IRC logs for #openttd on OFTC at 2019-03-03
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00:00:25 <TrueBrain> yeah, currently it is also done via icu-config
00:02:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:02:20 <Eddi|zuHause> TrueBrain: it's fine, i have literally nothing else to do all day than looking up xkcd links :p
00:02:44 <TrueBrain> Eddi|zuHause: not sure how to respond .. should I be happy for you, or sad? :D
00:03:09 <TrueBrain> 500 config.lib lines left to port \o/
00:06:06 <Beerbelott> Eddi|zuHause: Found something!
00:06:18 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7292: Change: No need to save AI/GS data when joining a multiplayer server https://git.io/fhAdO
00:07:06 <Beerbelott> This is normal: fileio.cpp:1360 ScanPath extension = .tar, path = /home/berbe/.openttd/baseset/, recursive = true
00:07:06 <Beerbelott> This is buggy: fileio.cpp:1360 ScanPath extension = .tar, path = ai/regression/content_download/baseset/, recursive = true
00:07:14 <Beerbelott> In the same call to ScanPath
00:07:23 <Beerbelott> It seems DeterminePaths is somehow buggy
00:08:15 <LordAro> is it failing to absolutepath something, i wonder?
00:09:15 <LordAro> i bet working directory is different to what's expected
00:09:26 <Beerbelott> appending a dir to the base dir of the script rather than the home dir
00:10:11 <LordAro> Beerbelott: file an issue anyway, before you forget what you've found :)
00:10:48 <Beerbelott> dbg: [misc] ai/regression/ found as config directory
00:10:48 <Beerbelott> dbg: [misc] ai/regression/ found as personal directory
00:11:33 <Beerbelott> I'll dig a little bit more since dir discory is wrong and DeterminePaths just builds on top of it
00:12:25 <Beerbelott> Oh my bad, this is done directly into DeterminePaths
00:14:46 <TrueBrain> libtimidity is not available on Debian/Ubuntu? :(
00:15:07 <LordAro> libtimidity has been dead for quite some time
00:15:13 <TrueBrain> should we remove it?
00:15:16 <LordAro> timidity itself still exists, i think?
00:15:35 <LordAro> that's what extmidi ultimately uses, i think
00:16:19 <TrueBrain> k, will check with him
00:16:40 <LordAro> extmidi's use is pretty limited, now that we've got fluidsynth
00:18:02 <Beerbelott> 1184 if (_config_file != NULL) {
00:18:02 <Beerbelott> 1185 config_dir = stredup(_config_file);
00:18:30 <TrueBrain> LordAro: I will check with nielsm, but if we can remove extmidi, that would be a real plus for me :D
00:18:37 <Beerbelott> thus supplying the config file sets config_dir, which is in turn used to set _personal_dir
00:18:51 <LordAro> i was wondering about whether using a config file on the commandline explicitly overrides the path structure
00:18:58 <TrueBrain> Beerbelott: that sounds like intended behavior
00:19:25 <LordAro> could possibly do with some added comments/documentation
00:19:38 <TrueBrain> the whole search path stuff could do with some redoing :D
00:19:41 <TrueBrain> global/shared/personal
00:20:41 <TrueBrain> okay .. all deps are ported now
00:20:56 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:20:59 <TrueBrain> that was not as bad as I expected really
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00:22:40 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:22:49 <TrueBrain> some things we need to figure out .. I currently just detect everything I can, and what is detected is used
00:22:57 <TrueBrain> but for a dedicated server, you might explicitly not want to compile against SDL
00:23:02 <TrueBrain> not sure if it matters
00:23:29 <Beerbelott> TrueBrain: Config dir, maybe, but not personal dir
00:24:16 <LordAro> Beerbelott: that's just a side effect of overriding it
00:24:28 <LordAro> "if you use a config file, don't look anywhere else"
00:24:44 <LordAro> if you explicitly use a config file on the commandline*
00:29:52 <glx> TrueBrain: for dedicated you mostly don't want to detect video required libs
00:30:03 <TrueBrain> I wonder if it matters, really
00:30:17 <TrueBrain> it shouldn't be mandatory, sure
00:30:18 <glx> people compiling on headless servers
00:30:23 <TrueBrain> but .. if it is there .. does it matter, I wonder
00:30:36 <glx> they usually don't want to install extra useless libs
00:30:49 <TrueBrain> again, it shouldn't be required
00:30:53 <TrueBrain> but if it is there, is there an issue
00:31:00 <TrueBrain> we don't provide dedicated server binaries anyway
00:31:21 <LordAro> yeah, but if it finds them & links against them, they'll need it while running as well
00:31:37 <TrueBrain> you can always configure cmake to not find it
00:31:45 <TrueBrain> so I wonder if we should 'automatically' do that
00:32:43 <glx> I think if we provide a cmake option for dedicated, we should skip stuff not required for dedicated
00:32:45 <TrueBrain> I guess the most common usecase is that someone compiles it on the server itself ..
00:33:15 <TrueBrain> just because we can, doesn't mean we should .. so I rather go back to possibly usecases
00:33:22 <TrueBrain> as adding code that nobody is using
00:33:26 <TrueBrain> is just technical debt
00:33:58 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:34:54 <TrueBrain> owh, of course, source.list can filter it out
00:35:01 <TrueBrain> well, that works too, I guess
00:36:41 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:38:20 <LordAro> Samu: your english is fine, the issue is usually that you don't use it :p
00:38:42 <TrueBrain> weird .. if you link SDL against OpenTTD without it using it, it is still linked
00:38:51 <TrueBrain> I assumed that was detected, and it was not linked
00:39:42 <LordAro> it'll strip it out if you statically link, iirc
00:39:48 <TrueBrain> it might be, but I expected optimizations to kick in these days
00:40:04 <glx> TrueBrain: updated the improved flags PR
00:40:07 <TrueBrain> static linking is a completely different set of operations :)
00:40:22 <TrueBrain> but it should be able to detect it is not using the library, not?
00:40:35 <Beerbelott> LordAro: I made the issue as explicit as possible, thus the time taken for it
00:40:46 <glx> oups I left the debug message
00:41:20 <Beerbelott> Hope it's clear enough and pointing somehow the right way...
00:42:34 <LordAro> TrueBrain: RC1 tomorrow? :)
00:42:44 <Samu> ah, the emergency save thing
00:42:49 <Samu> i knew i was forgetting something
00:44:32 <TrueBrain> glx: I spotted ;) Seriously, a few of those comments made it so much more clear :D tnx!
00:44:40 <TrueBrain> LordAro: monday? Meh .. feels weird :P
00:44:49 <TrueBrain> LordAro: anyway, I have nothing to do for it, so when ever you want to
00:45:28 <Samu> ah, I remember, the emergysave was causing a crash because some variables were changed to "main menu" before saving. AI/GS would crash because the client believed it had instances running.
00:45:43 <Samu> and clients never run ai instances
00:45:48 <TrueBrain> glx: some minor comments, but I was goldplating :)
00:46:21 <Samu> it was asking the "instances" to save
00:46:22 <TrueBrain> LordAro: dedicated server, doesn't need ICU, fontconfig, freetype, SDL, right?
00:46:26 <glx> well I need to remove the message() anyway, so I can touch the comments too :)
00:46:41 <LordAro> TrueBrain: it'll need ICU for sorting
00:47:00 <LordAro> TrueBrain: also, "tomorrow" as in "after sleeping" :p
00:47:05 <glx> dedicated needs compression stuff too ;)
00:47:17 <TrueBrain> LordAro: ah, the UGT Tomorrow :D
00:47:45 <TrueBrain> @kick Samu please, give us more context if you are talking; you are now just noise
00:47:45 *** Samu was kicked by DorpsGek (please, give us more context if you are talking; you are now just noise)
00:47:45 <glx> Samu: explain it in the PR
00:48:18 <TrueBrain> LordAro: so fontconfig / freetype it can do without?
00:48:22 <glx> I think it's about the close PR related to AI/GS saving
00:48:42 <TrueBrain> glx: yeah .. I hate that we have to put effort into finding out what he means
00:48:56 <LordAro> TrueBrain: 7 hour SLA, excellent :p
00:49:17 <LordAro> TrueBrain: i think so? i've never tried compiling dedicated, but it's what i would expect
00:49:51 <LordAro> i can possibly see fontconfig still being necessary
00:50:55 <glx> visual studio is silly, it detects cache modification in all build trees and usually fall in a somehow infinite cmake run loop
00:51:20 <TrueBrain> fluidsynth currently is not optional for dedicated servers :D (as in,it is linked if it is found)
00:51:41 <TrueBrain> freetype and fontconfig are currently skipped
00:51:45 <glx> recent addition, probably not well tested ;)
00:52:04 <TrueBrain> lol @ glx :) I haven't had that yet
00:52:11 <TrueBrain> was quiet surprised how good the rebuilding worked
00:52:55 <TrueBrain> okay, for dedicated servers it does detect SDL, but doesn't use it
00:52:59 <TrueBrain> that way, it is only 3 lines of code
00:53:01 <TrueBrain> I am fine with that
00:55:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
00:56:10 <TrueBrain> okay .. next job would be to port regression to cmake
00:56:20 <TrueBrain> except for the windows oddities, that should be easy
00:56:29 <TrueBrain> after that baseset generation ..
00:56:33 <TrueBrain> followed by bundling
00:58:29 <TrueBrain> btw glx, if we move source.list to CMake world, you normally get a src/CMakeLists.txt , and a CMakeLists.txt per subdirectory in there
00:58:48 <TrueBrain> we don't have to jump there immediately, but just so you know that is sort-of the endstate there
01:00:17 <TrueBrain> and feel free to move your MT/MD thing into the branch if you picked up those comments of mine (or even feel free to ignore some :P)
01:00:24 <TrueBrain> don't forget to close the PR after ;)
01:00:27 <TrueBrain> for now, bedtime for me
01:00:33 <glx> ok, I just converted source.list to test anyway
01:00:43 <TrueBrain> I saw :) It is a good step forward :)
01:13:12 <glx> but you should explain on the PR, not here
01:14:01 <glx> even if people are present when you say it, they may forget
01:18:59 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7190: Fix #7188: AI instance crash when reloading AI in a server, and an AI… https://git.io/fhAFe
01:19:27 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
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01:54:11 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhAFs
02:11:05 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 approved pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fhAFl
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02:19:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhAFR
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02:26:10 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhAFR
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02:29:17 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhAFR
02:31:53 <Samu> why is it failing now? :(
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02:40:24 <glx> it was not the commit checker ;)
02:41:56 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7313: Change: Pause running costs on standard road stops. https://git.io/fhAFw
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03:04:57 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7313: Change: Pause running costs on standard road stops. https://git.io/fhAFD
03:23:51 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAFd
03:26:34 <Samu> faster server autosaves ... i don't think you want this
03:27:09 <Samu> considering save empty script was rejected
03:29:17 <Samu> (dis)allow large aeroplane on short runway
03:34:37 <Samu> I call it the electric rails for aircraft
04:11:52 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7315: Feature: Move players to company accepting take-over offer. https://git.io/fhAbG
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06:09:03 <Beerbelott> Fail: /azure-pipelines-ci.yml: Unable to find file /azure-pipelines/templates/windows-build.yml in repository self using ref refs/pull/7286/merge and commit b90b99b5c3bfb3c4ee1e9e90e47537f77c56f698: Not Found
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07:10:25 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7313: Change: Pause running costs on standard road stops. https://git.io/fhAFw
07:10:27 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7313: Change: Pause running costs on standard road stops. https://git.io/fhANd
07:13:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7261: Add: Road vehicle path cache. https://git.io/fhAR7
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07:46:17 <peter1138> Let's see if the CI bothers to build it this time :p
07:52:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhAAf
07:54:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAAk
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07:58:03 <blelch> How do I 'quit'? I can't seem to find a button/option for that
08:14:32 <blelch> When I 'exit' the game, my desktop freezes for a while with everything displaced
08:14:46 <blelch> it doesn't exit cleanly
08:17:59 <peter1138> Running fullscreen at a different resolution?
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09:09:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7316: Change: Always report error when ordering a road vehicle to wrong type of road stop. https://git.io/fhAxC
09:10:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7272: Change: [NPF] Add path cache for ships. https://git.io/fhAxl
09:11:05 <peter1138> Off for the day, bye.
09:15:42 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7225: Add: Various AI/GS functions that may be useful. https://git.io/fh7Gz
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09:46:22 <Alberth> switching screen size means the OS needs to rebuild the screen, changing memory layout of the screen, and querying all applications to redraw themselves. That takes time, especially if they have to be retrieved from the disk
09:47:21 <Alberth> in the mean time, it shows the re-organized memory of the screen, but the applications haven't painted their part yet, so you get a nice colourful mess for a while
09:49:42 <nielsm> okay, maybe derail yet some more valleys
09:49:47 <nielsm> and get the steam train going this time
09:50:49 <andythenorth> and somehow it has to get the github creds safely from an Azure Service Connection
09:50:58 * andythenorth has no suitable emoji
09:52:14 <andythenorth> planetmaker: do we want to keep bundles?
10:00:46 <nielsm> hmm should I maybe stream this valley thing? I probably won't be commentating on it and may just tab out at random times though
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10:42:46 <blelch> Alberth: okay! I set it to the right res... lemme see if it still happens
11:02:45 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhApM
11:05:46 <Alberth> wont be back today (for his value of day)
11:07:19 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhApy
11:07:37 <TrueBrain> ghehe :) Well, I hope he has a backlog :P
11:08:36 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships. https://git.io/fhApH
11:08:58 <nielsm> pro shunting technique: stand on the roof of the shunter when backing up
11:11:58 <TrueBrain> hmm .. can you take over companies in MP that are controlled by other players?
11:12:02 <TrueBrain> thought that was never possible :P
11:12:23 <Eddi|zuHause> TrueBrain: on bankupcy
11:12:49 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7316: Change: Always report error when ordering a road vehicle to wrong type of road stop. https://git.io/fhApF
11:13:37 <TrueBrain> the way I see this more useful, is if in the bankrupt dialog you can say: yes, yes + players, no
11:14:04 <TrueBrain> how that PR is done, feels like an anti-feature with a lot of unexpected side-results :P
11:14:30 <TrueBrain> guess the real life scenario of: if you take over the company, depending on the company, you might or might not want to take over the personal too :P
11:14:42 <TrueBrain> anyone agree/disagree on that statement?
