IRC logs for #openttd on OFTC at 2019-02-10
⏴ go to previous day
00:00:13 <milek7> huh, these lemmings aren't rendered on canvas
00:00:24 <milek7> but composed with divs and images
00:00:41 <TrueBrain> guess someone was REALLY bored :P
00:01:45 <peter1138> Hmm, need more ships.
00:02:19 <andythenorth> if you can find clone button in pause :)
00:02:34 <peter1138> Ohh, loan isn't maxed out.
00:02:44 <peter1138> Maybe I should've started an NRT server.
00:02:51 <peter1138> But that would need NewGRFs.
00:03:53 <nielsm> am I wrong to mentally pronouce it as New-GORFs?
00:04:06 <peter1138> Is how it appears in servers.openttd.org
00:05:18 <peter1138> I've always pronounced it new-gruffs but I'm weird.
00:05:59 <peter1138> Well, sort of. Kinda shorter than that.
00:07:15 <milek7> eh, it doesn't seem possible to skip steam tax bureaucracy even if i want to publish free game
00:07:36 <andythenorth> officially gif is jif, like giraffe
00:07:51 <peter1138> I always said it like that anyway.
00:07:59 <peter1138> Because I was right.
00:08:15 <nielsm> consider, that in original toyland graphics all road vehicles are trams
00:08:28 <nielsm> or at least run in tracks
00:08:47 <nielsm> guided vehicles on rubber wheels?
00:08:53 <peter1138> Ploddyphut MkIII Bus
00:09:13 <peter1138> Yeah, more like slot cars.
00:09:49 <peter1138> Oh, hah, my stupid monitor and it's pixel-persistence...
00:10:07 <peter1138> I have a dark line down the middle of my screen where I've been doing two-pane development.
00:14:56 <andythenorth> meh this payment bonus stuff :P
00:15:02 <andythenorth> fiddly as all hell
00:17:40 <peter1138> Actually playing is weird.
00:17:51 <andythenorth> I quite like the game
00:21:40 *** snail_UES_ has joined #openttd
00:24:20 *** andythenorth has left #openttd
00:41:42 *** Thedarkb-T60 has joined #openttd
00:47:24 *** drac_boy has joined #openttd
00:50:57 <drac_boy> just had to ask one of the many things on mind finally .. if you made odd mix like lets say nutrack together with original trains then would the SH40 (just for example) still run on the 3rd rail track since it technically is still an electrified track even if not functionally the correct one?
00:51:36 <peter1138> Well, unless nutracks says the track types are compatible.
00:51:57 <drac_boy> thanks, that clears up how the energy class type works, cheers
01:01:36 *** ChanServ sets mode: +v tokai
01:02:48 * drac_boy mutters through more of the wiki
01:02:56 *** Thedarkb-T60 has joined #openttd
01:51:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
01:52:14 <glx> backslashes everywhere :)
01:54:13 *** qwebirc31537 has joined #openttd
01:55:13 <drac_boy> backslashes .. as in backward knife throws or just these little slanted lines on the computer keyboard? :P
01:55:24 * drac_boy is being silly about words now heh
01:56:40 <glx> the thing you need to double each time it's interpreted, in some places I needed 8 of them to get 1 at the end of the process
02:02:55 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
02:04:18 <drac_boy> np, I thought it wasn't something to do with the usual bckslash's anyhow :)
02:09:48 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQY
02:24:17 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHQR
02:24:19 <drac_boy> hmm just have to ask as I'm not too clear on the coding aspect of it .. can you actually have seaplanes if you provided custom airport types?
02:25:05 <glx> I think it's possible yes, I remember seeing that
02:25:23 <glx> or maybe it was just a patch and not in master
02:28:27 <drac_boy> hmm I guess I'll have to look through the forum tomorrow. if its a patch at least it probably still couldn't hurt to make a tiny expansion grf to 'add' it when supported
02:28:50 <drac_boy> anyway have fun with your work there glx (whatever it exactly is)
02:34:14 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7211: Errors / crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw
02:47:11 *** snail_UES_ has joined #openttd
02:47:53 <drac_boy> say I wonder if v453000 is still the usual nutty contributor around lately
02:54:17 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQP
03:18:13 <drac_boy> anyway..bedtime soon
05:19:16 *** HerzogDeXtEr1 has joined #openttd
05:55:34 *** Eddi|zuHause2 has joined #openttd
06:08:48 *** Eddi|zuHause2 is now known as Eddi|zuHause
08:24:33 <peter1138> I've not seen V453000 around for a while
08:29:18 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHdL
08:33:47 *** andythenorth has joined #openttd
08:45:59 *** sla_ro|master has joined #openttd
08:47:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdO
08:51:13 <peter1138> Probably something something in the window tick refactor.
08:52:15 <peter1138> There's some invalidation going on in OnGameTick(), should be in OnInvalidateData
08:52:50 *** Progman has joined #openttd
09:00:01 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHdW
09:24:10 <peter1138> Hmm, trying to find if there's a handy place for determining when a vehicle leaves a depot...
09:24:25 <peter1138> Probably a start/stop command, I guess.
09:29:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9
09:35:55 <peter1138> andythenorth, ^ 7212
09:38:58 <andythenorth> oof persistent storage for trains :o
09:39:32 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHdx
09:43:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7197: Vehicle UI not showing clone button for newly created vehicles in depot when paused https://git.io/fhHoD
09:43:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7212: Fix #7197: Invalidate depot buttons when necessary. https://git.io/fhHd9
09:48:39 <DorpsGek_II> [OpenTTD/OpenTTD] James103 commented on issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHFk
09:48:40 <DorpsGek_II> [OpenTTD/OpenTTD] James103 closed issue #7211: File failed to decompress / OpenTTD crashes when downloading CZTR_Truck_set-1.0.0.tar https://git.io/fhHQw
09:50:57 <TrueBrain> what has become of the world .. even andythenorth is now approving PRs! :P :D <3
09:57:22 *** gelignite has joined #openttd
09:57:25 * andythenorth needs someone to explain vehicle reliability :P
09:57:38 <andythenorth> might need to handle it in newgrf
09:57:40 <andythenorth> never bothered before
10:09:49 *** andythenorth has joined #openttd
10:18:31 <Pikka> how did that happen, andythenorth?
