IRC logs for #openttd on OFTC at 2019-01-11
            
00:00:29 <Samu> trees can't be built on half coast tiles but can on the others, that won't cause problems when replacing trees with statue
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00:15:19 <planetmaker> <LordAro> nielsm: #6872 - are pm's comments still outstanding? <-- not exactly. Yet I still think my comments are valid. nielsm doesn't think so :)
00:15:52 <planetmaker> it can be argued both ways, though.
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00:18:10 <Samu> must check industries that replace town houses next
00:18:19 <Samu> if they break water connections
00:25:17 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhZ7M
00:32:24 <Samu> they replace houses indeed
00:32:36 <Samu> 2 houses needed for 1 bank
00:37:48 <Samu> static bool GrowingBlocksWaterConnection(TileIndex tile)
00:37:50 <Samu> the new name!
00:40:14 <Eddi|zuHause> maybe it meant "pisces"? (astrology)
00:47:41 <Samu> towns terraform with DC_NO_WATER
00:48:03 <Samu> must investigate the terraform command
00:59:41 <Samu> the terraform command is always lowering terrain in this part
00:59:49 <Samu> is that intended?
01:02:27 <Samu> https://github.com/OpenTTD/OpenTTD/blob/master/src/town_cmd.cpp#L895
01:02:30 <Samu> over here
01:03:46 <Samu> it will always lower terrain, but then you also have a chance to lower cur_slope or cur_slope ^ SLOPE_ELEVATED
01:05:12 <Samu> for cur_slope ^ SLOPE_ELEVATED it makes better sense if the terrain is raised instead
01:05:23 <Samu> or else it's gonna be digging a bigger hole
01:13:09 <Samu> must investigate terraform better
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01:58:37 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
02:00:06 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
02:01:14 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
02:10:54 <Samu> i'm surprised terraforming coast tiles work
02:12:08 <Samu> if connected to a really clear water tile, there is no problem, but if all the nearby tiles are coast and terraform is with DC_NO_WATER
02:12:13 <Samu> that coast is gone
02:12:18 <Samu> that water is gone
02:13:35 <Samu> which means... towns may actually terraform water tiles
02:14:07 <Samu> hmm how to solve this...
02:28:35 <Samu> must trigger this
03:01:05 <Samu> ah if (r.Failed() || r.GetCost() >= (_price[PR_TERRAFORM] + 2) * 8) return false;
03:01:19 <Samu> i finally understand
03:02:18 <Samu> terraforming on water can be a success, but r.GetCost denies it! costs of water are too high that it makes it to return false
03:02:31 <Samu> and no terraforming is done
03:02:41 <Samu> water on the coasts are kept
03:04:49 <Samu> can't trigger it, unless base costs make terraform price too high, and water price too low
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04:45:35 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
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05:33:45 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
05:35:00 <Samu> seems ready once more
05:40:18 <Samu> didn't build, oh well cu good night
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06:26:05 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZbc
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06:26:57 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhZbl
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07:18:16 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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08:52:41 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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09:10:04 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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09:52:35 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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09:53:50 <andythenorth> moin
10:02:11 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
10:09:58 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
10:18:11 <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/fhZAS
10:18:36 <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/fhZA9
10:20:59 <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/fhZA7
10:27:02 <planetmaker> moin
10:28:01 <peter1138> Well that's annoying.
10:28:17 <peter1138> My Fitbit battery died :(
10:28:25 <andythenorth> :x
10:32:22 <LordAro> ono
11:20:11 <andythenorth> 40% of CPU in pause mode?
11:20:14 <andythenorth> Openttd :P
11:20:18 <andythenorth> doesn't usually do that
12:01:40 <Sacro> RIP peter1138
12:04:56 <peter1138> IKR
12:13:54 <andythenorth> oof https://github.com/OpenTTD/OpenTTD/issues/6698
12:13:55 <andythenorth> bad andythenorth
12:14:02 <andythenorth> not completing tickets
12:16:02 <peter1138> Just close it.
12:16:08 <andythenorth> no I'm going to do the work
12:16:14 <andythenorth> we still using SVN revs? https://wiki.openttd.org/FAQ_development#Contributing_to_the_main_game
12:16:20 <andythenorth> or is that undecided?
12:16:25 <peter1138> No?
12:17:53 <andythenorth> fixed
12:33:12 <andythenorth> "Subversion has not been ported to my platform / I don't want to install more software - is there any other way I can get to the source code?"
12:33:14 <andythenorth> GTFO
12:34:26 <andythenorth> ok I cleaned this up https://wiki.openttd.org/FAQ_development
12:34:41 <andythenorth> this stuff about patching is cruft? https://wiki.openttd.org/FAQ_development#How_do_I_create_a_patch.3F
12:36:58 <peter1138> Yes
12:37:08 <peter1138> Anything referencing svn should be a subnote.
12:37:14 <peter1138> Or just removed. We don't use it any more.
12:37:52 <andythenorth> fixed
12:38:06 <andythenorth> wikis have history if anyone really wants to gravedig
12:40:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6698: Developer docs updates for git / github move https://git.io/fhZhj
12:53:42 <DorpsGek_II> [OpenTTD/OpenTTD] ZehMatt commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZjY
12:55:20 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/fhZjn
12:55:44 <peter1138> Ooh, it was approved. Hm.
12:56:14 <andythenorth> boring this needs updated for git and github https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD
12:56:17 <andythenorth> I've done the mac page
12:56:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #6780: Change: Refactor window ticks into game ticks and realtime events. https://git.io/vpDSL
12:56:26 <peter1138> Feck it, get it out the way.
12:56:34 <peter1138> Bugs can be reported later ;p
12:57:06 <andythenorth> yay
12:57:28 <planetmaker> https://github.com/OpenTTD/OpenTTD/pull/6780 is approved but not merged?
12:57:35 <planetmaker> any reason for?
12:57:41 <planetmaker> oh.
12:57:58 <planetmaker> race condition :P
12:58:50 <peter1138> We seem to have a habit, for dev-opened PRs, of approving but letting the original dev actually merge.
13:00:21 <andythenorth> ha ha
13:00:25 <andythenorth> 'probably fine'
13:00:29 <andythenorth> whatever gets it done?
13:06:59 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth opened pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
13:07:30 <andythenorth> ^ trivial one to merge
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13:15:46 <Gabda> hi
13:16:48 <andythenorth> o/
13:16:57 <Gabda> andy: after I saw your commit, i searched for the svn string in the project, and the howto compile lang files has 2 more references
13:17:18 <Gabda> if you want to include it your current commit
13:17:27 <Gabda> *in
13:17:49 * andythenorth searches the whole project :)
13:17:57 <andythenorth> eh config.lib is still checking for svn
13:18:03 <peter1138> Are you... stalking us? :p
13:18:33 <planetmaker> andythenorth, it's ok. but it's also checking for git, is it?
