IRC logs for #openttd on OFTC at 2019-03-19
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00:46:21 <criador15> glx you know about the GSTown::SetCargoGoal()?
01:04:26 <peter1138> Gosh, that actually works.
01:11:20 <peter1138> Hmm, i ought to do these cranes.
01:41:54 <peter1138> I suppose docks should perhaps have at least one tile adjacent to water...
01:44:04 <glx> would help ships to reach docks :)
01:52:19 <peter1138> Hmm, well, placing docks on flat land works.
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09:00:17 <peter1138> That pain au raisin was highly... energy dense.
09:12:11 <peter1138> Does NML autocrop (or have the ability to autocrop) sprites?
09:47:22 <peter1138> Using spritesets with different sizes in a single sprite group / layout is not possible
09:47:29 <peter1138> Why is that, anyway? :o
09:48:19 <peter1138> Ah well, it's not like it's a vehicle spriteset.
09:48:53 <peter1138> Good, I didn't break it :D
09:49:45 <peter1138> Now to add the extras.
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09:59:53 <planetmaker> peter1138, NOCROP is an option, too (to avoid -c flag)
10:00:04 <planetmaker> in the sprite definition
10:08:12 <peter1138> Well. Cat out of the bag.
10:11:07 <planetmaker> whistle blower! Chase him! :P
10:12:33 <peter1138> Don't worry, I'm sure it's pointless :-)
10:12:55 <peter1138> How do loading stages work with sprite layouts? :p
10:14:41 <planetmaker> offsets usually. iirc
10:17:13 <peter1138> Hmm actually it should be fine, it's just templates.
10:19:59 <peter1138> It's annoying that it all has to be in one sprite set to avoid duplication.
10:20:03 <peter1138> Or I'm doing it wrong.
10:22:37 <peter1138> Hmm, can have multiple sprite sets, but they all have to be the same size. I'm sure that's a bogus restriction. Or one that applies in some cases but not here.
10:24:51 <andythenorth> so how many ships
10:24:58 <andythenorth> can dock at your docks12.png?
10:25:19 <peter1138> All of them. There's no restriction on occupancy.
10:26:00 <andythenorth> do they all load simultaneously?
10:26:16 <andythenorth> what's that weird station switch?
10:26:33 <peter1138> wierd station switch?
10:26:48 <andythenorth> improved_loading
10:38:08 <peter1138> Random greebling to be done on jettys.
10:47:29 <peter1138> What ever happened to V453000?
10:47:45 <peter1138> Also, how's TaI32 going?
10:47:55 <peter1138> I like the spread-out-ness
10:48:18 <peter1138> And the parks with trees. Brilliant idea.
10:48:42 <andythenorth> V453000 is all factorio
10:48:54 <Pikka> this morning I fixed a bug where half the buildings wouldn't show up before 1920, oops
10:49:27 <Pikka> I'm also trying to build up the momentum to code passenger trains for civi
10:50:57 <planetmaker> V453000, is employed by factorio
10:51:06 <planetmaker> openttd gave him his job
10:51:25 <planetmaker> or rather was the show-case for application
10:52:59 <peter1138> Crap, I need to do water-tile detection :/
10:54:03 <peter1138> Because sparkling water pixels look silly on dry land :-)
10:54:31 <planetmaker> they do... but... simply draw the ground tile and don't worry about the sprite?
10:55:48 <peter1138> Extra water pixels for choppy water.
10:55:59 <planetmaker> ah, water pixels in the building sprite :|
10:56:28 <peter1138> Should be simple enough, just split off the water pixels into a separate sprite and child-sprite it.
10:56:45 <planetmaker> remove them from the sprite. And leave ^^ to motivated NewGRF authors
10:56:58 <peter1138> I am apparently motivated :p
10:57:17 <peter1138> Pre-drawn graphics helps a lot.
10:58:46 <peter1138> Although I fixed the templates a lot. NML can do the multiplication for you, so a nice grid layout is very simple.
10:59:33 <peter1138> tmpl_dock( 4, 1) instead of tmpl_dock( 330, 110) is kinda nicer.
