IRC logs for #openttd on OFTC at 2019-01-08
            
00:14:44 <DorpsGek_II> [OpenTTD/OpenTTD] odisseus commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGHq
00:23:57 *** Thedarkb-T60 has quit IRC
00:30:15 <Samu> well, aqueducts can be excluded from this equation
00:31:07 <Samu> dealing with coastal tiles and no possible aqueduct on level 0
00:34:57 <Samu> locks are important to account for
00:35:25 <Samu> especially when dealing with tight body waters inside towns
00:35:35 <Samu> same as ship depots, similar in nature
00:35:47 <Samu> must think
00:36:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/vpDSL
00:37:51 <Samu> rails with water still need to be accounted
00:38:14 <peter1138> Accounted for in what?
00:38:35 <Samu> for the opposite tile
00:38:39 <peter1138> Are you still working on town expansion?
00:38:42 <peter1138> Ah
00:39:04 <Samu> yes, i'm too slow, i know
00:39:14 <Samu> terrible coder
00:39:15 <peter1138> All seems very complicatd :/
00:39:18 <Samu> trying to make it work
00:39:43 <peter1138> Eh, I didn't mean it like that, you could've been working on something else.
00:41:04 <Samu> a coastal tile with rail on the opposite halftile is not a coast tile :(
00:41:21 <Samu> because game logic says so
00:42:47 <peter1138> What do you need to know about the opposite half tile?
00:43:00 <peter1138> If it's simply "can a ship traverse it", won't GetTileTrackStatus work?
00:43:42 <Samu> I was advised not to use trackbits :p
00:43:53 <Samu> but in the end I think i have to
00:51:11 <peter1138> I advised you against it for the first part.
00:51:23 <peter1138> The water slope check.
00:54:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhGHy
01:07:56 <Samu> the first one isn't needed
01:08:23 <Samu> but
01:08:30 <Samu> Slope slope = GetTileSlope(tile);
01:08:30 <Samu> if (IsSlopeWithOneCornerRaised(slope) && IsCoastTile(tile)) {
01:08:30 <Samu> Corner corner = GetHighestSlopeCorner(slope);
01:08:36 <Samu> became this instead
01:09:06 <Samu> with the corner i can work out the rest
01:09:19 *** chomwitt has quit IRC
01:10:46 <Samu> https://paste.openttdcoop.org/pmrjva0fa
01:10:50 <Samu> was invented
01:11:15 <Samu> unless i can get to the tile offset by another means
01:12:25 <Samu> as for computing the correct offsets for next_tile_1 and next_tile_2, I'm still figuring it out
01:17:52 *** Flygon has joined #openttd
01:25:36 <Eddi|zuHause> "PeterN" always reminds me of "PeterT"...
01:25:47 <peter1138> I was definitely here first.
01:26:01 <Eddi|zuHause> but not with that nick
01:34:48 *** FLHerne has quit IRC
01:35:27 *** FLHerne has joined #openttd
01:47:18 <Samu> if freeform edges is disabled, ships have more tiles to walk?
01:52:37 <Samu> wow, they can, hmm
02:45:33 *** Thedarkb-X40 has joined #openttd
02:56:14 *** Wormnest has joined #openttd
03:40:21 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
03:46:44 *** Thedarkb-X40 has quit IRC
04:19:19 <Samu> I think I did it
04:20:06 <Samu> https://imgur.com/VxM63BF
04:20:10 <Samu> seems correct
04:21:42 <Samu> it cannot expand any more
04:44:55 <Samu> something not quite right with bridge heads
04:45:12 <Samu> should be 90 degrees aware
04:58:49 <Samu> well i guess im seeing things
05:11:18 *** ToBeFree has joined #openttd
05:17:20 <Samu> have yet to test depots, but so far I'm liking what i see
05:20:28 *** Taco has joined #openttd
05:22:13 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
05:24:06 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhG5n
05:28:50 *** Samu has quit IRC
05:36:29 *** erratic has quit IRC
05:58:05 *** glx has quit IRC
07:54:31 *** chomwitt has joined #openttd
08:09:24 *** erratic has joined #openttd
08:20:48 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGFs
08:24:31 *** debdog has joined #openttd
08:53:19 *** andythenorth has joined #openttd
08:53:59 <andythenorth> moin
09:13:04 *** erratic has quit IRC
09:34:46 *** erratic has joined #openttd
10:01:15 *** Gabda2 has joined #openttd
10:03:54 *** Gabda has quit IRC
10:11:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGbC
10:14:39 *** erratic has quit IRC
10:30:20 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGb6
10:48:31 *** Progman has joined #openttd
11:01:09 *** Progman has quit IRC
11:22:53 *** Gabda2 has quit IRC
12:04:32 *** Taco has quit IRC
12:54:11 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGxm
12:55:46 *** sla_ro|master has joined #openttd
13:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] Gabda87 commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhGx8
13:11:43 *** Gabda has joined #openttd
13:12:10 *** Gabda has joined #openttd
13:48:31 <DorpsGek_II> [OpenTTD/OpenTTD] btzy opened pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
13:51:14 *** Samu has joined #openttd
14:06:39 *** Arveen has joined #openttd
14:15:26 *** Borg has joined #openttd
14:17:48 <Samu> ship depots and locks are apparently working good
14:18:31 <Samu> https://imgur.com/uSjSxrn
14:18:42 <Samu> im unsure about the 90 degrees setting
14:19:22 <Samu> if it was forbidden, towns could have built houses where the ship is located
14:19:38 <Samu> but the way it is now, it doesn't build
14:21:10 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
14:24:29 <peter1138> I'd ignore the setting.