13:18:51 <planetmaker> version-determination should work for all 3 VCS we used to have
13:18:55 <andythenorth> planetmaker: yes :)
13:19:12 <planetmaker> then it's a first-grade non-issue :P
13:19:35 <andythenorth> I'll fix the lang one
13:20:20 <andythenorth> "strgen will tell what svn revision it was last modified"
13:20:30 <andythenorth> change simply to "strgen will tell what git revision it was last modified"
13:20:31 <andythenorth> ?
13:20:37 <andythenorth> I never used strgen so eh
13:21:32 <Gabda> only stalking the github page
13:23:37 <Gabda> i was looking for Samu's town growth pr and saw the new pr
13:25:31 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth updated pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
13:25:53 <andythenorth> oof git or Git
13:25:57 <andythenorth> probably not a big deal
13:27:10 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhnee
13:27:44 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhnef
13:27:58 <Gabda> btw, if I want to define a new global variable, is there a good place to inicialize it on general?
13:28:27 <planetmaker> that depends on the variable's use. They are defined in the appropriate header files
13:28:28 <Gabda> i want a counter on how may town boundary zone is set to be displayed
13:28:49 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6698: Developer docs updates for git / github move https://git.io/fhneJ
13:28:50 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6698: Developer docs updates for git / github move https://git.io/fhneU
13:29:20 <Gabda> and I want it to be 0 when starting/loading/joining a new game
13:29:42 <planetmaker> isn't that a GUI-only one and should be in the gui / settings part and struct?
13:30:59 <Gabda> yes, it is a gui only think
13:31:26 <Gabda> I will look around there, thanks for the tip
13:31:51 <planetmaker> I know... it was not much help, sorry :)
13:32:08 <planetmaker> (I just have irc running on a 2nd screen at work :P)
13:32:32 <Gabda> ? it helped me alright
13:33:08 <planetmaker> maybe the (in)visibility window is a good place to show and toggle that (where you toggle trees / houses / ...)
13:34:09 <Gabda> as i am only familiar with really small parts of the project, it is hard to navigate for now
13:34:28 <planetmaker> I know how that feels. I also only now some small parts
13:34:40 <Gabda> so even if you point at a file, it is a big help
13:39:11 <peter1138> Best way to learn the code is to dive in ;)
13:40:33 <planetmaker> absolutely. But yes, some pointers on where to start looking sometimes are very helpful. And some grasp of grep -E blah src/* ;)
13:41:15 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker merged pull request #7036: Doc: replace 2 references to SVN with Git #6698 https://git.io/fhZj6
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14:11:19 <andythenorth> merge this one? https://github.com/OpenTTD/OpenTTD/pull/7026
14:14:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6315: Advanced Fences: (with patch) https://git.io/fhney
14:15:22 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #5877: Motion counter continues to increase while train is waiting at non-path signals https://git.io/fhne9
14:15:23 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #5877: Motion counter continues to increase while train is waiting at non-path signals https://git.io/fhneH
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14:40:56 <andythenorth> hmm BAD FEATURES
14:41:38 <peter1138> Uh oh
14:42:57 <andythenorth> mumble mumble 4TC
14:43:12 <andythenorth> magic sprite changing https://en.wikipedia.org/wiki/British_Rail_Class_438
14:43:20 <andythenorth> probably not
14:43:41 <andythenorth> build passenger coaches, attach them to some engines, get cabs
14:45:46 <andythenorth> nope
14:49:36 <peter1138> Livery refit ;)
14:49:50 <andythenorth> tempting :P
14:49:59 <andythenorth> I already have the sprites for railcars
15:02:16 <andythenorth> oof ok, so that BAD FEATURE is getting added
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15:18:00 <peter1138> DO IT
15:22:00 <andythenorth> when do I get an incrementing counter on ctrl-click?
15:23:19 <LordAro> andythenorth: i would've merged #7026, but i decided i don't know enough about the code
15:24:05 <andythenorth> do you want to unapprove? :)
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15:28:32 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
15:42:13 <andythenorth> oof FFWD works again
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15:52:55 <peter1138> Hmm?
15:54:08 <nnyby> btw, on the wiki's left-hand navigation, the WebTranslator link is broken. Should probably link to http://translator.openttd.org/ without the /status
15:54:42 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnf2
15:55:43 <Sacro> Is CVS still going?
15:58:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfP
15:58:58 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfX
15:59:11 <peter1138> andythenorth, is that my patch making a difference? How much?
16:01:13 <Samu> LordAro which version comes next? I'm gonna assume 1.9?
16:01:37 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfM
16:03:02 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
16:03:42 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnf9
16:03:49 <Samu> ./* 1.9 GSBridge::GetName takes one extra parameter to refer the vehicle type */
16:04:17 <Samu> ./* 1.9 GSBridge.GetName takes one extra parameter to refer the vehicle type */
16:04:28 <Samu> is 1.9 correct?
16:04:29 <LordAro> Samu: yeah
16:04:39 <Samu> oki
16:06:23 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnf7
16:06:41 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfd
16:07:25 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhnfN
16:08:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7033: Fix: typo in variable name: pices -> pieces https://git.io/fhZ7M
16:08:09 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnfx
16:08:56 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnfp
16:09:35 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
16:11:45 <Samu> ./* 1.9 adds a vehicle type reference to the bridge name */
16:11:54 <Samu> what is a better comment?
16:12:25 <Samu> adds a vehicle type reference to get the bridge name
16:13:33 <Samu> adds vehicle type parameter to refer the bridge name?
16:13:37 <Samu> help, my english!