11:02:38 <planetmaker> for sprites nicely aligned in the graphcis file: very much so
11:02:58 <peter1138> I made the source file an .xcf instead of a .png
11:03:10 <peter1138> Means it keeps the guide markers :p
11:08:14 <peter1138> I mean, we have NewGRF waypoints :p
11:09:42 <planetmaker> I totally would draw newgrf buoys
11:10:15 <planetmaker> It definitely needs starbord and portside buoys. And cardinal ones
11:10:37 <peter1138> DOCK class BUOY? :p
11:10:44 <peter1138> Like waypoints are done...
11:11:14 <peter1138> Saves writing another new spec.
11:11:29 <planetmaker> buoys are waypoints, are they?
11:11:51 <planetmaker> and waypoints are stations at which you cannot stop
11:12:13 <peter1138> Ok, I guess it is worth adding.
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11:35:58 <Eddi|zuHause> well, all the technical challenges could be overcome, but the blocker will always be that the original graphics have no back sides
11:37:44 <andythenorth> it's not openttd then
11:37:51 <andythenorth> it's machinsky or whatever
11:38:55 <Eddi|zuHause> i also don't see how "pixel graphics" relates to "low poly". technically each pixel could be its own poly
11:39:59 <Eddi|zuHause> TFPatch ... OpenTF
11:55:17 <Eddi|zuHause> Pikka: or we wish we had?
12:16:27 <andythenorth> that looks so cool!
12:18:17 <planetmaker> <Eddi|zuHause> well, all the technical challenges could be overcome, but the blocker will always be that the original graphics have no back sides <-- I find that really sad... (just draw and add them to openttd_orig.grf)
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13:29:07 <LordAro> planetmaker: rather easier said than done
13:41:48 <peter1138> I'm not sure that "no backside" is the biggest problem with going 3D...
13:54:54 <Eddi|zuHause> peter1138: it depends on how far you want to push the 3D-ness
13:56:00 <Eddi|zuHause> peter1138: but as far as the "see things behind a thing" goes, a 90° map rotation doesn't need actual 3D
13:58:51 <peter1138> BigClive trying to kill himself...
14:03:06 <planetmaker> peter1138, 3d in the sense of (rotate in steps of 90°) is actually already possible - except for houses and industries.
14:03:22 <planetmaker> and 90° rotation would go a long way, I think
14:03:55 <peter1138> Right but when the post mentions "low poly" they clearly mean full-on 3D graphics.
14:04:28 <Eddi|zuHause> peter1138: that would look totally hideous, if you just mapped the sprite onto a "low poly" surface
14:04:51 <planetmaker> yes. That's not what I'd aim for. That'd be something entirely different
14:05:44 <Eddi|zuHause> but i'm not creating a reddit account to answer that thing
15:03:48 <peter1138> Why are industry tile IDs per-GRF rather than per-industry?
15:04:30 <Eddi|zuHause> because when adding them into the specs, they didn't have a vision
15:05:49 <peter1138> I guess you could reuse the same parts for different industries.
15:06:18 <Eddi|zuHause> i guess it's mostly mimicing the original game data
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15:13:17 <peter1138> Well, probably too late to change.
15:14:32 <peter1138> Not sure if it's even necessary though.
15:19:01 <Eddi|zuHause> don't fix it if it's not broken
15:23:20 <Eddi|zuHause> anyone seen this 3D factorio-like thing?
15:27:09 <peter1138> Where's DorpsGek_II anyway?
15:27:25 <andythenorth> it's not broken yet
15:27:30 <andythenorth> FIRS is probably going to run out
15:27:38 <andythenorth> but usually, when FIRS runs out
15:27:46 <andythenorth> I do some evil workaround for a bit
15:27:59 <andythenorth> then someone gets offended by how evil it is and fixes the spec
15:28:03 <Eddi|zuHause> i've no quit message in my log, because he didn't say anything since my last disconnect
15:28:09 <peter1138> Docks are being weird, because I have not done tile-layouts for it.