11:15:51 <Eddi|zuHause> i thought we discussed that feature in a forum thread a few years ago, with the outcome: "if someone bought the company, they would obviously oust the manager that made it bankrupt"
11:16:40 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhAFR
11:16:41 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7312: Feature: Increased aircraft breakdown rate based on travelled tiles. https://git.io/fhApx
11:17:03 <TrueBrain> Eddi|zuHause: yeah ... I guess in MP you can be "the nice guy"
11:17:40 <Eddi|zuHause> TrueBrain: well, you could have a feature to invite spectators into your company
11:18:16 <Eddi|zuHause> don't even have to give them your password that way
11:19:16 <Eddi|zuHause> (we might want to revisit how passwords work in that step)
11:20:39 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7315: Feature: Move players to company accepting take-over offer. https://git.io/fhAhe
11:20:40 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7315: Feature: Move players to company accepting take-over offer. https://git.io/fhAbG
11:21:06 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhAhJ
11:21:51 <TrueBrain> it is annoying how many PRs he makes in a day, without contributing to PRs of other people .. this is unbalanced ..
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11:25:35 <nielsm> it's a lot of work mentoring someone who can write functioning code, but not great code, and does not have the experience/education to reason about code and recognize good/bad code and program structure
11:25:46 <TrueBrain> Eddi|zuHause: https://github.com/OpenTTD/OpenTTD/pull/7302 <- so this makes it that planes still crash when they are big and the airport is not, even if they have the crash-setting off? And only with a cheat-on it is prevented? As that is exactly what I expect already would happen :D
11:26:25 <Eddi|zuHause> TrueBrain: yes, that is what that does, and also what i expected.
11:26:47 <Eddi|zuHause> TrueBrain: we might want to explain that better in the settings dialog
11:27:39 <TrueBrain> that is a change in a translation string, right?
11:27:58 <TrueBrain> 3276 <- feels random; I dont like magic values ..
11:28:01 <TrueBrain> 0xCCC .. not much better
11:28:31 <TrueBrain> 0x4000 / 20, I guess
11:28:36 <TrueBrain> but that is not much better :D
11:28:47 <Eddi|zuHause> TrueBrain: it's the value that has been there for years. original was 0x10000/20
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11:29:02 <TrueBrain> Eddi|zuHause: I understand; is no reason to leave it there now :D
11:29:07 <DorpsGek> TrueBrain: Error: Something in there wasn't a valid number.
11:29:18 <DorpsGek> Eddi|zuHause: 4194304
11:29:33 <TrueBrain> @calc 3276 / (2**22)
11:29:33 <DorpsGek> TrueBrain: 0.000781059265137
11:29:47 <TrueBrain> that is a small odd?
11:29:58 <Eddi|zuHause> it seems low, but it is rerun multiple ticks in a row
11:30:28 <Eddi|zuHause> multiple aircraft ticks, so might depend on plane speed setting
11:30:42 <TrueBrain> what an odd function :)
11:30:49 <andythenorth_> i guess I have some puzzles
11:31:00 <Eddi|zuHause> yeah, but i didn't feel like completely rewriting it :p
11:31:22 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhAhc
11:31:59 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7293: Add: No plane crashes unless runway is too short option https://git.io/fhAhC
11:32:00 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7293: Add: No plane crashes unless runway is too short option https://git.io/fhNy3
11:32:03 <andythenorth_> TL:DR; what’s the purpose/future of coop devzone?
11:32:22 <andythenorth_> it has ~100 projects
11:32:51 <andythenorth_> but it’s a maintenance burdeb
11:33:04 <TrueBrain> it exists out of a necessity in times things like GH did not exist (yet)
11:33:14 <Eddi|zuHause> andythenorth_: it seems like fragil undermaintained infrastructure
11:33:20 <andythenorth_> should we just sack it?
11:33:38 <Eddi|zuHause> you should teach people how to migrate away from it
11:33:45 <nielsm> how many projects are active on it?
11:33:54 <nielsm> (e.g. received commits within the last 1 year)
11:34:18 <andythenorth_> but there are programatic ways to detect that
11:34:21 <TrueBrain> Eddi|zuHause: I milestoned your patch for 1.10, as I think it is unwise to put it in 1.9 at this stage :)
11:34:38 <andythenorth_> there was a script for devzone activity
11:34:47 <TrueBrain> andythenorth_: indeed, migrate people away till the activity is too low :)
11:35:01 <Eddi|zuHause> nielsm: in NewGRF land, that might be a bad way to measure "active"
11:35:10 <TrueBrain> the thing with these things: once started, you can never go back :)
11:35:14 <andythenorth_> well I am not the maintainer, but otherwise yes
11:35:42 <Eddi|zuHause> and even if they're not "active", it's way too valuable as an archive
11:35:45 <andythenorth_> so the offering of coop was simplicity
11:35:59 <Eddi|zuHause> to just go "so long, and thanks for all the fish"
11:36:04 <andythenorth_> but the alternatives are much less simple
11:37:02 <andythenorth_> so are we abandoning the offer of simple service for grfs?
11:37:03 <Eddi|zuHause> andythenorth_: the benefits, at least for my perspective, were always: "i want to play with trains, leave all that technical stuff to more experienced specialists"
11:37:09 <nielsm> a maybe acceptable roadmap would be something like offer a feature to mark a project "closed"/"moved", inform everyone they should be moving out, after a while put everyone on read-only, and later after that pack everything into archive files and only offer big-pack downloads
11:37:12 <andythenorth_> or rolling a new one?
11:37:39 <TrueBrain> andythenorth_: template it on GitHub
11:38:04 <Eddi|zuHause> nielsm: so false advertising?
11:38:31 <TrueBrain> I don't see the use of having 100000 settings in OpenTTD
11:39:20 <andythenorth_> I am -1 to 7294
11:39:34 <andythenorth_> more combinatorial shit
11:40:00 <Eddi|zuHause> if you don't want level crossings over your rails, use a railtype that forbids it?
11:40:15 <TrueBrain> nielsm: lol :) What a text :P
11:40:40 <TrueBrain> the one thing I never liked in OpenTTD, that for everything we added a setting
11:40:44 <nielsm> Eddi|zuHause sounds like the most reasonable yes
11:40:45 <TrueBrain> new PF? Lets make a new settings
11:40:48 <TrueBrain> New idea? MORE SETTINGS
11:40:53 <TrueBrain> people are drowning in settings
11:41:03 <TrueBrain> when I open OpenTTD now, I am lost in the complexity of the UI
11:41:06 <TrueBrain> so many buttons I can click
11:41:32 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed pull request #7294: Add: Allow or disallow company level crossings as a game setting https://git.io/fhNy2
11:41:33 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7294: Add: Allow or disallow company level crossings as a game setting https://git.io/fhAhu
11:41:40 <TrueBrain> awh, nielsm beat me to it :(
11:41:58 <TrueBrain> I was closing stuff, ffs :P :D <3 :)
11:43:32 <andythenorth_> objectives on wiki say we prefer content to settings
11:45:00 <TrueBrain> 1.9 or 1.10 for #7287?
11:45:27 <nielsm> seems pretty low-risk to me
11:46:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7287: Change: Allow vehicle group names to be non-unique. https://git.io/fhAhV
11:46:22 <Eddi|zuHause> i'm usually on the "don't rush it" side..
11:46:39 <Eddi|zuHause> but i also never get anything done... :p
11:46:51 <nielsm> so RC is next weekend?
11:47:16 <TrueBrain> nielsm: LordAro wanted today .. I dont care :P
11:47:59 <TrueBrain> this bridge stuff ....
11:48:05 <TrueBrain> too many work in there ..
11:48:08 <TrueBrain> what do we do about that ..
11:48:33 <TrueBrain> storing the townid in map of course solves a lot of things .. but .. do we want that?
11:50:24 <Eddi|zuHause> wasn't there a "don't build bridges before the first house" patch?
11:51:45 <TrueBrain> even with that, I like #7284, as it is a bit more clever than to look for the nearest town :)
11:51:55 <TrueBrain> not perfect, but a nice bridge (pun intended) between the solutions, I guess
11:52:13 <nielsm> I like the "no bridges before first house" idea too
11:52:32 <nielsm> I mean, if the town is not viable _without_ a bridge, that was a pretty bad town location
11:52:54 <TrueBrain> but even with such patch, #7284 fixes a huge performance issue
11:52:57 <TrueBrain> so is that worth it?
11:55:15 <Eddi|zuHause> well, if the short-term solution doesn't block the long-term one it should be fine?
11:55:16 <TrueBrain> I cannot find a PR that does "no bridge before first house"
11:55:58 <nielsm> I think that was an alt solution on samu's pr for a while
11:56:14 <Eddi|zuHause> [Dienstag, 26. Februar 2019] [15:54:58 CET] <peter1138> I added "if (t->population == 0) return false;" ... first line of the function.
11:56:29 <TrueBrain> Eddi|zuHause: lol .. so yeah, that is not a PR
11:56:34 <TrueBrain> okay, you know what, lets delay all this to 1.10
11:57:29 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhAh1
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11:58:09 <TrueBrain> awh, I liked the ALT+9
11:58:12 <TrueBrain> owh well, this works too :)
11:59:05 <andythenorth_> newgrf editing directly in openttd?
11:59:20 <andythenorth_> then just pickle the memory state?
11:59:29 <Eddi|zuHause> can't see that working out...
11:59:39 <TrueBrain> hmm, I cannot filter the draft PRs in the overview? Odd
11:59:41 <nielsm> could also make force desync a console command instead
11:59:48 <andythenorth_> stop pissing around with abstractions?
11:59:48 <nielsm> much less accidentally hittable
12:00:19 <Eddi|zuHause> nielsm: but then that should also apply to crash
12:00:26 <andythenorth_> funny story: we just removed the ‘crash the app’ view at work this week
12:00:28 <TrueBrain> ALT+0 or ALT+9 .. they both make you cry .. so I didnt mind
12:00:32 <TrueBrain> it is what it is :)
12:01:30 <nielsm> I'm not at all sure what the state of it is
12:01:32 <TrueBrain> I understand what they try to fix, but is it a fixable thing ..
12:01:50 <nielsm> but in general I still think the idea is bad
12:01:58 <Eddi|zuHause> it's a "it's-fixable-but-you're-trying-too-hard"
12:01:58 <andythenorth_> it’s a real issue
12:02:14 <andythenorth_> the problem is likely the author
12:02:27 <andythenorth_> the issue is stupid and annoying
12:02:52 <TrueBrain> so the problem is real but the solution is wrong?
12:02:55 <TrueBrain> or what are we saying here?
12:03:18 <andythenorth_> there will be a low trust in the results of that PR
12:03:30 <andythenorth_> the problem is minor, but real
12:03:36 <Eddi|zuHause> as in "use these 5 lines that are close enough instead of these 30 lines that are fiddling with individual straws"
12:03:54 <andythenorth_> and the kind of thing we should be capable of solving
12:04:31 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7287: Change: Allow vehicle group names to be non-unique. https://git.io/fhNZo
12:04:44 <andythenorth_> circ tile search when placing a house or something
12:04:55 <andythenorth_> or fix it in newgrf
12:05:22 <andythenorth_> if I had more andythenorths I would make a house set that fixes it
12:06:07 <andythenorth_> I already fixed industries doing similar things
12:06:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhAhH
12:06:19 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #6931: Change: Prevent town growth from blocking ships https://git.io/fhsRY
12:07:17 <TrueBrain> feels done? Not sure what it is waiting/blocking on
12:07:54 <andythenorth_> it’s frigging onerous to test
12:08:14 <andythenorth_> needs playing for multiple years on multiple maps
12:08:38 <Eddi|zuHause> that's why it should have been in a beta so people can give feedback (which they never do)
12:08:52 <andythenorth_> fixing the broken part is valid, no?
12:09:01 <TrueBrain> so lets ship it in 1.10 ;)
12:09:07 <andythenorth_> it will just cause some downstream noise
12:09:26 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7029: #6315 Rail fences in snow or desert https://git.io/fhAh5
12:10:25 <TrueBrain> we need someone that dig into that .. meh
12:11:11 <Eddi|zuHause> yeah, seems way too big
12:11:18 <andythenorth_> leave it open, and don’t look at it
12:11:20 <Eddi|zuHause> also not my area
12:11:47 <andythenorth_> UI design does not go well when done by inexperienced designers
12:11:53 <andythenorth_> who lack empathy
12:12:07 <andythenorth_> and are solving a very specific niche personal goal
12:12:13 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7184: Change: Distribute cargo to multiple stations or industries https://git.io/fhAhb
12:12:36 <andythenorth_> the UI is already high friction
12:12:44 <TrueBrain> andythenorth_: the "leave it open" means it will be there for ever .. as it keeps on getting rebased ;)
12:13:15 <andythenorth_> well...there’s a lot of effort in that WIP
12:13:32 <andythenorth_> how many parades do we want to piss on?
12:13:46 <TrueBrain> I want a healthy list of PRs
12:13:54 <TrueBrain> not a list of "we are too scared to touch tme so we don't"
12:14:02 <Eddi|zuHause> TrueBrain: can we adjust the default filter options when viewing the "PR" tab to exclude WIP?
12:14:07 <TrueBrain> breaking some eggs from time to time is not the worst
12:14:09 * andythenorth_ has had a week of ripping plasters off one way or the other
12:14:22 <TrueBrain> Eddi|zuHause: I want to filte rout the draft PRs, but I havent found out how yet :(
12:14:26 <andythenorth_> broken eggs Mon-Fri
12:14:52 <andythenorth_> all out of egg breaking energy :p
12:15:02 <TrueBrain> that is why I was doing it :)
12:15:06 <TrueBrain> I had some left over from this week :P
12:15:12 <andythenorth_> it’s a kw in search no?
12:15:14 <TrueBrain> okay, 3 entries for 1.9 left
12:16:13 <andythenorth_> peterer is such a spammer pf PRs :)
12:16:29 <Eddi|zuHause> TrueBrain: apparently there's a "no:something" filter, not sure how it works
12:16:48 <andythenorth_> the filters are good, once you learn them
12:17:00 <andythenorth_> takes a bit of effort
12:17:20 <andythenorth_> filtering out specific author is what I do most
12:17:30 <Eddi|zuHause> doesn't seem like the right one
12:17:48 <Eddi|zuHause> andythenorth_: what string do you use for that?