16:14:22 <nnyby> s/refer/refer to/
16:15:22 <nnyby> uhh hmm, idk which one is best tho, sorry
16:15:42 <Samu> i hate comments
16:15:53 <Samu> for me all the code would go without any comment
16:15:57 <Samu> hehe
16:16:16 <nnyby> if the code is clear enough, that's the ideal way to do it :P
16:16:45 <nnyby> comments become out of date easier than code
16:17:21 <Samu> maybe explaining what I did will help with the comment
16:18:31 <Samu> I made the function GSBridge.GetName to take 2 parameters instead of 1, the new parameter is vehicle_type, and is used to get the name of the bridge for that vehicle type
16:19:11 <Samu> so instead of calling every bridge "insert material rail bridge"
16:19:27 <Samu> it's now "insert material vehicle type bridge"
16:20:03 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7035: Add: Mexican Peso currency https://git.io/fhnJq
16:20:52 <LordAro> Samu: i'd be happy with "1.9 adds a vehicle type parameter"
16:20:57 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnJG
16:21:08 <Samu> ah, ok, sounds easier than i thought
16:23:33 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7035: Add: Mexican Peso currency https://git.io/fhZFR
16:36:04 <Samu> uh oh I screwed up, i didn't commit first before fetch
16:36:16 <Samu> now i got unstaged changes and can't rebase
16:36:17 <Samu> halp
16:36:52 <nnyby> make a new commit with your unstaged changes
16:37:10 <nnyby> that should allow you to rebase, even if conflicts turn up
16:38:25 <Samu> i'm unsure what to do, so i guess i'll just ignore all changes and re-do them
16:38:44 <nnyby> that's another possibility >_<
16:38:48 <Samu> changes can be restored from recycle bin, good!
16:39:35 <nnyby> what I've done before is just copy the whole directory to a backup directory
16:39:51 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #6928: Fix #5713: Use pathfinder to find closest ship depot https://git.io/fhnJd
16:40:08 <nnyby> then get your main git repo up to date with master, and re-apply the changes, either manually or just copying over the relevant files
16:41:29 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7032: Ugly regular font after FreeType update https://git.io/fhnJN
16:42:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #6988: Change: AI/GS ScriptBridge::GetName takes one extra parameter to refer the vehicle type https://git.io/fhfaC
16:43:37 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
16:51:51 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
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17:42:17 <Samu> byte values look like weird symbols on visual studio
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17:54:25 <LordAro> Samu: probably because they're actually chars
17:54:27 <LordAro> sorta
18:06:35 <Samu> byte ship_dir = v->direction & 3;
18:06:45 <Samu> why not call it Direction
18:06:55 <Samu> Direction ship_dir = v->direction & 3;
18:07:10 <Samu> opf code has a lot of byte code
18:07:23 <Samu> doesn't make it easy to read
18:07:59 <Samu> nielsm
18:09:15 <Samu> ok, i'm reverting
18:11:08 <nielsm> if you're talking to me I have no idea what you're commenting on
18:11:30 <nielsm> (apart from "one or more of those 10+ comments")
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18:14:15 <Samu> https://github.com/OpenTTD/OpenTTD/pull/6928/files#r247157423
18:14:35 <Samu> i changed some byte into stuff that has enumerated names
18:14:42 <Samu> to make it easier to read
18:14:47 <Samu> and follow on visual studio
18:15:10 <andythenorth> samu being friendly, can you please not highlight random people
18:15:32 <andythenorth> you might get kicked for it
18:15:53 <Samu> it was him who asked for changes
18:18:35 <Samu> ship_dir 0 '\0' unsigned char
18:19:57 <nielsm> when I ask "why" I'm asking you to explain the idea behind it, not saying it's wrong
18:20:22 <nielsm> it's changes that don't seem to have a clear purpose to me, no functional effect
18:20:43 <nielsm> but if it makes debugging the code easier that's a valid explanation
18:21:37 <andythenorth> so NRT branch conflicts again
18:21:39 <andythenorth> yay
18:25:19 <andythenorth> due to depot pathfinder fixes https://paste.openttdcoop.org/pl3jnl4gc/txrw2n/raw
18:26:01 <andythenorth> and something else
18:27:16 <Samu> Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)
18:27:33 <Samu> guess i better give up
18:27:59 <Samu> byte it is
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18:42:31 <Samu> Why the condition check for max_penalty == 0, if it's wrong to call the function with that parameter zero then make it an assert that it much be greater than zero, and change this line to a simple max() call.
18:43:01 <Samu> because findclosestdepot can pass 0
18:45:07 <Samu> or maybe not, apparently i made sure it's not passed as 0
18:53:52 <Samu> I'm bad with names
18:54:07 <Samu> max_length should probably be named max_cost
18:54:14 <Samu> or max_penalty
18:54:32 <Samu> max_cost, max_penalty, max_length, max_dist
18:55:09 <Samu> it's the thing that makes the pathfinder to stop searching beyond
18:55:18 <nielsm> in the context of pathfinding, "penalty" is a value added to the path cost when an undesirable path is taken
18:56:25 <Samu> opf uses bird distance as cost
18:56:30 <nielsm> while maximum path cost would be an abort condition for pathfinding
18:56:30 <Samu> or length
18:56:56 <Samu> * Finish if we already exceeded the maximum path cost */
18:56:56 <Samu> if (++tpf->rd.cur_length > tpf->max_length) return;
18:57:18 <Samu> tpf->max_cost
18:57:22 <andythenorth> why don't ships use the pathfinder already for depots?
18:57:27 <Samu> tpf->max_penalty
18:57:34 <Samu> tpf->max_dist
18:57:47 <andythenorth> I suspect the answer is here https://github.com/OpenTTD/OpenTTD/pull/6928#issuecomment-452937884
18:57:48 <nielsm> and my point about the word "penalty" is that nowhere you're using it does it refer to a penalty applied, but to an abort condition
18:58:00 <andythenorth> the pathfinder is likely very expensive for ships finding depots
18:58:05 <andythenorth> so it's not used
18:58:18 <Samu> lost ships cost more
18:58:34 <andythenorth> the proposed solution seems to be 'try the pathfinder until it fails, then fallback to the known broken current method'
18:58:40 <andythenorth> if I've understood it correctly
18:58:43 <Samu> yes
18:59:34 <Samu> it also solves some other weird behaviours
18:59:52 <andythenorth> it seems to be a lot of work for minimal benefit tbh :)
19:00:05 <andythenorth> peter1138: what hole did this fall into? https://github.com/OpenTTD/OpenTTD/pull/6784
19:00:50 <Samu> going outside a leash range
19:00:54 <Samu> unsure how to explain
19:01:39 <Samu> it's when the ship goes back and forth and everytime it goes forth, it reverts direction, then it re-searches depot and turns back again
19:01:51 <Samu> stays in this loop if not using a pathfinder
19:01:53 <andythenorth> how does a ship have a non-reachable depot?
19:02:10 <andythenorth> I understand what it looks like, they're on the wrong side of lan
19:02:11 <andythenorth> land *
19:02:14 <andythenorth> I've seen it happen
19:02:18 <andythenorth> but what causes it?