15:28:32 <Eddi|zuHause> you probably should :p
15:28:33 <peter1138> Eddi|zuHause, ah, netsplit.
15:29:01 <peter1138> Eddi|zuHause, it's based on objects currently so it has x & y dimensions, but each tile is the same index.
15:29:19 <Eddi|zuHause> no object tiles?
15:29:40 <peter1138> But... that won't allow holes.
15:29:41 <Eddi|zuHause> i've never actually looked at how objects are coded
15:31:32 <peter1138> I may need to do tile layouts, as the original docks need that.
15:31:44 <peter1138> Either that or just special-case the original docks, but... urgh.
15:33:10 <Eddi|zuHause> that sounds like a horrible idea
15:33:37 <LordAro> peter1138: i feel like the older issue should be reopened, given it was closed by stalebot
15:34:11 <peter1138> The whole GUI scaling thing is a horrible hack. I'm sorry I ever did it :(
15:34:41 <Eddi|zuHause> maybe you should have had a vision.
15:34:43 <peter1138> I don't even have a patch for it.
15:34:50 <Eddi|zuHause> (sorry, i made that joke like 10 minutes ago)
15:34:52 <peter1138> Actually I sort of have a patch.
15:35:29 <peter1138> I made a patch that also scales all the padding.
15:35:39 <peter1138> You end up with double-thickness lines.
15:35:50 <peter1138> It looks like the old double-size on Windows mode we used to have.
15:35:57 <peter1138> Nice actually but a bit... brutal
15:36:28 <peter1138> Many windows are too narrow when the scale is increased.
15:37:21 <peter1138> It's likely we should have a fractional gui scale, (and ditch the ill-advised separate font and gui scales)
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15:40:27 <peter1138> Also, make everything use that OpenGL renderer.
15:40:39 <peter1138> LordAro, feel free, andythenorth/stalebot will just close it again though :p
15:41:29 <peter1138> Hmm, but I think the OpenGL stuff was still just pixel buffers. Hmm.
16:06:38 <Eddi|zuHause> there's different approaches to OpenGL
16:07:34 <Eddi|zuHause> iirc there was some problem with textures needing power-of-two dimensions, but that should be possible by just extending the sprites with transparent pixels
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16:16:17 <andythenorth> the GUI scaling thing is grat
16:16:28 <nielsm> Eddi|zuHause: pretty sure power-of-two textures stopped being a problem 20 years ago
16:16:38 <nielsm> except for maybe on some mobile graphics units
16:19:50 <LordAro> andythenorth: sounds like you've got an issue to reopen then
16:20:40 <andythenorth> all finished, moving on
16:20:51 <andythenorth> the only problem is a few windows that don't fit and can't be resized
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18:35:16 <nielsm> anyone going to be playing Satisfactory?
18:41:06 <planetmaker> satisfactory... factorio in 3D presumably. I'll pass
19:09:09 <peter1138> Hmm, TaI32 would be good with some non-placeholder graphics ;)
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19:30:02 <andythenorth> so is TrueBrain away?
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19:48:51 <peter1138> Hmm, so the original dock has 6 tiles
19:49:01 <peter1138> But we don't really want 6 tiles to appear in the list.
19:50:17 <peter1138> I dunno how to cope with this :/
19:51:16 <LordAro> define a preview tile?
19:51:31 <peter1138> That's way beyond the problem level :p
19:53:21 <LordAro> you're the one who said you didn't know how to deal with it :p
19:53:29 <LordAro> i merely offered a solution
19:53:41 <peter1138> A solution to a different problem.
19:57:00 <LordAro> oh, a different list?
19:57:36 <peter1138> But a preview tile would end up with 6 copies of the preview tile...
19:57:56 <LordAro> in which case i'm confused as to what you're stuck on
19:58:37 <peter1138> I'm confused as to what I'm stuck on.
19:59:54 <peter1138> Okay so with docks, I have done it like objects. 1 dock spec == 1 ID
20:00:34 <peter1138> Different orientations are done by varaction tests.