14:25:54 <Samu> well, then I have nothing else do to
14:26:05 <Samu> it is ready
14:26:24 <Samu> merge, accept or confirm, that stuff
14:26:36 <peter1138> Hah
14:38:59 *** Flygon has quit IRC
15:12:39 *** sla_ro|master has quit IRC
15:30:42 *** andythenorth has quit IRC
15:31:58 <Samu> perhaps it's not as ready as I think :(
15:33:39 <Samu> or is it?
15:34:36 <Samu> https://imgur.com/qc9asz0
15:34:50 <Samu> doesn't grow on those slope configuration
15:35:38 <peter1138> Have you actually made a complex system that prevents growing on water at all?
15:35:58 <Samu> i uploaded the new code this night
15:36:08 <peter1138> Shouldn't it have been expanding off to the North-East as well?
15:36:48 <Samu> i think the 90 degrees turns are making it so that it doesn't grow there
15:37:23 <Samu> it doesn't expand more, for some weird reason
15:38:45 <Samu> the road going towards the depot in the middle... should be expanded
15:39:53 <Samu> the tile just NW of the south depot tile
15:39:59 <Samu> could have road
15:40:03 <Samu> dont u think?
15:40:23 <Samu> bah i need to place signs
15:41:49 *** andythenorth has joined #openttd
15:42:22 *** nielsm has joined #openttd
15:44:08 <Samu> now with signs
15:44:09 <Samu> https://imgur.com/ZqMmg6f
15:45:16 <Samu> the town not expanding towards the northeast side is something I don't quite understand
15:45:34 <Samu> there's no reason not to
15:46:38 <peter1138> Well, as I said, is it expanding on water at all?
15:47:29 <Samu> how would I know where it's trying to expand? it's quite complicated to follow town build decisions
15:47:41 <peter1138> You could add some debugging to show where it's tested.
15:48:00 <peter1138> Either some console output, or maybe make it place some signs somehow?
15:52:25 <nielsm> placing signs is probably much harder
15:54:34 <Eddi|zuHause> clear tile where it tests?
16:01:08 <Samu> it's trying to build house
16:01:20 <Samu> in the sign i have named 'no house?'
16:01:28 <Samu> insistently
16:02:49 <Samu> and rarelly trying to build a house next to the top of the top depot
16:03:02 <Samu> that is okay to fail, but not the first one
16:04:28 <Samu> so, yeah, dont even see it trying to expand with roads
16:04:37 <Samu> it really wants to build a house :(
16:06:23 *** sla_ro|master has joined #openttd
16:06:55 <Samu> let me put breakpoints somewhere else
16:10:38 *** andythenorth has quit IRC
16:29:32 <Gabda> does someone explain me how the _m[] and _me[] work storing data on the map?
16:30:04 <Gabda> i saw the docs/landscape file, but nothing on _me in that
16:30:59 <Gabda> and the _m variable always has only one of those types (like railway, station,...)?
16:32:08 <nielsm> _m is the original map array and _me is the extended map array
16:32:29 <nielsm> some of the data is in _m and the rest in _me at the same index
16:32:50 <Gabda> and _me has type as well?
16:33:01 <nielsm> no
16:33:58 <Gabda> oh, so that one is universal, and not depending on what is on the tile
16:34:43 <Gabda> does _me have a doc on which byte is what?
16:35:33 <nielsm> for e.g. tile 692 you will find some of the data in _m[692] and the rest in _me[692]
16:35:55 <nielsm> type, height, m1, m2, m3, m4, m5 are in _m, and m6, m7, m8 are in _me
16:37:25 <Gabda> i thought all of these were in _m
16:37:48 <nielsm> no, they're separated for historical reasons
16:38:33 *** Wormnest has joined #openttd
16:38:38 <Gabda> but the ladscape grid shows a tile type dependence on the meaning of the bits in _me
16:40:57 <nielsm> the type of a tile does not depend on anything but the type field
16:41:13 <nielsm> the contents of the tile depends on all the data in every field
16:41:30 <nielsm> (potentially)
16:42:08 <Gabda> so if I want to store data on the m8 F bit (whether to show a spriz
16:42:29 <Gabda> sprite to indicate town boundary)
16:43:09 <nielsm> you store it there
16:43:20 <nielsm> and update the documentation to indicate that use
16:43:49 <Gabda> would it be possible, or it is not encouraged to use _me to store not that useful things :)
16:45:36 <Gabda> ok, thanks, it help a lot to fill the gaps in the picture I had about m and me
16:45:45 <Gabda> *helped
16:45:46 <nielsm> the landscape array is precious space
16:46:50 <peter1138> 15:37 < nielsm> no, they're separated for historical reasons
16:46:53 <peter1138> Not historical.
16:46:59 <peter1138> It's way better for performance.
16:47:05 <Gabda> I realized. in a 1024*1024 map, even these few bytes are a lot of data
16:47:33 <Samu> poorformance
16:47:41 <peter1138> It's to do with alignment.
16:48:24 <nielsm> ah, one array of 64 bit elements and one of 32 bit elements, instead of a single of 96 bit or 128 bit elements
16:48:25 <peter1138> Also, originally each part was a separate array anyway.
16:48:31 <nielsm> yeah I remember that
16:48:44 <nielsm> (from following ttdpatch discussions back in 2000)
16:48:55 <peter1138> Not quite, one is 8 bytes, the other is ... probably 4 bytes now?
16:49:10 <nielsm> 64 and 32 bit :)
16:49:37 <peter1138> It was 2 bytes until I added m8.
16:49:56 <peter1138> So yeah, an 8 byte and 2 byte array is much better than an 10 byte array.
