IRC logs for #openttd on OFTC at 2018-12-08
            
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00:21:43 <Samu> st2 nao sei ir ao chat do btpro
00:21:46 <Samu> ST2:
00:21:56 <ST2> hi :)
00:22:05 <ST2> check my PM here... sec
00:22:26 <Samu> ja fiz alguma coisa de errado, ne?
00:22:33 <ST2> sec
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10:31:23 <planetmaker> o/
10:31:51 <Markk> \o
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11:05:22 <planetmaker> omg... "meh, someone posted a Dutch map which looks like one I made 4 years ago, please remove it"
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11:07:08 <nielsm> maybe... real geography makes for limited creativity in maps???
11:15:02 <planetmaker> I checked newly updated Dutch map in our online content against the one linked in the e-mail. They are different
11:15:19 <planetmaker> Town sizes differ at least. That's sufficient for me to consider it "not the same"
11:15:30 <planetmaker> for mostly the reason you stated
11:17:16 <planetmaker> And! The first version of that Dutch map on our online content is 1 year OLDER than the one the person complaining linked to
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13:12:28 <Wolf01> o/
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14:03:50 <Flygon_> I'd still love to be able to commission someone for more IRL maps. :V
14:03:53 <Flygon_> I've tried to make them solo.
14:03:56 <Flygon_> But I'm absolutely rubbish.
14:04:02 <Flygon_> I'm okay at modifying EXISTING maps.
14:04:06 <Flygon_> But without a base, I'm rubbish.
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14:27:11 <andythenorth> o/
14:33:25 <Wolf01> o/
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15:17:29 <andythenorth> nap time?
15:17:56 <Wolf01> Yes
15:24:49 <llugo> i guess there is a bug with firs cargos and routing restrictions
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15:26:06 <llugo> when using freight specific restrictions, signals won't act in the right way
15:26:40 <llugo> scrap metal and steel seem to interfer for example
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15:45:00 <andythenorth> was time for Euro Truck Simulator
15:45:00 <andythenorth> I crashed my truck a bit due to falling asleep
15:45:52 <andythenorth> IRL
15:50:33 <llugo> o_O
15:50:58 <llugo> hope you're alright
15:54:45 <andythenorth> I crashed my in-game truck :P
15:54:50 <andythenorth> I think I'll be fine :P
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15:55:39 <andythenorth> oof again, cdist failing to allocate cargo
15:55:39 <andythenorth> fonso spent a while trying to diagnose but it didn't get resolved :(
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19:11:33 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep updated pull request #6985: Fix (#6974): Add filter widget to api (and a double dot from somewhere) https://git.io/fpoNj
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19:42:12 * andythenorth needs a new FIRS
19:42:22 <andythenorth> basic economies are too basic for a long game
19:50:31 <michi_cc> andythenorth: Any more comments on https://github.com/OpenTTD/OpenTTD/pull/6949 ? (Other people are allowed to comment as well of course)
19:52:30 <andythenorth> I'll check it out again
19:52:37 <andythenorth> I tested it, but it changed since then
19:53:12 <michi_cc> That was just a comment typo fix.
19:53:40 <michi_cc> Besides text layout itself, the PR also affects list sorting and cursor movement in edit boxes.
19:54:25 <andythenorth> ok I'll test those explicitly
19:54:39 * andythenorth patching the branch to get it to build
19:56:48 <michi_cc> There might be layout differences with right-to-left languages, but I'm unfortunately unable to say what is correct.
19:57:03 <andythenorth> I can't test for those
19:57:08 <andythenorth> not easily anyway
19:57:24 <andythenorth> everything looks good so far for roman L-to-R
19:57:30 <michi_cc> You can at least test if you see something at all :)
19:58:19 <andythenorth> what have we got that's R-to-L
19:58:19 <Eddi|zuHause> the usual problem with switching language to "weird" ones is: how the hell do i switch back? :p
19:58:31 <andythenorth> Arabic Egypt?
19:58:31 <Eddi|zuHause> Hebrew, Arabic
19:59:00 <michi_cc> Oh, and you need to use a system font (either from your openttd.cfg or because you use a language with uncommon glyphs) as the OTTD sprite font has no layout information.
