IRC logs for #openttd on OFTC at 2019-03-21
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00:00:36 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed pull request #7384: Fix: Display tooltips on industry chains window even when "Show toolt… https://git.io/fjvgY
00:00:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7389: Fix tooltips not appearing in some instances. https://git.io/fjfG8
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00:19:26 <peter1138> Samu_, do you still want an invalid-order event?
00:20:18 <Samu_> order events, there's many
00:20:27 <Samu_> invalid order, void order
00:20:36 <peter1138> Whatever players get...
00:21:04 <Samu_> i suppose it would be useful
00:21:29 <Samu_> not for me anymore, though, the bug was indeed in openttd
00:21:35 <Samu_> but maybe in the future
00:22:42 <Samu_> there's some 1.9 api stuff for airports that I'm willing to try
00:22:51 <Samu_> the monthly maintenance costs
00:23:48 <Samu_> not that I have a real need at the moment, but it's probably gonna help me in the long run
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00:28:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7393: Fix #7390: Extra line removed by mistake caused server_password to disappear from settings. https://git.io/fjfon
00:33:02 <TrueBrain> Nice catch peter1138 .. bad reviewer :(
00:34:26 <glx> CMake Warning (dev) at C:/vcpkg/scripts/buildsystems/vcpkg.cmake:147 (_add_executable): Policy CMP0069 is not set: INTERPROCEDURAL_OPTIMIZATION is enforced when enabled. Run "cmake --help-policy CMP0069" for policy details. Use the cmake_policy command to set the policy and suppress this warning.
00:34:45 <glx> seems something doesn't work for MSVC projects
00:35:29 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7393: Fix #7390: Extra line removed by mistake caused server_password to disappear from settings. https://git.io/fjfol
00:36:40 <peter1138> TrueBrain, -Werror caught it :-)
00:36:54 <ST2> that moment someone decided to stop supporting old msvc compiler but at same time there's a discussion about DOS
00:37:58 <ST2> sorry, wasn't clear enough?
00:40:41 <ST2> note: not complaining, because the way is forward - but discussion about DOS support, in 2019?!
00:41:35 <peter1138> The discussion was about removing it...
00:41:49 <glx> we drop old MSVC a long time ago, but we still use MSVC
00:41:50 <ST2> is that even a discussion?
00:42:57 <ST2> but many people still use legit Visual Studio 2010 (not cheap) and not supported anymore - sorry to say but, are there any DOS users?
00:44:21 <glx> but they can use community version of modern Visual Studio
00:44:24 <ST2> so, why the need to discuss to even discuss drop DOS?
00:45:10 <peter1138> What's the problem>
00:45:21 <peter1138> Why does it matter?
00:45:38 <ST2> nonew for me, just wanted to find the "community version of modern Visual Studio"?
00:46:14 <ST2> and... can you define "modern"?
00:46:17 <glx> VS2015 has a free version, VS2017 has a free version, VS2019 will have a free version
00:46:42 <ST2> so, what is the modern version?
00:47:05 <ST2> OpenTTD 1.7.0, 1.8.0 or 1.9.0-RC1?
00:47:42 <ST2> VS free versions doesn't allow do all stuff (as known)
00:49:39 <Samu_> backport requested for my pr?
00:50:28 <Samu_> maybe there's conflicts
00:50:42 <Samu_> network ifdefs were removed, right?