16:50:43 <Gabda> ok, then I will try to use one bit in that, and see if I get scolded :D
16:51:06 <peter1138> Yeah, so, what do you need to store?
16:52:21 <Gabda> have a look at pr 7025 (i cannot link from mobile)
16:52:29 <nielsm> <Gabda> so if I want to store data on the m8 F bit (whether to show a sprite to indicate town boundary)
16:52:50 <nielsm> that sounds like it has no bearing on game logic, just a presentation thing
16:53:01 <nielsm> which excludes it from the map array imo
16:53:32 <peter1138> Seems an odd thing to store.
16:54:11 <Gabda> yes, but calculating it every time a tile gets dirty is not a good thing either
16:54:34 <nielsm> it would not make sense to store in a savegame
16:54:44 <nielsm> since you can calculate it
16:54:44 *** andythenorth has joined #openttd
16:55:08 <peter1138> Quick, hide, before andythenorth closes all the things!
16:55:20 <andythenorth> is there anything left to close?
16:55:32 <Gabda> that is true, but so far it was the only thing I found to store data on the map tiles
16:55:32 <andythenorth> have we stopped towns blocking ships yet?
16:55:40 <nielsm> if you want to cache the calculation, have a dedicated cache imo
16:56:08 <peter1138> That might be a bit much for a 4096x4096 map.
16:56:38 <andythenorth> it's funny what sucks people in
16:56:56 <andythenorth> towns have ruined my ship routes...at least twice in my life
16:57:04 <peter1138> andythenorth, looks like towns don't expand at all now :p
16:57:11 <peter1138> andythenorth, meh!
16:57:14 <andythenorth> well that solves it
16:57:22 <andythenorth> just don't expand them, job done
16:58:58 <Gabda> ok, so not in me, not is cache, and not calculating it
16:59:20 <peter1138> Bung it in the map for testing ;p
16:59:36 <Gabda> so I just have to make it so only 1 town can show its boundaries at a time
16:59:39 <peter1138> m8 is kinda wasted most of the time at the moment.
17:00:10 <Gabda> for testing the calculating method works as well
17:00:43 <Gabda> and I want to find a solution that fits into the current logic
17:00:54 <peter1138> I guess even with the cache you need to recalculate whenever the city changes size.
17:00:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7022: Add: generate_widget.vbs to allow script_window.hpp enums generation … https://git.io/fhsWa
17:01:51 <Gabda> yes, and even wheb someone delets a house or road if it is out of the towns original border
17:03:05 <peter1138> Hmm, and of course, it's irrelevant if the user is not displaying town borders.
17:03:18 <peter1138> That really tells me it isn't meant to be in the map array.
17:04:20 <andythenorth> we need a tile overlay layer :P
17:04:29 <andythenorth> 'but why andythenorth?'
17:04:31 <andythenorth> err no idea
17:04:47 <Samu> must be something peculiar with the way 2x2 builds?
17:05:21 <Gabda> this tile overlay would be good for debug purposes as well
17:05:24 <Samu> gonna test without any changes
17:05:26 <peter1138> 1 byte array with overlay cache... would be 16MB for the largest map.
17:05:35 <peter1138> Not too huge I suppose.
17:05:43 <Gabda> just like how Samu wants to see where the town wants to expand
17:05:46 <andythenorth> 1 byte? o_O
17:05:57 * andythenorth had lots of ideas
17:05:59 <andythenorth> station catchment
17:06:03 <andythenorth> accepts / produces
17:06:08 <nielsm> could make it sparse by superblocks of some kind?
17:06:09 <andythenorth> many bytes
17:06:53 <peter1138> Well, Gabda wanted 1 bit...
17:07:15 <Gabda> station catchment display is the next on the list, if I manage to do the town boundary
17:08:03 <Samu> how do i stash changes for later use? without having to push
17:08:08 <peter1138> git stash
17:08:14 <Samu> and how would i get back to where I left it?
17:08:16 <andythenorth> or a branch
17:08:19 <peter1138> git stash apply
17:08:47 <Samu> meh ok, if i lose stuff it's ur fault :p
17:08:50 <Samu> brb
17:08:50 <peter1138> git help stash for anything more complex.
17:13:26 <Gabda> storing an amorph set of tiles can be a headache as well...
17:13:41 <Gabda> or tile indexes
17:14:38 <Gabda> is there a logical max for the size of a town apart from the map size?
17:17:26 <planetmaker> probably not logical. But practical. It will grow ever slower as size increases
17:18:01 <planetmaker> Growth is linear, Size goes with sqrt(size). And houses are also replaced so that reduces growth even further
17:18:08 <planetmaker> But yes, you can have it cover a whole map
17:19:38 <Gabda> so in the end I would still need a map sized overlay cache
17:20:18 <planetmaker> https://wiki.openttdcoop.org/PublicServer:Archive_-_Hall_of_Fame#World_Population <-- these towns were legally grown :)
17:23:38 <planetmaker> I recall a game where we had 3 cities which then jointly covered the whole map. Population count 750k+ each
17:31:29 <peter1138> Yeah
17:55:50 <Samu> if this is a 2x2 specific issue, then it really is very specific, i dont really know where to look at
17:56:31 <DorpsGek_II> [OpenTTD/OpenTTD] ThePNDA commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZvi
17:59:03 *** gelignite has joined #openttd
18:04:22 *** synchris has joined #openttd
18:07:22 <Samu> looks like I need to check if the connection via main tile is closed
18:07:26 <Samu> as well
18:07:54 <Samu> i was only checking if there was a connection via the opposite tile
18:09:28 *** Gja has joined #openttd
18:09:33 <Samu> how to mirror trackbits?