19:02:26 <Samu> distance manhattan
19:02:27 <andythenorth> it's caused by player building insuffiicent depots
19:02:46 <andythenorth> player has to provide enough depots to account for the way ships behave
19:03:20 <Samu> pathfinders use their internal costs
19:03:58 <Samu> one it finds a valid path, it can only decrease the next tile the ship advances
19:04:05 <andythenorth> fix route causes not symptoms
19:04:08 <andythenorth> root causes *
19:04:08 <Samu> ship will not turn back again
19:04:12 * andythenorth can't type today :|
19:04:14 <andythenorth> or any day
19:05:07 <andythenorth> are you pathfinding to find the nearest depot?
19:05:17 <andythenorth> or finding the nearest depot and pathfinding the sea distance to it?
19:05:44 <Samu> pathfinding the sea distance to the nearest depot, that is the nearest that the pathfinder found
19:06:04 <Samu> the cheaper pathfinder cost
19:06:23 <nielsm> you call the pathfinder a whole lot to try a whole bunch of depots
19:06:38 <Samu> well, for opf, yes :(
19:06:44 <andythenorth> why not find the nearest depot, then pathfind to that?
19:06:58 <andythenorth> nearest, manhattan
19:07:14 <andythenorth> then abort and report lost if path can't be found
19:07:20 <andythenorth> one-time
19:07:24 <Samu> that's what nielsm done
19:07:28 <Samu> causes stalls
19:07:37 <Samu> they're very perceptive
19:07:55 <Samu> but what im doing with opf is kinda similar
19:08:09 <Samu> not just with yapf or npf
19:09:10 <andythenorth> ok GL, I just don't want you to waste time unless you're having fun :)
19:09:20 <andythenorth> the chances of this PR being merged are very low
19:09:46 <Samu> well, i suspect opf being the one with the biggest slowdown
19:10:00 <Samu> the other should be doing better
19:10:38 <Samu> didn't really test
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19:10:55 <Samu> there was no fps feature when i did that patch
19:11:06 <Samu> now there is, i can use it to see how much time ships are wasting
19:11:14 <andythenorth> the current PR touches far too much stuff
19:11:28 <andythenorth> it provides only a partial fix
19:11:33 <andythenorth> to an issue that's already an edge case
19:11:46 <andythenorth> and ships already have pathfinding performance problems
19:12:00 <andythenorth> so being objective, it is unlikely that anyone is going to approve the PR
19:12:29 <andythenorth> if your goal is to get it merged, you need to rethink, as it stands the PR is just clogging up the queue
19:12:46 <andythenorth> if your goal is learning more code, carry on, but then the PR isn't needed
19:12:54 <Samu> I'm trying to a merge, but :(
19:13:33 <Samu> it already uses MAX_DEPOT_PENALTY thing variables
19:13:47 <Samu> which should somewhat limit how further it can search
19:13:59 <andythenorth> I will start marking this and related PRs as non-viable if the approach doesn't change
19:14:12 <andythenorth> it's not helpful to have a long PR queue
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19:16:42 <Wolf01> o/
19:16:54 <andythenorth> hi Wolf01
19:17:17 <Samu> OPF has one thing that the other pathfinders don't
19:17:44 <Samu> a max cost of 50
19:18:10 <Samu> the others have a max cost of a really high number that no one can edit
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19:18:41 <Wolf01> Like INT_MAX?
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19:19:06 <Samu> perhaps there should be 3 limits
19:19:27 <Samu> for automatic service, max cost could be low
19:19:41 <Samu> for manual service, max cost could be medium
19:19:54 <Samu> for the other orders, the actual really high number that no one can edit
19:20:12 <Wolf01> There should be some presets for each pathfinder
19:21:13 <andythenorth> LordAro: did you have an opinion on this? https://github.com/OpenTTD/OpenTTD/pull/6817#issuecomment-422861526
19:21:46 <Samu> it will feel strange at first to have pathfinders return path not found, but at least they will not be searching THAT FAR
19:22:48 <Samu> just have to compute an estimated internal pathfinder cost for the 130 dist that is imposed on ships
19:22:56 <Samu> between orders
19:23:04 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #6929: Add #6410: [YAPF] Use a max penalty for finding the nearest road vehicle depot https://git.io/fhnIC
19:23:06 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6929: Add #6410: [YAPF] Use a max penalty for finding the nearest road vehicle depot https://git.io/fhnIW
19:23:44 <Samu> and call it the medium distance
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19:27:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6927: Change: Forbid dock placement on docking area https://git.io/fhnIE
19:32:18 <Samu> going with tpf->max_cost as name
19:32:24 <Samu> seems more fiting
19:33:44 <Samu> OPF_MAX_LENGTH to OPT_MAX_COST
19:33:55 <Samu> must see what the other pathfinders call this
19:36:43 <Samu> _npf_aystar.max_path_cost = max_penalty;
19:36:46 <Samu> keks
19:37:57 <andythenorth> I'm experimenting with this, what should I call it? https://dev.openttdcoop.org/attachments/download/9238/railcar_trailer.png
19:38:29 <andythenorth> it's unpowered coach for adding to Slammer or Geronimo MUs
19:38:53 <Samu> the other pathfinders call it max_penalty :( opf can't call it max_penalty
19:40:19 <Samu> carriage
19:41:02 <Samu> tpf->max_path_cost
19:41:07 <Samu> just for consistency
19:42:22 <Samu> pfs.max_path_cost = Clamp(max_cost, 1, OPF_MAX_LENGTH);
19:42:35 <Samu> max_cost should be max_penalty, according to the other pathfinders
19:42:41 <Samu> why should it be different for opf?
19:42:52 <Samu> pfs.max_path_cost = Clamp(max_penalty, 1, OPF_MAX_LENGTH);
19:44:56 <Samu> a max_penalty of 0 for aystar is
19:46:13 <LordAro> andythenorth: i believe i discussed it with him here - i would prefer 1 big PR, lots of commits
19:46:19 <LordAro> but he seems to have gone silent anyway
19:46:26 <andythenorth> seems so
19:46:31 <LordAro> i have half a mind to pick it up at some point
19:46:49 * andythenorth trying to win the game of 'all PRs in page' :P
19:46:52 <andythenorth> was all
19:46:53 <Samu> hmm?
19:47:10 <Samu> me?
19:48:37 <peter1138> What's the prize?
19:49:06 <andythenorth> winning
19:49:16 <andythenorth> maybe a soft toy
19:49:26 <andythenorth> chocolate money in a string bag
19:49:49 <peter1138> Hmm, playing the piano makes my step counter go up a lot :p
19:49:54 <peter1138> Silly wrist-mounted things.