10:18:49 <andythenorth> it hasn't fixed it yet
10:19:01 <Eddi|zuHause> andythenorth: i'm not sure newgrf can even affect reliability
10:19:38 <andythenorth> not sure how it interacts with vehicle life
10:20:13 <Eddi|zuHause> andythenorth: sounds like a horrible idea to touch that
10:21:29 <andythenorth> I would like reliability to decay less aggressively on built vehicles after the model expires
10:21:56 <andythenorth> but I don't want to mess with the model life calculation, which is currently working
10:37:04 <Eddi|zuHause> andythenorth: again, i don't think you can affect that
10:40:21 <andythenorth> so how much performance benefit does vehicle persistent storage bring us?
10:41:48 <Eddi|zuHause> andythenorth: the userbits are currently an expensive operation, and can't be used in time critical operations (like graphics (default) callback)
10:43:06 <andythenorth> so we're delegating performance concerns to individual newgrf authors? o_O
10:44:43 <Eddi|zuHause> that's how it was always(tm) done. some callbacks came with a "don't use expensive operations here" warning
10:55:02 <andythenorth> flat docks anyone?
10:55:26 <TrueBrain> only if their are pink
10:57:34 <andythenorth> oh I've made an unreachable docl :P
11:02:34 *** m3henry has joined #openttd
11:19:48 <andythenorth> what did you do to rivers? :o
11:21:50 <Eddi|zuHause> i tried to "fix" them, obviously.
11:22:36 <Eddi|zuHause> i'm not understanding what's wrong though. might be my limited experience with C++11 or std-containers
11:23:43 <Eddi|zuHause> i think my bfs works, but the iteration to find the flow number is somehow wrong...
11:30:08 *** HerzogDeXtEr has joined #openttd
11:37:02 <Eddi|zuHause> ah i found a thing
11:51:03 *** andythenorth has joined #openttd
11:51:19 <andythenorth> scared away pikka :(
11:55:36 <andythenorth> but they aren't possible :P
11:56:47 <nielsm> how about that idea I aired a while ago, with industries constructed from multiple buildings, in that the industry provides a bunch of building layouts, and the game then places several of those buildings independently as a single industry?
11:57:09 <andythenorth> yes it's worth exploring
11:57:42 <andythenorth> I could, with a lot of effort, do that in newgrf already
12:00:50 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHb1
12:01:37 <andythenorth> visually, I don't actually like bigger industries, but eh :)
12:01:54 <andythenorth> alternatively I could just accept station walking
12:06:55 <andythenorth> or newgrf stations could display multiple cargos
12:07:44 <andythenorth> networks look right
12:07:51 <andythenorth> some don't terminate in coast?
12:08:12 <Eddi|zuHause> they might end in sinkholes
12:08:51 <andythenorth> flowing down from springs, or up from estuaries?
12:09:22 <Eddi|zuHause> well, the path is constructed upwards, and the flow amount downwards
12:09:33 <Eddi|zuHause> river is created if flow amount is > threshold
12:11:18 <andythenorth> are non-straight rivers just some random turns?
12:11:23 <andythenorth> or is it more complex than that?
12:12:18 <Eddi|zuHause> i'm trying to put some randomness into the BFS, but i'm not sure how exactly
12:12:33 <andythenorth> looks interesting
12:12:38 <nielsm> in reality rivers turning and bending is something with different ground types, drainage, etc., for the level of terrain ottd has it would be basically random
12:23:30 <nielsm> adding something to gravitate towards down-slopes might look nice
12:32:23 <Eddi|zuHause> yeah, that needs some way to cut off a previously set path in some cases
12:44:13 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7210: Fix: EOL issues, and differences in generate and generate.vbs outputs https://git.io/fhHHp
12:44:45 <Eddi|zuHause> hm, the cut off thing doesn't seem to work right, i get lots of tiny disconnected segments
12:44:50 *** andythenorth_ has joined #openttd
12:47:58 <andythenorth_> I could just add a unique newgrf station tile for every cargo
12:48:07 <andythenorth_> how many cargos are there?
12:49:19 <andythenorth_> FIRS knows 68 so far
12:49:42 <andythenorth_> max 64 in a game
12:50:06 <andythenorth_> station building gui doesn’t hold up so well with lots of tiles
12:50:24 <Eddi|zuHause> well, you can probably skip defining the ones that aren't active
12:52:15 <Eddi|zuHause> so, the cut off thing won't work, because you have too many isolated sections that don't lead to the shore but get stuck in some illegal slope configuration
12:53:09 <Eddi|zuHause> (like i said previously, rivers should be valid on all slopes)
12:53:22 <Eddi|zuHause> (would make these things easier)
12:56:45 <andythenorth_> I could draw more sprites
12:58:08 * andythenorth_ considers converting rapids to weirs
13:03:46 *** madmax28 has joined #openttd
13:04:07 *** madmax28 has joined #openttd
13:12:58 <peter1138> in salisbury again...
13:15:52 *** acklen_ has joined #openttd
13:18:29 <Eddi|zuHause> how do i add a "WIP" label?
13:18:51 *** AKTheKnight_ has joined #openttd
13:20:56 *** AKTheKnight_ has joined #openttd
13:21:18 *** AKTheKnight_ has joined #openttd
13:23:13 *** AKTheKnight has joined #openttd
13:27:03 *** Thedarkb1-T60 has joined #openttd
13:41:06 <Eddi|zuHause> it seems to be somewhat terrible on hilly/rough maps
13:55:45 *** andythenorth_ has joined #openttd
13:57:28 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAc
13:58:53 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHAW
14:07:10 *** andythenorth_ has joined #openttd
14:09:28 <Eddi|zuHause> is there any sane way to keep my "developer" commit history, while at the same preparing a "public" commit history?