20:01:03 <peter1138> Original dock is 6 different IDs, 1 for each slope, and 2 for the two water parts
20:01:46 <peter1138> So... the UI needs some 'magic' to treat the original dock a just 1 ID, even though it's actually 6.
20:02:21 <peter1138> Cos you don't currently select the orientation you want, and I don't want to have to do that, because it's not necessary for newgrf docks either.
20:04:26 <andythenorth> remove original dock?
20:04:50 <peter1138> No, that breaks backwards compatibility.
20:17:15 <peter1138> This is pro-develoloping.
20:17:53 <peter1138> I dunno what to do on these corner-cases.
20:18:00 <peter1138> Literally corner-cases O_o
20:20:30 <peter1138> Go to all that effort but don't fix obvious things
20:23:57 <Eddi|zuHause> why shouldn't newgrf docks get an orientation?
20:25:27 <peter1138> They have an orientation, but I don't want to have to specify that in the UI.
20:26:03 <peter1138> You can get that information from the slope.
20:26:23 <peter1138> But of course we also want to support non-slope docks. Hmm.
20:26:30 <Eddi|zuHause> what about docks on flat land?
20:30:28 <peter1138> Well if it's just 1 tile then it doesn't matter either :D
20:30:50 <peter1138> Ok, original docks -- take orientation from the slope
20:31:01 <peter1138> newgrf docks, take orientation from parameter.
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20:33:22 <Eddi|zuHause> Gui could do "orientation: 1, 2, 3, 4, auto" similar to rail construction?
20:33:58 <Eddi|zuHause> then also newgrf docks could benefit from both ways
20:34:19 <frosch123> in the past people wanted to build docks in corners, but the auto-orientation failed them
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20:35:57 <frosch123> though actually docks could be along the coast, instead of into the sea
20:36:12 <frosch123> would also work for andy's flat river pony docks
20:39:10 <andythenorth> peter1138 has screenshots
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20:43:17 * andythenorth poking at updating OpenTTD website words
20:47:16 <andythenorth> is LordAro in the pub?
20:48:09 <Eddi|zuHause> where else would he be?
20:48:30 <Eddi|zuHause> considering his last line was "nah, pub"
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20:56:05 <andythenorth> so what happened to industry-plants-objects frosch123? :D
20:57:37 <frosch123> it's as advanced as the titlegame competition :p
20:57:49 <LordAro> andythenorth: yup, pub
20:58:18 <andythenorth> that is not an ideal place to prune a wiki :P
21:08:23 <andythenorth> best feature ever
21:08:58 <frosch123> the second screenshot suggests there should be a "water continuation" variable, so there can be proper water worders on the sprites
21:09:39 <andythenorth> there's an old feature request for that, for George's hotel
21:10:25 <peter1138> I can test for it but yeah, currently it's just baked into the sprite.
21:10:27 <frosch123> for the waves and stuff
21:10:46 <peter1138> This is done with NML as well, which surprised me.
21:11:25 <peter1138> It went from "I need to make a test grf" to "Hmm, need to patch NML" to "Hmm, this is working really well, how much can I cram into this test NewGRF" quite quickly
21:12:00 <peter1138> It is based on newgrf objects though, not newgrf (rail) stations.
21:12:15 <peter1138> airporttiles is already the precedent for doing it differently.
21:14:40 <peter1138> I think andythenorth would rather click the delete button.
21:14:42 <frosch123> i think andy discovered that "delete" is a previledged operation
21:15:28 <frosch123> oh, it links to the cia page
21:15:40 <frosch123> that service that went offline over night because of a disk crash
21:15:46 <frosch123> and noone having a copy of the software
21:16:51 <TrueBrain> pretty sure DorpsGek has no mom :P
21:18:07 <SpComb> oh man, CIA - from the time that people still used trac
21:18:23 <TrueBrain> owh, trac, from the time I had horrible nightmares from how shitty software can be
21:18:31 <TrueBrain> wait, did I say that out loud? :P
21:18:57 <glx> I remember a trac update ended with a new bug tracker :)
21:19:02 <peter1138> TrueBrain, but where's DorpsGek_II? :)
21:19:13 <TrueBrain> when did that happen?