19:50:08 <andythenorth> quite funny though
19:50:43 <andythenorth> play faster, more steps
19:51:02 * andythenorth needs a tame train nerd
19:51:12 <andythenorth> this railcar trailer is useless if attached to a railcar
19:51:21 <andythenorth> they only have 300HP, so the trailer nerfs it
19:51:27 <Samu> uint max_path_cost; ///< If the g-value goes over this number, it stops searching, 0 = infinite.
19:51:44 <Samu> looks like NPF has no real limit
19:51:54 <Samu> what happens if it goes past max value of uint?
19:53:02 <Samu> no limit is imposed, no wonder it's really slow for ships
19:56:50 <Samu> i believe yapf has a limit, i remember seeing a really high number somewhere
20:01:17 <Samu> ah
20:01:29 <Samu> m_max_search_nodes = 10000 for yapf, thats what I saw apparently
20:01:36 <Samu> not max cost
20:04:28 <Samu> max_search_nodes = 10000 for npf as well
20:04:46 <Samu> yapf has no max cost imposed
20:04:53 <Samu> npf has no max cost imposed
20:05:15 <Samu> opf is different
20:07:36 <Eddi|zuHause> make it lighter?
20:09:09 <andythenorth> good suggestion
20:09:13 <andythenorth> might be solving the wrong problem :)
20:09:23 <andythenorth> which seems to be the thing round here today
20:09:55 <andythenorth> the trailer only exists to add to 1500HP EMUs
20:10:08 <andythenorth> but it's confusing
20:10:13 * andythenorth tries a cleaner approach
20:11:47 <andythenorth> I was trying to cheat by reusing existing graphics and code
20:12:01 <andythenorth> then I just get vehicles that look and behave like the ones I already have :P
20:12:10 <andythenorth> not good
20:13:33 <peter1138> Bah, full iron armour is no match for a creeper blast :9
20:13:59 <Samu> static uint FindShipTrack(const Ship *v, TileIndex tile, DiagDirection dir, TrackBits bits, TileIndex skiptile, Track *track, uint max_path_length = OPF_MAX_LENGTH, TileIndex destination = *v->tile)
20:14:05 <Samu> does this look better?
20:16:05 <Samu> nop, doesn't work
20:16:56 <Samu> error C2587: 'v': illegal use of local variable as default parameter
20:19:02 <andythenorth> is there a version of Euro Truck Simulator in Minecraft?
20:19:08 * andythenorth ponders
20:20:27 <dwfreed> peter1138: diamond yo
20:21:49 <peter1138> Yeah, I know. I'm sure it used to offer some protection from a single blast though :/
20:22:05 <dwfreed> Samu: default values have to be constants
20:22:55 <nielsm> and default values are not necessarily necessary
20:23:38 <nielsm> if you need to radically change a function signature to make another change sensible, THAT'S OKAY!
20:23:38 <dwfreed> right, overloading would probably be a better approach
20:24:04 <nielsm> even if that means also changing a bunch of other code technically unrelated to the change you want to make
20:24:42 <nielsm> you just do the function signature change first, in a separate "Codechange" commit, changing the existing signature, all existing call sites, and make sure the entire program still compiles and runs with no functional changes
20:24:58 <nielsm> then you have a basis for more easily implementing your change in a sensible way
20:25:24 <nielsm> that's refactoring and it's a good tool to have in your belt
20:35:48 * andythenorth thinks TrueBrain is super quiet
20:36:12 <Samu> that function is only called by 2 other functions OPFShipChooseTrack and the newly created OPFShipFindNearestDepot
20:36:31 <Samu> how to refactor
20:38:09 <Samu> i made sure OPFShipChooseTrack was still working as it was before
20:39:03 <Samu> ok
20:39:24 <Samu> must think
20:40:03 <nielsm> called in two places only?
20:40:05 <nielsm> easy
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20:40:22 <nielsm> just change it
20:42:13 <andythenorth> I have a dual-headed vehicle, is there a var current vehicle position: front / rear ??
20:43:53 <Samu> FindShipTrack is not declared
20:44:05 <Samu> the other 2 are
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20:51:51 <Samu> i'm confused, im not sure what I have to do
20:52:10 <Samu> https://stackoverflow.com/questions/2322736/what-is-the-difference-between-function-declaration-and-signature
20:52:22 <Samu> google doesn't help
20:52:57 <nielsm> declaration is code
20:53:00 <nielsm> signature is concept
20:53:31 <nielsm> the declaration of a function is the piece of code that tells the compiler what its signature is
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20:59:10 <andythenorth> one day I learn about overloading
20:59:13 <andythenorth> maybe...today
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21:00:42 <dwfreed> overloading is really simple
21:00:59 <dwfreed> one function name, multiple declarations with different signatures
21:01:22 <dwfreed> declaration is chosen by matching signature with how it was called
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21:02:40 <dwfreed> eg, foo(int) and foo(char*); if you call foo like foo(2) then the foo(int) declaration is used; if you call it with foo("bar") then the foo(char*) declaration is used
21:03:20 <dwfreed> if there isn't a matching declaration, then that's an error (though implicit type conversions may result in a declaration being found that you hadn't intended)
21:04:24 <andythenorth> is it commonly useful? Or occasionally useful?
21:04:38 <nielsm> default parameters sort-of implicitly create overloads
21:05:02 <nielsm> overloading is used all the time in the C++ standard library
21:05:37 <nielsm> (in part to allow for const correctness)
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21:06:25 <andythenorth> I don't think I've used many languages that don't have defaults
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21:07:59 <andythenorth> hmm there's a thing I do a lot, which is like an ass-backwards version of overloading
21:08:20 <andythenorth> defining a subclass to change the behaviour of a function in context of that subclass
21:09:00 <andythenorth> self taught programers :P
21:09:12 <Samu> i still dont know what i have to do, so im gonna keep it as is, because it works for me
21:10:28 *** magla has joined #openttd
21:10:35 <Samu> the number of changes are just local to this file
21:10:46 <Samu> don't think i need to refactor
21:11:48 <Samu> didn't joanjosep did the same on npf?
21:13:31 <Samu> brb
21:15:12 <andythenorth> nielsm: I coded a 3-part 1.5 tile EMU for Horse...but it's articulated so I can't do livery tricks with ctrl-click :P
21:15:22 <andythenorth> going to make it one tile
21:15:36 <andythenorth> or we patch to allow ctrl-click stupid on articulated vehicles....
