:16 <andythenorth> so something broke since then
19:10:47 <LordAro> diff the diff
19:10:54 <andythenorth> ah
19:11:09 <andythenorth> I made a 47 cargo version of FIRS to test 64 cargo OpenTTD
19:11:16 <andythenorth> and that is tripping up the NRT branch :P
19:11:21 <andythenorth> I've removed that grf, seems to work
19:11:22 <andythenorth> oops
19:11:39 *** quiznilo has left #openttd
19:12:08 <LordAro> hahah
19:12:13 <Thedarkb-X40> Remember MissingNo. in Pokémon?
19:12:27 <andythenorth> "Crashed Thread: 8 ottd:genworld"
19:12:33 <andythenorth> probably a random crash :P
19:13:25 <Thedarkb-X40> That happened because when you get the Pokémon catching tutorial, the game has no where to store your username, because the Old Man's name has to go in your username's buffer, so it writes your name to the wild Pokémon data.
19:13:34 <andythenorth> so does the PR automatically update? it's against the same commit
19:13:35 <andythenorth> https://github.com/OpenTTD/OpenTTD/pull/6811
19:14:30 <Thedarkb-X40> This shouldn't matter because as soon as you leave the area, the wild pokémon buffer should get overwritten.
19:14:58 <Thedarkb-X40> But on cinnabar island, there are tiles where you can encounter wild Pokémon, but no wild pokémon data.
19:15:10 <Thedarkb-X40> So the pokémon you encounter will be based on your username.
19:16:27 *** SpComb has quit IRC
19:16:28 *** SpComb has joined #openttd
19:16:31 *** snail_UES_ has joined #openttd
19:17:15 *** heffer has quit IRC
19:17:16 *** heffer has joined #openttd
19:18:19 *** APTX_ has quit IRC
19:18:21 *** APTX_ has joined #openttd
19:21:31 *** luaduck has quit IRC
19:21:31 *** luaduck has joined #openttd
19:24:36 <Alberth> andythenorth: PR updates itself on push indeed
19:29:44 <LordAro> andythenorth: it's a different commit hash, technically
19:30:44 <LordAro> the old one (pre rebase) is at 25644fd9e
19:41:21 <andythenorth> yeah the CI has re-run
19:41:23 <andythenorth> good :)
19:41:37 <andythenorth> peter1138: this is synced to master again https://github.com/OpenTTD/OpenTTD/pull/6811
19:54:13 <LordAro> :)
19:54:25 *** Wormnest has quit IRC
19:54:35 *** milek7 has quit IRC
19:54:46 *** milek7 has joined #openttd
20:00:06 <nielsm> well I've looked over all open PRs and don't think I can give useful feedback or confirmation on any of them
20:02:21 *** __ln__ has joined #openttd
20:02:44 <Eddi|zuHause> <andythenorth> probably a random crash :P <-- there's no such thing as a "random" crash...
20:03:10 <Eddi|zuHause> well, except if you're living in a high radiation area, i guess :p
20:04:46 <Alberth> while (true) { if (random() == 0.5) crash(); }
20:04:55 *** LSky has quit IRC
20:05:43 <Eddi|zuHause> what's that? 1:2^48-ish?
20:07:15 *** keoz has quit IRC
20:12:57 *** Wormnest has joined #openttd
20:14:43 *** sla_ro|master has joined #openttd
20:27:44 *** ANIKHTOS has joined #openttd
20:28:14 <ANIKHTOS> https://github.com/ANIKHTOS/OpenTTD
20:28:27 <ANIKHTOS> my repository and the branch i make the changes
20:35:07 *** FLHerne has quit IRC
20:35:19 *** FLHerne has joined #openttd
20:39:27 *** Wacko1976_ has quit IRC
20:41:55 <Alberth> Eddi: yep, quite random :p
20:44:29 <LordAro> #define if(x) if(x == (rand() % 2))
20:45:20 <Eddi|zuHause> LordAro: "rand()" is usually a number between 0 and 1
20:51:32 *** iSoSyS has joined #openttd
20:56:48 <Rubidium> even then it's not random, e.g. with if (true || false) you'll always go into the true branch
20:56:55 <michi_cc> Anyone going to review and merge my PR? Otherwise I've probably broken OTTD enough today ;)
20:57:15 <LordAro> Rubidium could do it!