21:19:24 <DorpsGek> frosch123: dorpsgek_ii was last seen in #openttd 18 hours, 34 minutes, and 39 seconds ago: <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on pull request #7084: Change: AI/GS Config GUI overhaul https://git.io/fjvNa
21:19:36 <TrueBrain> hmm .. how to reset that again .. eeuuuuhhhhh
21:22:13 <TrueBrain> DorpsGek_ii is back
21:22:19 <TrueBrain> he will rejoin when he has anything useful to say
21:26:01 <andythenorth> TrueBrain: do you want to talk about publishing artefacts from compiles? :P
21:26:13 <TrueBrain> that that solve your issue?
21:26:42 <andythenorth> I don't have to explain it to you, which is nice
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21:26:57 <andythenorth> effort avoided :P
21:27:15 <andythenorth> shall we just turn this into a sledging channel for a bit?
21:27:44 <TrueBrain> isn't that the default for this channel?
21:27:58 <andythenorth> we're mostly quite polite
21:28:27 <andythenorth> except for TrueBrain
21:28:37 <TrueBrain> I was about to comment .. I guess it is only polite when I am not here ..
21:28:45 <andythenorth> we swear too much now
21:28:50 <andythenorth> I have to hide irc from my kids
21:28:58 <TrueBrain> really? shit dude ..
21:29:14 <andythenorth> it's like having 4 copies of V453000 in the channel
21:29:24 <andythenorth> V453000 never responds to highlights any more
21:29:26 <andythenorth> probably on Slack
21:29:34 <TrueBrain> like sane people :P
21:30:44 <andythenorth> so have you deleted that wiki page yet?
21:30:54 <TrueBrain> Sledging? I considered it
21:30:58 <andythenorth> also do we have money?
21:31:07 <TrueBrain> depends .. did you build a coal train
21:31:41 <andythenorth> I am going to, in some kind of order
21:31:41 <TrueBrain> what do you want to waste money on?
21:31:45 <andythenorth> - update the current website words
21:31:53 <andythenorth> - make a mockup for a new website in html
21:32:22 <andythenorth> cos we ain't designers
21:32:53 <TrueBrain> possibly a few players are
21:34:49 <andythenorth> TrueBrain but yeah, also I wanted to show previews of website rewrites
21:35:02 <andythenorth> I guess I could get an ftp server :P
21:35:14 <andythenorth> or put them in a weird GH Pages branch manually
21:35:26 <TrueBrain> GH Pages should be able to produce the website too, I guess
21:35:29 <TrueBrain> it is Jekyll after all
21:35:46 <TrueBrain> but I am way too tired to be helpful this night
21:35:55 <TrueBrain> so any serious discussion will be prompted by fart noises
21:35:59 <andythenorth> we broke all the paths of course :)
21:36:25 <TrueBrain> that site is easily fixed, just add /website/ to the baseURL and commit
21:36:39 <TrueBrain> no, that is fully expected .. if you dont put it in the root folder, it will fail
21:36:56 <TrueBrain> Jekyll will always do that, basically
21:37:03 <andythenorth> it was just quite lolz
21:37:09 <TrueBrain> so fix the basepath in your config, and it works, not?
21:37:24 <andythenorth> well it does, but you'll reject my PR :P
21:37:33 <TrueBrain> so make it a separate commit, and dont put that in the PR
21:37:39 <TrueBrain> learn how to do git, ffs :P
21:38:03 <andythenorth> is that a fart noise?
21:38:12 <TrueBrain> you can smell it here too
21:40:20 <andythenorth> anyway I make new pages
21:40:27 <andythenorth> you can all read the source html :P
21:40:38 <TrueBrain> write new pages in md :P
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21:42:09 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7384: Add: Display tooltips on industry chains window even when "Show toolt… https://git.io/fjfm0
21:42:41 <TrueBrain> you can't talk via DorpsGek_II glx :P
21:43:04 <andythenorth> oh I found the most evil thing so far today
21:43:11 <glx> no need, I have DorpsGek for that ;)
21:43:12 <andythenorth> the wiki has both wiki markup
21:43:15 <andythenorth> and arbitrary html
21:43:30 <andythenorth> IF IT CAN DO HTML
21:43:37 <andythenorth> WTF IS THE WIKI MARKUP FOR?