21:15:39 <nielsm> meh :P
21:15:54 <andythenorth> one tile / one part /s
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21:17:16 <Eddi|zuHause> <andythenorth> I don't think I've used many languages that don't have defaults <-- defaults isn't the only use for overloads
21:17:29 <andythenorth> I can see that :)
21:17:56 <andythenorth> but you won't encounter much overloading in JS or actionscript 2
21:18:07 <andythenorth> it's not in the spec :P
21:18:20 <Samu> https://github.com/OpenTTD/OpenTTD/commit/edb7adf183d11c452ab5f60ef7176cd34bab3f54#diff-fe68d910d6c0b0a8d81eb65e88e60fb1L962 this is joanjosep changes to npf
21:18:25 <Eddi|zuHause> do they even have types?
21:18:55 <Samu> what did he do right, that I did wrong on opf
21:19:06 <Samu> i can't see, im blind
21:19:15 <andythenorth> Eddi|zuHause: they sort of have types yes
21:19:29 <andythenorth> if you ever get the chance to try them out, don't
21:20:35 <andythenorth> so ctrl-click increments a counter, one byte
21:20:54 <andythenorth> depot flip var is refactored to be mod(2) or so of the counter
21:21:00 <andythenorth> newgrf author can use it any way they like
21:21:19 <andythenorth> and we make it available for articulated vehicles
21:21:39 <andythenorth> only the last part is hard :P
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21:22:29 <peter1138> liveries?
21:22:56 <andythenorth> liveries or anything you like
21:23:07 <andythenorth> whatever cb36 supports
21:23:09 <peter1138> nrt?
21:23:20 <andythenorth> nrt has merge conflict :P
21:23:39 <peter1138> can be fixed
21:23:40 <andythenorth> only 2
21:23:41 <andythenorth> https://paste.openttdcoop.org/pl3jnl4gc/txrw2n/raw
21:24:00 <peter1138> currently i'm ... mapping in minecraf :p
21:24:02 <peter1138> +t
21:24:06 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhnLx
21:24:14 <peter1138> and wondering about having some cheese & biscuits
21:24:15 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7034: Fix: Spelling fixes on some Latin American town names https://git.io/fhZ5K
21:24:34 <andythenorth> biscuits and cheese
21:24:38 <peter1138> that too
21:24:42 <andythenorth> got any stilton?
21:24:45 <peter1138> no
21:24:47 <peter1138> sadly
21:25:03 <andythenorth> brie?
21:25:14 <peter1138> got some goat's cheese, a bit of brie with truffle in it, and some other smelly cheese.
21:25:29 <peter1138> i should send the good lady out to get some :p
21:25:34 <peter1138> something strong and blue
21:26:03 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnLj
21:26:16 <andythenorth> this game of cheese shop didn't last long
21:26:37 <peter1138> oh, got some cheddar
21:26:41 <peter1138> hmm,a ctually
21:26:53 <peter1138> i've got one of those combo cheeses that may have a bit of blue cheese in the middle
21:27:20 <peter1138> or it might just be mouldy
21:27:30 <andythenorth> cheese mould is correct
21:27:34 <andythenorth> actually no
21:27:41 <andythenorth> I had mouldy cheddar at christmas, by accident
21:27:44 <andythenorth> it was incorrect
21:27:56 <peter1138> if it's not meant to be mouldy... no ta
21:38:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #6613: Airports: when placing an airport, consider airport tile table tiles only. https://git.io/fhntk
21:38:56 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7026: Add: when placing non-rectangular airport, consider airport tile table tiles only (patch by adf88, #6613) https://git.io/fhGD4
21:39:20 <andythenorth> \o/
21:41:35 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened issue #7037: Smarter random town names https://git.io/fhntt
21:44:46 <LordAro> ...that doesn't exist
21:44:47 <LordAro> what
21:46:00 <andythenorth> github loses things sometimes
21:47:58 <nnyby> Current github status: 2733ndxv827s. https://status.github.com/messages
21:51:16 <LordAro> that'd do it
21:52:38 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7037: Smarter random town names https://git.io/fhnts
21:54:47 <LordAro> still 404ing for me, lol
22:00:33 <andythenorth> tomorrow is the flyspray patch bonfire :P
22:00:37 <andythenorth> 24 hours to 'save' some
22:00:50 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues?q=is%3Aopen+is%3Aissue+label%3A%22patch+from+FlySpray%22
22:04:04 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on issue #7037: Smarter random town names https://git.io/fhnt0
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22:24:21 <peter1138> Ooh this goats cheese is nice.
22:24:52 <andythenorth> 🐐
22:25:50 <peter1138> I don't think it has any goats in it, though
22:26:24 <peter1138> Nice little platter of biscuits and cheese there.
22:26:46 <peter1138> How do I place a non-rectangular airport? o_O
22:28:58 <andythenorth> emoji
22:29:00 <andythenorth> dunno
22:29:18 * LordAro seems to be drafting a changelog
22:29:20 <LordAro> for some reason
22:30:01 <andythenorth> is there a script for that?
22:30:11 <LordAro> i believe it's called "frosch"
22:30:14 <LordAro> normally
22:30:37 <LordAro> or otherwise git log --oneline and copying it into a file
22:30:43 <LordAro> which is what i'm doing
22:31:03 * andythenorth wonders if town names already has some terrain awareness
22:31:10 <andythenorth> maybe I'm confusing it with stations
22:32:01 <frosch123> changelog is manually, most of the time the messages are reworded slightly and change/feature/add is revised
22:32:26 <frosch123> writing changelog goes along with deciding what is backported
22:32:32 <frosch123> though we skipped that for 1.8 :)
22:32:52 <LordAro> mm
22:33:35 <frosch123> http://devs.openttd.org/~frosch/backport.txt <- apparently you need to continue from r27994 :p
22:33:39 <nnyby> stations definitely have terrain / industry awareness, which seems to work pretty well
22:34:16 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #7037: Smarter random town names https://git.io/fhntQ
22:34:36 <andythenorth> you have about 100 to do LordAro :P
22:34:41 <frosch123> townnames are just random bits
22:34:41 * andythenorth posts encouragement
22:34:43 <frosch123> no context
22:35:01 <andythenorth> best comment type
22:35:22 <andythenorth> should I move the ponies thread to GitHub?
22:35:39 <andythenorth> hmm don't think I've ever requested *anything* via the issue trackers
22:36:29 <Samu> im gonna try make the function return the same type of data
22:36:32 <frosch123> do you want more issues to close :p
22:37:02 <andythenorth> nearly closed enough
22:37:05 <andythenorth> the ones that are left
22:37:11 <andythenorth> ARE VERY VERY SERIOUS
22:37:17 <andythenorth> and ANY CREDIBLE SOFTWARE SHOULD FIX THEM
22:37:18 <andythenorth> etc
22:37:27 <andythenorth> will nobody think of the children?
22:38:09 <Samu> do you actually test the stuff in-game when reviewing or only look at code?