12:17:58 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #7062: Ship pathfinders ignore the max order distance https://git.io/fhAhx
12:18:13 <andythenorth_> something like -author:name
12:18:28 <andythenorth_> on phone, cba to try
12:18:36 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on issue #6922: Replace ICU ParagraphLayout with something else? https://git.io/fhAhp
12:19:10 <Eddi|zuHause> TrueBrain: so "-is:draft"?
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12:19:46 <TrueBrain> doesn't work for me?
12:20:06 <Eddi|zuHause> result seems strange
12:20:14 <peter1138> sorry for spamming prs
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12:20:56 <andythenorth_> i think it’s probably ok peter1138
12:21:18 <TrueBrain> your PRs at least have reasoning and can be understood .. and are expected to be the least amount of lines needed to fix the issue :D
12:21:31 <andythenorth_> if only they weren’t getting lost amongst the others
12:22:04 <TrueBrain> Eddi|zuHause: it is either "is:open", "is:closed" or "is:draft"
12:22:09 <TrueBrain> they seem to overload eachother
12:22:20 <TrueBrain> so "-is:draft" shows both open and closed :D
12:23:30 <andythenorth_> what’s the PR count now?
12:23:51 <andythenorth_> can we have a bot that whines if they exceed 2 pages on GH
12:24:56 <TrueBrain> sure; no clue what good it does
12:25:01 <TrueBrain> I did consider a rate limit per user :P
12:25:06 <TrueBrain> reject if you have more than N PRs in N hous
12:25:16 <TrueBrain> but than I remember what I really wanted
12:25:26 <TrueBrain> is if name is N, reject if more than N PRs are open
12:25:29 <TrueBrain> so that is not fair :P
12:26:14 <TrueBrain> Eddi|zuHause: ah, the - doesn't seem to work
12:26:27 <TrueBrain> documentation also suggest you can only search on things, not on not things
12:26:39 <Eddi|zuHause> yeah, i was looking for it
12:26:44 <Eddi|zuHause> but can't find anything
12:27:12 <peter1138> that town bridge 0 pop thing, it was samu's pr but he totally changed it
12:27:28 <TrueBrain> so it is guess for a new PR ? :D
12:27:31 <peter1138> i'm a bit sliw, reading on mobile
12:27:55 <andythenorth_> my phone client crashes hard every 5mins
12:28:09 <nielsm> 09:11:10 - <@peter1138> Off for the day, bye. 12:20:20 - <@peter1138> sorry for spamming prs
12:28:24 <TrueBrain> Eddi|zuHause: possibly that is for the genereic search? I don't know ..
12:28:59 <peter1138> im still out, i cant code
12:29:10 <TrueBrain> Eddi|zuHause: yeah, NOT and - are not working there
12:29:10 <Eddi|zuHause> i think it says "not" works for words, and "-" for qualifiers
12:29:59 <TrueBrain> it does work for labels
12:30:20 <andythenorth_> label more stuff :p
12:30:22 <TrueBrain> so there are 49 open PRs
12:30:29 <TrueBrain> when I search for -label:wip
12:30:35 <TrueBrain> someone .. is not good at math
12:30:52 <andythenorth_> includes closed?
12:31:16 <Eddi|zuHause> maybe "draft" is the wrong word?
12:31:32 <TrueBrain> Eddi|zuHause: is:draft
12:31:50 <TrueBrain> okay, 1.9 milestone has just 1 entry left, on which nielsm said he was working .. so .. we are almost there :D
12:31:53 <TrueBrain> anything we are missing?
12:31:58 <TrueBrain> now is the best time, I guess
12:32:14 <peter1138> i can tag all mybstuff 19 if yiu like
12:32:21 <Eddi|zuHause> if i add " -is:draft " i suddenly get "won't implement" in the results
12:32:30 <TrueBrain> if you enjoy doing that :D But not sure that is helping ;) :D
12:32:41 <TrueBrain> Eddi|zuHause: "-is:draft" returns EVERYTHING
12:33:15 <TrueBrain> peter1138: and remember, the sooner we branch 1.9, the sooner you can merge all your shiny toys :)
12:35:26 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhAjI
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12:36:50 <nielsm> two new 1.9 features in one shot
12:36:55 <Eddi|zuHause2> a bot that attaches WIP label to all draft PRs?
12:36:56 <Eddi|zuHause2> then filter on "-label:WIP"?
12:36:57 <nielsm> adjacent stations built without ctrl
12:37:03 <nielsm> and town building bridge over rail
12:37:18 <TrueBrain> Eddi|zuHause2: yeah .. possible
12:37:26 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhAjt
12:37:31 <TrueBrain> I guess probot could help there, as they give a framework for bots with these easy jobs
12:37:51 <Eddi|zuHause2> or ask some github support how to filter on draft-pr?
12:38:06 <TrueBrain> I btw cannot change the default search query
12:38:06 <andythenorth_> towns that prefer bridges to crossings? o_O
12:38:13 <TrueBrain> so it would be manual work anyway, every time you open that page
12:38:50 <TrueBrain> nielsm: most I like about that screenshot the huge difference between the resolution of the station etc, and the labels :D
12:38:54 <TrueBrain> that looks so weird :P
12:39:19 <peter1138> andy not sure its meant to prefer bridges, just build if possible
12:39:31 <TrueBrain> right, time for lunch. After that hopefully LordAro can make a 1.9 branch :P (or anyone else, ofc)
12:39:32 <peter1138> if its never building crossi gs, then tgats a regression
12:40:24 <peter1138> before the change it wasnt possible
12:40:40 <Eddi|zuHause2> i would have thought it's limited to cases where it can't build a crossing (disabled, signal, diagonal rail, whatever)
12:40:44 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhAjm
12:41:31 *** Eddi|zuHause2 is now known as Eddi|zuHause
12:42:13 <andythenorth_> I was making a feature request :)
12:42:20 <nielsm> I think I'd prefer if small towns tended to build level crossings over rail, while large cities would tend to build bridges
12:42:47 <peter1138> nielsm, make a pr for that then :)
12:43:02 <peter1138> sounds reasonable to me
12:43:10 <Eddi|zuHause> base it on town zone?
12:43:29 <peter1138> pop makes more sense
12:43:49 <nielsm> a rich town has more money to spend on bridges :P
12:44:07 <Eddi|zuHause> doesn't mean they will :p
12:44:44 <nielsm> what I'd like even more was if the town could "back off" with a road that was about to cross a railroad
12:44:51 <nielsm> and build a bridge instead
12:44:52 <Eddi|zuHause> however, if one or both of the ends are sloped, it should lean towards bridge
12:45:41 <Eddi|zuHause> nielsm: i'd like that approach more, if a house could be built next to a bridge ramp, so you'd not leave houses which normally couldn't be built
12:46:10 <nielsm> Eddi|zuHause we got towns building on diagonals early in this dev cycle :)
12:46:18 <nielsm> so that hole left in should be buildable here
12:46:40 <peter1138> could be 1.10 chsnge, heuristics deciding how to expand
12:48:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhAjW
12:49:40 <nielsm> release RC without 7288 in, ask players to try to reproduce it?
12:57:58 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7272: Change: [NPF] Add path cache for ships. https://git.io/fhAjg
13:01:11 <TrueBrain> nielsm: I can see if I can reproduce it, I guess
13:02:58 <TrueBrain> no clue what allthose words are in that ticket, but I am sure I will find out :)
13:03:19 <michi_cc> nielsm: One problem would be line 710 in company_gui, the call uses the window number but it is only set lateron.
13:03:46 <peter1138> wibdow number is reset during the initialization calls
13:05:35 <TrueBrain> what is Group Livery, and where is the button? :D
13:06:18 <TrueBrain> ah, colours I guess?
13:06:47 <TrueBrain> hmm . .are we still missing some gfx?
13:06:50 <TrueBrain> was that fixed already?
13:07:03 <nielsm> guess it depends on opengfx vs original?
13:07:09 <TrueBrain> tnx nielsm :) Still a questiomark here :P
13:07:17 <TrueBrain> we have an openttd.grf for that, not?
13:08:33 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhAjD
13:08:52 <TrueBrain> also weird, that the group names are cross-server, not per player :P
13:08:58 <TrueBrain> so as company 2, my group was prenamed Group 3
13:09:01 <TrueBrain> while I had no groups yet
13:09:36 <TrueBrain> okay, I can reproduce the issue
13:09:39 <TrueBrain> lets see if the PR fixes it .. :D
13:12:20 <TrueBrain> at least I cannot reproduce it with that fix applied :P
13:13:05 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhAj9
13:13:39 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7288: Fix 23960d0f2c: Company livery window shows incorrect groups when opened from group window in multiplayer. https://git.io/fhNcY
13:13:59 <TrueBrain> so how about that missing grf stuff ..
13:16:04 <TrueBrain> there is no newer OpenGFX too
13:16:10 <TrueBrain> so how is it that it is fixed in your screenshot nielsm?
13:16:29 <nielsm> opengfx does not use openttd.grf afaik
13:16:47 <TrueBrain> so it is fixed in openttd.grf ?
13:17:05 <nielsm> the new sprite is in openttd.grf which is an addon to the original graphics
13:17:19 <TrueBrain> so .. we need to fix OpenGFX before the 1st of April?
13:17:41 <nielsm> so basically either make a new opengfx release, or implement a baseset missing sprites fallback mechanism
13:18:03 <nielsm> that does not depend on the baseset definition file
13:18:42 <nielsm> aBase and zBase etc. would probably also miss the new icon
13:18:51 <TrueBrain> I see no changes in OpenGFX, so I assume it is not in there yet at all?
13:19:17 <TrueBrain> yeah, and they should update too .. but as OpenGFX is auto-installed for most users on first play, it is a bit more important to already have that fixed on release :D
13:19:35 <TrueBrain> we also need to bump NSIS for it
13:20:03 <TrueBrain> so .. who to poke for making that happen?
13:20:05 <nielsm> what if you upgrade your existing install, it won't know you need a new opengfx release will it?
13:20:29 <TrueBrain> I guess you need to update via the Content Service
13:20:32 <Eddi|zuHause> alledgedly, OpenGFX falls back to the openttd.grf sprites now, so a fix is not strictly necessary
13:20:42 <TrueBrain> Eddi|zuHause: 0.5.2 does not, I promise you
13:20:42 <Eddi|zuHause> it just will complain loudly to all users
13:21:24 <Eddi|zuHause> well, i don't use opengfx
13:21:27 <TrueBrain> but, who can fix/help with this? planetmaker? andy?
13:21:59 <Eddi|zuHause> presumably, the fix is trivial? just needs someone with access to the repo?
13:22:19 <TrueBrain> hence my question, who can fix/help with this
13:22:26 <nielsm> it's just drawing one new sprite
13:22:38 <TrueBrain> I had 5 ? icons btw
13:22:41 <michi_cc> TrueBrain: pm said he would update OGFX
13:22:46 <TrueBrain> 1 for the Livery, 4 in the Livery window
13:22:49 <Eddi|zuHause> i would've just copied over the openttd.grf sprites?
13:22:59 <Eddi|zuHause> instead of drawing new ones?
13:23:33 <TrueBrain> michi_cc: any idea what the timeline was? Did he happen to mention?
13:23:58 <michi_cc> Check logs of last weekend :)
13:23:58 <Eddi|zuHause> i wouldn't wait for this until release
13:24:03 <nielsm> and for me it does fall back
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13:25:21 <TrueBrain> Eddi|zuHause: we need this fixed before release (the OpenGFX bump)
13:25:27 <TrueBrain> as it requires a change in the NSIS
13:25:35 <TrueBrain> so OpenGFX has to be fixed before we can release :)
13:26:00 <TrueBrain> nielsm: weird, it is not showing me that message ..
13:26:33 <Eddi|zuHause> TrueBrain: maybe it picks an outdated openttd.grf?
13:27:36 <TrueBrain> the nightly does do it ... so .. lol
13:27:56 <TrueBrain> that on its own is interesting ..
13:28:13 <TrueBrain> but okay, that is not really relevant :)
13:28:21 <TrueBrain> andythenorth: can you help to fix OpenGFX? Or is pm the only one?
13:28:27 <TrueBrain> (it is missing a few sprites)
13:28:43 <andythenorth> I can but not now
13:29:07 <andythenorth> I've never used it, but it's just copy-paste to a png?
13:29:11 <TrueBrain> would be nice if we have an RC that already has them ;)
13:29:23 <TrueBrain> no clue, don't ask me about NewGRF stuff :)
13:29:30 * andythenorth assumes it's just open photoshop, paste, commit
13:30:13 <michi_cc> TrueBrain: Not necessarily for NSIS, as far as I can see an old OpenTTD would ignore extra GUI sprites at the end of the Action 5. Replacing the current download should be fine.
13:30:28 <Eddi|zuHause> andythenorth: might be easier for the future if it was just copying the openttd.grf file over, instead of editing it
13:30:31 <TrueBrain> michi_cc: not sure if I follow you
13:30:37 <TrueBrain> michi_cc: NSIS downloads a specific OpenGFX
13:30:42 <TrueBrain> it would be nice if that already contains the correct sprites
13:30:45 <nielsm> so new sprites would need to be drawn
13:30:48 <TrueBrain> otherwise on first launch it complains it ismising sprites
13:30:52 <TrueBrain> michi_cc: what do you mean?
13:31:17 <michi_cc> TrueBrain: Yes, but updating the file under the current URL shouldn't harm e.g. 1.8.0.
13:31:29 <TrueBrain> michi_cc: but that is kinda hackish
13:31:39 <TrueBrain> and besides, the file is downloaded under the OpenGFX version
13:31:45 <TrueBrain> so we have to recreate 0.5.2
13:31:49 <TrueBrain> that sounds really wrong :)
13:32:23 <michi_cc> You told me exactly that last weekend :p
13:32:33 <TrueBrain> last weekend? That was a few weekends earlier, not? :)
13:32:39 <TrueBrain> and yes, it uses the version to fetch the file
13:32:44 <TrueBrain> but it should download it under its real name
13:32:49 <TrueBrain> (as in, store on disk)
13:33:00 <TrueBrain> well, I guess that still works, true
13:33:04 <michi_cc> That there is no need to bump the 1.2.0 version unless older OpenTTDs can't load it anymore.