18:09:48 *** Gabda2 has joined #openttd
18:09:48 <Samu> is there a magic way to do it, or must I compute?
18:11:16 <Samu> https://user-images.githubusercontent.com/43006711/50774871-881f8800-128c-11e9-87aa-7b38a312eca8.png
18:11:50 <Samu> mirror next_tile_1 of TRACK_BIT_RIGHT to become equal as next_tile_2 of TRACK_BIT_LEFT
18:12:34 *** Gabda has quit IRC
18:13:03 <Samu> maybe i can reuse the table
18:13:20 <Samu> or abuse as u call it
18:13:55 <nielsm> uh the table should contain that information directly
18:21:28 <nielsm> that's the purpose of using a table, to not have to calculate things on the fly
18:25:08 *** Wormnest has quit IRC
18:31:16 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
18:36:23 *** glx has joined #openttd
18:36:23 *** ChanServ sets mode: +v glx
18:37:34 <andythenorth> oh bananas :( https://github.com/OpenTTD/OpenTTD/issues/6967
18:37:35 <andythenorth> naughty
18:38:21 <andythenorth> oof which idiot filed this one https://github.com/OpenTTD/OpenTTD/issues/6698
18:40:25 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6625: Crash when playing on server https://git.io/fhZfW
18:40:26 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6625: Crash when playing on server https://git.io/fhZfl
18:41:23 <Samu> what is the Xor symbol? ^ ~ & |
18:41:29 <Samu> something else?
18:41:32 <LordAro> google
18:41:37 <Samu> :( ok
18:42:40 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZfR
18:42:41 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6591: Crash: version 1.7.1 .(GetWindowExtEx, EnumFontFamiliesExW) https://git.io/fhZf0
18:42:53 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh requested changes for pull request #7024: Rail fences in snow or desert https://git.io/fhZfE
18:43:34 <Samu> a ^ b
18:43:35 <Samu> thx
18:44:15 <andythenorth> anyone want to triage this before I close it?
18:44:20 <andythenorth> bet you it's ICU? o_O
18:44:21 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6572
18:44:44 <andythenorth> also https://github.com/OpenTTD/OpenTTD/issues/6573
18:44:53 <andythenorth> or it's an AI OOMing
18:45:24 <nielsm> first is using truetype, font is arial, but no AIs
18:45:29 <nielsm> so it could be ICU
18:45:41 <nielsm> but lang is ukrainian which shouldn't cause problems for the most part
18:54:57 *** Gabda has joined #openttd
18:57:22 *** frosch123 has joined #openttd
18:59:07 *** HerzogDeXtEr has joined #openttd
19:02:44 *** Gabda2 has quit IRC
19:02:58 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 closed pull request #7024: Rail fences in snow or desert https://git.io/fhs4W
19:05:13 <nielsm> I hope I didn't scare them away :(
19:09:47 *** Gabda has quit IRC
19:10:58 *** Gabda has joined #openttd
19:12:39 <andythenorth> quak
19:13:16 <frosch123> moo
19:14:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfb
19:14:13 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6530: Loading of mixed cattle and grain (absolute tarpit issue) https://git.io/fhZfN
19:16:11 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6434: Localization of company and president name https://git.io/fhZfx
19:16:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6434: Localization of company and president name https://git.io/fhZfp
19:18:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6355: Crash: (hang) infinite loop error https://git.io/fhZfj
19:18:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6355: Crash: (hang) infinite loop error https://git.io/fhZJe
19:19:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJv
19:19:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6351: Graphics glitch with overlapping bridges https://git.io/fhZJf
19:22:37 <andythenorth> someone kick Dorpsgek for a bit :(
19:24:56 <LordAro> have you considered not closing issuea? :p
19:29:49 <Gabda> this is the last memento of the dying issues
19:31:32 *** Wolf01 has joined #openttd
19:32:16 <Wolf01> o/
19:32:21 <Borg> \o
19:32:35 <andythenorth> issues are boring
19:32:40 <andythenorth> it's like having a job
19:32:44 <andythenorth> how dull
19:33:35 <Wolf01> Heh
19:33:51 <andythenorth> making stuff is fun
19:35:04 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 opened pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
19:39:03 <andythenorth> https://nolanlawson.com/2017/03/05/what-it-feels-like-to-be-an-open-source-maintainer/
19:39:05 <andythenorth> https://mikemcquaid.com/2018/03/19/open-source-maintainers-owe-you-nothing/
19:39:20 <andythenorth> https://opensource.guide/best-practices/
19:40:16 <andythenorth> https://writing.jan.io/2017/03/06/sustainable-open-source-the-maintainers-perspective-or-how-i-learned-to-stop-caring-and-love-open-source.html
19:46:40 <Samu> damn it i got errors in the table :/
19:50:25 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJW
19:55:22 *** acklen_ has quit IRC
19:55:30 <Gabda> andythenorth Do you have a vision about the project?
19:57:20 <andythenorth> frosch123 wrote a nice one https://wiki.openttd.org/FAQ_development#What_are_the_goals_of_the_offical_branch.3F
19:59:14 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJE
19:59:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6142: Signals: incorrect signal states while placing path-signals . https://git.io/fhZJu
20:02:59 *** rocky11384497 has quit IRC
20:03:52 *** rocky11384497 has joined #openttd
20:11:07 <Gabda> it really summarizes the goals well
20:16:33 <andythenorth> no TrueBrain today? o_O
20:17:13 <frosch123> there are two, do you want a third?