14:19:31 <TrueBrain> Eddi|zuHause: not really
14:19:39 <TrueBrain> but a WIP PR can be a "developer" history
14:19:54 <TrueBrain> normally I only squash just before I remove the WIP
14:20:15 <Eddi|zuHause> that is probably saner than just squashing constantly
14:21:08 <Eddi|zuHause> at least as long as the final version can be squashed to a single commit
14:21:36 <Eddi|zuHause> if you want something more complex, unfiddling the mess into separate commits afterwards might be equally frustrating
14:22:10 <Eddi|zuHause> you probably then need one branch for each prospective final commit
14:22:30 <Eddi|zuHause> so you can squash each merge commit individually in the end
14:23:02 *** frosch123 has joined #openttd
14:23:10 <Eddi|zuHause> but you'll be constantly rebasing the merges in that case
14:25:37 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7181: GRF Airport landing trigger does not reflect documentation https://git.io/fh9vW
14:31:29 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHAj
14:42:49 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g
14:53:00 <Eddi|zuHause> is the build system meanwhile capable of providing an unstripped non-debug binary?
15:00:24 *** andythenorth_ has joined #openttd
15:01:14 <michi_cc> Eddi|zuHause: git rebase -i can go quite a long way, especially if you take some care in preparing the commits and use --autosquash with matching commit messages to help your brain remember.
15:12:48 *** Thedarkb1-T60 has joined #openttd
15:17:01 *** Thedarkb1-T60 has joined #openttd
15:34:14 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhHxF
15:35:22 *** Thedarkb2-T60 has joined #openttd
15:37:11 *** snail_UES_ has joined #openttd
15:37:51 * LordAro notices quite a lot of changes to the dutch translation in the last couple of days
15:45:19 *** synchris has joined #openttd
15:46:49 <TrueBrain> LordAro: yeah ... the yearly "move to another style" I guess :P
15:47:04 <TrueBrain> I believe it had 10 styles over the last 15 years :P
15:50:31 <samu> "Allow company owned stations to serve industries with attached neutral stations"
15:52:27 <samu> "Industry stations may only serve the industry"
15:56:27 <samu> too long, doesn't fit horizontally
15:58:30 <samu> "Allow company stations to serve industries with neutral stations"
16:02:17 <samu> still long, but On/Off does fit
16:03:00 <samu> "Company stations can serve industries with neutral stations"
16:07:49 <Eddi|zuHause> hm... weird... i tried to use priority queue in the BFS to go through each heightlevel first, but that makes it behave more like a DFS
16:09:12 <Eddi|zuHause> means i get one large river that goes mostly along the coast :p
16:09:52 <samu> "When enabled, industries with attached stations (such as Oil Rigs) may also be served by company owned stations built nearby. When disabled, these industries may only be served by their attached stations. Any nearby company stations won't be able to serve them, nor will the attached station serve anything else other than the industry"
16:11:41 <Eddi|zuHause> i think the comparison was backwards
16:11:59 *** andythenorth has joined #openttd
16:12:02 <samu> don't forget to make it lock friendly
16:12:27 <andythenorth> or we could make friendlier locks
16:14:22 *** gnu_jj_ has joined #openttd
16:14:31 <Eddi|zuHause> no. i'm out to destroy all Samu's work, remember?
16:15:15 <peter1138> Make locks great again.
16:17:28 <Eddi|zuHause> Why is TileHeight() returning uint but GetTileZ() returning int?
16:18:36 <andythenorth> rapids-capable ships :P
16:18:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp3
16:19:25 <andythenorth> there are no FIRS experts
16:22:38 <peter1138> Eddi|zuHause, just to mess with you.
16:23:38 <samu> Lonnpool Central should be having passengers waiting
16:29:23 <samu> no english experts around?
16:29:50 <samu> need to know if the explanation/short-hand are fine
16:30:38 <samu> must also know about those firs industries
16:30:49 <peter1138> attached neutral stations
16:31:26 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpB
16:31:34 <supermop_Home> andythenorth fields?
16:31:40 <andythenorth> supermop_Home: o_O
16:31:57 <peter1138> varaction fields, yes please
16:32:03 <samu> ok, it's becoming longer
16:32:15 <andythenorth> Eddi|zuHause: allow rivers to terraform?
16:32:16 <samu> let me see if on/off still fit
16:32:30 <Eddi|zuHause> andythenorth: that causes more problems than it solves
16:32:48 <andythenorth> I think you get a lot of landscape churn that way
16:33:09 <supermop_Home> let steelmill etc plant 'fields' of less important outbuildings, stacks of material, etc
16:33:12 <Eddi|zuHause> andythenorth: each terraforming action possibly cuts connections elsewhere
16:33:20 <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip
16:33:35 <andythenorth> supermop_Home: that's similar to what nielsm proposes
16:34:59 <samu> what about the name of the setting?
16:35:02 <andythenorth> also estuaries :P
16:35:28 <samu> _settings_game.station.serve_water_industries
16:38:13 <supermop_Home> i imagine a NewFields spec would provide for: 1) set [or reuse] graphics, 2) set radius from industry, 3) set spawn rate in months, 0 being never [only spawn at construction?], 4) set cost to clear
16:38:43 <supermop_Home> pony is 5) field builds foundations
16:39:18 <samu> serve_neutral_industries?
16:39:23 <supermop_Home> that basically builds your big industrial stations for you if you can't be arsed
16:40:14 <Eddi|zuHause> <andythenorth> but it would be a very neat trick to sometimes drop a river into a 1 level dip <-- i was considering that, but it wouldn't solve any of the connectivity problems that cause tiny stretches of isolated rivers disappearing into a hole
16:41:07 <samu> I'm renaming to serve_neutral_industries, unless you have another name
16:43:49 <andythenorth> Eddi|zuHause: is there any concept of the river path after the tiles are placed?
16:43:58 <andythenorth> for all branches?