20:59:08 <michi_cc> Unfortunately there's four CI builds in the queue before, no merge till then.
20:59:23 *** TheMask96 has quit IRC
20:59:24 *** TheMask96 has joined #openttd
20:59:25 <LordAro> more builders!
21:00:18 <michi_cc> peter1138: I've approved something, in case you want to merge.
21:00:41 *** LANJesus has quit IRC
21:01:05 <nielsm> michi_cc: any reason why only 64 byte buffer?
21:01:29 <LordAro> the array for the version of OTTD needs to be increased generally, what with git hashes taking up most of it
21:02:20 <LordAro> getting tired of the "string too long" warnings
21:04:42 <ANIKHTOS> okey so i make a fork of openttd, i made a new branch and i place there my changed files
21:04:58 <ANIKHTOS> is there anything else i need to do in github??
21:06:02 <LordAro> ANIKHTOS: you've managed to change date.cpp entirely
21:06:06 <LordAro> i'd recommend fixing that
21:06:10 <LordAro> https://github.com/ANIKHTOS/OpenTTD/commit/4dadde9a5d336684dca9c5e78324d892b14846cf
21:06:35 *** dihedral has quit IRC
21:06:53 *** Wacko1976 has joined #openttd
21:07:05 <ANIKHTOS> actually the change is not that much i kept eveythign old there but the change is only n the end of the file
21:07:19 *** dihedral has joined #openttd
21:07:39 *** manila[m] has quit IRC
21:07:45 *** manila[m] has joined #openttd
21:08:27 <ANIKHTOS> i i only changes 1 function in the date.cpp the rest changes are there to accomodate my changes and make the change possilbe, new variables, giving value to the varibles and so on
21:08:36 <LordAro> github thinks otherwise
21:08:52 <ANIKHTOS> well it compares lines
21:09:03 <ANIKHTOS> and lien by lien it finds a lot of differences yes
21:09:27 <ANIKHTOS> but if youa re human and see there is only 1 change in the Increasedate() function
21:10:07 <LordAro> no
21:10:17 <LordAro> because humans use git to see what has changed
21:10:24 <michi_cc> nielsm: Same reason as for the 50 applies (i.e. probably none at all).
21:10:50 <Rubidium> LordAro: making it longer breaks network compatibility and reviewing a Windows only change is not really something I'd be good at
21:11:29 <michi_cc> I'm quite sure that changing the title of the Windows window will not affect network code.
21:11:58 <ANIKHTOS> come on now gitbub says i changes all the lines!?!?!??!
21:12:02 <ANIKHTOS> which is nto true
21:12:41 <ANIKHTOS> even the first 25 lines it marks them as changed!?!?!?
21:12:43 <michi_cc> "Changed all lines" can usually be translated as "I used an editor that either sucks at line endings or at tabs".
21:13:02 <Rubidium> michi_cc: the first part was about LordAro's suggestion to make the revision generally longer, so it has no direct relation to your actual change
21:13:05 <ANIKHTOS> notepad++
21:13:55 <ANIKHTOS> but only screw up this file the rest are shown better
21:14:31 <michi_cc> That does support proper line endings, but you've still managed to save the file with different line endings (CRLF or LF).
21:15:33 <ANIKHTOS> okey i will re write the file maybe this time will not be broken
21:17:28 <Rubidium> LordAro: there where I talked about network compat, it's specificly about the "server discovery" protocols (i.e. master server)
21:21:26 <andythenorth> wow
21:21:35 <andythenorth> I got an actual legit 4096 in 2048
21:23:41 <andythenorth> probably won
21:34:51 <Eddi|zuHause> i definitely had 8192s
21:35:05 <Eddi|zuHause> well, besides the "perfect game" i mean
21:37:07 *** supermop has joined #openttd
21:39:23 *** LordAro has quit IRC
21:39:25 *** LordAro has joined #openttd
21:43:41 <ANIKHTOS> re make the file
21:43:52 <ANIKHTOS> now it will not show this huge differences
21:45:22 <LordAro> https://github.com/OpenTTD/OpenTTD/compare/release/1.8...ANIKHTOS:ANIKHTOS-slowtime better :)
21:45:34 <LordAro> no idea why you've added strings for numbers though
21:46:06 <LordAro> and watch your indentation & coding style
21:46:24 <ANIKHTOS> i am trying to learn the style of ottd and write the ssame
21:46:33 <ANIKHTOS> in many case i just make minor alters
21:46:39 <LordAro> is fine :) - have a read of https://wiki.openttd.org/Coding_Style
21:46:40 <ANIKHTOS> so the style is identical???