20:17:37 <andythenorth> I think two is enough
20:18:17 <andythenorth> anyone want to go bug hunting? o_O
20:18:33 * andythenorth will apply the 'stale' hammer otherwise
20:18:34 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6407
20:18:42 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6440
20:18:52 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6516
20:22:43 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJF
20:22:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3799: AI: would be nice to have a way to get cargo acceptance/production for a station https://git.io/fhZJb
20:22:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJN
20:22:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3003: Don't give bogus cache error for path reservations https://git.io/fhZJA
20:24:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJp
20:24:24 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3764: Refitting consists using cargo subtypes https://git.io/fhZJh
20:28:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5542: Train not using the entire station https://git.io/fhZUv
20:28:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5542: Train not using the entire station https://git.io/fhZUf
20:29:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUJ
20:29:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5776: Autoreplace: better feedback for failed force-upgrade in depot https://git.io/fhZUU
20:31:15 <andythenorth> frosch123: how attached are you to old (5 years) patches or diagnostics you did?
20:31:16 <andythenorth> o_O
20:31:20 <Eddi|zuHause> oh, it's that time again...
20:32:07 <andythenorth> I am finding a lot of stuff from 'frosch is the main active maintainer' phase of openttd :P
20:32:36 <LordAro> is that not the case now? :p
20:32:46 <andythenorth> fortunately for all not
20:32:49 <andythenorth> esp. frosch
20:33:00 <andythenorth> LordAro you are now main active maintainer, you didn't know? o_O
20:33:04 <LordAro> osht
20:33:08 <frosch123> andythenorth: i committed what is done
20:33:13 <frosch123> if it is not committed it has issues
20:34:08 <frosch123> anyway, don't worry. i never use the tracker to look for stuff
20:34:22 <frosch123> i have bookmarks to everything i cared at some point
20:34:24 <andythenorth> it's more about not pissing you off by wasting a lot of work you did
20:34:38 <andythenorth> but eh, nobody else came along and reviewed it or advanced it
20:40:58 <DorpsGek_II> [OpenTTD/OpenTTD] pi1985 updated pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhZJq
20:41:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUI
20:41:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5504: Numpad keys behave in unexpected ways https://git.io/fhZUt
20:48:22 <Eddi|zuHause> uhm, i think he made a real mess of the PR
20:48:31 <Samu> alright, just made it build a bit more tightly
20:49:35 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZUR
20:49:36 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4873: Offer for take-over will expire, but message will stay on screen https://git.io/fhZU0
20:50:58 <andythenorth> so this in grf v9? o_O https://github.com/OpenTTD/OpenTTD/issues/7016
20:51:43 <andythenorth> why don't we just have generic tile vars? o_O
20:55:48 <Samu> https://imgur.com/Oov2zGU
20:55:55 <Samu> it went to the other side
20:56:11 <Samu> but i still see a few cases where houses could've been built
20:56:44 <Samu> between the middle bridge and middle depot
20:56:50 <frosch123> we also have no valuator callback :)
20:56:54 <Samu> at least 1 house there
20:57:40 <Samu> must compare with original openttd
20:57:41 <Samu> brb
20:58:16 <frosch123> that's an idea to add some kind of action2 that iterates over a train and calls another action2 for each part of the consist, which can then accumulate any data in temp registers for the main chain
20:59:15 <frosch123> we also do not have parallel callback execution :(
21:01:03 <Samu> https://imgur.com/NCrl54v original behaviour also doesn't build there so I guess it's fine
21:02:30 *** sla_ro|master has quit IRC
21:03:48 <andythenorth> frosch123: would that be idempotent? o_O
21:04:39 <frosch123> try to use a different word :p
21:04:46 *** Progman has joined #openttd
21:05:40 <Eddi|zuHause> andythenorth: new vars don't need grfv9
21:06:46 <andythenorth> how did the discussion end yesterday?
21:06:46 <andythenorth> those vars are possible or not?
21:06:58 <andythenorth> I dislike these service-oriented tickets tbh
21:07:27 <andythenorth> I just want to give a factual reason for closue
21:07:29 <Eddi|zuHause> i think they're possible, and probably easy to implement (10LOC)
21:07:33 <andythenorth> 'not possible' or 'not interested'
21:07:36 <andythenorth> one or the other
21:07:38 <Eddi|zuHause> the question is the performance
21:07:55 <andythenorth> is measuring the performance even interesting?
21:08:14 <Eddi|zuHause> interesting for what?
21:08:17 <andythenorth> a person
21:08:18 <andythenorth> to do
21:09:05 <Eddi|zuHause> load a savegame, add test grf, let it run... not difficult
21:09:48 <Eddi|zuHause> i can imagine there exists a person who finds that interesting
21:09:58 <andythenorth> and patch nml, and both sets of docs
21:10:21 <Eddi|zuHause> don't need nml patch for a test grf
21:10:30 <andythenorth> true
21:10:55 <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/fhZUj
21:13:01 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6407: railtype - depot - snow https://git.io/fhZTv
21:14:14 *** synchris has quit IRC
21:16:15 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTU
21:16:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6590: Stations: allow building stations on railtypes other than the one currently selected https://git.io/fhZTT
21:16:31 <Gabda> what are your thoughts on a 1 or 2 bit / tile visual overlay cache for the whole map?
21:17:19 <Gabda> to store information like town boundaries and station catchments?
21:17:20 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTk
21:17:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6061: Towns: lowers land for no good reason in triangular fashion (better roads) https://git.io/fhZTI
21:18:28 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTq
21:18:29 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6046: Signals: train gets stuck when placing multiple signals over it https://git.io/fhZTm
21:18:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTY
21:18:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6006: Timetable: vehicles no longer wait in stations https://git.io/fhZTO
21:19:11 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5995: Crash during vehicle unload https://git.io/fhZT3
21:19:12 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5995: Crash during vehicle unload https://git.io/fhZTs
21:19:15 <andythenorth> fricking spammers
21:19:29 <andythenorth> I will quit the channel if this continues :(
21:19:45 <Borg> what spammers?