16:44:23 <Eddi|zuHause> supermop_Home: "NewFields" should also be able to cover trees/forests and power lines and stuff
16:44:54 <Eddi|zuHause> andythenorth: not really, i clear all that
16:45:27 <andythenorth> do we know when the river basin is 'complete'? or is that conceptually not possible
16:45:29 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHpo
16:45:30 <Eddi|zuHause> andythenorth: i currently store some sort of "flowing direction" in m8 that could be used to follow a river downwards, but upwards is more tricky
16:45:54 <Eddi|zuHause> andythenorth: it's "complete" if each tile was touched once
16:46:01 <andythenorth> my thinking is that dropping some sections by 1 tile is quite easy *after* everything is placed
16:46:11 <andythenorth> just find a slope, and walk back n tiles, terraforming
16:46:31 <Eddi|zuHause> andythenorth: yes, but it gets tricky around curves
16:46:34 <andythenorth> until a junction or other slope, or other limit is reached
16:46:56 <Eddi|zuHause> and impossible at diagonal/zigzag lines
16:50:39 <Eddi|zuHause> would look better if the river shore was omitted there (i.e. the industry tiles being considered water)
16:51:01 <Eddi|zuHause> not sure if that's a missing feature in the game or in the newgrf
16:52:08 <andythenorth> there is a feature request about those shores
16:57:31 <supermop_Home> Eddi|zuHause: forests yes - high voltage transmission lines seems like too ambitious for the spec?
16:58:27 <Eddi|zuHause> also possible: oil pumps, fishing grounds
16:58:36 <supermop_Home> field would have to be able to be defined to have extreme aspect ratio, and means to prevent the radius from filling with power lines?
16:59:06 <supermop_Home> would behave like newobject with pathfinder
17:00:02 <Eddi|zuHause> one of the problems was always: what happens when the parent industry is gone, but the fields have not decayed yet. who provides the graphics?
17:00:39 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhHp9
17:02:12 <LordAro> also, did no one write a forum/news post?
17:03:09 <planetmaker> LordAro, the version info is known and ok
17:03:19 <planetmaker> news posting... I guess it got too late yesterday
17:04:11 <LordAro> it's a little confusing..
17:04:35 <planetmaker> it's accurate though.
17:05:06 <planetmaker> Earlier (up to now) we had like 1.x.y-beta1 (=r21042). And another build like nightly-r21042
17:05:16 <planetmaker> no point really naming it differently if it *is* the same
17:05:47 <planetmaker> and it happens like once a year
17:05:58 <planetmaker> the issue will be resolved tonight in 2 ... 3 hours
17:09:20 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19
17:14:34 <Eddi|zuHause> LordAro: there are two separate (rare enough to not really worry) issues converging there: a) there was no commit after beta1, so the nightly was also called beta1, as the tag-naming overrides the branch-hash-naming in the compile, and 2) there was no nightly since the beta2 release
17:17:13 <Eddi|zuHause> ok, so i was testing a change where i consider non-sealevel basins earlier in the BFS, but that seems to make for shorter/worse rivers. not sure i'm gonna keep that
17:17:48 <Eddi|zuHause> i should maybe prioritise larger basins
17:18:27 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7204: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhH19
17:22:26 <Eddi|zuHause> i'm sometimes getting protection fault on exit, and i'm not sure why
17:22:56 *** snail_UES_ has joined #openttd
17:30:45 *** Thedarkb1-T60 has joined #openttd
17:32:02 <andythenorth> snail_UES_: what settings do you have for cargo age period on pax coaches?
17:32:27 <snail_UES_> andythenorth: the settings depend on the coach classes
17:32:36 <snail_UES_> let me have a look at the code...
17:32:50 <samu> the commit checked is stuck
17:33:02 <Eddi|zuHause> naively, i would probably put half (commuter) and double (luxury)
17:33:05 <snail_UES_> I use 350 for 1st class, 130 for 2nd, 65 for third
17:33:29 <snail_UES_> and intermediate values for mixed coaches
17:33:31 <Eddi|zuHause> ok, yours seem to be in the same ballpark
17:33:38 <andythenorth> yeah similar to mine
17:33:46 <snail_UES_> but I found it only makes a difference after ~60 tiles
17:33:53 <peter1138> hmm, android builds...
17:34:07 <andythenorth> yeah 1480 for luxury
17:34:12 <andythenorth> 56 for non-luxury
17:34:25 <snail_UES_> I guess I’m also going to use a higher value for luxury standard gauge
17:34:31 <andythenorth> the bonus is pretty irrelevant
17:34:31 <snail_UES_> the values above are for NG only
17:34:54 <samu> isn't OpenTTD CI (linux commit-checker) usually fast?
17:34:56 <andythenorth> it makes no real difference above about 128, unless you play a stupid map
17:35:02 <samu> it's already at 13 minutes
17:35:19 <andythenorth> 185 or 65534 result in ~same payment
17:35:22 <snail_UES_> I thought it would make a difference over long distances only...?
17:35:27 <andythenorth> very long distances yes
17:35:27 <Eddi|zuHause> andythenorth: 128km/h vehicle across 1024^2 map?
17:35:33 <snail_UES_> oh you meant values. Yes same here
17:35:44 <snail_UES_> the function is like a hyperbula
17:35:56 <LordAro> samu: it should take less than a second, once its set itself up
17:36:01 <snail_UES_> steps of 1 make large differences when the absolute value is low
17:36:03 <LordAro> definitely looks like it's got stuck in someway
17:36:07 <snail_UES_> basically no difference when the value is high
17:36:19 <andythenorth> ok so we came to similar conclusions independently
17:36:21 <LordAro> there it goes, it timed itself out
17:36:23 <andythenorth> probably fine then
17:37:30 <LordAro> something similar for the news post
17:38:01 <michi_cc> I have absolutely no idea how one would make a news post nowadays, so somebody else would have to do that.
17:38:02 <Eddi|zuHause> $someone insisted on doing website posts via PR
17:38:41 <Eddi|zuHause> as that would alledgedly make it easier for "anybody" to prepare a news post
17:39:00 <michi_cc> LordAro: Feel free to do it :p
17:39:36 <planetmaker> news update via PR? Hmm
17:40:50 <peter1138> aww tablet running out of juice.
17:45:03 <LordAro> i think the website needs a "release" for the live site to be updated, as well
17:45:52 <michi_cc> LordAro: So the code review monkey is now also posting news? :)
17:46:08 <planetmaker> I just gave kamnet a heads-up to organize a titlescreen contest for 1.9.0
17:46:21 <LordAro> michi_cc: the monkeys got out of hand
17:47:37 <nielsm> so, should probably do something about the network version string for betas?