19:59:45 <michi_cc> Korean is also a good test thing as it has composite characters (but still LTR).
19:59:48 <andythenorth> I am seeing Arabic glyphs, not sure where from
20:00:08 <michi_cc> From some random system font
20:00:13 <andythenorth> everything appears to work, but I don't know what's "correct"
20:01:00 <andythenorth> Korean too
20:01:05 <andythenorth> I'll update the PR
20:01:14 <michi_cc> Me neither :( I mostly compared ICU with this, but I do know that our ICU code might not handle everything "correct".
20:01:55 <michi_cc> OTOH, for some RTL/LTR mixing I suspect that our languages files are in fact incorrect and not the text layout.
20:03:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6949: Eliminate ICU for OSX https://git.io/fpS5W
20:04:18 <Eddi|zuHause> that might be a case of the code being incorrect at some (maybe completely unrelated) place, and people coming into a habit of doing what "works" instead of what's "correct"
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20:10:14 <w4zz> Hello, I have made an dedicated server an have a problem when its autosaving, it lags for 2-4 seconds. Map is 2048x2048. Runs at 1Gb inet line, xeon cpu, ssd and 16gb of ram. Its only when it autosaves or I manually save.
20:10:14 <michi_cc> andythenorth: If you dare you could approve...
20:11:23 <LordAro> w4zz: that seems about right
20:11:28 <LordAro> 2k map is *big*
20:11:29 <andythenorth> I can approve? ;O
20:11:39 <LordAro> (it will be cpu limited)
20:12:36 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6949: Eliminate ICU for OSX https://git.io/fpS5M
20:12:52 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #6949: Eliminate ICU for OSX https://git.io/fpS5D
20:12:52 <w4zz> Okey, so its nothing I can optimize to make it use less cpu when saving so game does not freeze LordAro ?
20:13:29 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #6949: Eliminate ICU for OSX https://git.io/fxQWN
20:13:34 <LordAro> probably not a lot
20:13:45 <LordAro> without a faster cpu (single core speed), or a smaller map
20:13:57 <LordAro> other people here may know more
20:13:59 <w4zz> okok, what I thought. Thanks for your help bud :)
20:23:40 <w4zz> Anyone know how to enable this on a dedicated server: CARGO DISTRIBUTION FOR PASSENGERS: SYMMETRIC
20:30:14 <andythenorth> @seen pikka
20:30:14 <DorpsGek> andythenorth: pikka was last seen in #openttd 7 weeks, 3 days, 7 hours, 5 minutes, and 38 seconds ago: <Pikka> yo
20:35:37 <Eddi|zuHause> w4zz: typically you either edit openttd.cfg, or upload a savegame to the server. alternatively try "list_settings cargodist" or something in the server console
20:43:13 <w4zz> Eddi|zuHause: I have tried to find it in the config but I cant find what setting to change.
20:43:14 <planetmaker> w4zz, I *think* it's a setting which needs to be set in the savegame before multiplayer
20:44:29 <Eddi|zuHause> try this one: distribution_pax = 2
20:44:36 <planetmaker> w4zz, look in config for [linkgraph] section
20:45:19 <w4zz> Eddi|zuHause: will do.
20:45:28 <w4zz> planetmaker: ok, will try to find it :)
20:46:28 <w4zz> Eddi|zuHause: found it, thanks man!
20:46:32 <planetmaker> Eddi|zuHause, gave the exact one, yes
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21:37:44 <DorpsGek_II> [OpenTTD/OpenTTD] msikma commented on pull request #6986: Allow the center tile to always get a house when playing with 3x3/Better https://git.io/fpSbE
21:44:47 <michi_cc> glx: Do you know if https://github.com/OpenTTD/OpenTTD/pull/6917 is alright with mingw/Win9x? There's a comment about using gnu++0x instead of c++0x in one of the removed parts, but it might not apply for anything current anymore.
21:45:50 <michi_cc> Also, does anyone know of a compiler that would not understand -std=c++11, e.g. icc maybe, or is it universal?