21:47:05 <LordAro> it should be, but you've introduced things like spaces where there shouldn't be or broken indentation
21:47:36 <LordAro> (oh, and branches should be made off master, not a release branch (like 1.8) )
21:47:50 <ANIKHTOS> i am workign in 1.8
21:48:01 <ANIKHTOS> so i will nto have problems with the changes happenign in the amster
21:48:13 <ANIKHTOS> if someone change a file in the master then my code will nto work???
21:48:28 <LordAro> you'll only get problems when you try to update (merge or rebase) the branch
21:48:29 <ANIKHTOS> to avoid conflict i make it for now in 1.8 which no one will alter
21:48:33 <LordAro> it won't stop working randomly
21:48:47 <nielsm> the code on your machine won't change behind your back
21:48:49 <LordAro> but in general i wouldn't expect anything to be changing about the date code anyway
21:48:54 <nielsm> it only updates when you pull
21:48:56 <Eddi|zuHause> no, you will create an own branch anyway, so if someone changes master, you will not be affected, until you rebase your branch to the new master
21:49:03 *** stefino has joined #openttd
21:49:30 <ANIKHTOS> okey do nto hit the first day i download the amster and i could nto compile it i was gettign error
21:49:37 <ANIKHTOS> i downloas 1.8 an dic oudl compile it
21:49:42 <ANIKHTOS> so i stayed with 1.8
21:50:31 <nielsm> working on an old version now will make it harder to keep up with future changes in the rest of the game
21:50:35 <nielsm> since you're already behind
21:51:01 <LordAro> but whatever, for now it's fine
21:51:32 <stefino> Hi. If I have a house and I want to reduce its quantity in one city with "same_house_count_town" variable, how to code it? Any kind of switch?
21:52:16 <Eddi|zuHause> stefino: there should be a callback that gets called on placing a house
21:52:38 <Eddi|zuHause> to find out whether that house will be allowed at this location
21:53:15 <Eddi|zuHause> from this callback, you would make a switch that checks the variable, and then return positive or negative result
21:54:03 <LordAro> ANIKHTOS: oh, you'll want view->show symbol->show whitespace and tab enabled
21:54:44 <stefino> Eddi|zuHause: ahhh...I'm goint to try it
21:55:31 <Eddi|zuHause> stefino: callbacks are the things you put in the "graphics {...}" block
21:57:45 <stefino> Eddi|zuHause: yes yes, these two parts are OK - propertise and callbacks. I have a troubles with variables. For example I'm thinking how to write this switch atm :D
22:02:41 <ANIKHTOS> lordara where i put liens where i shoudl not have??
22:02:49 <stefino> Eddi|zuHause: I understand how it works but don't know how to write it. Something like this? https://paste.openttdcoop.org/psjq6n5kl
22:03:42 <Eddi|zuHause> stefino: what do you need the getbits for?
22:03:58 <LordAro> ANIKHTOS: take a look at the compare link above, maybe the side-by-side view might make it clearer ("Split")
22:04:52 <Eddi|zuHause> stefino: you probably want this callback: "construction_check 0 or 1 Return 1 to allow building the house or 0 to disallow. Called only for the north tile."