17:50:20 <samu> no intro game competiition?
17:50:31 <samu> you usually like to do that
17:51:49 <supermop_Home> i still think should cram in nrt last minute
17:52:07 <supermop_Home> 64 rail types huh
17:52:46 <samu> oh, start instant ais didn't make it
17:54:17 <peter1138> nrt would be nice indeed
17:54:25 <supermop_Home> RAIL plus 63 slightly different shades of concrete ALWEG monorail
17:54:40 <samu> 64 rail types, seriously, why?
17:54:44 <peter1138> there's some missing api methods
17:54:59 <peter1138> because 16 wasn't enough
17:55:03 <Eddi|zuHause> and a complete rewrite? :p
17:55:14 <supermop_Home> 'Greyish Tan concrete ALWEG Monorail, 100 km/H'
17:55:21 <peter1138> i'm not rewriting nrt
17:55:41 <supermop_Home> 'Tan-ish Grey concrete ALWEG Monorail, 100 km/H'
17:56:15 <supermop_Home> 'Tan-ish Gray concrete ALWEG Monorail, 100 km/H'
17:56:26 <planetmaker> brand-new 100km/h railway with concrete
17:56:34 <supermop_Home> grey with an 'a' is slightly more tan
17:56:35 <planetmaker> used 100km/h railway with concrete etc ;)
17:56:57 <peter1138> splitting road and tram featuresnow would be mad
17:57:02 <samu> waiting for 64 canal types now
17:57:20 <supermop_Home> 'concrete with a few scuff marks'
17:57:34 <supermop_Home> 'concrete with a few more scuff marks'
17:57:43 <peter1138> so this is what i get?
17:58:08 <peter1138> increase limits because people found it wasn't enough, and then you mock it.
17:58:17 <Eddi|zuHause> not even a lousy t-shirt? :p
17:59:04 <peter1138> and yes roadtypes go up to 63 too
17:59:18 <supermop_Home> i actually kind of do want to make a very rich monorail set
17:59:19 <michi_cc> samu: Yes, we reverted that commit just for you; or rather LordAro simply forgot to list it in the changelog.
18:00:00 <planetmaker> I did never consider that list to be comprehensive
18:00:14 <planetmaker> or did you mean the changelog shipped with the release?
18:00:42 <michi_cc> LordAro: So, wait for TB or break the website ourselves? The website readme says 'After tagging, it will move to production.'. Do we dare?
18:01:00 <planetmaker> I will dare and take the blame if needed ;)
18:01:09 <michi_cc> planetmaker: I mean the full changelog on the website.
18:01:41 <LordAro> samu: the changelog is a very much cut down list of what's in the release
18:01:43 <michi_cc> I guess tagging here means make a GitHub release, as I see several from TB already.
18:02:04 <LordAro> michi_cc: i imagine you can git tag as well
18:02:09 <LordAro> probably easier to do it via GH though
18:02:21 <michi_cc> That would imply making a clone first.
18:02:59 <supermop_Home> peter1138 i can easily think of more than 16 i want in game, but i'm not sure what i'd be tempted to go for to fill out 64
18:03:19 <supermop_Home> would be nice to stack different rail sets
18:03:20 <michi_cc> supermop_Home: You are not supposed to fill 64 :p
18:03:33 <supermop_Home> michi_cc that sounds like a challenge
18:03:36 <peter1138> You don't need to fill it out.
18:03:42 <samu> as an AI tester, I want more orders
18:03:51 <TrueBrain> michi_cc: please wait till the next nightly rolls out
18:03:58 <TrueBrain> as you can see on staging, things are a bit broken atm :)
18:04:19 <samu> 15 AIs fill up 64000 orders too quickly, especially if there's buoys involved
18:05:30 <planetmaker> samu, but that means they should learn about shared orders, no?
18:06:18 <peter1138> is the ai api capable of that?
18:07:01 <samu> my ai doesn't do it, because i didn't think about it
18:07:30 <samu> never expected it to be a limitation
18:10:18 <TrueBrain> fun fact: you can add a news post and release it all from the GitHub interface; just as a FYI :)
18:10:42 <TrueBrain> where exactly what?
18:10:54 <planetmaker> OpenTTD/website --> how do I release the website?
18:11:03 <TrueBrain> with the request above to not do that for the next 2 hours
18:11:08 <TrueBrain> but exactly in the place you expect it :)
18:11:19 <planetmaker> yes, I won't, I read that
18:11:20 <nielsm> heh, music sounds funky when you have two processes both trying to play through the same hardware midi synth
18:11:33 <nielsm> changing channel settings behind each other's back
18:11:44 <nielsm> fighting for the right to have correct sound
18:12:26 *** Thedarkb1-T60 has joined #openttd
18:12:32 <planetmaker> oh, *there* is releases... typical problem: not finding something in plain sight
18:13:06 <planetmaker> ok, so I 'draft a new release' there. And then I can probably also publish it
18:13:25 <TrueBrain> just keep the versions semantic, and you will be fine :)
18:13:44 <TrueBrain> 1.1.1 will be the next
18:14:02 <samu> instant ais in 1.9.0-beta 2
18:14:17 <TrueBrain> the website is not in beta :)
18:17:56 <samu> aww framerate doesn't include AI's
18:22:41 <supermop_Home> uh i forget how to fix this but 1.9 b2 is very small
18:23:08 <supermop_Home> whereas 1.8 was large, ie not at the resolution of my screen
18:23:35 <planetmaker> just game options set screen size
18:26:12 <supermop_Home> that just makes the window smaller?
18:26:36 <planetmaker> öh... does it? Not for me. But that might depend on your OS/display driver
18:27:08 *** m3henry has joined #openttd
18:30:33 <LordAro> samu: almost as if that's not been finished yet
18:31:25 <nielsm> hmm I should be able to create a tag locally in git, without any risk of it getting pushed, right?