21:20:20 <frosch123> Gabda: for what use case?
21:20:41 <Gabda> https://github.com/OpenTTD/OpenTTD/pull/7025
21:22:02 <frosch123> i would welcome a cache of nearest town for each tile, which is not stored in savegames and recomputed on load
21:22:19 <frosch123> townzones are easily computed from that, and nearest town is useful for a lot of other stuff
21:25:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTC
21:25:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #4931: Make downloading GFX for first-time users a better experience https://git.io/fhZTW
21:25:48 <andythenorth> hah < 150 issues
21:25:57 <andythenorth> enough spam now
21:26:10 <Samu> Im starting to make comments
21:26:36 <Samu> the code so far https://paste.openttdcoop.org/p807efevu
21:27:13 <Samu> it could be simplified a bit more, just noticed some repeating parts
21:27:21 <Samu> what u think of it atm?
21:28:54 <Gabda> frosch123: that would also solve my problem, and that is constant, unlike local authority
21:29:52 <Gabda> is it possible to found a new town midgame? (by some scripts or addons)
21:29:57 <andythenorth> yes it is
21:30:13 <andythenorth> there is a settings option to allow it in game
21:30:21 <andythenorth> I assume GS can do it as deity also
21:31:50 <Gabda> so it can be deleted as well
21:32:31 <Gabda> is there a hardcoded maximum number of cities?
21:33:04 <frosch123> yes, the size of the TownPool
21:33:22 <frosch123> anyway, you also need nearest town in scenario editor
21:33:38 <frosch123> so, you need to update the cache after every founding
21:33:59 <frosch123> i think there is already a similar hook to recompute ownership of town-owned roads and houses
21:33:59 <Gabda> can I work on this? it seems interesting :)
21:34:13 <frosch123> go ahead :)
21:34:25 <frosch123> you may find some oddities around houses and roads
21:34:41 <andythenorth> this is how contributing should look ^ :D
21:34:46 <frosch123> they store a separate town reference for ownership, which is not necessarily the nearest town
21:34:50 <Gabda> yes, I already saw that part
21:38:46 <Eddi|zuHause> usually number of towns is limited by available town names
21:40:31 <Eddi|zuHause> <frosch123> so, you need to update the cache after every founding <-- but you can use that by "flood-filling" from the new town center in each direction, until you find a tile that is closer to another town
21:40:57 <Eddi|zuHause> it's not a "recompute the whole map" operation
21:42:07 <Eddi|zuHause> or you could maintain a voronoi partition of the map, which would need O(#towns) space instead of O(#tiles)
21:43:05 <Eddi|zuHause> i had started a GS once that calculated the neighbouring towns by a voronoi partition
21:44:38 <frosch123> don't be silly
21:44:46 <frosch123> you do not fund that many towns
21:45:02 <frosch123> Gabda: UpdateNearestTownForRoadTiles is likely a good start
21:45:11 <frosch123> it is called from all the places where stuff changes
21:45:40 <Eddi|zuHause> frosch123: but adding a town to a voronoi partition is trivial
21:45:49 <frosch123> voronoi is not trivial
21:46:12 <Eddi|zuHause> and determining which town is closest to a tile is also trivial with a voronoi partition
21:46:20 <frosch123> scanning every 16th tile on the map and filling everything inbetween if neighbouring ones agree, is easy
21:46:21 <Eddi|zuHause> i should still have the GS code somewhere
21:47:11 <Gabda> ok, I will look into the voronoi thing as well
21:47:23 <andythenorth> after 2 days of refactoring my sprite generator
21:47:27 <andythenorth> I am nearly ready to fix it
21:47:33 <andythenorth> how much time did I save? o_O
21:47:40 <frosch123> Gabda: read the wiki about voronoi, it's nice, but don't use it in production code :)
21:47:41 <Eddi|zuHause> it's a pretty well documented algorithm
21:49:24 <frosch123> andythenorth: don't worry, on sunday i decided to tear apart my flask app and to reassemble the pieces :p
21:50:02 <andythenorth> what else are Sundays for?
21:50:40 <Eddi|zuHause> ok, this is about 350 lines of squirrel code
21:51:13 <Gabda> frosch123: that every 16th tile thing is so unnatural at first, it is hard to think in Manhattan distances
21:52:34 <Eddi|zuHause> https://paste.openttdcoop.org/pdwwlfrdz
21:53:05 <Eddi|zuHause> that is the main algorithm
21:53:46 <Gabda> I saved the link, thanks
21:53:52 <Eddi|zuHause> with some helper functions in other files
21:54:02 <frosch123> Gabda: it is not about manhattan distance. but you can only skip distances which are smaller than some fraction of the distance to the nearest town
21:54:40 <frosch123> hmm, ... maybe i am wrong
21:55:05 <Eddi|zuHause> voronoi partition and delaunay triangulation are dual operations, if you solve one, you also solve the other
21:55:34 <Gabda> I have to go now, we can continue the discussion tomorrow
21:56:15 <Eddi|zuHause> man, that was over 7 years ago
21:56:37 <Gabda> If you continue it now, pls save the conversation for me
21:56:39 * andythenorth watches Eddi|zuHause grapple with time
21:56:54 <Eddi|zuHause> function GetDate() { return "2011-11-28"; }
21:57:05 <andythenorth> I am on the next phase
21:57:10 <Gabda> or can it be checked with the log command lated?