13:33:04 <TrueBrain> but it still feels rather dirty
13:33:24 <TrueBrain> but okay, I guess you are right, we can fix it "later"
13:33:37 <TrueBrain> but my main point was, that I rather have RC1 already not tell on startup it is missing sprites
13:33:40 <TrueBrain> which it currently is :)
13:34:10 <michi_cc> Yes, definitely. It just doesn't depend on NSIS :)
13:34:28 <TrueBrain> I still think we should also fix it in NSIS, but .. I agree it is not required ;)
13:34:42 <TrueBrain> as far as I know, we always did it like that .. not sure if anything breaks if we do it another way :)
13:35:06 <TrueBrain> but .. that is not based on facts ;)
13:35:07 <michi_cc> I'm quite sure we had OGFX changes after releasing OTTD 1.2.0.
13:35:17 <TrueBrain> hmm, I can check that
13:35:55 <TrueBrain> so if it is strict backwards compatible, it should be fine
13:36:18 <TrueBrain> 0.4 -> 0.5 did need a NSIS bump
13:36:22 <TrueBrain> okay, fair enough michi_cc :)
13:36:51 <TrueBrain> another puzzle: when I build OpenTTD via CMake, it is not telling me it is missing sprites
13:38:38 <TrueBrain> so we still configure something differently ... oh-oh
13:43:26 <Eddi|zuHause> i still suspect it's picking a wrong openttd.grf
13:43:37 <TrueBrain> it is commited in master, not?
13:43:56 <TrueBrain> hmm .. possibly it is not using the right folder?
13:44:14 <TrueBrain> but ... I know sometimes the searchpaths are off :P
13:44:28 <Eddi|zuHause> i think so, but maybe it's not copied correctly?
13:44:37 <andythenorth> I am not maintaining the ogfx sprite style :)
13:44:47 <TrueBrain> it is not copied at all, openttd.grf
13:44:49 <TrueBrain> it is just there :P
13:45:53 <TrueBrain> hmm, found another cmake related issue .. it is rebuilding my project every time .. wtf is that ..
13:46:03 <TrueBrain> possibly glx knows that
13:46:08 <Eddi|zuHause> TrueBrain: i suspect you have an openttd.grf elsewhere, and it gets confused
13:48:59 <TrueBrain> okay, if I copy the file in Documents/OpenTTD/baseset, it does work as expected
13:49:06 <TrueBrain> so it is really not seeing the version in bin/
13:49:16 <TrueBrain> there are no other locations it could hide, as far as I can tell
13:49:45 <TrueBrain> it does find the opntitle.dat ..
13:51:11 <TrueBrain> also the obms and obses
13:51:17 <TrueBrain> it is only the openttd.grf it is not finding there :P
13:51:25 <TrueBrain> the wonderful world of OpenTTD search paths :)
13:52:10 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep closed pull request #7238: Codechange: Remove assert when trying to intersect two tile areas and… https://git.io/fh5RL
13:52:11 <DorpsGek_II> [OpenTTD/OpenTTD] J0anJosep commented on pull request #7238: Codechange: Remove assert when trying to intersect two tile areas and… https://git.io/fhxez
13:52:11 <TrueBrain> owh well, can't be bothered. Tnx Eddi|zuHause, for the breadcrumbs :)
13:53:36 <andythenorth> I read a thing this weekend about someone who quit developing software :)
13:55:29 <TrueBrain> you sound like Samu now :)
13:55:43 <TrueBrain> this random out-of-context line of text :P
13:55:51 <Eddi|zuHause> the desease is certainly spreading
13:56:45 <TrueBrain> the main difference is, that in this case I am curious what he is talking about
13:57:34 <Eddi|zuHause> that is the nature of clickbait
13:57:46 <TrueBrain> so he is making money out of these quotes? :o
13:58:11 <Eddi|zuHause> step 1: clickbait
13:59:40 <andythenorth> I've always posted out of context
13:59:48 <andythenorth> and random 6-line streams of consciousness
13:59:56 <andythenorth> the difference is I ship stuff, and don't clutter up PRs
14:00:11 <andythenorth> nor highlight people with 'help'
14:00:49 <TrueBrain> but yet you keep us in suspense!
14:01:37 <andythenorth> a Ruby guy who suddenly quit, because software is awful
14:01:48 <andythenorth> I skim read the novel, there's a PDF of it
14:02:01 <andythenorth> reminds me of stuff I wrote 15 years ago, but never finished
14:02:20 * andythenorth is having a 'sofware is awful' weekend :P
14:03:08 <TrueBrain> as longt as it is contained in a weekend :P
14:05:00 <andythenorth> mostly I think it's the slow collapse of coop, and who that leaves maintaining all the coop stuff
14:06:03 <TrueBrain> so be like me, and move it to places others can maintain it :)
14:06:07 <andythenorth> I only joined coop because I was asked to put my code somewhere it would be preserved for the community if I left
14:06:17 <andythenorth> I was never a maintainer, just a user
14:07:16 <Eddi|zuHause> andythenorth: there's several layers to that
14:07:16 <andythenorth> now, instead of doing what I want, which is working on newgrfs
14:07:28 <andythenorth> I'm rebuilding a system so other people can work on newgrfs, but not me
14:07:35 <andythenorth> because I'm now the maintainer
14:07:40 <andythenorth> seems like an own goal
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14:13:54 <nielsm> I hope "bug fixes and improvements" covers vegetation not covering the track and trees growing through bridges
14:14:03 <nielsm> because that's my biggest annoyance with it atm
14:14:24 <nielsm> I'd play with vegetation off but that just makes it look sad
14:14:24 <andythenorth> sounds like realisms :)
14:15:16 <nielsm> also would be nice with some longer straight sections where you can actually get up in speed and not have to brake right away :P
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14:23:31 <TrueBrain> nielsm: Derail Valley crashes here :( That is justi sad
14:23:53 <TrueBrain> by the looks it runs out of memory on the GPU
14:23:56 <nielsm> you can't even crash your trains
14:25:27 <nielsm> I have a geforce gtx 1050 with probably 2 or 3 GB
14:26:09 <TrueBrain> I have a 1080 .. and now a black screen .. lol
14:26:46 <nielsm> you're starting it in non-vr mode right? (assuming you are planning on playing with keyboard/mouse)
14:26:56 <TrueBrain> I plan on playing it in VR :P
14:27:36 <TrueBrain> I had the same issue with Apex .. it assumes it is the only one using GPU memory
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14:28:08 <drac_boy> hi there this not-sunny cloudy day :-s
14:30:37 <peter1138> it has a non vr mode? oh...
14:31:25 <nielsm> it's already better than railworks ever was
14:31:59 <drac_boy> hm which train simulator are we talking about? (or did I misguess the topic)
14:32:05 <nielsm> okay well, there's no signals to follow, but it shouldn't be hard to beat dovetail on that point either
14:32:51 <peter1138> heh dovetail smells
14:33:42 <milek7> that derail valley seems more gameplay/vr oriented than realistic simulation compared to other sims
14:34:47 <drac_boy> nielsm hmm going from the Steam description it does rather sound interesting .. a little like msts mixed with "you actually do need to deliver the loaded wagon to there" realism
14:35:12 <drac_boy> not sure about the gpu need but mm I'll keep it bookmarked for a while just in case
14:37:41 <peter1138> Yeah, it's game that involves trains.
14:37:59 <peter1138> Got a spare moment on the laptop. Anything I need to look at? :p
14:40:31 * drac_boy still has msts and a large downloads-copy cd as well somewhere around here
14:42:01 <peter1138> TrueBrain, that was the original version of Samu's PR which just needed the additional line I suggested. I could make a new PR with just that if you like.
14:42:25 <peter1138> Although It's unnecessary if you consider #7284.
14:43:04 <TrueBrain> bah, game crashed again
14:43:46 <drac_boy> milek7 actually the downloads have extensions .. can even have real brake riggings provisions too
14:43:52 <TrueBrain> I think 7284 is the better choice here; but that is me :)
14:44:07 <drac_boy> but if you only want use the default non-download graphics then yes it would look like a flat box indeed
14:45:02 <peter1138> So is it 1.9 or 1.10? It's a nice performance benefit for generating large maps.
14:45:25 <TrueBrain> just to close down 1.9
14:45:27 <peter1138> And unlike the other version which adds towns to the map, it doesn't really change much.
14:45:29 <TrueBrain> so LordAro can in fact branch :)
14:45:50 <TrueBrain> from my perspective: it has been like this for years
14:46:19 <peter1138> As I said, oh well.
14:46:50 <peter1138> If we go the path of storing town index for bridges for 1.10, then it's unnecessary and can be closed.
14:47:30 <peter1138> Personally I think that's overkill and nothing really needs to know about town index for bridges, other than this edge case which is only apparently on world generation.
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14:48:58 <TrueBrain> why is this game crashing on me ... annoying
14:52:50 <milek7> drac_boy: for reasonable physics and real procedures maszyna eu07.pl is pretty good (though environment graphics is.. ugly) (disclaimer: i'm associated with it)
14:52:57 <milek7> and community is likely too much polish-centric to compete with msts/openrails
14:53:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhxvO
14:54:06 <Eddi|zuHause> maybe bridges could use an off-map pool, which should be designed with a flexible-bridges-rewrite in mind, which then as a side effect could also store town ownership?
14:54:49 <peter1138> Eddi|zuHause, JGR's PP uses off-map storage, but 16 bits isn't enough to index them.
14:55:27 <peter1138> I think he uses m2 up to a point and then other bridges are in a hash.
14:55:27 <drac_boy> milek7 interesting game .. tbh I've actually played with the pkp grf from time to time so seeing these locomotives again is .. :-)
14:56:11 <Eddi|zuHause> well, the bridge head tile needs to lose all the road/rail trackbit stuff, which need to go into the off-map, which would be a linear list of tiles (for vehicle movement) instead of the current wormhole behaviour
14:56:23 <Eddi|zuHause> then there's enough storage left to index bridges
14:56:32 <peter1138> Though if I did it, I would just make the index larger and either store it in more bits, or make m2 reference multiple bridges which would be quicker to look up.
14:57:00 <peter1138> Don't need to lose all of it. But ok.
14:57:08 <peter1138> Could make space indeed.
14:58:04 <peter1138> Come up with a proposal ;)
14:58:14 <Eddi|zuHause> problem with that approach might be that all functions getting a TileIndex need to be prepared to get a non-map tile
14:59:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fhxvZ
15:00:52 <peter1138> I think we already have a map bit for "has bridge above". Harder to make work with non-straight bridges.
15:01:08 <Eddi|zuHause> well, you could replace TileIndex with a struct that behaves like an int for all non-bridge usages
15:01:44 <peter1138> Just make the map fully 3D :p
15:01:59 <peter1138> Screw storage space :D
15:02:05 <Eddi|zuHause> that wastes a looooooot of space :p
15:02:25 <Eddi|zuHause> and makes it difficult to follow the terrain surface
15:02:40 <TrueBrain> nielsm: you playing it with or without VR?
15:03:24 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhxvc
15:03:42 <Eddi|zuHause> peter1138: too little simcity in that :p
15:03:45 <TrueBrain> for some reason rendering 2x 2k screens + VR makes the GPU say: BYEZzzz
15:04:20 <TrueBrain> frosch123: what is the problem exactly?
15:05:09 <frosch123> releases are built with assertions disabled, and rev.cpp has a flag for "stable tag"
15:05:27 <nielsm> TrueBrain: I don't have VR
15:05:35 <peter1138> Can the build system handle it without needing a specific commit, I guess?
15:05:38 <frosch123> i guess we can add the latter with findversion.sh testing for tags with only numbers, without rC or beta
15:05:41 <TrueBrain> nielsm: you are missing out :P
15:05:42 <frosch123> no idea about the compile options
15:05:55 <milek7> drac_boy: we're preparing for release on steam, to get rid of these nsis with torrent installers
15:06:02 <Eddi|zuHause> <TrueBrain> for some reason rendering 2x 2k screens + VR makes the GPU say: BYEZzzz <-- dunno, my GPU says that way earlier :p
15:06:30 <TrueBrain> frosch123: we can just apply that patch on branches, not?
15:06:40 <TrueBrain> not really sure what solution you are looking for
15:06:57 <frosch123> the flag is only supposed to be set for stable releases, not for RC or beta
15:07:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhxv8
15:07:09 <TrueBrain> so we apply it before we release?
15:07:17 <frosch123> and revert afterwards?
15:07:39 <TrueBrain> I just point to LordAro :P
15:07:49 <drac_boy> milek7 mm well keep having from with that project ok? :)
15:08:34 <TrueBrain> sorry frosch123, I was unaware that being a problem. But I also try to stay out how releases are done from a git point of view :)
15:08:42 <TrueBrain> I am hoping other people are tackling those issues
15:08:49 <TrueBrain> I try to focus on getting the CI etc to behave :D
15:09:11 <drac_boy> milek7 sorry I thought you said you were part of the project team on it? or did I misread some earlier lines now
15:09:27 <frosch123> that's ok, i just wanted to know the status, since I have no idea what happens anymore :)
15:10:03 <milek7> sorry, i just cannot parse that sentence
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15:10:35 <TrueBrain> frosch123: I hope LordAro knows more about this :)
15:11:06 <Eddi|zuHause> milek7: don't you love people who chain random words and expect other people to understand their gibberish?
15:11:50 <peter1138> Would be nice if the build system could know from the tag that it is building a release, and automatically disable asserts, etc.
15:12:22 * drac_boy bonks za eddi with a funny coding fork for talking like weird? :P
15:13:06 <drac_boy> truebrain not to be silly but did you just said your big brain had no idea? :)
15:16:21 <drac_boy> milek7 just curious but do the team just prefer modern locomotives alone or is it due to the extra work that would be needed to add a steam locomotive to the gameengine?
15:16:51 <Eddi|zuHause> i'm assuming steam engines have crazy number of moving parts
15:17:04 <peter1138> TrueBrain, oh yeah the group default name thing, the number is of course the pool index, so dependent on groups other people made. Maybe that can be changed.
15:17:32 <drac_boy> usually yes but there are always steam trams which look almost like diesel/electric but just with more smoke coming from the roof :)
15:17:42 <drac_boy> although hmm I don't know if poland ever had them
15:18:20 <Eddi|zuHause> what would be the point of a steam engine where you can't see the moving parts?!
15:20:29 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxva
15:20:52 <milek7> no special reason, we just don't have physics code for steam engines
15:20:59 <drac_boy> anyway going let you people do your codings etc .. I'm off to sort more sketch papers
15:21:12 <milek7> and there is less resources about it (locomotives to photograph, measure, etc.)