18:31:38 <TrueBrain> nielsm: only if you don't push it :)
18:31:41 <LordAro> tags are not pushed by default as far as i'm aware
18:33:58 <TrueBrain> planetmaker: basically, the version of the website has nothing to do with the version of OpenTTD :) Otherwise newspost give very weird tags :P
18:34:04 <TrueBrain> (sorry, bit slow response :D)
18:35:13 <planetmaker> yep, it's different repos. No problem
18:35:30 <nielsm> oops, missed Makefile.src.in
18:39:08 <TrueBrain> nielsm: oeh, I can use that flag too for the release stuff :D
18:41:58 <nielsm> I wonder if that ugle sed script used in the makefile couldn't be moved to a variable or a separate file
18:43:39 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
18:44:43 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
18:45:10 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhHj4
18:45:50 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7199: Change: skip reliability decay if servicing is disabled https://git.io/fhH61
18:46:56 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7208: Fix: [AzurePipelines] always list the full changelog since last stable https://git.io/fhH9g
18:47:10 <TrueBrain> hmm .. stats based on runs of < 1 second
18:47:13 <TrueBrain> that can't be correct
18:47:14 <LordAro> andythenorth: michi_cc: what was the result of #7109?
18:47:51 <andythenorth> needs someone to do UI design afaict
18:47:52 <LordAro> frosch123: have you reached #7000 on your list yet?
18:48:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjR
18:49:00 <TrueBrain> what a nice number, 7000
18:49:08 <TrueBrain> will we have a cake party at 10000?
18:49:25 <LordAro> well we can't have an r30000 party any more
18:49:36 <TrueBrain> exactly; so I am compensating :D
18:50:27 <nielsm> actually, what _would_ the revision number have been on svn by now?
18:53:40 <LordAro> peter1138: feel like reviewing #7003? it looks fine to me, but it's more your area
18:55:20 <LordAro> similarly for #7028, i think
18:57:00 <LordAro> Eddi|zuHause: #7049, want to remove the 4 codechange commits?
18:57:14 <Eddi|zuHause> i can probably do that
18:57:44 <LordAro> #7051 should probably be rebased
18:59:14 *** Andrew350 has joined #openttd
18:59:15 <peter1138> i'll look. on mobile atm.
18:59:36 <LordAro> no worries, just going through page 2 of PRs :)
19:00:21 <peter1138> ah, i remember. the cinfusion of it being inverted zoom level wise
19:00:26 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7049: Fix #6599: Can still click on buy button in vehicle selection window even if no vehicle is selected https://git.io/fhnEu
19:00:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHja
19:00:37 <Eddi|zuHause> i hope that was right
19:00:46 <peter1138> so i fixed that, then wondered if actually the gui zoom levrl is inverted already...
19:02:17 <peter1138> Eddi|zuHause, why does it have sorting changes?
19:02:42 <Eddi|zuHause> how should i know, i just converted the flyspray patches into a pr
19:06:01 <peter1138> Thought you might know a bit as you submitted it :p
19:07:08 <Eddi|zuHause> i didn't bother rebasing to get rid of the first two commits...
19:07:17 <Andrew350> So the changelogs for beta2 are showing 2018 for the year instead of 2019...not sure if I needed to post an issue for that or just let you guys know in case it was missed?
19:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhHjK
19:07:19 <Eddi|zuHause> so they are now in both PRs
19:07:43 <Eddi|zuHause> Andrew350: damn this Obiwan guy.
19:08:04 <LordAro> and no one caught it, lol
19:08:14 <LordAro> Andrew350: i don't think that needs an issue :p
19:08:31 <Andrew350> yeah didn't think so :)
19:10:49 <peter1138> We don't have any time limits for it.
19:11:18 <LordAro> peter1138: well we do actually
19:11:24 <LordAro> stalebot will close it after a month
19:12:16 <Eddi|zuHause> wasn't it 3 months?
19:12:27 <peter1138> itll still bd there thougg
19:12:39 <peter1138> fucking mobile typinh :/
19:16:06 <peter1138> doesnt work with termibal emulators
19:19:24 *** snail_UES_ has joined #openttd
19:19:40 <Eddi|zuHause> glx: wouldn't it make more sense to trigger these from the makefile?
19:20:02 *** synchris_ has joined #openttd
19:20:37 <glx> yes that too, but getting the list of dependencies will require some parsing work
19:20:53 <peter1138> glx, i already have the changes that allow the so7rce files to be removed. ill publish that later tonight
19:21:42 <glx> I know you are working on that
19:22:00 <glx> that's why I just tested a simple thing :)
19:22:27 *** gelignite has joined #openttd
19:27:51 <LordAro> samu: not unless you can give a better reason than "you really should reconsider this"
19:28:20 <planetmaker> that makes ship path finding more difficult... so is detrimental to what you used to argue
19:28:40 <planetmaker> however personally I'm in favour to relax the location restrictions for docks
19:30:32 <andythenorth> I see no point making it easier to block ship routes with docks
19:31:12 <planetmaker> Blocking is easy anyway. And there's IMHO no sane way to deny griefing by technical means
19:31:38 <planetmaker> My motivation would be aesthetical reasons
19:32:04 <samu> try testing with original land generator
19:32:13 <samu> it creates narrow tight spaces
19:32:58 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhHjh
19:35:31 <samu> (and combine with #6931 + #7078 + #7073 + #7195) for the best water construction experience
19:35:38 <samu> cough, I didn't say that
19:39:27 <andythenorth> I've tested those dock locations, they don't break routing
19:46:47 <peter1138> heading home soon :)
19:49:45 <Andrew350> Hmm, so that new ship behavior of turning around 'smoothly' looks very....wrong with a double-ended ferry
19:50:03 <andythenorth> also on aqueducts
19:50:04 <Eddi|zuHause> new vehicle flag: can run backwards
19:51:23 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeW
19:54:17 <Andrew350> everything in that picture looks wrong....