21:43:46 <TrueBrain> because .. THAT MAKES TOTAL SENSE
21:43:50 <andythenorth> *every* markup language is worse at html than html
21:43:51 <TrueBrain> HTML should be killed with fire
21:44:04 <andythenorth> nothing makes me more enraged
21:44:15 <TrueBrain> glx just triggered me :P
21:44:18 <andythenorth> nothing does make quite angry
21:44:22 <TrueBrain> XML is human readable, I read
21:44:25 <TrueBrain> and machine can easily parse it, I read
21:44:35 <TrueBrain> I also read a lot of lies
21:44:35 <andythenorth> but hiding html behind fake markup :x
21:44:53 <TrueBrain> andythenorth: HTML is just hiding behind machine code
21:44:56 <Wolf01> Brainfuck is more readable than xml
21:44:57 <andythenorth> in what way is this a frigging href?
21:45:02 <glx> html looks like xml but some construct are not valid xml IIRC
21:45:07 <andythenorth> ^^ that's a href, wtf?
21:45:13 <andythenorth> and that's supposed to be easy?
21:45:28 <andythenorth> "oh andythenorth it's for non-technical people, you don't understand"
21:45:28 <TrueBrain> its better than <href> shit :P
21:45:33 <andythenorth> I understand I can't fucking understand it
21:45:39 <glx> it's easier than typing all the <a> tag
21:45:40 <andythenorth> I hate all these stupid lanuages
21:45:41 <TrueBrain> I refuse to write HTML these days
21:46:30 <andythenorth> I refuse to write NML
21:46:40 <TrueBrain> we both have refusals
21:46:51 <TrueBrain> shall we start a club, so we can talk about it?
21:47:19 <TrueBrain> tell LordAro to fix it :P
21:47:27 <andythenorth> all I did was edit the stupid wiki language
21:47:33 <andythenorth> and now the page is broken?
21:47:49 <andythenorth> I've rolled it back
21:47:55 <TrueBrain> just because you don't understand it, doesn't make it the fault of the wiki :P
21:48:06 <andythenorth> wait, what, it's rolled back to an old rev?
21:48:40 <Eddi|zuHause> <Wolf01> Brainfuck is more readable than xml <-- can you write a brainfuck program that is also valid xml?
21:48:47 <andythenorth> I am not touching that page again
21:49:07 <Eddi|zuHause> i mean, a brainfuck program that does something non-trivial
21:49:10 <andythenorth> fuck it, people can continue using svn and patches and flyspray
21:49:30 <TrueBrain> subversion is back!
21:53:20 <peter1138> Hmm, what's a "view" in newobject speak?
21:56:51 <TrueBrain> whoho, DigitalOcean LoadBalancers support PROXY protocol; sadly, this does mean I have to change some of the main infrastructure .. as that seriously helps
21:57:01 <TrueBrain> but .. how to avoid downtime :P
21:57:06 <TrueBrain> something to toy with over the weekend :D
21:57:49 <TrueBrain> and a mail from the CIA .. I have to pay them 10k to not get arrested
21:58:07 <glx> oh I received it too, not read yet
21:58:27 <TrueBrain> are people really buying this stuff .. I mean ...
21:58:59 <TrueBrain> like someone would openly admit to be willing to commit fraud ...
21:59:21 <TrueBrain> well .. now saying that .. I read some tweets from a certain president which makes the same kind of suggestions as this mail
21:59:24 <TrueBrain> so I guess this is fair
21:59:28 <TrueBrain> let me wire the money :P
22:02:33 <TrueBrain> hmm .. "Note that in order to use Proxy Protocol with DigitalOcean Kubernetes, you will need to create a new cluster, or request a master node recycle for your existing cluster by contacting support."
22:02:40 <TrueBrain> so that takes even more effort ..