15:21:27 <drac_boy> milek7 np nothing too special about pkp steam although I do like how they have these 'simple' and oversized headlights that sorta make them a little unique to me for some reason
15:21:46 <drac_boy> anyway .. I'm going off tho so :)
15:22:27 <Eddi|zuHause> i'm imagining most of the PKP steam engines are actually repainted prussian engines
15:22:28 <peter1138> milek7, what game/project is that?
15:24:03 <peter1138> The download page is in foreign ;)
15:24:33 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhA6p
15:26:12 <peter1138> I... need to find £15
15:26:25 <peter1138> Hmm, does it have multiplayer yet?
15:27:14 <milek7> eh, nobody updated languages for 19.01 release. i must throw out this silly cms and replace with hugo or something
15:27:47 <peter1138> Hmm, laptop is so slow, still compiling :p
15:28:17 <nielsm> I got above 100 km/h !!
15:28:23 <TrueBrain> I finally was on my wy to make some money .... game crash
15:28:51 <Eddi|zuHause> nielsm: looks like it was worth it :p
15:29:17 <milek7> some companies in poland use it for train driver training
15:29:19 <TrueBrain> it really has issues staying in bounds of the GPU memory ..
15:30:04 <Eddi|zuHause> TrueBrain: is GPUswap memory a thing? :p
15:30:27 <Samu> why is NewGRF the answer for everything ...
15:30:28 <TrueBrain> I don't know what it is with games lately, but they seem to wrongly estimate how much memory they can store in the GPU
15:30:31 <TrueBrain> not the first game ..
15:31:40 <TrueBrain> doesn't help that many things use GPU memory these days .. like Chrome .. etc
15:32:09 <Eddi|zuHause> "A GPU with an MMU can virtualize GPU and host memory, so that it can appear as a single address space, with the physical host memory accesses handled by DMA transfer."
15:32:35 <milek7> don't gpu drivers swap vram into system ram (and from there to swap)?
15:32:45 <milek7> at least opengl did that, don't know about directx
15:32:58 <TrueBrain> this is mostly textures
15:33:03 <TrueBrain> not sure what happens with them honestly
15:33:07 <TrueBrain> I also have swap disabled :P
15:33:28 <TrueBrain> (if 8GB GPU RAM and 16GB CPU RAM is not sufficient, I don't want to know)
15:33:52 <Eddi|zuHause> TrueBrain: i recently enabled zswap
15:34:09 <milek7> would it work on wine?
15:34:17 <glx> maybe they develop on high end machines and don't care about optimistation ;)
15:34:21 <peter1138> Samu, 10:43 < andythenorth_> objectives on wiki say we prefer content to settings
15:34:36 <TrueBrain> glx: when I generate a MSVC project from CMake, it keeps rebuilding it every time .. no clue what is going on there :( I was hoping you had any
15:34:40 <TrueBrain> possibly it is a local issue :D
15:35:37 <Samu> there's too many of them
15:36:11 <peter1138> And, especially in the case of a feature that NewGRF can already control, we should not add settings that will conflict.
15:37:09 <TrueBrain> so if I press Build twice
15:37:14 <TrueBrain> it is like I pressed Rebuild twice
15:37:45 <TrueBrain> could absolutely by my project, as I kinda did a lot of shit with it .. but I was hoping to get a second opinion on the matter :)
15:39:14 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAFd
15:40:26 <andythenorth> are we still talking about that?
15:40:30 <andythenorth> no it's a waste of time
15:40:57 <glx> for me 90° should be for trains only
15:41:06 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhxvD
15:41:07 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth closed pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAFd
15:41:10 <andythenorth> it's been debated to death
15:41:29 <andythenorth> stuff like this makes me want to quit OpenTTD tbh
15:41:35 *** andythenorth has left #openttd
15:44:48 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth reopened pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAFd
15:46:26 <Samu> why is 7302 favoured and 7293 rejected... I can't understand your reasonings
15:47:25 <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhxv5
15:47:33 <Samu> 7302 changes a setting that was taken for granted
15:47:35 <nielsm> Samu: this is not _your_ game, it's _our_ game, and your contributions very often bear a showing of you not having a good view of the big picture, and of having very little experience with developing large software products
15:47:54 <nielsm> your lack of experience results in your misjudging what is a good change and what will remain maintainable over time
15:48:09 <Samu> better not change anything then
15:48:30 <glx> hmm mingw detects ICU, and as things are ordered in gfx_layout.cpp I think it uses it by default instead of uniscribe
15:48:53 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhxvd
15:48:54 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain closed pull request #7314: Change: Separate forbid 90 deg for trains and ships https://git.io/fhAFd
15:49:03 <TrueBrain> ping pong; now it is final :)
15:49:30 <nielsm> change is not inherently bad, but kneejerk-reaction change is often bad because you only respond to one isolated incident and don't look at what the greater result will be
15:49:44 <nielsm> good change requires planning and overview
15:50:20 <Samu> you're letting plane crashes when setting it to none. I can't understand why this is a valid reason
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15:53:05 <TrueBrain> Samu: there is a huge difference between a disaster, which the setting controls, and something like having too big planes take off from too small airports
15:53:14 <TrueBrain> the first you control with a disaster-like settings, the second with a cheat
15:53:19 <TrueBrain> those are 2 different worlds
15:54:13 <glx> TrueBrain: just tried project from command line (so using cmake --build . --config Release) twice, first time it rebuild everything, second time everything was up-to-date so no rebuild
15:54:17 <TrueBrain> for the same reason if you run two trains in each other, no matter what your settings are, they will crash
15:54:34 <TrueBrain> glx: sorry, I was a bit unclear: I meant I generated a MSVC project from CMake
15:54:39 <TrueBrain> and I did Build Solution from there
15:54:45 <TrueBrain> that keeps rebuilding for me
15:54:50 <glx> I also opened the openttd.sln in VS and pressed build many times, no rebuild
15:54:57 <TrueBrain> okay, so it is me :)
15:55:03 <TrueBrain> no, seriously, tnx :)
15:55:19 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhALz
15:55:52 <TrueBrain> perfect Eddi|zuHause, tnx a bunch :)
15:56:05 <TrueBrain> guess it also needs a commit to remove all translations, or is that fixed another way already?
15:56:34 <TrueBrain> k; always nice to know it is me, not the rest of the world :P
15:56:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxvp
15:56:49 <Eddi|zuHause> TrueBrain: i haven't followed that, but there was a problem recently where eints just put the removed translations back in
15:57:11 <glx> Eddi|zuHause: only for changed english srting
15:57:39 <glx> for totally removed string there were no issues :)
15:57:48 <Eddi|zuHause> however, i don't think removing the translations is necessary here. the translators can just update the strings whenever...
15:58:03 <TrueBrain> I think they are not going to notice it is changed
15:58:07 <TrueBrain> I remember there was something with that ..
15:58:11 <glx> if format change we get a bunch of warnings
15:58:12 <TrueBrain> frosch123: you happen to know? :)
15:58:35 <glx> and they are markes as outdated in eints
15:59:19 <frosch123> TrueBrain: when the english string changes, eints marks the translations as "outdated"
15:59:40 <glx> but the main reason we remove changed strings (when format change) is the warnings
15:59:57 <Eddi|zuHause> glx: that is not necessary here
16:01:10 <frosch123> the recent change about "invalid" was that now eints does not output invalid string anymore, but only keeps them in its internal storage
16:01:35 <glx> oh I have translations to fix
16:01:45 <frosch123> as a result, if you delete the eints projects and resetup it, you will loose all invalid strings in addition to information about outdatedness and history
16:05:05 <TrueBrain> so Eddi|zuHause, we will merge it once we branched 1.9 I suggest :)
16:05:20 <Eddi|zuHause> i have no problem with that
16:05:28 <frosch123> wrt. committing translations: if you change translations via push, eints will take the new translations; touching invalid strings has no effect. eints will remove them now even if you did not
16:06:07 <Beerbelott> Is there a way to get credentials to have access to the Web translator?
16:06:21 <glx> would be nice if "copy base" button could convert string commands to {STRING} :)
16:06:30 <Eddi|zuHause> yes, you write an email to the translations manager
16:07:02 <Eddi|zuHause> pro tip: don't ask who the translations manager is
16:07:10 <Eddi|zuHause> especially if you are finnish :p
16:07:25 <TrueBrain> you can ask; just the answer is always the same :)
16:07:49 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fhxfU
16:08:04 <Beerbelott> TrueBrain: OK thx, better not to lose my time on that then
16:08:21 <Beerbelott> I appreciate you don't send me in a wall ;)
16:09:57 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfq
16:10:44 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfY
16:11:26 <Samu> oh well, I better go, I need to calm down
16:13:45 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfO
16:15:09 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxf3
16:15:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfs
16:16:16 <TrueBrain> lol @ LordAro :) You are not wrong there :D
16:16:18 <Beerbelott> andy got angry, now Samu
16:16:32 <Beerbelott> WTH is happening today? New moon? :p
16:16:41 <LordAro> oh, have i missed some drama?
16:17:40 <Eddi|zuHause> just the usual, andy getting oversaturated by an overeager wannabe-contributor with low-quality contributions
16:17:47 <Eddi|zuHause> nothing that hasn't happened before
16:17:55 <DorpsGek_II> [OpenTTD/OpenTTD] Berbe commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfn
16:18:04 <TrueBrain> and I went through the list of PRs and just closed everything that needed closing :)
16:19:08 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfc
16:19:49 * LordAro notes the 1.9 milestone is complete
16:19:51 <Beerbelott> Talking about low-quality contributions, I added feature commit to thePR #7286... which kinda overhauls how file are loaded with the -g switch. Is this acceptable?
16:20:15 <TrueBrain> LordAro: I did my best to do the hard work; now it is your job :P
16:20:43 <TrueBrain> we postponed a few from 1.9 to 1.10, like ICU
16:20:47 <TrueBrain> thought it was the right thing to do
16:20:49 <Eddi|zuHause> Beerbelott: feels like a separate PR?
16:21:19 <LordAro> i personally have no issues with "separate but related" things being in the same PR
16:21:30 <LordAro> as long as they're in separate commits
16:21:36 <TrueBrain> as long as it remains in a state of "being able to review" :D
16:21:48 <TrueBrain> and you have to understand it can mean that because of the unrelated change, the whole PR can block
16:21:53 <LordAro> TrueBrain: there was a red cross on the last commit of master due to azure/github failure, i'll branch if that gets a tick :)
16:22:04 <Eddi|zuHause> well, it can stay there, as long as the consensus doesn't result in "we want one, but not the other"
16:22:19 <Eddi|zuHause> or the discussion gets too cross-talk-y
16:23:40 <Eddi|zuHause> it's probably bettter in the same PR if it is prone to merge conflicts due to changing related areas
16:24:05 <LordAro> i have a suspicion the answer may well be "we want one, but not the other", but we'll see
16:24:52 <TrueBrain> LordAro: did you retrigger it?
16:24:54 <Beerbelott> Eddi|zuHause: Well mb splitting up? Adding the FiosGetScenarioListCallback & FiosGetHeightmapListCallback calls are merely extending functionality to encompass being able to load heightmap from CLI. I would agree that the rest (allowing to load by name w/o path when in scannedfolders + ability to load by title) could be split off
16:24:57 <TrueBrain> I never seen that work :D
16:25:23 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
16:25:46 <Beerbelott> LordAro: Yes I signalled that error yday night, but I pushed again this morning and the compilatio nworked, this time
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16:25:54 <Beerbelott> seems a bit random :D
16:26:17 <Beerbelott> TrueBrain: No I pushed again earlier
16:26:27 <TrueBrain> LordAro: you saw the question frosch123 had about stable releases?
16:26:31 <Eddi|zuHause> probably wrong moon phase/ascendant
16:26:37 <TrueBrain> Beerbelott: I am not sure what you are answering on? (sorry)
16:26:58 <Beerbelott> the Azure error, when u asked LordAro if he triggered it again
16:27:16 <TrueBrain> yes; LordAro and me were talking about master failing to build :)
16:27:17 <Eddi|zuHause> Beerbelott: he's talking about a different occurance of that error
16:27:27 <Beerbelott> Oh sry. I shut up now :p
16:27:56 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 opened pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxfu
16:28:22 <frosch123> ^^ can someone please test that on windows :)
16:28:42 <TrueBrain> frosch123: how about doing the whole newgrf version based on findversion?
16:28:54 <Eddi|zuHause> how does stable detection work from src bundles without git?
16:29:04 <TrueBrain> Eddi|zuHause: source bundles have a .ottdrev file in them
16:29:08 <TrueBrain> which stores the content of findversion.sh
16:29:10 <Beerbelott> Eddi|zuHause: Well I'll leave my PR as it is, because it feels strange to split that up... I'll let experience reviewer decide on which path of action to follow
16:29:44 <TrueBrain> frosch123: I guess based on the findversion information, we could set the whole value automagic? We can also keep those things for the CMake rewrite, as there it might be a bit easier to do these things
16:29:58 <glx> hmm in cmake branch how will we create .ottdrev ?
16:30:12 <TrueBrain> glx: FindVersion.cmake can be executed
16:30:18 <TrueBrain> (that is exactly what happens)
16:30:25 <frosch123> TrueBrain: "master" has no idea that it is 1.9
16:30:29 <TrueBrain> glx: that will be fine :)
16:30:48 <glx> but it doesn't generate the string to put in .ottdrev I think
16:31:03 <TrueBrain> frosch123: well, in CMake we can at least automatically do the ASSERT stuff based on this new tag :)
16:31:13 <TrueBrain> glx: we fix that when we get there :)
16:31:18 <TrueBrain> just a matter of doing, honestly
16:31:34 <TrueBrain> I mean .. -DGENERATE_OTTDREV
16:31:38 <glx> at least it can read the file already
16:31:43 <TrueBrain> just to blab out a random solution :)
16:32:26 <nielsm> and now I have music playing through a non-General MIDI sound module :D
16:32:32 <TrueBrain> I like how you are automating this a bit more frosch123 :) I think that is a good goal .. that things just "work" :)
16:32:55 <TrueBrain> nielsm: right, I almost forget to ask: can we drop timidity and extmidi support from OpenTTD? Is fluidsynth enough? :D
16:33:37 <TrueBrain> Beerbelott: only the HEAD of a PR is checked
16:33:54 <nielsm> TrueBrain: libtimidity only works/worked with the PSP port for some reason
16:33:59 <nielsm> extmidi is a silly thing
16:34:07 <TrueBrain> k; I will remove it :)
16:34:14 <TrueBrain> I couldn't find libtimidity, which annoyed me
16:34:17 <TrueBrain> and extmidi is .. very odd :P
16:34:29 <Beerbelott> OK thx. But yesterday on HEAD fail, the second commit was checked... Would not it be more logical to just discard that and consider the PR faield anyway?