19:55:38 <TrueBrain> lol @ andythenorth :D Hahahahaha :D
20:04:13 <andythenorth> it happens in canals too
20:04:20 <andythenorth> it's known behaviour
20:05:05 <planetmaker> so... I don't exactly mind it
20:08:27 <planetmaker> hm, with the ships now using docks properly we should change dock graphics and assign graphical triggers there
20:09:42 <Andrew350> ooh, animated loading docks? :D
20:10:56 <planetmaker> sorry. I meant locks
20:11:10 <planetmaker> but yes... newgrf docks <3
20:12:35 <Andrew350> other stations have triggers right? so why not docks? give ships some love :P
20:13:05 *** Thedarkb2-T60 has joined #openttd
20:13:59 <planetmaker> only train stations and to a much lesser degree airports
20:14:12 <planetmaker> bus, truck and docks don't. They're not newgrf-able
20:17:58 <planetmaker> It's a straight line and I don't expect it to get lost in the not too big river network there.
20:18:08 <planetmaker> hm... let's see. Dunno :)
20:18:50 <planetmaker> indeed. Forbidden
20:20:15 <planetmaker> just the landing page... looks ok to me
20:21:19 <planetmaker> any description necessary?
20:21:36 <TrueBrain> empty is better in my opinion :)
20:21:43 <TrueBrain> wtf is that for a tag?
20:22:00 <TrueBrain> sorry, GitHub scared the crap out of me
20:22:18 <planetmaker> I gave it a title :P
20:22:31 <planetmaker> but not a description
20:23:15 <planetmaker> Interesting how that shows :)
20:23:20 <planetmaker> I didn't expect that
20:24:35 <TrueBrain> that is what scared me :P
20:24:52 <TrueBrain> was wondering why spaces were allowed in tags
20:24:54 <planetmaker> *here, grab a beer*
20:28:58 <TrueBrain> retry, and it does work
20:29:03 <TrueBrain> network connectivity ....
20:30:23 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #7068: Add: smart town name first steps - #7037 https://git.io/fhQeb
20:31:13 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker reopened pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhnCx
20:31:14 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker commented on pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQeA
20:31:23 <andythenorth> smart industry names next? o_O
20:33:03 *** octernion has joined #openttd
20:41:05 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7214: Fix network revision for tagged versions https://git.io/fhQvJ
20:41:57 <Eddi|zuHause> which is probably stupid
20:42:06 <Eddi|zuHause> on at least 3 separate levels
20:47:04 <planetmaker> any ship can basically turn in a circular area slightly longer than its length
20:47:24 <planetmaker> at least any motorized vessel
20:49:25 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #6926: Change: Allow dock to be constructed in more locations https://git.io/fhQvL
21:18:02 <FLHerne> planetmaker: > I don't think that it's a new issue really triggered by this patch.
21:18:45 <FLHerne> AAUI it is in that specific case - previously there was no possible reason for a ship to turn on an aqueduct
21:18:59 <FLHerne> (without manually changing/skipping orders)
21:19:36 <FLHerne> But overhanging the side of an aqueduct doesn't look any more stupid than over the sides of a normal canal, so meh
21:19:46 <planetmaker> aqueduct, river, canal. They're all same width. Yeah
21:20:23 <planetmaker> that's what I meant with 'no new issue'. It's basically the same: ships can turn on any width of water, no matter their length
21:20:50 <FLHerne> Also, I think the 'one corner raised' case is just wrong
21:20:56 <planetmaker> But the reason for that is the graphics hacks around ships... they're larger than they 'should' be
21:20:59 <FLHerne> Ships just don't fit on those
21:21:15 <planetmaker> I tested it. It looks ok. And you get that case easily in current OpenTTD
21:21:36 <planetmaker> The ship just docks oblique
21:21:52 <FLHerne> Even a very small ship will be stuck on the shore, no?
21:22:21 <FLHerne> (assuming it's centred on the tile, which is true for very nearly all)
21:24:57 <TrueBrain> (the 'OpenTTD release - nightly', job)
21:25:50 <planetmaker> that's the branch we want to queue?
21:26:51 <planetmaker> and I assume that would work in principle for every other PR as well
21:33:54 <planetmaker> TrueBrain, you have docker build the images from the CompileFarm repo, right?
21:34:46 <planetmaker> I'm just trying to follow that through by trying to reproduce that with a clone of the repo on my account at docker...
21:43:15 *** andythenorth has joined #openttd
21:44:29 <TrueBrain> "every other PR": yes, but there is no retention on it yet, so we should not go overboard just yet
21:45:06 <TrueBrain> I dont get your question about CompileFarm, sorry :(
21:47:59 <TrueBrain> planetmaker: you don't need a docker account to build the images
21:48:07 <TrueBrain> you can just build them (just publishing requires an account)
21:48:27 <TrueBrain> but you are not really asking a question, so it is hard to give any advise or response :) If you have anything specific or something, lemme know :)
21:52:39 <peter1138> Current master doesn't compile for me.
21:52:55 <peter1138> Yeah, up arrow in wrong window :-)
21:53:04 <planetmaker> :) I wonder actually where the built images are... but it turns out that - despite it saying that it built upon adding it there - it seems to need a manual trigger for the first build (or possibly a tag)
21:53:58 <TrueBrain> planetmaker: CompileFarm is not build by the docker hub autobuilder, if that is what you mean (you are very cryptic, so I am trying to glue things together; I might completely miss what you are saying :D)
21:54:42 <planetmaker> well. My goal is to create images the/a CF can make use of. But these images are build by dockerhub, aren't they?
21:54:54 <TrueBrain> DockerHub builder sucks balls
21:55:06 <planetmaker> ok, how are they created?
21:55:11 <planetmaker> just on your machine?
21:55:11 <TrueBrain> what I normally do, is build them locally, and make sure they work
21:55:14 <TrueBrain> that is the important part
21:55:18 <planetmaker> with the definitions as found in the repo?
21:56:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN
21:56:18 <TrueBrain> people never read my READMEs :( :P
21:57:45 <planetmaker> but where *are* the actual images?
21:57:57 <planetmaker> they're not re-created every time, are they?
21:58:28 <LordAro> peter1138: doesn't compile? works for me
21:58:34 <TrueBrain> Docker Hub acts as a cache here
21:58:43 <peter1138> LordAro, I build with -Werror
21:58:44 <TrueBrain> as soon as Azure Pipelines has a cache, they most likely disapear there
21:58:49 <LordAro> peter1138: ah well then :p
21:59:00 <peter1138> LordAro, but this warning is valid.