22:05:50 <Eddi|zuHause> stefino: so you want to have "return 0" or "return 1" in your switch
22:07:59 <stefino> Eddi|zuHause: I don't know? :D I need to check number of this ID houses in the city. So I thougnt that in this switch I set maximum number of this buildings (2) and in case of 0,1 it is possible, in other case it returns "fail"
22:12:18 <Eddi|zuHause> stefino: say, you want to have no more than 10 houses of this type, you could do it something like this (pseudocode): https://paste.openttdcoop.org/pqxxhvpef
22:12:56 <Eddi|zuHause> stefino: i don't think getbits does what you think it does
22:13:56 *** Alberth has left #openttd
22:14:08 <stefino> Eddi|zuHause: ahh thanks :)
22:15:27 <stefino> I rewrote old switch where was getbits - honestly, I have no idea what the "getbits" done O.o
22:15:35 <Eddi|zuHause> your getbits will result in "0" for 0,4,8,12,... houses, and "1" for 1,5,9,13,... houses
22:17:31 <stefino> Eddi|zuHause: so thanks a lot again :)
22:18:03 *** Xaroth has quit IRC
22:18:47 *** Xaroth has joined #openttd
22:18:52 *** sla_ro|master has quit IRC
22:19:23 <ANIKHTOS> if you see the code lordara is mostly add code and some lines of existign code alter a tiny bit
22:20:53 <LordAro> i can see it
22:21:02 <LordAro> that doesn't change the indentation being wrong
22:21:16 <ANIKHTOS> indentation=??
22:21:41 <LordAro> tabs/spaces
22:21:44 <LordAro> read the wiki page
22:22:16 <LordAro> https://en.wikipedia.org/wiki/Indentation_style and probably this one, for a more general view
22:23:21 *** frosch123 has quit IRC
22:24:31 <ANIKHTOS> okey indentation means formating style
22:25:00 <ANIKHTOS> i read it i foudn a few errors
22:25:05 <stefino> Eddi|zuHause: nice, it works :)
22:25:49 <Eddi|zuHause> stefino: you can also do more crazy things, like have more houses allowed for bigger cities
22:27:16 <stefino> Eddi|zuHause: interesting :) the next step will be to code houses near the street, what I wrote on the forum (what you also comment)
22:27:41 <Eddi|zuHause> yeah, that also gets complicated rather quickly :p
22:28:06 <Eddi|zuHause> if you want the house to stay put if new roads are constructed, you must set the animation frame and stuff
22:30:00 <stefino> it sounds like a big fun :D
22:30:42 <Eddi|zuHause> yeah, but it gets easier the more comfortable you get with switches and stuff
22:31:03 <Eddi|zuHause> there's gonna be a lot of "... and stuff" from here on :p
22:31:07 *** tokai|noir has quit IRC
22:31:49 *** tokai has joined #openttd
22:31:49 *** ChanServ sets mode: +v tokai
22:33:47 *** muffindrake3 has quit IRC
22:33:58 *** muffindrake3 has joined #openttd
22:35:23 *** sim-al2 has joined #openttd
22:35:39 *** planetmaker__ has quit IRC
22:38:13 *** planetmaker_ has joined #openttd
22:38:35 *** synchris has quit IRC
22:40:43 *** blathijs has quit IRC
22:41:40 *** blathijs has joined #openttd
22:45:41 <ANIKHTOS> so anyone wants me to add something in the patch?? have found any bug??
22:49:10 <snail_UES_> guys, I’m planning to add an “alpine mode” for my trainset, featuring only trains used on mountain lines
22:49:31 <snail_UES_> would you prefer this to be used by default when climate is “arctic”
22:49:45 <snail_UES_> or always selectable through a parameter regardless of the climate?
22:50:11 <ANIKHTOS> i vote selectable if possible
22:50:58 *** Thedarkb has joined #openttd
22:51:00 <ANIKHTOS> your traisn will be slow but with a lot of power so they can go sttep climps with no problem?? as in reality??
22:53:48 *** gelignite has quit IRC
22:54:06 <snail_UES_> ANIKHTOS: yes
22:54:17 <snail_UES_> there will be some trains with rackrail
22:54:28 <snail_UES_> and others will be powerful electrics since the early years
22:55:05 <snail_UES_> you will miss the faster railcars that are used on flat lines
22:55:11 <ANIKHTOS> you will intorduxe new rail track or it is not possible??