21:57:14 <Gabda> *later
21:57:19 <Eddi|zuHause> there is a log
21:57:21 <andythenorth> desperately trying to reduce the number of tasks before death :P
21:57:27 <Eddi|zuHause> @log
21:57:27 <andythenorth> there are more phases, I believe
21:57:35 <Eddi|zuHause> @logs
21:57:35 <DorpsGek> Eddi|zuHause: https://webster.openttdcoop.org/index.php?channel=openttd
21:58:00 <Eddi|zuHause> andythenorth: is that why you're so adamant about closing tickets?
21:58:06 <Gabda> oh, good
21:58:12 <Gabda> bye everyone!
21:58:14 <andythenorth> somewhat Eddi|zuHause
21:58:16 <andythenorth> bye Gabda
21:58:23 *** Gabda has quit IRC
21:58:32 *** Borg has quit IRC
21:58:55 <andythenorth> partly I just like scorched earth
21:59:02 <andythenorth> if we could actually burn some stuff, I would be happy
21:59:19 <andythenorth> OpenTTD bonfire? That's an event I would come to
21:59:30 <andythenorth> would have to be big
21:59:30 <frosch123> burn nml? return to nfo?
21:59:35 <andythenorth> I mean literal
21:59:44 <andythenorth> our annual company holiday is a very big bonfire
22:00:13 <frosch123> fires work less the less paper there is
22:01:08 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7030: Docs: Fix a few typos in docs/multiplayer.txt https://git.io/fhZT5
22:01:18 <Eddi|zuHause> "// edge case: one town" <-- oh, i thought of that :p
22:02:44 <LordAro> "Docs" belh
22:08:37 * andythenorth can't find a good video of tar barrels
22:08:42 <andythenorth> probably the best thing I've ever been to
22:08:52 <andythenorth> https://www.youtube.com/results?search_query=tar+barrels+ottery
22:09:43 <Eddi|zuHause> not clicking on that
22:09:51 <andythenorth> it's not a rick roll
22:10:01 <andythenorth> LordAro: it failed CI :P
22:10:03 <Eddi|zuHause> not the thing i'm worried about :p
22:10:36 <LordAro> andythenorth: well of course
22:10:38 <Eddi|zuHause> i don't understand the CI errors
22:10:41 <andythenorth> https://www.tarbarrels.co.uk/
22:11:16 <andythenorth> well let's educate ourselves
22:11:32 <andythenorth> https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172
22:11:45 <andythenorth> so there's an image missing?
22:11:46 <andythenorth> docker image?
22:12:03 <LordAro> that is a very bad error message
22:12:18 <LordAro> no, the commit checker failed
22:12:22 <LordAro> (Docs vs Doc)
22:12:58 <Eddi|zuHause> yeah, but how is anyone supposed to read that out of a pile of "image not found" errors?
22:13:01 <andythenorth> the detailed log is annoying
22:13:05 <andythenorth> I can't deep link it
22:13:10 <LordAro> also that
22:13:30 <andythenorth> ok https://dev.azure.com/openttd/OpenTTD/_build/results?buildId=172&view=logs&jobId=1f5e9798-210f-57a3-e04d-38db1ab8113f&taskId=41a39cf2-72bd-5832-f9af-19df9ae0310c&lineStart=97&lineEnd=98&colStart=1&colEnd=1
22:13:31 <andythenorth> I can
22:13:40 <andythenorth> it's just a weird interface
22:13:46 <andythenorth> bits of it flip my cursor for some reason
22:13:59 <nielsm> it has to be possible to supply a custom parser to pull out the actual error text?
22:14:10 <Eddi|zuHause> and is there no way to propagate the "main" error message back to GitHub, so you can immediately see on the CI task what was wrong?
22:14:18 <andythenorth> lot of ##[error
22:14:23 <andythenorth> dunno what we'd parse
22:14:36 <LordAro> Eddi|zuHause: i fear TB is the only one to have read the azure docs
22:14:49 <andythenorth> I am encouraging more of us to learn how this works :P
22:15:02 <Eddi|zuHause> "OpenTTD CI Failing after 7m — Build #20190108.8 has failed" is useless info, and the "details" link is leading to a horrible nightmare
22:15:17 <andythenorth> ok so the code is where
22:15:38 <andythenorth> https://github.com/OpenTTD/OpenTTD-CF
22:16:01 <LordAro> azure-pipelines.yml or whatever it is too
22:16:21 <andythenorth> https://github.com/OpenTTD/OpenTTD-CF/blob/master/azure-pipelines-linux.yml
22:16:21 <andythenorth> ?
22:16:56 <andythenorth> https://github.com/OpenTTD/OpenTTD/blob/master/azure-pipelines-ci.yml
22:17:03 *** dihedral has quit IRC
22:17:17 <Eddi|zuHause> LordAro: on first glance i'd say the commit checker must finish before all the other build tasks are started, so to not produce a pile of followup-errors
22:17:43 <andythenorth> is this artefacts or log ?