00:54:26 <glx> for 2010 there were express versions, those were very limited indeed :)
00:54:44 <glx> only one language per express
00:55:25 <ST2> Samu: no idea if merged, but appears to go that way :)
00:55:36 <glx> but since VS2012 or VS2015 it's way better
00:55:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7393: Fix #7390: Extra line removed by mistake caused server_password to disappear from settings. https://git.io/fjfon
00:56:36 <ST2> glx: well, guess I'll jump to VS2019 and see where it leads :D
00:57:06 <glx> and we will probably switch to cmake, which is natively supported by 2017 and 2019
00:58:19 <glx> oh and we use vcpkg for the external libs too
00:58:43 <glx> we stopped providing our own precompiled libs
01:01:28 <glx> nobody updated the wiki I think
01:05:15 <ST2> yeah, that looks like "lets change stuff" and wait to people modify wiki as things are noticed ^^
01:05:48 <glx> as with any wiki I guess :)
01:05:48 <ST2> not complaining, because I appreciate the work you do :)
01:07:09 <ST2> well, I'm still on the level of swearing with git stuff
01:07:10 <glx> at least the internal doc is up-to-date
01:07:44 <glx> for basic git stuff I just use github desktop
01:08:24 <ST2> with basics I can deal, which isn't bad for a SVN guy :D
01:08:34 <glx> but command line is often needed too, works very well in powershell
01:09:38 <ST2> noticed it, I managed it better when doing it from one of our servers (Debian) that on Windows (OS I use)
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01:10:40 <glx> I like posh-git and the command completion
01:12:55 <ST2> I, personally, like to use my repos, clone stuff there and change as I want, push, etc (maybe a noob move, but I'll get there :D) - feels like the way to don't disturb anyone with my mess :D
01:13:44 <glx> well the usual way is fork, then clone your fork and work on branches
01:14:04 <ST2> at least managed the way with the plugins we use
01:14:35 <ST2> since are only 14 files, easier to manage :D
01:14:51 <ST2> so, my learning ground :D
01:15:26 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #6328: Try to preserve existing depot orders when demolishing / rebuilding a depot. https://git.io/fjfoH
01:15:30 <glx> but usually when I want to do something I ask google
01:15:44 <Samu_> peter1138, 7376 warrants backport requested tag imo
01:15:47 <ST2> the best friend google :D
01:16:17 <ST2> [00:15:03] <+glx> I'm still learning :) <<-- guess you didn't created the club... but I'm on it too :D
01:16:53 <ST2> glx: thx for all, sorry my words that looked angry
01:17:03 <ST2> sleep time for me, gn8 all :)
01:18:16 <Samu> underscore sometimes appears for my name
01:19:38 <glx> Samu: happens when you reconnect before the previous connection timeout
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08:04:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfP8
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08:53:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfPS
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10:55:07 <peter1138> Lotus biscuit dunking commences.
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11:25:12 <peter1138> andythenorth I ran out of lotus biscuits :(
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11:59:07 <DorpsGek_II> [OpenTTD/nml] PeterN requested changes for pull request #21: Eddi-nml branch for ActionC support https://git.io/fjfMF
12:22:40 <DorpsGek_II> [OpenTTD/nml] planetmaker commented on pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjfDY
12:22:56 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #24: Fix: Add missing parameter in industry and airport tiles in RandomAct… https://git.io/fjvmS
12:27:39 <peter1138> I was going to merge that ;(
12:27:56 <peter1138> Discovered the same when I duplicated for docks.
12:34:17 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #15: Industries: support 16 cargos in / 16 cargos out https://git.io/fhpBT
12:40:28 <planetmaker> it doesn't fail locally, though. why?
12:46:10 <andythenorth> planetmaker: python 3.2 on jenkins?
12:46:45 <andythenorth> this needs 3.5 or so iirc
12:46:47 <LordAro> i don't think python's import logic has changed from 3.2...
12:47:20 <andythenorth> I recall I had to change my python version for nml, and I'm sure it was for 16-cargos patch
12:47:38 <andythenorth> did anyone mention that nml development is currently a tyre fire? :D
12:48:24 <andythenorth> yeah 16-cargos fails on python 3.4
12:48:45 <andythenorth> works on python 3.5
12:48:47 <planetmaker> he, that's a change of requirements...
12:49:01 <planetmaker> not that anyone but devzone uses <3.5 :P
12:49:48 <andythenorth> why is there a demolish tree tool now?
12:56:58 <planetmaker> updating windows builds for python > 3.3 will prove quite a challange...
13:01:08 * planetmaker builds python 3.6.8
13:05:46 <planetmaker> that actually went smoothly and quickly
13:18:55 <peter1138> Vehicles can be built up out of layers now, right?
13:19:29 <peter1138> If so, does/could each part have its own bounding box?
13:20:16 <peter1138> _dp_, what is "trunc" :/
13:20:40 <peter1138> I don't even refer to anything as trunk now, that was an svn convention.
13:20:59 <peter1138> git's equivalent is master of course.
13:23:08 <_dp_> peter1138, trunc, master, whatever :p
13:27:13 <peter1138> But it's trunk, not trunc.