22:55:37 <snail_UES_> my set already includes rackrail type (with and without catenary)
22:55:58 <snail_UES_> but it’s not very useful in-game, because speed is limited to 20km/h (and that’s already unrealistically high)
22:56:10 <snail_UES_> it’s more of an eye-candy than anything else :p
22:56:43 <ANIKHTOS> well for the game you need to put speed aroudn 80-100
22:56:56 <ANIKHTOS> nto realsitic as a number but will be more realsisitc for the game
22:58:31 <nielsm> wait, did my changeset to music_gui.cpp end up exactly 666 lines worth? :D
22:59:34 <ANIKHTOS> add a commet i made it 66 line dman now 667 :p
22:59:44 <snail_UES_> non-rackrail trains can do up to 80 km/h, freight can do up to 50 (it’s narrow gauge trains)
23:00:57 <ANIKHTOS> well in reality normal traisn can nto climp where thsi special trains go
23:05:45 *** stefino has quit IRC
23:06:07 <snail_UES_> yes, unfortunately we’ve only got one kind of slopes in OTTD
23:06:28 <snail_UES_> if we had slopes of different steeps, we could allow rackrail to go where adherence trains can’t
23:08:55 <ANIKHTOS> well if railtype is used you can make normal traisn nto able to work there
23:10:53 <ANIKHTOS> able to use it but not powered thus you will need a speacial engine to pull the train
23:10:57 <nielsm> hmm I get crashing during startup after pulling and rebasing my fps-meter on top of master
23:11:14 <nielsm> during init of ScanProgressWindow
23:13:29 <ANIKHTOS> its the 666 lines nielsm
23:13:34 <ANIKHTOS> thats the problem
23:15:52 <nielsm> hmm went back to master and did a full rebuild, no crash then
23:16:26 <nielsm> it was either because of a faulty partial rebuild, or because of some game script or newgrf files
23:16:38 *** chomwitt has joined #openttd
23:34:00 *** HerzogDeXtEr has quit IRC
23:34:35 <Eddi|zuHause> <snail_UES_> or always selectable through a parameter regardless of the climate? <-- this
23:36:03 <Eddi|zuHause> snail_UES_: i use "arctic" more as a "snow in temperate" simulation, not for the mountaneousness
23:37:09 *** stefino has joined #openttd
23:37:16 <snail_UES_> Eddi|zuHause: another way would be to restrict alpine trains only in arctic, and make the user choose in temperate
23:37:23 <andythenorth> Eddi|zuHause: all climates in one map? o_O
23:37:42 <snail_UES_> but that wouldn’t help in your case if you’re playing on a flat land in arctic
23:38:08 <stefino> one more question - any idea where the problem is? O.o https://www.youtube.com/watch?v=ftINq47mU_A&feature=youtu.be
23:39:08 *** iSoSyS has quit IRC
23:40:01 <Eddi|zuHause> snail_UES_: probably being consistent is the better choice in the long term
23:40:15 *** rocky113844 has joined #openttd
23:40:24 <Eddi|zuHause> stefino: you need to set the bounding box
23:41:17 <stefino> aaahh...X,Y,Z offset in spritelayout?
23:41:45 <Eddi|zuHause> stefino: if you enable newgrf developer tools, press Ctrl+B
23:42:02 <stefino> yes
23:42:35 <Eddi|zuHause> stefino: you want your bounding box to be big enough to cover your house, but not so big it would overlap with other nearby bounding boxes
23:43:17 <stefino> yes yes..there is no box :) only under the building :)
23:43:23 *** andythenorth has quit IRC
23:44:20 <snail_UES_> Eddi|zuHause: so always an option
23:44:41 <snail_UES_> I’m also adding a “toy mode” option that will replace historical liveries with 2cc and remove ALL realism features
23:44:51 <snail_UES_> hopefully this will make some players happy :p
23:46:22 *** ttech2 has joined #openttd
23:47:26 *** iSoSyS has joined #openttd
23:47:48 *** mikegrb_ has joined #openttd
23:48:14 *** rocky113844 has quit IRC
23:48:14 *** supermop has quit IRC
23:48:14 *** mikegrb has quit IRC
23:48:14 *** nahkiss has quit IRC
23:48:14 *** erani has quit IRC
23:48:14 *** rocky1138 has quit IRC
23:48:14 *** greeter has quit IRC
23:48:14 *** Soni has quit IRC
23:48:14 *** Ttech has quit IRC
23:48:34 *** rocky1138 has joined #openttd
23:51:30 *** greeter has joined #openttd
23:52:54 *** Gja has quit IRC
23:52:55 *** nielsm has quit IRC