22:04:04 <milek7> at least tag closing works as expected, instead of html mix of empty and non-empty tags
22:05:43 <milek7> 'master node recycle' sounds destructive ;P
22:05:56 <TrueBrain> it is not as bad as it sounds, assuming they do it in a clever way
22:06:11 <TrueBrain> normally you run the etcd on 3 nodes, so you can cycle one by one, no fuzz
22:06:18 <TrueBrain> but .. no clue how DO solved it, honestly
22:06:22 <TrueBrain> (you cannot see the master nodes)
22:06:35 <TrueBrain> setting up a new cluster is as easy as sending such mail, so meh
22:08:28 <TrueBrain> okay, I need to reconfigure the nginx-ingress, and switch the LB .. that should be painless .. do I dare trying this directly on production ...
22:08:54 <peter1138> nielsm, found the k-d tree bugs yet? :)
22:09:14 <glx> not something to try when sleep time is near :)
22:10:38 <peter1138> Ok, so "view" is not necessarily orientation. Hmm.
22:10:48 <TrueBrain> owh, right, we were going to remove DOS support, weren't we ... I forgot ..
22:13:04 <andythenorth> the official website officially says so
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22:15:00 <glx> hmm we should probably remove pre-winXP from the list
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22:17:20 <peter1138> SDL or Allegro on Windows, woo.
22:21:49 <andythenorth> glx: just remove it :)
22:21:58 <andythenorth> which list though, wiki, website, or README?
22:24:04 <Eddi|zuHause> autogenerate the lists
22:26:48 <TrueBrain> I hope my lengthy explanation why we remove it is appreciated :D
22:28:07 <TrueBrain> next commit, remove #ifdef ENABLE_NETWORK? :D
22:29:29 <orudge> Hmm, I keep ENABLE_NETWORK happily disabled in my hacked up version of OpenTTD that is used to read stuff from saved games
22:29:40 <TrueBrain> hmm, we also have _network_available
22:29:40 <orudge> I suppose it doesn't hurt to have it enabled, just means extra code
22:30:02 <TrueBrain> it breaks too often, for no real benefit
22:31:17 <TrueBrain> right, will remove ENABLE_NETWORK tomorrow .. seems just a lot of lines to remove, I can do that :)
22:36:50 <TrueBrain> orudge: do you still support OS/2, and does it still work?
22:36:59 <orudge> TrueBrain: I was wondering when that was going to come up :D
22:37:08 <TrueBrain> it has many times, you just never respond :P
22:37:37 <peter1138> Hmm, explicit orientation makes no sense either :(
22:37:58 <orudge> I personally haven't tried to build it lately, but Paul Smedley who runs the OS/2 ports site last built it a couple of years ago
22:38:02 <orudge> It'll probably still work
22:38:13 <orudge> The newest gcc etc is available for OS/2
22:38:31 <TrueBrain> "couple of years ago".. sounds promising :D
22:38:31 <orudge> so I'd suggest against getting rid of it if possible
22:38:42 <orudge> well, 2014 is the latest build I see there
22:38:49 <orudge> I can try to fire up my old OS/2 VM one day...
22:38:50 <TrueBrain> only if you want to try to build it soon? :D
22:38:56 <TrueBrain> a non-maintained version is no version :D
22:38:57 <orudge> Indeed, I think I did at some point in the past year or so
22:39:13 <TrueBrain> tnx; let me know how it goes :)
22:42:29 <andythenorth> who did the Risc OS port ? :P
22:42:39 * andythenorth tried to get a Risc OS emulator working at the weekend
22:44:52 <orudge> It seems somebody has ported SDL2 to OS/2, so that's a good sign
22:53:49 <peter1138> Emulator? Don't you have a real one? :D
22:56:18 <andythenorth> my brother sold it
23:04:02 <peter1138> Selecting orientation is not pleasing.
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23:27:59 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfYj
23:32:15 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfOL
23:48:58 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
23:50:43 <peter1138> Ooh, yes, I ought to fix docks.
23:50:52 <peter1138> Uses the same feature as NRT :p
23:51:35 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfOW
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