13:29:47 <_dp_> after that pr I'm thinking of instead making some sort of checkbox-like thing for existing demolish tool to select what it can destroy
13:29:57 <_dp_> probably not useful for anything but trees tho
13:31:56 <peter1138> I was thinking "destroy only company-owned-land" might be useful.
13:32:09 <_dp_> peter1138, yeah, that's not bad too
13:32:51 <peter1138> Like when you're on a server, busy trolling someone, and then wnat to remove all your own stuff in that area quickly ;)
13:33:13 <planetmaker> suggestion: removal tool with filter
13:33:19 <planetmaker> select what stuff you want to destroy
13:33:29 <planetmaker> would be nice for road or rail types, too
13:34:01 <planetmaker> default: remove all. shift+click remove = open filter window
13:34:20 <_dp_> planetmaker, shift-click is cost estimation :p
13:34:23 * planetmaker feels reminded of factorios blueprints and deconstruction planners
13:34:53 <planetmaker> ctrl+click then. whatever is free :)
13:35:07 <_dp_> btw, using shift for that is a waste of modified imo
13:35:41 <_dp_> estimation could be ctrl-alt-shif-win-click for all I care
13:35:49 <peter1138> Cost estimation for opening a window? :p
13:36:10 <peter1138> One modifier is used for selecting between orthogonal and diagonal already, of course.
13:37:01 <peter1138> "And what the difference between this tool and "Full invisible" oprion for trees?"
13:37:38 <_dp_> peter1138, making them invisible won't improve authority rating :p
13:37:48 <peter1138> Neither will destroying them :-)
13:37:52 <peter1138> Is it lunch time yet?
13:38:03 <_dp_> peter1138, well, you obviously destroy them to plant again :p
13:38:11 <planetmaker> lunch time is over
13:38:21 <peter1138> Shit. I've not started my salad yet.
13:48:01 <planetmaker> call it tea break
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14:02:13 <DorpsGek_II> [OpenTTD/OpenTTD] ShimmerFairy commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfyQ
14:04:45 <LordAro> maybe we should just keep that issue open until its resolved
14:07:14 <andythenorth> if only we had a tool for removing station tiles
14:07:20 <peter1138> Weren't they already added?
14:07:21 <andythenorth> instead of bulldozing the whole thing
14:07:35 <peter1138> Were the offset/size bugs fixed?
14:07:52 <peter1138> And was a new release made?
14:19:32 <planetmaker> sprites were added. Though one sprite is still missing. Release has not yet been made
15:00:39 <peter1138> planetmaker, ah, it's not fixed, nor reported properly :(
15:00:54 <peter1138> 2 of the sprites have the wrong dimensions, they should all be 20, 20.
15:01:37 <peter1138> No sprite is missing, the index given is wrong.
15:05:02 <peter1138> Ah, yes, and r1070 is the wrong build.
15:09:30 <peter1138> There's a patch for it there ^
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15:43:13 <Samu> there are currently some places in the code where you start an ai company disregarding the max_no_competitors
15:47:49 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHP
15:48:39 <Samu> because that's how it works
15:48:50 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHX
15:57:56 <peter1138> _dp_, I'm just going to give up.
15:58:06 <peter1138> _dp_, please help the guy out here :p
15:58:31 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjfHd
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16:30:47 <Samu> if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies)
16:30:57 <Samu> _settings_client is the problem
16:32:37 <Samu> there may be more companies than that specified in network.max_companies
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16:36:12 <_dp_> peter1138, well, I guess I'll try xD
16:38:45 <Samu> gonna use p2 again, I suppose
16:39:06 <Samu> unless there's another way
16:53:18 <Samu> uint8 network_max_companies = GB(p2, 1, 4);
16:53:18 <Samu> if (_networking && Company::GetNumItems() >= network_max_companies) return CMD_ERROR;
16:54:13 <Samu> wondering if this will work for non-server
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16:55:25 <Samu> * - bits 1..4: Server-side value of network.max_companies (with CCA_NEW_AI)
17:08:15 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix: Enforce the max_no_competitors test before creating an AI company in multiplayer. https://git.io/fjvY8
17:08:52 <Samu> untested this new addition
17:09:03 <Samu> im not sure how to test it
17:09:07 <peter1138> Samu, that is wrong.
17:09:43 <peter1138> MaybeStartNewCompany is only called by the server, correct?