22:38:12 <andythenorth> oops, I requested a feature, jinxed it https://github.com/OpenTTD/OpenTTD/issues/6919
22:38:20 <andythenorth> Samu: I always test
22:38:26 <andythenorth> because I can't read C++
22:38:35 <Samu> oh nice nice
22:38:40 <andythenorth> PRs that are hard to test wont' get looked at by me :P
22:38:51 <andythenorth> I nearly tested your town growth on water PR
22:38:56 <andythenorth> but can't test it so eh
22:38:58 <andythenorth> nope
22:39:24 <Samu> I made my tests with scenario editor
22:39:32 <Samu> most
22:39:45 <Samu> the depot tests were actually in-game
22:40:00 <frosch123> add an "atlantis" industry that accepts/produces pax/mail/good
22:40:10 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on issue #6919: Set company colour per vehicle group https://git.io/fhntp
22:40:11 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed issue #6919: Set company colour per vehicle group https://git.io/fhnth
22:40:30 <andythenorth> I keep hovering over 'close' on this one
22:40:31 <andythenorth> https://github.com/OpenTTD/OpenTTD/issues/6908
22:40:36 <andythenorth> like, why?
22:40:37 <frosch123> maybe there should be a citybuilder newgrf, where towns are industries
22:40:40 <andythenorth> does it matter ^^^
22:41:14 <andythenorth> are we so worried about varact2?
22:41:44 <frosch123> andythenorth: newgrf spec issues need to ripe
22:41:51 <Samu> ah I see
22:41:58 <andythenorth> this beer is not ready yet
22:41:59 <andythenorth> etc
22:42:13 <acklen> waiting for it to get colder?
22:42:36 <frosch123> the c++ people need 10+ years for some specs
22:42:38 <andythenorth> colder newgrf
22:42:50 <frosch123> some newgrf spec also need some years until they are right
22:42:51 <andythenorth> I agree on newgrf spec needing time
22:42:57 <andythenorth> otherwise 1 billion useless vars
22:42:57 <Samu> if (distdepot <= (uint)max_distance && distdepot < best_dist) {
22:43:16 <frosch123> when yexo was around we could peer-review specs
22:43:19 <Samu> for some reason i mixed distance manhatan with pathfinder number of walked tiles
22:43:31 <frosch123> but since nml, noone learns nfo, so noone can design specs :p
22:43:43 <andythenorth> oof
22:43:57 <andythenorth> FWIW, I tend to read the nfo docs
22:44:03 <Samu> must remember why I did it this way
22:44:08 <andythenorth> then look up the nml keyword for it
22:44:24 <andythenorth> maybe I should patch my nml locally
22:44:31 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed issue #6742: Only possible to build station next to competitor by using CTRL+click https://git.io/fhnqT
22:44:35 <andythenorth> switch -> act2, varact2
22:44:37 <LordAro> that slipped through the cracks
22:44:40 <frosch123> you do pynml, not nml :p
22:45:05 <andythenorth> varact2(params) { ranges: returns }
22:45:13 * andythenorth invents own
22:45:42 <andythenorth> so who *hasn't* rebased NRT yet?
22:45:49 <Samu> the number of walked tiles from ship to depot can be higher than the distance manhattan from ship to depot
22:46:06 <andythenorth> players so far are me, TB, Peter and Albert, and I think someone else too
22:46:06 <frosch123> is there a tramtype grf yet?
22:46:10 <Samu> damn, i know i have this right, i just can't explain it atm
22:46:17 <andythenorth> there's a conflict in NRT
22:46:19 <andythenorth> dunno about trams
22:46:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7037: Smarter random town names https://git.io/fhnqt
22:47:33 <Samu> if (max_penalty == 0) max_penalty = OPF_MAX_LENGTH;
22:47:46 <Samu> this is actually not a max penalty, and not a max distance either
22:47:58 <Samu> it's a max number of tiles the pathfinder can walk
22:48:18 <Samu> that would be a long name for a variable
22:48:24 <andythenorth> anyway, newgrf is 'done', right? ;)
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22:49:34 <frosch123> there are no valuator actions
22:50:32 * andythenorth looks it up
22:50:42 <andythenorth> google not helping much
22:50:48 <andythenorth> does that give a table of answers to a function?
22:51:26 <andythenorth> or is it a programming joke?
22:52:09 <frosch123> i want some action2 variant which loops over all parts of some train/articulated vehicle/industry tiles/... and repeats another action2 for each part
22:52:35 <frosch123> inisde that action2 you can then accumulate/search stuff in the itereated parts
22:52:46 <frosch123> that should save on various insane variables
22:53:07 <frosch123> like "is there a brake van at position x and a food van at position y"
22:53:09 <andythenorth> oh
22:53:18 <LordAro> https://demo.firepad.io/#9SFyHZNb0T here's what i've got wrt changelog
22:53:33 <LordAro> (another day, another collaborative text editor)
22:53:36 <andythenorth> so that can be nearly done, if I'm prepared to code enough pre-programmed offsets into the vehicle chain
22:53:37 <frosch123> it's std::for_each but for newgrf
22:53:46 <andythenorth> but it's completely impractical to actually do ^^
22:53:58 <nielsm> LordAro, not sure I'd call the github move a "feature", just a change :)
22:54:00 <andythenorth> ok 'for each' makes total sense
22:54:08 <LordAro> nielsm: it's important to us, dammit
22:54:13 <andythenorth> can we all bikeshed the changelog :D
22:54:20 <andythenorth> just make competing versions, we can vote
22:54:23 <andythenorth> like savegame contest
22:54:24 <LordAro> ono
22:54:55 <Samu> i suck at naming parameters
22:54:58 <Samu> :(
22:55:16 <Samu> max_penalty is the more fitting name in my mind
22:55:55 <Samu> it's passed around all the way from ship_cmd.cpp to the pathfinder internals
22:56:15 <Samu> feels wrong to have it renamed every passage
22:56:59 <TrueBrain> nielsm: orudge is owner of the Azure team; not me. So you can ask him to be added to the team
22:57:16 <TrueBrain> but in general, I am not randomly going to put people in teams; but always feel free to be added to any
22:58:03 <frosch123> i am not sure though, whether the individual iterator parts need to be executed in order and can access stuff from previous iteration, or whether there should be separate map and reduce phases
22:58:44 <TrueBrain> I see Azure Pipelines kicked in after a while anyway. Very odd
22:59:13 <andythenorth> frosch123: I can't explain the interface, but I would expect a list of parts, and return values for each list member
22:59:24 <andythenorth> then I do something with those