21:59:33 <planetmaker> so... I have to get my hands dirty with azure, too to actually get somewhere :P
21:59:40 <TrueBrain> planetmaker: but to test the Dockers, I build them locally, and run them locally, till I am happy with them
21:59:46 <TrueBrain> depends what you want
21:59:49 <TrueBrain> if you want everything at once, yes
21:59:54 <TrueBrain> but .. that rarely is a good approach :D
22:00:06 <peter1138> Plus we shouldn't be introducing warnings :-)
22:00:10 <TrueBrain> the CompileFarm repository had the Dockerfiles months before it had the AzurePipelines :)
22:00:47 <TrueBrain> you can even push them manually to DockerHub if you like (which I did for months too)
22:00:57 <TrueBrain> but it all depends on what you want etc
22:01:08 <TrueBrain> you are not really telling me that, so I am just guessing a lot of things here :D
22:01:14 <planetmaker> first step: have OpenTTD build from a copy of one of the existing images. Just that I see that I can make something compile
22:01:33 <planetmaker> next step: start modifying that image. And pulling source from another place (like a NewGRF)
22:02:55 <TrueBrain> do you want to build OpenTTD, or something else?
22:03:09 <TrueBrain> as the way OpenTTD is build, is pretty unique
22:03:15 <TrueBrain> not sure that is the best template we have around :D
22:03:29 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQfv
22:03:33 <planetmaker> in the end I want to build OpenGFX and NewGRFs
22:03:51 <LordAro> planetmaker: while you're at it, modify the CF to build with -Werror :p
22:04:00 <TrueBrain> LordAro: it breaks releases
22:04:03 <TrueBrain> so fix that first plz :)
22:04:21 <TrueBrain> LordAro: and please, dont fix that in the CF; fix that in the configure stuff
22:04:35 <TrueBrain> dont let the CI tell people when they are being silly; tell them when they build locally already
22:04:52 <peter1138> I think the OS X build will fail.
22:04:59 <TrueBrain> planetmaker: so you need a tool to do that, and run that on source. Possibly it is easier to follow one of the Docker tutorials instead
22:05:12 <LordAro> TrueBrain: in a perfect world yes, but in practical terms the MinGW builds have unfixable warnings
22:05:34 <TrueBrain> put that in a folder, run: docker build -t test .
22:05:45 <TrueBrain> after that: docker run --rm test (with some parameters as in README)
22:05:51 <TrueBrain> if you really want to use CompileFarm as template
22:06:04 <TrueBrain> LordAro: so make that part of the choice to enable Werror
22:06:11 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7216: Fix 148e5b41d6: Uninitialized variable usage. https://git.io/fhQvN
22:06:29 <planetmaker> well... I *thought* OpenTTD might be a good template for OpenTTD-related stuff :)
22:06:36 <TrueBrain> but it is always better if the developer already sees the error BEFORE he pushes LordAro :)
22:06:42 <TrueBrain> planetmaker: nope :)
22:06:58 <TrueBrain> especially as what you want is not related to how OpenTTD is build, I guess :)
22:07:10 <glx> some warnings are compiler dependant
22:07:15 <LordAro> TrueBrain: i'm not sure introducing different build behaviour per platform is any better
22:07:36 <LordAro> it's already the case that a linux developer is only going to see an MSVC error after they push
22:07:40 <TrueBrain> anyway, do we still support mingw? :P
22:07:43 <glx> even if there's no warning locally you can get them in the CI
22:07:43 <TrueBrain> it is not part of the CI
22:07:59 <TrueBrain> LordAro: yes, but it MINIMIZES the issues for sure :)
22:08:14 <TrueBrain> but for all I care, make it a configure flag
22:08:43 <TrueBrain> but lets not make the CI inject some flags in strange ways to add this (which would also be heavily platform depending btw ... so that argument is a bit weird ;))
22:10:29 <TrueBrain> but okay, possibly a better way to phrase it: being able to compile OpenTTD where it errors out on warning is a very good idea
22:10:37 <TrueBrain> having the CI do that on targets that are already clean, also a good idea
22:10:47 <TrueBrain> allowing a local developer to also do that, the bare minimum :D
22:11:46 <TrueBrain> would also be nice if MSVC errors on warnings, for example
22:12:20 <glx> harder as you need to change the project files
22:13:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7217: Fix #6599: Disable build and rename button in build vehicle window when no vehicle is selected. https://git.io/fhQfL
22:18:21 *** Thedarkb1-T60 has joined #openttd
22:23:27 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
22:23:45 <andythenorth> Horse metro trains are stupidly profitable, they carry 400 pax in 1 tile length
22:23:50 * andythenorth tries to nerf them
22:25:08 <andythenorth> cargo age period = 1 kinda does it
22:26:39 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
22:27:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7209: Fix: volume slider behavior in music gui https://git.io/fhQf3
22:27:39 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQfs
22:31:41 *** snail_UES_ has joined #openttd
22:34:50 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
22:39:35 <m3henry> Loving the group colour schemes
22:40:29 *** Lejving has joined #openttd
22:42:02 <andythenorth> next up: paint your own livery
22:42:14 <andythenorth> draw pixels on the – view, we transform it for the other views :P
22:44:46 <m3henry> When I saw the "persistent storage for trains" issue, I initially thought it meant being able to store wagons at a station/depot
22:48:51 *** Lejving_ has joined #openttd
22:54:37 <samu> do I need to do anything about 6926, or is it fine?
22:56:22 <samu> in-place comments? other structure, like how?
22:57:20 <samu> maybe what's confusing is the } else if (!IsBuoyTile(tile_cur)) return_cmd_error(STR_ERROR_SITE_UNSUITABLE);
22:57:24 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
23:26:13 *** andythenorth has left #openttd
23:34:16 <peter1138> Hmm, if we only count PRs, we're at 397. Long way til 10,000.
23:36:59 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB
23:41:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJg
23:47:30 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJ6
23:48:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJM
23:48:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7218: Codechange: In CmdCompanyCtrl, move client_id assignment to where it is used, and document bit usage better. https://git.io/fhQJB
23:49:53 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJH
23:53:13 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhQJd
continue to next day ⏵