16:34:35 <nielsm> otoh support for alsa or jack midi ports might be a good idea
16:34:50 <Beerbelott> (and that would remove load from check farm)
16:34:52 <TrueBrain> nielsm: but that requires changes, not?
16:35:09 <TrueBrain> Beerbelott: I cannot parse what you said there, sorry :(
16:35:20 <TrueBrain> nielsm: k :) Tnx for the info!
16:35:31 <LordAro> frosch123: doesn't seem to be working on mingw, findversion.sh is returning 1 for stable_tag, but rev.cpp is still 0...
16:36:11 <Eddi|zuHause> TrueBrain: i think he means "if commit-checker fails, cancel the compilation checks"?
16:36:17 <TrueBrain> frosch123: "If stable_regexp.Test(filename) Then" <- filename?
16:36:21 <TrueBrain> shouldnt that be "tag"?
16:37:10 <TrueBrain> Eddi|zuHause: ah; that keeps popping up. but yeah, that is both impracticable to implement, and doesn't really help/fix anything :)
16:37:54 <TrueBrain> it is this: delay everything with 5 minutes for the odd case someone fails the commit-checker .. or assume the failing of the commit-checker is the rare situation, and save 5 minutes in 90% of the cases :)
16:38:04 <LordAro> frosch123: oh wait, rev.cpp only gets updated when you actually build, carry on :)
16:38:55 <frosch123> hmm, different issue: when i make two tags "1.9.0-RC1" and "1.9.0" referring to the same hash, findversion reports always the same one
16:39:25 <TrueBrain> we can never have those two tags on the same commit currently :)
16:39:26 <frosch123> hmm. nevermind, we always update the changelog with "(no changes)"
16:39:39 <frosch123> so rc will never equal the release
16:39:52 <TrueBrain> and we have to bump os/debian
16:40:26 <Eddi|zuHause> we might need an "1.10-alpha" tag for git-describe to be meaningful?
16:41:00 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 updated pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxfu
16:41:01 <TrueBrain> Eddi|zuHause: otherwise the master remains '1.9', which is odd indeed
16:41:45 <Eddi|zuHause> in SVN we always had a "trunk is heading for 1.(x+1) now" commit which updated some numbers
16:42:06 <Eddi|zuHause> which could get this tag
16:42:16 <LordAro> i think that'll still be necessary regardless
16:42:17 <TrueBrain> I would also like it if os/debian wasgenerated from such tag
16:42:22 <TrueBrain> so we dont need to bump it constantly
16:42:35 <TrueBrain> but .. we can figure that out in 1.10
16:42:36 <nielsm> could make a tag 1.10-begin right after the branch?
16:43:57 <LordAro> oh hang on, mingw failed to build
16:44:18 <TrueBrain> nielsm: 1.10-prealpha? :D
16:44:28 <Eddi|zuHause> nielsm: well, "alpha" sounds better than "begin"
16:44:49 <Eddi|zuHause> TrueBrain: we don't have anything else that is called "alpha", so why "pre"?
16:44:59 <LordAro> TrueBrain: we/you forgot to update config.lib for #7308 ^^
16:45:58 <TrueBrain> Eddi|zuHause: BECAUSE! :D
16:47:15 <LordAro> alpha is also before beta
16:47:34 <TrueBrain> Eddi|zuHause: I was not being serious btw :)
16:47:52 <Eddi|zuHause> that is the default assumption, remember? :p
16:51:18 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxfd
16:51:23 <glx> hmm annoying steam popups ;)
16:52:49 <Eddi|zuHause> settings->interface->annoy me about updates->uncheck
16:53:16 <glx> it's usually ok, unless some one restart continuously a game :)
16:54:45 <Eddi|zuHause> the worst part i have seen so far is if you "follow" a game, you get not only update posts, but also "event notifications" which you cannot separately disable
16:56:43 <Beerbelott> TrueBrain: Yesterday, I got a fail on my PR HEAD commit due to some fail to get some Azure container or sth like that. When that happened, checks were triggered on the 2nd commit. Isn't that a waste of resources?
16:57:45 <milek7> macincloud pricing is weird: "Managed Server Plan": $20/month, "Pay-as-You-Go": $1/hour = $720/month
16:58:00 <LordAro> Beerbelott: not our resources to waste :)
16:58:20 <milek7> and "Pay-as-You-Go" anyway requires to buy minimum 30 hours
16:59:13 <glx> the less you may need it, the more you have to pay
16:59:31 <LordAro> makes sense from a server provisioning point of view
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17:00:56 <LordAro> that does seem quite high
17:01:26 <glx> or 720 is the full month, with minimum of 30
17:02:07 <Eddi|zuHause> i read that as "minimum 30$, max 720$"
17:02:29 <glx> yes makes more sense, and seems reasonnable
17:02:30 <peter1138> jack-midi is not really useful for a game.
17:02:46 <peter1138> I had a patch YEARS ago to output audio through jack too, but it's not for gaming :p
17:03:02 <peter1138> Just another complicated codepath we didn't need.
17:03:08 <milek7> ah, there is hidden print
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17:03:33 <Eddi|zuHause> milek7: i'd assume the 20$ plan has some limits
17:03:43 <milek7> 3-Hour Daily Limit - $20.00 USD per month per server
17:03:49 <milek7> No Daily Limit - $45.00 USD per month per server
17:04:15 <milek7> so it's $45 vs 720$, still weird
17:06:15 <peter1138> extmidi is a bit nasty but does let you use pmidi if you want to use an external synth.
17:06:40 <peter1138> libtimidity can probably go?
17:07:50 <peter1138> It was only ever enabled for PSP support, IIRC.
17:07:57 <peter1138> And who even builds that?
17:08:04 <peter1138> Maybe it's built on Linux these days.
17:08:13 <glx> we droped it some time ago IIRC
17:08:17 <Beerbelott> milek7: They want to ensure minimum monthly income, making flexibility of per hour pricing a feature to pay extra for
17:08:46 <peter1138> Do I need a 'working' Lego wind turbine?
17:08:54 <peter1138> It has a motor, so it's not really working, heh.
17:09:26 <milek7> i need to get sse4.1 cpu and install macos on vm
17:09:49 <LordAro> libtimidity basically doesn't exist any more, as best as i can tell
17:10:36 <peter1138> libfluidsynth works very well.
17:11:55 <Eddi|zuHause> peter1138: every motor is also a generator :)
17:14:00 <LordAro> Eddi|zuHause: i suspect peter1138 cannot generate the wind speeds required to make a lego motor into a generator :p
17:14:43 <peter1138> Depends how many brussels I ate.
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17:23:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxJw
17:27:48 <Eddi|zuHause> the "independent" font size is weird, because it doesn't affect some symbol buttons like the "x" or dropdown menus
17:30:25 <glx> Eddi|zuHause: yes those are sprites
17:31:10 <Eddi|zuHause> nielsm: it's been so long ago, i honestly can't remember
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17:32:15 <supermop_Home_> is there so reason the terrain generator wont make mountains taller than 16 when I have max height set to 100?
17:33:27 <Eddi|zuHause> the original one uses heightmap sprites, which don't contiain larger ones
17:34:48 <supermop_Home_> nielsm: apparently your city is using Fahrenheit and miles per hour, but millimeters for precipitation huh?
17:36:05 <supermop_Home_> Eddi|zuHause terragenesis
17:36:58 <supermop_Home_> it will let me raise the land after the fact but they generate with flat-tops at level 16
17:38:01 <supermop_Home_> per the guy in the firs thread, I can build a dredging site at height 16, but not fishing grounds. Fishing grounds can be built at level 1 though
17:39:56 <Eddi|zuHause> where do you even set the heightlevel?
17:42:17 <Eddi|zuHause> ok, so my max height is 32, and terrain set to "alpine", and the highest i can find on a 1024^2 map is 23
17:42:48 <Eddi|zuHause> oh, there's a 26
17:43:40 <Eddi|zuHause> oooh... found a 31
17:44:00 <glx> depending on map size it may be hard to reach the highest level
17:45:09 <Eddi|zuHause> still generating a weird flat mountaintop
17:45:41 <Eddi|zuHause> and these weird rugged coast lines
17:46:26 <Eddi|zuHause> i'm considering reading up on how perlin noise is actually meant to work...
17:46:28 <glx> I think a max height of 100 need at least 100 tiles, 200 without freeform edge probably
17:47:44 <Eddi|zuHause> so you didn't even name the mayor?
17:48:23 <nielsm> my original diskettes are dead so I've had to pirate a copy
17:49:03 <Beerbelott> THe 'bum' town name shows high levels of creativity too :p
17:50:26 <TrueBrain> LordAro: you are sneaking in a lot of changes in a single commit :D
17:51:11 <Eddi|zuHause> nielsm: i'm not 100% sure, but i think i still have my originally pirated copy, copied around over various computers :p
17:51:12 <LordAro> TrueBrain: 3 commits seemed excessive
17:51:54 <TrueBrain> yeah, not for this stuff, I am afraid .. as I had to look real long to see what the fix was, and what your OCD was :D
17:52:49 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7318: Fix #7308: MinGW build with SDL https://git.io/fhxJp
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17:54:02 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxJh
17:54:12 <TrueBrain> okay, too much VR makes me a bit .. I need to puke :P
17:55:07 <TrueBrain> ah, okay, zlib worked because it is doing ${zlib}-config
17:55:09 <TrueBrain> which is never empty
17:56:21 <TrueBrain> and --static-libs doesn't exist for my pkg-config
17:56:30 <TrueBrain> but does for sdl-config
17:56:42 <TrueBrain> --libs --static does not work
17:56:44 <supermop_Home_> i set it to 256x256, mountanous
17:56:53 <Eddi|zuHause> <TrueBrain> okay, too much VR makes me a bit .. I need to puke :P <-- try one of those travel pills? :p
17:56:54 <TrueBrain> so LordAro, did you test your 'static' change?
17:57:22 <supermop_Home_> the tallest mountains have large flattened tops, where it seems they should continue upwards
17:57:41 <Eddi|zuHause> supermop_Home_: yeah, TGP is a bit weird about that
17:57:47 <LordAro> $sdl_config has been pkg-config since 2015
17:57:54 <TrueBrain> LordAro: so the static part never worked
17:57:59 <supermop_Home_> i don't expect an actual 100 tall mountain at 256x256, but at least something like 30
17:58:10 <LordAro> TrueBrain: you can add static builds to the list of things that still need to be CI'd :p
17:58:11 <TrueBrain> so yeah, 3 commits, and I am fine with it :)
17:58:31 <TrueBrain> it still is an open ticket ;) Feel free to contribute :)
17:58:45 <Eddi|zuHause> supermop_Home_: tried different smoothness/hilliness settings?
18:00:26 <supermop_Home_> nielsm, from 2047 to 2057 the cost of the paper went from a quarter to a dollar?
18:00:26 <LordAro> oh, i meant to use 8 chars for the commit reference, oh well
18:01:20 <supermop_Home_> Eddi|zuHause i have 'mountainous' and 'rough' and 'medium' for variety distribution
18:02:14 <Eddi|zuHause> supermop_Home_: on 1024^2 with 64 levels and mountaineus/smooth i get about 40 as highest (with medium variety)
18:02:41 <supermop_Home_> with alpinist, rough, medium i get 19 but it is still kind of flat on top
18:03:57 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxU8
18:04:11 <supermop_Home_> alpinist, very rough, very high i get 17
18:08:33 <supermop_Home_> but its not flat any more on those settings at least
18:11:12 <supermop_Home_> i guess the answer is 'terra genesis generates unsatisfying terrain a lot of the time' which isn't really news
18:11:37 <Eddi|zuHause> supermop_Home_: try the different variety distributions
18:14:21 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhALz
18:15:36 <TrueBrain> I wish you could approve a PR, but that the milestone kept it from being mergable
18:15:38 <TrueBrain> that would be nice ..
18:17:18 <Eddi|zuHause> TrueBrain: probably not a thing the inventor of the milestone feature had in mind :)
18:18:06 <Eddi|zuHause> he probably meant "no later than milestone N", not "no earlier than milestone N-1"
18:23:26 <LordAro> Samu: i don't believe any such setting is ever going to get merged, for the all the previously mentioned reasons - it's too exploitable
18:24:00 <LordAro> though thank you for checking before opening a pull request
18:30:25 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
18:37:03 <glx> m3henry: you can remove S from all templates that were using SmallVector I think
18:45:07 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhxTv
18:55:34 <Beerbelott> glx: Thx for your pointer... those conditiions on PR #7286 are abit messy
18:56:41 <Beerbelott> I am in the process of attempting to validate a lot of different cases... I wonder: is there a possibility to check game mode w/ scripts to make automated tests fro mthem? Could be nice to automate that, making sure CLI is not broken and behaves as intended...
18:57:54 <Eddi|zuHause> i don't think you can run scripts in scenario editor
18:58:38 <glx> yes scripts usually run in GM_NORMAL mode
18:59:12 <glx> and have no access to switch mode
19:00:09 <Beerbelott> I suppose using the DEBUG facility and parsing the output might be feasible?
19:00:38 <glx> but I think your current error should be spotable with "-e -g"
19:01:08 <glx> as you probably won't be in scenario editor
19:01:14 <Beerbelott> the switchs for the 'advanced' mode using name & title are also wrong
19:01:49 <Beerbelott> well too much commits/branching around ^^
19:05:41 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxTW
19:10:16 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxTB
19:16:28 <Beerbelott> If you put a savegame into a tar archive along w/ .id & . title files, is that supported?
19:19:01 <Eddi|zuHause> why did i just watch a video called "why does appendicitis decrease" when the video explains how it increased in the first place and ends with "why does it drop? we basically don't know"
19:21:00 <LordAro> Eddi|zuHause: i feel only you can answer that question
19:21:28 <Eddi|zuHause> well... i basically don't know :p
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19:45:45 <peter1138> Oh, whoops, I left OpenTTD connected to openttdcoop this morning...
19:47:22 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM updated pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhA6p
19:47:37 <Eddi|zuHause> something around 2009?
19:50:15 <peter1138> I have we branched yet?