17:09:55 <Eddi|zuHause> so... how about when you press the demolish (dynamite) button, it pops up a GUI where you can filter which type of stuff to remove? so you can set "trees only", "tram rails only", "my property only" and stuff like that?
17:10:44 <Samu> it could be delayed a tick sometime
17:10:54 <planetmaker> Eddi|zuHause, like... <planetmaker> suggestion: removal tool with filter
17:11:19 <peter1138> Samu, but max_companies wouldn't change.
17:11:44 <Samu> but GetNumItems may not be up to date
17:12:44 <peter1138> But you call GetNumItems anyway
17:13:52 <Samu> it's all due to delaying one more tick
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17:14:10 <Samu> commands_per_frame or something like that is the culprit
17:14:15 <peter1138> Delaying by one tick means the server can't verify its data?
17:14:51 <_dp_> another option would be to make removal mode of each tool accept rectancles somehow.
17:14:52 <Samu> it delays one tick, but sometimes it can be delayed two ticks
17:15:01 <_dp_> there is no removal mode for trees atm ofc but can be done
17:15:04 <peter1138> Samu, I'm pretty sure that's irrelevant.
17:15:14 <Samu> when its delayed two ticks, GetNumItems will get outdated
17:15:47 <planetmaker> _dp_, yes... generally accepting a rectangle. And allowing to choose what to remove (default=everything)
17:15:54 <Samu> so when the queue is actually executed, do the test there instead
17:16:10 <peter1138> Samu, err... I'm not saying don't move the test.
17:16:27 <_dp_> planetmaker, no, that's different, you talk about adding filter to dynamite tool
17:16:39 <Eddi|zuHause> _dp_: i'd rather merge the removal tool into the demolish tool
17:16:41 <peter1138> Samu, but the test only needs to be executed on the server (or in single player) as clients don't (shouldn't?) be sending this command. Maybe I've got the wrong information there.
17:16:53 <planetmaker> having both actually makes sense
17:17:05 <_dp_> planetmaker, and I think of adding rectangles to remove mode of tools like rail removal (that you click bulldozer icon while having rail tool)
17:17:08 <planetmaker> 'r' for removal with each type to quickly remove only that. Accepting rects
17:17:08 <peter1138> Samu, if the command returns CMD_ERROR when the server tests it, it won't be forwarded to the clients.
17:17:30 <peter1138> Samu, if the command is successful on the server, then the clients wouldn't be needing to set max_ccompanies.
17:17:34 <planetmaker> and having the option to choose what to remove (checkboxes like visibility window) for bomb tool
17:17:47 <_dp_> though there is a bit of issue accepting rects for rail removal as it's already using drag-n-drop
17:17:50 <planetmaker> but... that means the PR as-is would be acceptable. And we just want more
17:18:12 <peter1138> No, the PR as is is totally crap :p
17:18:21 <Eddi|zuHause> planetmaker: the PR seems in no state of beeing acceptable. more like needing a complete rewrite anyway :p
17:18:39 <planetmaker> the idea... i didn't read the code yet :P
17:18:45 <peter1138> planetmaker, the guy seems to be obsessed with making a patch that is compatible with unpatched servers.
17:18:51 <peter1138> Which is pretty damn pointless for a PR.
17:19:22 <planetmaker> well... such patches can be handy... but ... why would you want to mass-remove trees?
17:19:38 <planetmaker> I can mass-plant them. And that gives me benefit
17:19:51 <peter1138> Who knows? I was only focusing on the implementation.
17:19:52 <Eddi|zuHause> planetmaker: only reason i can imagine is the plant/destroy exploit for town rating
17:20:07 <Eddi|zuHause> which imho should be fixed...
17:20:23 <peter1138> Eddi|zuHause, probably , yes :-)
17:20:37 <planetmaker> nice trick to get on the good side of towns :P
17:20:46 <peter1138> Eddi|zuHause, will you be updating your PRs at some point? Conflicts, etc...
17:21:08 <peter1138> planetmaker, okay, so you know it. THAT is why this PR exists.