21:46:44 <nielsm> maybe openwatcom?
21:50:36 <michi_cc> But does it support c++11 at all?
21:50:48 <nielsm> no idea
21:51:13 <michi_cc> The dos build that is theoretically supported was always done with djgpp (i.e. gcc).
21:52:24 <michi_cc> And the makefile has no explicit support for OW, but it does have ICC.
21:53:44 <frosch123> we did an analysis last year
21:53:53 <frosch123> there is no compiler chain that supports c++11 and win9x
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21:54:05 <frosch123> win9x is no longer part of the new compile farm
21:54:19 <LordAro> michi_cc: icc uses -std=c++11 afaict
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21:57:09 <michi_cc> So basically I can hit the button on that PR?
21:57:49 <glx> I have compile error with mingw, but probably unrelated
21:58:38 <michi_cc> glx: Something about = {} not valid?
21:58:59 <glx> strcasecmp undeclared
21:59:18 <LordAro> that seems weird
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21:59:26 <michi_cc> okay, that really should be unrelated to c++11.
21:59:30 <glx> trying mingw64
22:00:39 <glx> mingw64 fails too but somewhere else
22:00:59 <LordAro> heh
22:01:21 <glx> D:/developpement/GitHub/OpenTTD/src/strgen/strgen.cpp:383:23: error: too many arguments to function 'int mkdir(const char*)'
22:01:47 <LordAro> that doesn't feel like it was me..
22:02:07 <glx> let's check with master :)
22:02:21 <michi_cc> That would mean WIN32 is not defined.
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22:08:17 <glx> master works
22:08:30 <glx> so indeed something si wrong in the PR
22:08:42 <LordAro> damn
22:10:37 <LordAro> i've definitely not touched the os defines though
22:10:45 <LordAro> https://github.com/OpenTTD/OpenTTD/pull/6917/files#diff-a061366ff21c5c641467d9d4a4b07d70L1533
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22:13:53 <LordAro> glx: can you shove the output of configure into the PR? (just the flags at the bottom will do)
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22:17:45 <glx> $ diff configmaster.txt configPR.txt
22:17:45 <glx> 63c63
22:17:45 <glx> < using CXXFLAGS_BUILD... -flifetime-dse=1 -std=gnu++14
22:17:45 <glx> ---
22:17:45 <glx> > using CXXFLAGS_BUILD... -flifetime-dse=1 -std=c++11
22:17:47 <glx> 66c66
22:17:47 <glx> < using CXXFLAGS... -flifetime-dse=1 -std=gnu++14
22:17:49 <glx> ---
22:17:49 <glx> > using CXXFLAGS... -flifetime-dse=1 -std=c++11
22:17:51 <glx> ok it's weird
22:18:21 <glx> because it's the only change
22:18:34 <michi_cc> Does it work with -std=gnu++11? Maybe some of the mingw windows headers depend on non-standard stuff.
22:18:46 <LordAro> that would be disappointing
22:20:23 <LordAro> i'd rather fix that, rather than switching to gnu standard
22:20:28 <michi_cc> The MS Windows SDK used to be quite incompatible to standard-conforming c++. It's been fixed in more recent SDK versions, but the initial MinGW windows headers used to be based on some very old MS headers.
22:25:17 <glx> with gnu++11 it compiles
22:25:49 <glx> well gnu++14 works too as it is in master
22:26:22 <LordAro> wonder if it's just a case of removing that ifdef block
22:26:28 <LordAro> do you have a msvc setup nearby? :p
22:26:48 <glx> yes
22:26:52 <frosch123> does it work with std++14 ? :)
22:27:10 <LordAro> frosch123: not if it's breaking with the very much posix mkdir :p
22:27:25 <LordAro> at least, i'd very much hope not
22:29:01 <frosch123> https://stackoverflow.com/questions/12102147/too-many-arguments-to-function-int-mkdirconst-char <- they say "mkdir" is deprecated, but using something with _ in front sounds wrong
22:31:12 <frosch123> oh, that's just ms being pedantic
22:31:44 <glx> still waiting for VS to start
22:31:52 <glx> can be slow
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