19:50:19 <DorpsGek_II> [OpenTTD/OpenTTD] GabdaZM commented on pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhxkc
19:51:08 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxkW
19:51:19 <LordAro> peter1138: i'm not sure what's happening with #7317, or i would've done
19:52:19 <peter1138> Sorry, forgot I asked :D
19:52:24 <peter1138> Yeah, we should get that in first.
19:53:41 <peter1138> Newgrf version is 1.9.0.1
19:53:54 <peter1138> I guess the rest of that is still manual, heh.
19:54:25 <peter1138> Ok, so 7317 is purely about Newgrf version.
19:54:30 <peter1138> I guess it's hardly critical lol
19:54:34 <peter1138> But it work son Linux
19:54:42 <frosch123> LordAro: ^^ first PR after branch :p
19:54:57 <frosch123> though it will conflict with the other PR
19:55:02 <peter1138> Do I need to test on Windows as well or is that done?
19:55:13 <frosch123> peter1138: MSVC is untested
19:56:40 <peter1138> I'll let you know in a sec :D
19:57:53 <peter1138> Weird how I'm running on Windows, I have MVSC 2017, but I also have a Linux VM... and I use vim under Linux to do all my devving.
19:58:00 <peter1138> Cos, well, MSVC smells.
19:59:08 <peter1138> Nope, still 1.9.0.0
19:59:24 <peter1138> It did regenerate rev.cpp
20:00:14 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
20:01:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxkX
20:04:41 <TrueBrain> levenshtein distance .... what can you do about it
20:05:28 <frosch123> TrueBrain: is it possible to disable assertions via the compilefarm when building stable tags?
20:05:38 <TrueBrain> frosch123: not with the current MSVC project files, no
20:05:43 <TrueBrain> with CMake, it will
20:05:44 <Eddi|zuHause> that's why things like ISBN have a checksum that spots flipped digits :)
20:05:45 <TrueBrain> so for 1.10 we can fix this
20:05:51 <TrueBrain> for 1.9, I don't see a way to do so
20:06:11 <frosch123> ok, then i suggest we disable assertions in the 1.9 branch after the last rc
20:06:23 <TrueBrain> that sounds like a fine solution
20:06:34 <peter1138> Yeah, we probably need them for the RCs :-)
20:07:09 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxkH
20:07:17 <peter1138> There we go. It does work.
20:07:28 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxk7
20:07:55 <TrueBrain> frosch123: I added it to the CMake PR, so we don't forget to add that :)
20:08:30 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 merged pull request #7317: Add: Detect stable tags automatically, and set the 'stable' flag in '… https://git.io/fhxfu
20:08:39 <peter1138> Can't we provide environment variables to ./configure on the build farm?
20:08:47 <TrueBrain> not to MSVC project files
20:09:04 <TrueBrain> that is one of the things CMake fixes :)
20:09:12 <peter1138> And not worth expending much effort when we are going to switch to CMake anyway.
20:09:31 <TrueBrain> well, the effort is switching :D But not worth the effort for 1.9 in my opinion
20:09:34 <peter1138> Who's got me as a friend on Steam?
20:09:37 <TrueBrain> one last time doing it to old way ...
20:09:47 <TrueBrain> friends? That concept is rather unknown to me :P
20:10:09 <Xaroth> He means "People you generally cuss at less frequently than others" .
20:10:10 <peter1138> I've got VR, but I'm too lazy to fire that up, so...
20:10:24 <peter1138> Derail Valley in pancake mode it is.
20:11:16 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
20:11:18 <TrueBrain> LordAro: after branching you immediately want to do an RC? (well, after a PR in the branch, ofc)
20:11:33 <Eddi|zuHause> is that like pancake earth?
20:11:51 <LordAro> TrueBrain: no reason why not, imo
20:13:05 <peter1138> This is so cool, way more fleshed out than the demo.
20:13:09 <peter1138> And it loads faster, heh.
20:14:31 <TrueBrain> owh, I have one more thing to fix btw
20:15:30 <peter1138> I like the fact that kept teleporting even for pancake.
20:15:52 <snail_UES_> hi guys, question about railtype introduction date
20:16:09 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches https://git.io/fhxkA
20:16:13 <snail_UES_> I’m setting my high-speed railtype to be introduced in 1970, but in the game, it is actually introduced much earlier
20:16:14 <TrueBrain> that might also be useful ^^ :)
20:16:35 <peter1138> snail_UES_, it is introduced when a vehicle of that type is introduced.
20:16:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches https://git.io/fhxkx
20:16:48 *** supermop_Home_ has quit IRC
20:16:57 <TrueBrain> I am just happy I remembered before branching :D
20:16:57 <snail_UES_> peter1138: thing is, there are no vehicles of that railtype in the set whatsoever
20:17:24 <snail_UES_> all of my vehicles are coded as “normal speed”; some vehicles are crippled outside of the high-speed tracks
20:17:31 <TrueBrain> btw, LordAro, you can create branches via the GitHub Website, as a FYI :)
20:17:43 <snail_UES_> because the concept behind my “normal speed” tracks includes “low maximum axle weight"
20:18:00 <TrueBrain> we will have to see how we are going to backport things btw .. currently it has to be done via PRs, but that might not be ideal
20:18:07 <TrueBrain> but .. that is for RC2 :P
20:19:26 <snail_UES_> so how can I get introduction date enforced, even if the set includes no vehicles of that specific railtype (but that railtype is compatible with others)?
20:20:14 <peter1138> I... think that needs changes.
20:20:39 <peter1138> And we're just about branching for 1.9 so maybe a little late :(
20:21:45 <snail_UES_> will a posting on the forum help expedite this? it would be useful not just for my set
20:22:12 <LordAro> filing an issue on GH would be more worthwhile
20:23:20 <LordAro> but even so, probably still not in 1.9
20:23:43 <LordAro> (1.10 is expected to break the preexisting yearly release cycle, if that helps)
20:25:04 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
20:25:51 <TrueBrain> will we tag frosch123's PR as 1.10-alpha (once merged, ofc)
20:26:06 <LordAro> TrueBrain: go over why that's necessary?
20:26:18 <TrueBrain> 'git describe', is one that comes to mind
20:26:42 <LordAro> how did it work before any 1.9 betas were tagged?
20:26:43 <TrueBrain> not sure it is necessary btw, but there was talk about it
20:26:48 <TrueBrain> and I mostly remembered that would generate a binary :P
20:27:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7320: Fix: [AzurePipelines] also trigger CI on release branches https://git.io/fhxkA
20:27:05 <LordAro> do it if it appears necessary, imo
20:27:20 <TrueBrain> well, if we want to do that, we have to change the CI/CD a bit
20:27:25 <TrueBrain> otherwise .. weird things happen :)
20:27:48 <frosch123> that PR is also meant to show that you cannot put "increment for next version" into a script
20:27:51 <LordAro> last chance to object
20:29:18 <TrueBrain> now, quick, a PR for both branches!
20:29:28 <peter1138> snail_UES_, yes github issues are very much more likely to be seen than forum threads.
20:29:51 <peter1138> I suspect it will need a new flag to disable introduction with vehicle type.
20:29:59 <LordAro> TrueBrain: i didn't have a changelog ready :<
20:30:12 <peter1138> Hopefully it will be something easily backportable :-)
20:30:32 <peter1138> Also, I just cut up a ginormous sweet potato to make wedges, they're now sitting in the oven :D
20:30:40 <TrueBrain> LordAro: bad preparation, I see ...
20:31:26 <TrueBrain> good, CI/CD did not pick up the branch (it shouldn't :P)
20:31:51 <TrueBrain> LordAro: if you take care of the changelog, I will take care of the rest in a PR ;)
20:32:30 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
20:32:55 <peter1138> Ok, I bought Derail Valley. Played it for 5 minutes, now I'm thinking it's too much like hard work :(
20:32:59 <peter1138> I might refund it :p
20:34:41 <TrueBrain> owh .. we still need a new OpenGFX .. and someone scared andy away :(
20:35:21 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release. https://git.io/fhxIG
20:35:27 <TrueBrain> LordAro: ^^ only needs a changelog :)
20:35:35 <nielsm> peter1138 yeah it's absolutely a work simulator pretty much ETS2 on rails
20:35:52 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release. https://git.io/fhxIG
20:35:58 <nielsm> (you can't leave your truck in truck sim)
20:36:32 <peter1138> Of course, ETS2's VR mode is half baked anyway.
20:36:42 <DorpsGek_II> [OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced https://git.io/fhxIZ
20:37:41 *** supermop_Home_ has joined #openttd
20:40:58 <TrueBrain> michi_cc: lol .. it always surprises how much magic people can do with MSVC :)
20:41:27 <Eddi|zuHause> ok... dear astroneer physics... when i pick up my winch with an object attached, why does it flow who-knows-where when i pick it up, the object disconnects, and the object is nowhere to be seen anymore?
20:41:33 <michi_cc> MSBuild is a lot more powerful than what the VS IDE generates on its own.
20:41:38 <frosch123> LordAro: TrueBrain: s/vehciles/vehicles/
20:41:54 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxIG
20:42:11 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxIG
20:42:36 <TrueBrain> michi_cc: still, I guess it is better to do it manually for one last time. Gives us more time to test things through etc :)
20:43:23 <m3henry> LordAro: rebase and CI complete
20:43:55 <LordAro> thanks so much for doing all of that, it's a huge amount of work
20:44:30 <TrueBrain> so we can approve frosch123's patch too?
20:44:33 <nielsm> TrueBrain: "Allow towns to build brights"
20:44:37 <TrueBrain> or does anyone really want to look if he didn't forget any? :P
20:45:05 <nielsm> and "Goto hanger orders" hanger = hangar
20:45:11 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxIG
20:45:25 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxIG
20:46:08 <m3henry> It was quite the marathon, especially Begin and End
20:51:28 <m3henry> On to the next crusade
20:51:43 <nielsm> can we merge all the pending PRs now? :D
20:52:15 <TrueBrain> and if someone can approve RC1 ;)
20:53:33 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 approved pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxI7
20:53:42 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7322: Update: Changelog for 1.9.0-RC1 and prepare for release https://git.io/fhxIG
20:54:24 <peter1138> NRT might need squashing :p
20:54:32 <peter1138> Or at least merging fixups.
20:54:49 <TrueBrain> but yeah, all the 1.10 can hit master now
20:57:13 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships. https://git.io/fhxIA
20:57:25 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhxIx
20:57:33 <TrueBrain> lets approve the two most talked about PRs :P
20:58:34 <TrueBrain> before I hit merge, any real objections to me merging those 2?
20:59:46 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7232: Change: Don't apply forbid 90 deg turn settings to ships. https://git.io/fh7DC
21:00:02 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7302: Change: make crash chance at short runway independent of plane crash … https://git.io/fhALz
21:01:15 <TrueBrain> @topic set 1 1.9.0-RC1, 1.8.0
21:01:15 *** DorpsGek changes topic to "1.9.0-RC1, 1.8.0 | Website: *.openttd.org (source: github, translator: translator, server list: servers, wiki: wiki) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only"
21:03:09 <DorpsGek_II> [OpenTTD/OpenTTD] frosch123 commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fhxLL
21:04:11 <frosch123> has anyone ever used TIC/TOC?
21:04:27 <frosch123> i only ever used callgrind
21:04:50 <Beerbelott> glx: Changes done, although functionality does not seem to be 100% :(
21:05:03 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #7306: Add: Chrono based TIC() and TOC() in debug https://git.io/fhAhJ
21:05:22 <TrueBrain> frosch123: I know of people who have used it :P
21:05:48 <TrueBrain> I always wonder if adding TIC/TOC in the codebase is useful, and if TICC/TOCC is ... but I guess it makes using it easier for when-ever ..
21:06:28 <frosch123> yeah, it just appeared samuesque to me to change them :p
21:06:43 <Beerbelott> Pun! I spot a pun!
21:07:04 <TrueBrain> I wish there was a voting system on GitHub
21:07:16 <TrueBrain> typical PR I want to give a -/+0 for
21:07:34 <peter1138> At least, in the past.
21:07:38 <peter1138> Mostly I just use the framerate window now ;)
21:07:52 <TrueBrain> michi_cc: except that that "stable" in azure pipelines is not the stable we need for this :D
21:07:55 <TrueBrain> it needs a new variable
21:08:37 <TrueBrain> beta/RC vs 'stable' .. both are in the set "stable" :D
21:09:04 <TrueBrain> anyway, what is currently missing in the CI, is to detect if it is a 'stable' (and not a beta or RC)
21:09:09 <TrueBrain> as the CI is triggered from a tag
21:09:51 <TrueBrain> here too, I know how to do that in CMake without issue .. but .. in the current setup .. not really sure :D
21:10:00 <Beerbelott> michi_cc: DisableAsserts is a char for '0' and an integer for 1
21:10:01 <TrueBrain> guess we can piggy back on the findversion output
21:10:22 <TrueBrain> but that variable needs to feed in the msbuildargument somehow ..
21:10:45 <TrueBrain> meh .. michi_cc: the more I think about this, the more difficult it gets :P
21:12:25 <michi_cc> Yeah, it's just a rough concept in case we ever need that. For 1.9 a single manual commit is a lot simpler :)
21:12:58 <TrueBrain> I am sure it is possible, but MSVC is too difficult for me :P
21:13:04 <TrueBrain> that is why I like CMake .. I understand that :D
21:13:10 <TrueBrain> (and it can produce MSVC project files pretty well :D)
21:13:49 <TrueBrain> but I will remember to knock on your door when we are fixing this michi_cc :D >:D
21:15:12 <TrueBrain> okay, RC1 seems to be compiled correctly \o/ :D
21:15:18 <TrueBrain> I am so happy with this new integration, you have no idea :)
21:15:33 <TrueBrain> no more annoying and complex things to configure Bamboo for every release ..
21:15:45 <TrueBrain> just 'tag' and done
21:17:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #6965: Add: Option for population-linear town cargo generation https://git.io/fpkqa
21:35:29 <TrueBrain> bah. Derail Valley keeps on crashing in VR
21:35:34 <TrueBrain> well, my computer crashes :P
21:35:53 <TrueBrain> well, my video memory runs out, and weird shit starts to happen :D
21:36:31 <TrueBrain> "Latest release in testing is 1.9.0-RC1, released on 2019-03-03 20:00 UTC." .. how ... that ... okay, cool :)
21:36:45 <TrueBrain> that was not planned, that exact time :P
21:44:01 <TrueBrain> yes please, if you can create one, would be lovely
21:46:28 <DorpsGek_II> [OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced https://git.io/fhxLH
21:51:41 <TrueBrain> glx: yeah ... no, I have no clue what you said there :)
21:54:18 <peter1138> TrueBrain, nightly is the same version as RC1
21:54:53 <peter1138> Nightly was at 7pm, not 8pm.