17:21:53 <peter1138> Hmm, fix it by allow rating to go negative? :p
17:21:59 <_dp_> would be easier to just make 100% bribes for free :p
17:22:28 <peter1138> And this is where "it's a client patch for unpatched servers come in"
17:22:33 <Eddi|zuHause> i'd fix it by not allowing to demolish trees if rating is below a threshold
17:22:34 <peter1138> It's kind of a cheat.
17:22:58 <peter1138> Eddi|zuHause, PR :)
17:23:13 <_dp_> plz don't make broken authorities even more broken :p
17:23:17 <Eddi|zuHause> where the discussion would be open on whether that threshold would be lower or higher than for building stations, demolishing houses, etc.
17:24:08 <Eddi|zuHause> _dp_: on a separate but related discussion, the permissive difficulty option should probably be more permissive
17:24:34 <_dp_> Eddi|zuHause, yeah, just an option to disable it completely
17:24:36 <planetmaker> what actually is needed is a cheat setting which allows to ignore local authority when building stations
17:24:57 <_dp_> magic bulldozer works perfectly for that but it's not something normal servers can use
17:25:03 <Eddi|zuHause> the whole town authority feature needs a complete rebalance
17:25:26 <_dp_> planetmaker, yeah, that'll work too
17:25:30 <Eddi|zuHause> maybe also incorporate the currently very separate noise limit
17:25:39 <_dp_> basically, split magic bulldozer into separate cheats
17:25:52 <Eddi|zuHause> yeah, the magic bulldozer is too broad in scope
17:26:19 <planetmaker> I think it's a setting you cannot even enable via rcon. Not sure anymore though
17:26:49 <Eddi|zuHause> you can't enable cheats in multiplayer
17:27:08 <Eddi|zuHause> cheat must be enabled in single player and then loaded as savegame
17:27:56 <_dp_> just make cheats into regular settings :p
17:28:10 <_dp_> why do they even exist as a separate entity?
17:28:14 <planetmaker> well, yes. Except to trigger the "cheated" indicator
17:28:25 <planetmaker> historical raisins
17:28:39 <peter1138> Disable local authority would be good for sandbox games.
17:28:44 <planetmaker> that's also why we have game options and settings. Which also is somewhat stupid
17:29:21 <peter1138> It should be possible to have settings that trigger cheat flags.
17:29:37 <planetmaker> yep. That's no principle issue, I guess
17:29:43 <peter1138> But actually, who even cares about cheats?
17:29:52 <Eddi|zuHause> lots of people, i think :)
17:29:52 <planetmaker> Actually the cheats are already in the settings meanwhile... I think
17:29:53 <peter1138> Who ever looks at the highscores?
17:29:55 <_dp_> planetmaker, game options is just a different gui so it's kinda ok
17:30:08 <planetmaker> _dp_, exactly. and the question is: why?
17:30:18 <Eddi|zuHause> there's still a psychological barrier when you call something a cheat
17:30:20 <peter1138> (I'm guessing not many, because the highscore screen is broken with 2x gui zoom)
17:30:30 <planetmaker> what makes "drive on right-hand-side" different from "amount of industries"
17:30:44 <peter1138> planetmaker, that particular one should not be there, agreed
17:30:49 <peter1138> but the others are fine. Resolution, etc.
17:30:53 <peter1138> resolution language...
17:30:54 <Eddi|zuHause> the highscore system has always been "broken" (in the andythenorth sense)
17:31:12 <_dp_> planetmaker, its good to have at least one sane gui for settings xD
17:31:40 <planetmaker> it wouldn't hurt to have UI-tab and add the options there where appropriate
17:31:49 <peter1138> I dislike that the settings gui, even on experted superadvanced mode, doesn't actually list all settings.
17:31:57 <Eddi|zuHause> we had a tabbed setting window once
17:32:04 <Eddi|zuHause> and then tree views were all the rage
17:32:10 <Eddi|zuHause> so the tabs were removed
17:32:15 <peter1138> Top level trees can be tabs easily.
17:32:28 <peter1138> Eddi|zuHause, tabs were removed because the UI didn't handle dynamic stuff.
17:32:35 <peter1138> I'm pretty sure our UI can do that now.
17:32:51 <planetmaker> tab or tree... I don't mind so much
17:33:02 <planetmaker> tabs indeed were a hell of an UI code
17:33:10 <peter1138> Tabs would be much better for UI.