22:59:29 <andythenorth> I don't have any real use case though
22:59:59 <andythenorth> there's ~nothing I can't currently do in newgrf vars, except for allowing player to increment an arbitrary counter :P
23:00:04 <frosch123> i think you also wanted powered wagon stuff
23:00:12 <andythenorth> I just used cb36
23:00:32 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7035: Add: Mexican Peso currency https://git.io/fhnqg
23:00:34 <andythenorth> works fine, slight explaining to player how some trains work
23:01:01 <andythenorth> there's stuff that could be done much easier though
23:01:16 <TrueBrain> LordAro: I am receiving too many emails to filter anything of importance. I by accident spotted 7035 .. feel free to assign any ticket to me that needs any attention, or PM it to me
23:01:22 <TrueBrain> otherwise I might not respond .. ever :P
23:01:32 <LordAro> TrueBrain: kk
23:01:37 <LordAro> (i blame andy)
23:02:01 <TrueBrain> yes :)
23:03:27 <andythenorth> frosch123: the thing that would be most useful is arbitrary storage on vehicles :P
23:03:31 <LordAro> hmm
23:03:43 * LordAro notices only feature, change & fix are used in changelogs
23:03:45 <andythenorth> then for example, I could drive the contents of one sprite layer from a bit set varact 2 for another layer
23:03:49 <TrueBrain> going to England is weird .. people drive on the wrong side of the road
23:03:51 <TrueBrain> really annoying
23:03:52 <andythenorth> but it's hardly a block
23:03:59 <TrueBrain> almost got run over by a car because I was looking the wrong way :P
23:04:06 <andythenorth> TrueBrain: it's not the 'wrong' side
23:04:08 <andythenorth> it's the left
23:04:23 <andythenorth> which is the right side
23:04:33 <LordAro> some countries right on the right side, we drive on the correct side
23:04:38 <peter1138> Oh, I bought the wrong brake pads :(
23:04:38 <LordAro> countries drive*
23:04:41 <LordAro> peter1138: D:
23:05:00 <frosch123> andythenorth: storage is like the part where you can do a lot of things wrong :p
23:05:05 <TrueBrain> its funny .. I went to an airport, took a taxi, which took me into country roads .. I was afraid I was never going to arrive
23:05:08 <TrueBrain> but it turns out I did :P
23:05:15 <peter1138> I got J02A, but it currently has G02A. I wonder if they're compatible.
23:05:23 <andythenorth> car or bike?
23:05:24 <peter1138> G02A is just a pad, J02A has a heatsink.
23:05:27 <peter1138> Bike!
23:05:37 <TrueBrain> what I hate about company visits though ... you only see the inside of the hotel and the inside of the company ..
23:05:43 <nielsm> england drives on the left side of the road, for the situations when you acutely need to joust with the opposing traffic
23:05:44 <LordAro> TrueBrain: whereabouts?
23:05:56 <TrueBrain> Leeds of all places :P
23:06:05 <andythenorth> Leeds is good
23:06:07 <LordAro> osht, you're only 40mins away from me
23:06:19 <TrueBrain> I am already back home in the comfort of my own home :D
23:06:20 <frosch123> TrueBrain: it depends whether you are the customer or the seller
23:06:29 <LordAro> lol
23:06:42 <Eddi|zuHause> <TrueBrain> what I hate about company visits though ... you only see the inside of the hotel and the inside of the company .. <-- yeah, like i went to Eindhoven, and saw the ring road and a glimpse of the airport, then went back
23:06:46 <TrueBrain> even better: same company as I work for, just the part that is in the UK :P
23:06:59 <TrueBrain> Eddi|zuHause: exactly :)
23:07:19 <Eddi|zuHause> note: we didn't go by plane :p
23:07:26 <TrueBrain> all I know about Leeds now that it takes ~60 minutes to drive from the left side to the right side
23:09:32 <andythenorth> is that the correct side?
23:09:41 <LordAro> ayy
23:10:12 <andythenorth> Then she kept running straight down to Leeds Central...Took Intercity and left her remorse
23:10:26 <andythenorth> lyric games
23:10:55 <TrueBrain> although it was a nice visit, happy to be back home :)
23:11:20 <TrueBrain> what for me is worst: the flight itself too less time than both the drive from the hotel to the airport, as the drive from the airport to my house :P
23:11:26 <TrueBrain> I want teleportation!
23:18:44 <TrueBrain> pfft, complaints signup is not working .. no, that is just greylisting take for ever :P
23:18:51 <LordAro> frosch123: ok, i've trimmed a fair bit
23:18:54 <TrueBrain> we all started to use greylisting, and it is a fucked up solution :(
23:24:06 <milek7> spamhaus+barracuda dnsbl is sufficient for me
23:24:11 <milek7> greylisting is horrible
23:24:40 <milek7> but anyway spam goes through, from gmail and hotmail servers
23:24:48 <LordAro> frosch123: https://gist.github.com/LordAro/71085728a63bb7cb2e07b4f222e3fefd also saved the changelog here. i figure it's easier to delete stuff than to go back and find what's missing
23:25:42 <frosch123> is that everything since 1.8? did you prefilter/collapse stuff?
23:26:30 <LordAro> `git log --oneline` since 1.8, then selecting commit messages and altering them accordingly
23:26:56 <LordAro> something in the region of 350 commits, i think
23:27:44 <nielsm> how many of those are Eints?
23:28:36 <LordAro> 83 :p
23:30:20 <nielsm> and how many are fixes for bugs introduced by previous commits in this cycle? :D
23:30:40 <andythenorth> 7
23:30:41 <LordAro> pfft
23:30:50 <LordAro> you go read the logs to work it out :p
23:30:55 <LordAro> not *that* many
23:31:26 <andythenorth> frosch123: use case for storage: battery-electric trains :P
23:31:35 <LordAro> significant number are trying to fix the build system wrt clang detection :p
23:35:45 <nielsm> gn
23:36:25 <andythenorth> also
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23:36:58 <peter1138> Oh well, they still fit.
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23:45:04 <Samu> hmm, i can actually change FindShipTrack to return best_length without breaking OPFShipChooseTrack functionality at all
23:45:58 <Samu> suits my purposes better
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23:47:18 <Samu> it won't execute the same code, but the results will be the same
23:53:23 <Samu> and yeah, i dont know about signatures
23:55:55 <Samu> I dont understand lingo
23:56:04 <Samu> code bureocracy
23:56:34 <Samu> i try, but if don't get what they mean
23:58:09 <Samu> gonna revert variable names to what ppl like
23:59:53 <Samu> i'm gonna call it distance, even though I know it's not distance manhatha