21:55:59 <glx> yeah was a misreading from me
22:06:12 <peter1138> snail_UES_, where can I find your sets to test with?
22:06:31 <snail_UES_> on my thread in the forums… hold on
22:06:48 <peter1138> I have no idea what thread that would be.
22:07:23 <snail_UES_> the 3rd zipfile includes the trainset and the trackset
22:07:49 <snail_UES_> the trackset includes a “high-speed” NG track type that should be introduced in 1970. However if you start a game in, say, 1900 it’s already there
22:14:49 <TrueBrain> you cant make that turn with 50 km/hw
22:24:05 <TrueBrain> and again! lol .. this is more difficult than I expected :P
22:24:11 <TrueBrain> you cannot turn around at most stations ... that is annoying :P
22:34:47 <peter1138> snail_UES_, well... that was awkward ;(
22:37:20 <snail_UES_> peter1138: what do you mean?
22:39:51 <peter1138> The NABZ introduction date is wrong as well.
22:41:48 <snail_UES_> hmm, my NFO code for that railtype introduction reads “ 17 1f 09 00 00 “
22:42:02 <peter1138> Yes. What is 91F meant to be?
22:44:08 <snail_UES_> I think I see what you mean… that’s decimal 2335
22:44:25 <snail_UES_> so it’s treated as the number of days since jan 1st, year 0?
22:44:32 <peter1138> Yes, it's a long-format date.
22:44:51 <peter1138> But even if it was from 1920, that value would still be in 1926.
22:45:26 <peter1138> And if it was just year, well, that'd be year 2335. (or 4255.)
22:45:41 <peter1138> So those two numbers you have make no sense.
22:46:11 <snail_UES_> so it should be around 719,542 days for 1/1/1970
22:46:22 <snail_UES_> which is hex AFAB6
22:47:32 <peter1138> I wonder where you got 91F from, that's all.
22:48:09 <snail_UES_> so the correct NFO should be 17 B6 FA A0 00 for 1/1/1970?
22:49:15 <snail_UES_> oh right, 0A instead of A0
22:49:27 <peter1138> If you were using NML... ;)
22:50:22 <peter1138> Btw, did pre-combined track sprites ever feel useful?
22:50:41 <snail_UES_> haven’t tried them yet...
22:50:53 <peter1138> Where you would draw all combinations of junctions instead of letting the game combine multiple parts.
22:51:02 <peter1138> It's not in the game yet, but there's a PR for it.
22:51:23 <peter1138> It was something that was vaguely requested about 5-6 years ago, but never got anywhere.
22:51:36 <peter1138> Means you get to control how each switch looks.
22:51:43 <snail_UES_> it sounds quite useful. It could be a way to make 3rd rail look even better
22:51:45 <peter1138> Does require a bit more effort :)
22:51:53 <snail_UES_> and maybe draw really curved switches...
22:52:14 <peter1138> I dunno about curved, it doesn't allow referening neighbour tiles.
22:52:47 <peter1138> LordAro, check the commit date. It's genuine.
22:53:06 <snail_UES_> I’ve only got a minor issue with tunnel portals
22:53:23 <peter1138> Tunnel portals will always be awkward.
22:53:52 <snail_UES_> I use custom ones, whose shape goes slightly beyond its normal bounding box (the tunnel portals are a bit higher, having two massive pillars at the sides of the entrance)
22:54:09 <Beerbelott> Editor load seems to behave very differently w/ heightmap than w/ savegame/scenario...
22:54:13 <snail_UES_> those pillars look nice if a tunnel portal stands by itself (meaning they get drawn even beyonf their box)
22:54:35 <snail_UES_> but for 2 parallel tracks, the pillar gets cut for the track that’s “closer to the viewer” if you know what I mean
22:55:20 <peter1138> It was when pikka was still doing stuff, heh.
22:55:48 <peter1138> snail_UES_, I'm not sure how you would solve that seeing as it is out-of-spec.
22:56:04 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhxtQ
22:57:31 <snail_UES_> I guess you can’t draw portals that are beyond their box?
22:57:44 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7248: Change: Group processing of vehicle ticks by type of vehicle. This allows use of PerformanceCounter instead of PerformanceAccumulator. https://git.io/fhxt7
22:57:45 <peter1138> You can, but you end up with glitches. That's the point of the box.
22:58:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fh5qg
22:59:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7234: Feature: Game setting to define how industries with neutral stations accept and supply cargo from/to surrounding stations. https://git.io/fhxtN
23:00:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7250: K-d tree data structure for spatial lookups https://git.io/fhxtx
23:00:34 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
23:02:07 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7248: Change: Group processing of vehicle ticks by type of vehicle. This allows use of PerformanceCounter instead of PerformanceAccumulator. https://git.io/fhxth
23:02:14 <snail_UES_> hmm, weird… I’ve changed that property from “ 17 1f 09 00 00 “ to “ 17 B6 FA 0A 00 “ in my code
23:02:22 <snail_UES_> now that railtype never shows up… even in year 2200
23:02:40 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhxtj
23:04:23 <snail_UES_> peter1138: any ideas as to why it disappeared?
23:06:53 <peter1138> Yeah. Just checking...
23:07:00 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh dismissed a review for pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fhbLE
23:08:18 <snail_UES_> I’ll be back in about 10mins
23:11:00 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhxqk
23:11:35 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick closed pull request #7282: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhbpT
23:12:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7235: Change: Non-rectangular sparse station catchment area https://git.io/fh5s1
23:12:49 <Samu> i renamed branch and it could no longer push, so I solved that by copying into a new branch
23:13:02 <peter1138> You can rename it back...
23:13:13 <peter1138> Don't open and close new PRs, it loses the history.
23:13:34 <peter1138> And fills our PRs up with junk.
23:14:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhxqm
23:14:36 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhxqY
23:15:55 <LordAro> Samu: that literally tells you what to run
23:17:28 <Samu> I will no longer rename branches
23:17:49 <LordAro> also yes, it's rarely worth bothering to do that
23:18:06 <LordAro> branch name is immaterial
23:19:09 <LordAro> Samu: and always always fill out the pull request description
23:19:17 <LordAro> just as you would for an issue
23:19:25 <LordAro> otherwise they're just going to get closed immediately
23:19:32 <LordAro> and you're going to end up getting blocked
23:21:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhxqZ
23:26:03 <DorpsGek_II> [OpenTTD/OpenTTD] jcoletto77 commented on issue #7321: RailTypes: Introduction date not enforced https://git.io/fhxqC
23:27:29 *** qwebirc82905 has joined #openttd
23:27:57 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro closed pull request #7323: Fix #7274, Fix #7043: Town bridges store town indexes in map array. https://git.io/fhxqk
23:28:06 <LordAro> no description for PR -> no description for closing it
23:28:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7284: Fix #7043, Fix #7274: Delete town owned bridge based on adjacent tile ownership, not nearest town. https://git.io/fhNsa
23:29:23 <LordAro> peter1138: nicely done
23:31:15 <peter1138> That hot cross bun I ate was nice. Tesco finest of some sort.
23:31:28 <peter1138> Probably not the best thing to be eating at 22:30, though.
23:32:38 <supermop_Home_> I've been eating a tub of sun-dried tomatoes from whole foods
23:32:57 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry opened pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
23:33:09 <peter1138> ^^ I started a patch to do that :)
23:33:37 <peter1138> I didn't remove the /* virtual */ part though.
23:34:14 <m3henry> No, I used grep, xargs and nano
23:34:42 <peter1138> Using grep & xargs sounds like scripting, not nano though.
23:37:10 <peter1138> Yeah, I stopped when I realised that once you have put override on one method, you've got to do it for all in that class.
23:38:11 <peter1138> I've got some warnings.
23:38:46 <Eddi|zuHause> uhm, i would've used sed -i for that
23:38:56 <Beerbelott> OMG this editor needs some fixing to work w/ heightmaps........
23:39:03 <peter1138> widget_type.h:411:7: error: 'SetupSmallestSize' overrides a member function but is not marked 'override'
23:39:28 <Beerbelott> I don't even know if what I'm doing is right, but that... kinda... works? :\
23:39:46 <peter1138> I guess it was missing the /* virtual */
23:40:51 <peter1138> :504, :533, :553, :554
23:40:52 <LordAro> peter1138: does the CI not emit the same warnings?
23:41:05 <Beerbelott> Don't slap me too hard, but another PR is coming w/ *maybe* loads of crap in there
23:41:17 <Eddi|zuHause> there seem to be 3 cases: function head before "{", function head ending with ";" and function head ending with "newline {"
23:41:27 <Eddi|zuHause> that should be 3 simple regexes ;)
23:41:52 <peter1138> LordAro, yes, at least the clang compiler.
23:42:16 <peter1138> There's some in station_base.h as well
23:42:17 <Eddi|zuHause> at least for me, that would probably have been faster than find/replace in loads of files :p
23:42:47 <peter1138> Eddi|zuHause, I'm not sure what you are talking about.
23:43:01 <Eddi|zuHause> the virtual->override change
23:43:23 <Beerbelott> How come heightmap got such a bad treatment? Are those a relatively recent addition to the game?
23:43:39 <peter1138> Beerbelott, I don't know what is wrong with it.
23:43:56 <peter1138> Loading a heightmap into the editor is (or should be) the same as loading it into game to play.
23:44:05 <peter1138> It just... loads it.
23:45:25 <Beerbelott> 'case SM_LOAD_HEIGHTMAP:' of SwitchToMode in openttd.cpp does not work.
23:45:25 <Beerbelott> By replicating there what was made to fire up an empty editor, I made it load the heightmap as intended
23:45:42 <Beerbelott> peter1138: Yeah, if you go through an empty editor 1st, yes
23:45:52 <Eddi|zuHause> like: s/\/\* virtual \*\([^\{]*)\{/\1override \{/
23:45:57 <Beerbelott> if you come directly w/ SM_LOAD_HEIGHTMAP, it does not
23:46:18 <Eddi|zuHause> or something like that
23:46:45 <Beerbelott> Also: if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) { is not well-suited for heightmap integration
23:47:06 <peter1138> Beerbelott, how do you come directly with SM_LOAD_HEIGHTMAP?
23:47:32 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
23:47:37 <Beerbelott> When trating them as other file format, thus making changes for load on start :)
23:47:40 <peter1138> I think you're describing a condition that doesn't exist in master currently.
23:47:54 <peter1138> Therefore, yes, you will probably have to make that condition work.
23:48:15 <Beerbelott> peter1138: Yes, but I wonder why it even exists... if it does not work
23:48:51 <Beerbelott> case SM_LOAD_HEIGHTMAP: of SwitchToMode
23:49:04 <peter1138> It's used when loading a heightmap into the scenario editor.
23:49:24 <peter1138> Which certainly does work.
23:49:41 <Beerbelott> Well in its current state, its counting on goign through an empty editor to fill some gaps
23:49:52 <Eddi|zuHause> Beerbelott: the existing code works for all cases that can occur (hopefully). if you add a new case and it doesn't work, you might have missed a precondition somewhere
23:49:59 <peter1138> Yes, because that's the only way it can occur.
23:50:25 <peter1138> If you are changing it so it can occur otherwise, then yes, it is not really the existing code's fault, you will need to handle it.
23:50:54 <peter1138> m3henry, widget_type.h:412 and :503
23:51:18 <Beerbelott> Getting the inspiration from case SM_EDITOR:, I made a couple changes which end up loading the heightmap in the editor...
23:51:34 <nielsm> I've probably written some GUI stuff overriding functions without adding /* virtual */
23:51:35 <Beerbelott> Although I dunno if what I do is completely berserk
23:51:58 <Beerbelott> hence a new PR coming in ;)
23:52:13 <peter1138> Beerbelott, it's fine to do these changes, but you can't expect the existing code, which never needed to handle this new case, to not need changes.
23:52:58 <peter1138> "How come heightmap got such a bad treatment?" is not a useful question.
23:53:02 <Beerbelott> I thought this file format was already kind of dealt with in an approximately similar way to savegames/scenarios... The more I discover, the more I worry :D
23:53:11 <LordAro> Beerbelott: if it's something that depends on your changes, it should go in the same PR
23:54:07 <Beerbelott> As my current PR stands, if you try to load a heightmap directly in editor mode (-e -g), you come back to the main menu
23:54:46 <Beerbelott> Is it a big deal if the improvement to make editor + heightmap work out of the shelf in another PR?
23:54:53 <peter1138> I actually can't think of a reason why you'd ever want to do that, but...
23:55:39 <Beerbelott> Well the initial idea was just to load a heightmap as a file w/ -g... but -g needs to be compatible with -e, there is no reason to make an exception
23:55:55 <Beerbelott> I do not really care about the editor actually, my changes were aimed at dedicated servers :)
23:56:12 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
23:56:16 <Beerbelott> so to be feature-complete, it'd require to fix that
23:57:02 <Beerbelott> and there are modes already existing for that precise case of loading a heightmap in the editor thing
23:57:18 <Beerbelott> so it's like it's all there to work, but it's not... directly
23:57:23 <peter1138> By all means, fix it. Just accept that if you are making a new code path, that code path won't have been tested in the way you have expected.
23:57:42 <peter1138> It's just not a problem with the existing code as it stands.
23:58:21 <peter1138> m3henry, network/network_gui.cpp:121 and :147
23:58:21 <Beerbelott> that's where I am a bit afraid, as I have little-to-know global knowledge of the program... I merely try to mimic what happens in other places, crossing fingers :\
23:58:37 <peter1138> Beerbelott, don't worry, as long as you carry on it'll come to you.
23:58:44 <Beerbelott> LordAro: so same PR or new one?
23:58:53 <peter1138> I don't any of us knows all the details these days.
23:59:19 <LordAro> Beerbelott: it can always be split out, but they can't be merged
23:59:20 <Beerbelott> well CTD are to be expected then? :D
23:59:22 <peter1138> Same PR, separate commits. If it's deemed it should be a separate PR, they can be split.
23:59:58 <Beerbelott> OK I'll do that... Might need a rename at some point if it continues sliding down the path of complexity... :\
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