17:33:14 <Eddi|zuHause> make it a game setting to prefer tabs or trees :p
17:33:40 <planetmaker> then newgrfs would be another tab
17:34:03 <peter1138> Maybe, but those are totally different UIs.
17:34:14 <planetmaker> yes. Which is... strange
17:34:27 <Eddi|zuHause> that would maybe declutter the main menu?
17:34:31 <planetmaker> when configuring a new map / game, you have to go through like 5 different GUIs
17:34:35 <planetmaker> which are all not related
17:34:38 <Samu> from my observations, 1st tick: ontick_companies sends a command to start a new company that is queued, delayed one tick.
17:34:50 <Samu> 2nd tick happens: execute network commands
17:34:56 <peter1138> Yes, but things like newgrf config can't really be expressed in the same format as advanced settings.
17:35:01 <Samu> start a new company is re-checked again
17:35:03 <Eddi|zuHause> the new game window also needs a rework
17:35:05 <planetmaker> options, ai, newgrf, settings. and then the actual newgame
17:35:09 <Samu> and then it is started on every client
17:35:18 <Eddi|zuHause> to not hide the relevant settings
17:35:29 <Samu> still on the 2nd tick: ontick_companies sends another command to start a new company, also queued
17:35:29 <Eddi|zuHause> but also not be overloaded
17:35:31 <planetmaker> peter1138, no, not the same format. the newgrf window is good as-is
17:35:53 <Samu> it is sent to the queue again
17:35:54 <planetmaker> the ai / script window is not bad either (but looks less nice compared to newgrf imho)
17:35:58 <peter1138> 16:34 <@peter1138> Maybe, but those are totally different UIs.
17:35:59 <peter1138> 16:34 < planetmaker> yes. Which is... strange
17:36:09 <Samu> on the 3rd tick: executing network commands decides that this command needs yet another tick
17:36:09 <peter1138> planetmaker, they HAVE to be different UIs. It's not strange.
17:36:09 <Eddi|zuHause> peter1138: i think what maybe works, if the current newgrf window was made into a tab of the settings window (keeping the current layout)
17:36:32 <Samu> and still on the 3rd tick, ontick_companies sends yet another command to start a new company
17:36:44 <Samu> but this time, GetNumCompany Items is "outdated"
17:36:46 <planetmaker> I think it would need a "create new map" button on main screen. And then the rest follows. Possibly as tabs
17:36:52 <peter1138> Eddi|zuHause, yes, that could work, but it's still a different UI.
17:37:00 <planetmaker> And it wouldn't hurt to simply use the available screen real-estate
17:37:00 <peter1138> Maybe planetmaker thought I meant "window" instead of UI./
17:37:20 <peter1138> I like the face you get the 4 terrain options on the main screen for no reason :p
17:37:31 <planetmaker> they all have a totally different look&feel. That's what I meant with 'strange'
17:37:32 <Samu> the test mode before it's queued will say: "yes, you can start a company"
17:37:43 <Samu> so the command doesn't get an error, and it's queued
17:38:00 <Eddi|zuHause> peter1138: they have a use, if you know the Ctrl+Click kickstart feature :p
17:38:13 <Samu> on the 4th tick, the command that was queued on the 2nd tick is finally executed
17:38:20 <peter1138> Samu, so none of your changes will work.
17:38:35 <peter1138> Eddi|zuHause, ... ... ..
17:38:39 <Eddi|zuHause> (the default assumption should be, that practically nobody knows any ctrl+click feature)
17:38:59 <Samu> the execution will do the test again, it will have to pass my added checkings
17:39:00 <planetmaker> it's handy for the quick-start. Re-using existing settings
17:39:19 <planetmaker> but... arguably it can be re-arranged to something more meaningful
17:39:25 <Samu> if it has to fail of course
17:39:36 <planetmaker> Like configurable config-shortcuts for new games
17:39:51 <Eddi|zuHause> we had a discussion about the buttons last time we redesigned the main menu, and the decision was to keep them because they look nice
17:40:08 <planetmaker> it looks bland without them
17:41:27 <peter1138> Samu, ah, of course, so it's ... test -> queue -> send to all clients -> exec (local and clients)
17:42:06 <peter1138> And max_companies is not synced from server to client, I presume.
17:42:21 <Samu> it's _settings_client, so i assumed that
17:52:05 <peter1138> Ok. Then carry on, send it in p2.