22:17:45 * andythenorth exploring
22:18:00 <LordAro> mm
22:18:24 <andythenorth> so I think it's running the hooks here https://github.com/OpenTTD/OpenTTD-git-hooks/tree/c678c6d72c8a60d7b45c3b1ac1d7313c1efca0a2/hooks
22:18:34 <andythenorth> but I don't know where in the pipeline it's parsing
22:21:31 <andythenorth> the job says there were 11 errors
22:21:41 <andythenorth> but there are 45 lines printed with error
22:43:45 <DorpsGek_II> [OpenTTD/OpenTTD] Ufiby commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkP
22:47:53 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6967: BaNaNaS: Unhandled exception when uploading new https://git.io/fhZkS
22:49:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZkQ
22:49:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6529: Spritesorter: track fence sprite paints on top of landed UFO https://git.io/fhZk7
22:50:46 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZk5
22:50:47 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6197: Crash while loading savegame from 1.4 in 1.5 https://git.io/fhZkd
22:52:42 *** Stimrol has joined #openttd
22:57:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZkj
22:58:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6057: Win8.1 UI scaling affects resolution https://git.io/fhZIe
22:58:57 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIv
22:58:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6039: Signals: train gets stuck while entering a depot and path re-reservation occurs https://git.io/fhZIf
23:00:54 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIU
23:00:55 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6359: Remaining lifetime (years) does not go negative https://git.io/fhZIT
23:01:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6289: AIVehicleList_DefaultGroup fail to return vehicle in default group https://git.io/fhZIk
23:02:34 <milek7> doesn't github have some 'close all' button?
23:02:46 *** Gja has quit IRC
23:03:00 <andythenorth> can probably delete the whole project
23:03:19 <andythenorth> there is a mass close (set) option
23:04:02 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6516: Crash: running game https://git.io/fhZIm
23:04:04 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6516: Crash: running game https://git.io/fhZIY
23:04:08 <andythenorth> I am actually reading the issues though :P
23:05:17 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIn
23:05:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6503: Abnormalities in train subtile coordinates when reversing at the end of line https://git.io/fhZIc
23:18:25 *** gelignite has quit IRC
23:19:18 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIE
23:19:19 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6361: Crash in UI for StoryBook of Awards GS https://git.io/fhZIu
23:19:20 *** andythenorth has left #openttd
23:21:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIa
23:22:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3958: Display speed in vehicle window without truncation https://git.io/fhZIV
23:22:30 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIw
23:22:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #3596: Scenario Editor: Loading *.sav https://git.io/fhZIr
23:24:00 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZI6
23:24:01 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5654: Visibility of companies on graphs is not saved in game https://git.io/fhZIi
23:25:49 <LordAro> dammit andy, you've left the channel and you're still spamming
23:27:17 <frosch123> and pushing to iron-horse at the same time
23:27:25 <frosch123> he probably is also brushing teeth
23:28:33 <LordAro> very busy
23:33:24 <Samu> TileIndexDiffC diffc = _tileoffs_by_dir[corner_to_direction[opposite_corner]];
23:33:31 <Samu> magic!
23:33:59 <Samu> I can remove the corner to direction function
23:34:04 <Samu> less code!
23:39:44 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIp
23:39:45 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6464: Scenario Editor: Game Script is incorrectly active when loading scenario https://git.io/fhZIh
23:40:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6512: Different costs when building canal on object with water https://git.io/fhZLU
23:40:51 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6512: Different costs when building canal on object with water https://git.io/fhZLT
23:41:29 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6212: UI Zoom: multiple issues https://git.io/fhZLk
23:41:30 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6212: UI Zoom: multiple issues https://git.io/fhZLI
23:42:21 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLL
23:42:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6589: Crash: running the "rescannewgrf" command while newgrfs are already being scanned https://git.io/fhZLt
23:43:33 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLm
23:43:34 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6445: Spinlock when saving game on server while client is joining https://git.io/fhZLY
23:44:37 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6440: Crash: MP game (with emergency save) https://git.io/fhZLO
23:44:39 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6440: Crash: MP game (with emergency save) https://git.io/fhZL3
23:45:22 <glx> hehe he should have /nick instead leaving
23:48:09 <glx> 264 lines of vbs (empty lines included) and I only converted the bash part of squirrel_export, still have to convert the awk part
23:49:41 <LordAro> mass closing issues still concerns me. i think the idea that closing "stale" issues will force people to look at newer issues is flawed. pretty sure it will just result in duplication, likely that no one will ever know about, because no one ever looks at closed issues
23:50:18 <glx> I always search for closed issues before opening a new one
23:50:38 <LordAro> sure, but i suspect you're in the minority
23:50:55 <LordAro> and then what? close the new one and reopen the old one? you've still got a duplicate issue at that point
23:51:43 *** Wolf01 has quit IRC
23:52:37 <LordAro> and even if people do, they might not understand why it's been closed, and open a new issue anyway
23:53:24 <frosch123> LordAro: i don't think there is anyone anymore who looks at issues and tries to fix one
23:53:38 <frosch123> people only fix issues when they run into them
23:53:44 <frosch123> or if they are new
23:53:54 <LordAro> perhaps? but closing them guarantees that no one will ever look at them
23:54:03 <frosch123> so, possibly issues are more likely to get fixed if they are created again
23:54:10 <nielsm> plain feature requests without attached patch should be treated as discussion and just buried
23:54:54 <frosch123> good issues return :)
23:54:55 <nielsm> crashes reproducible with an attached save should be triaged whether it's a corrupted save or an actual bug
23:54:59 <LordAro> nielsm: i don't disagree with that, most of my concern is closing crash reports without them being adequately explained/fixed
23:55:35 <nielsm> crashes that don't reproduce and are several years old are not worth keeping around
23:56:09 <LordAro> sure
23:56:09 <nielsm> and other bugs should be qualified (if they aren't already) and kept around until a fix is provided
23:57:31 <LordAro> for instance, #6589 looks perfectly valid to me
23:57:40 <LordAro> and reproducible, according to adf
23:59:04 <LordAro> the fact that it's an "isolated issue" is meaningless - all of the easy to fix crashes have long since been solved
23:59:48 <nielsm> the way asf describes the issue makes it sound like it's a general issue, reported via a specific instance where it can cause a crash