17:53:38 <peter1138> It's dirty, so will need an explanation ("server's max_companies is not synced to clients, so must be explicitly provided" or something)
17:55:58 <Samu> erm, yes, that too, but main issue is GetNumItems() not being in sync
17:56:16 <peter1138> It will be in sync in the EXEC call, won't it?
17:57:18 <Samu> getnum items and num of AIs too
17:57:47 <Samu> server's max_companies is only there because
17:58:22 <Samu> must exec the command as it was set in the server
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17:58:30 <Samu> not as it's set in the client
17:58:49 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
17:59:00 <Samu> _settings_client.network.max_companies
17:59:22 <Samu> _settings_game.difficulty.max_no_competitors
17:59:23 <peter1138> But you send it in p2 so that's not important any more.
17:59:29 <Eddi|zuHause> should i have typed "make" before push?
17:59:36 <Samu> this one is a game setting, so it's already synced, isn't it?
17:59:46 <peter1138> Samu, are you doing that thing where you aren't actually reading everything I write?
17:59:59 <peter1138> Eddi|zuHause, make regression in git-hooks push
18:00:31 <_dp_> there is _network_server_max_companies btw
18:00:39 <_dp_> why is in in client settings though?
18:00:51 <peter1138> because it's not a game setting. apparently.
18:01:37 <Eddi|zuHause> huh... it commited weird stuff...
18:02:01 <Eddi|zuHause> ah, i forgot a conflict
18:04:35 <Eddi|zuHause> ok... now this one is weird...
18:05:37 <Samu> Company::GetNumItems() in exec mode may not match the value it was in test mode before queue
18:05:47 <_dp_> peter1138, I guess nobody bothered separating NetworkSettings into server-only and common ones
18:06:02 <Eddi|zuHause> ok, i think i failed on that conflict
18:06:21 <Eddi|zuHause> need to redo that
18:06:50 <Samu> line 598 versus line 880
18:07:51 <Samu> that's not the value I'm passing around in p2
18:12:56 <Samu> execution order: 1st tick: test command, queue command
18:13:35 <Samu> 2nd tick: decide whether to execute queued commands or delay execution by another tick.
18:14:04 <Eddi|zuHause> so... the "show signs" part needs rewriting with the kdtree stuff
18:15:29 <Samu> GetNumItems() on test is 0, GetNumItems() on execute queued command is 0, company then is created and becomes 1
18:15:42 <Samu> next cycle: GetNumItems() on test is 1
18:16:51 <Samu> assuming the command was delayed
18:17:12 <Samu> GetNumItems() remains 1 before the next cycle starts
18:18:36 <Samu> if max_companies was set to 2, then GetNumItems(), 1 <= 2 would pass, and gets queued
18:18:56 <Samu> or whatever, im bad with booleans
18:19:52 <Eddi|zuHause> i don't think i'll be doing this...
18:24:18 <Samu> adding a comment to line 610
18:24:26 <Samu> server's max_companies is not synced to clients, so must be explicitly provided
18:24:51 <Samu> even though that's not the main issue at hand
18:32:09 <Samu> /* In a network, during execution of network commands, the number of companies
18:32:09 <Samu> * may not be the same as they were before the command was first queued. */
18:32:55 <Eddi|zuHause> it should compile now, but it probably should be rewritten to use the kdtree
18:33:27 <Eddi|zuHause> ... and i'm definitely the wrong person for that
18:43:51 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8
18:49:40 <Samu> erm, a comment still needs edit
18:53:55 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: Fix 001257d: Enforce the max_no_competitors and network.max_companies test before creating an AI company in multiplayer. https://git.io/fjvY8
18:54:48 <Samu> alright, you may review no
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18:58:34 <peter1138> Oh. Damn. Tooltip bug :/
19:02:49 <peter1138> Think I've got it :)
19:06:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz
19:11:36 <Eddi|zuHause> did the CI not trigger?
19:11:51 <Eddi|zuHause> (on my last push)
19:12:45 *** Thedarkb-T60 has joined #openttd
19:15:16 <peter1138> Unable to retrieve file content for path /azure-pipelines-ci.yml from repository self using ref refs/heads/master and commit c1cf5e4d129c59609d9e03975e6252a3d9d69583: Internal Server Error
19:15:21 <peter1138> Oops, that was in the wrong window :-)
19:17:36 <peter1138> (This is the correct window)
19:20:06 *** gelignite has joined #openttd
19:21:52 <glx> I don't get where this commit ID comes from
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19:23:51 <peter1138> Eddi|zuHause, I've queued yours.
19:24:47 <peter1138> glx, yeah, it's not my repo.
19:32:58 <peter1138> What's more intuitive for a colour picker, RGB, HSL or HSV?
19:33:21 <glx> requeued SDL2 PR too as it failed for the same reason
19:35:12 <nnyby> thx. wish i could reproduce this problem that stormcone is having with that branch.. -_-
19:45:21 <TrueBrain> "Internal Server Error" <- seems GitHub is having a hard day again :D
19:49:15 <planetmaker> how do I trigger 7395?
19:50:04 <peter1138> queue "refs/pull/7395/head". I already did it though.
19:50:20 <planetmaker> I meant the error it fixes
19:50:45 <peter1138> Um, enable measurement tooltips, build something (bridge, road, etc)
19:50:58 <peter1138> The tooltip will not be removed.
19:51:17 <planetmaker> hm... how / where do I enable that? :D settings?
19:51:21 <peter1138> Should've been simple for me to test but I was too focused on the cancel case.
19:51:30 <peter1138> Advanced Expert Settings most likely.
19:51:38 <glx> if you're lucky it's available in GUI
19:51:38 <peter1138> (Too many settings are expert, imho)
19:53:53 <planetmaker> it is in settings, yes (show a measurement tooltip when using various buidl-tools). And enabled... and
19:54:02 <planetmaker> ... it doesn't remain for me
19:55:00 <glx> maybe depends on tooltip settings, click or hover
19:57:02 <planetmaker> right-click for tooltips :P
19:57:32 <peter1138> It's the measurement tooltip that sticks, not the tooltip in settings :p
19:57:46 <planetmaker> the size of e.g. the dragged area, yes?
19:58:37 <planetmaker> rail, road, station, level land
19:59:04 <peter1138> What revision are you testing?
19:59:25 <planetmaker> I've a beta3 here currently...
20:00:00 <peter1138> So this PR fixes an issue introduced in 4da83d2f66
20:00:08 <planetmaker> oh, that's later :P
20:00:10 <peter1138> Which was committed to master... yesterday.
20:01:25 *** andythenorth has joined #openttd
20:01:33 <andythenorth> peter1138: crayons!
20:02:52 <DorpsGek_II> [OpenTTD/OpenTTD] planetmaker approved pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfFu
20:03:25 <planetmaker> how surprisingly, I can repro it with the right versions :P
20:03:26 <andythenorth> planetmaker: so we need to do the 16-cargo nml docs
20:05:13 <planetmaker> please, yes. However that commit disabled any fast possibility for nmlc windows binaries in its requirement for py3.5
20:05:29 <planetmaker> unless I get py3.6 installed in wine which... is an interesting endeavour
20:05:47 <planetmaker> so I shall focus on that
20:05:50 <andythenorth> do we need windows binaries?
20:06:03 <planetmaker> you and me: no. if we want people to use it: probably
20:06:12 <Eddi|zuHause> why do we even need wine for that?!?
20:06:15 <Eddi|zuHause> i never understood
20:06:28 <planetmaker> Eddi|zuHause, because I have no windows VM running to build it
20:06:56 <LordAro> planetmaker: clearly should use the existing OTTD Azure Pipelines infrastructure ;)
20:07:03 <planetmaker> and cross-compiling python code into a windows exe did not exactly work well, either
20:07:11 <planetmaker> LordAro, yes. Please! :P
20:07:16 <LordAro> well, s/existing OTTD// s/infrastructure//
20:07:25 <LordAro> i imagine there's not a lot of overlap
20:07:55 <Eddi|zuHause> planetmaker: surely the python needs not actually be compiled, just take an existing windows binary and repacked?!?
20:08:16 <LordAro> Eddi|zuHause: depends on whether you want to make an executable
20:08:18 <planetmaker> surely that is all easy
20:08:24 <LordAro> and isn't there a compiled part as well?
20:08:35 <planetmaker> surpringly no-one did it differently
20:09:50 <planetmaker> I more than a week in an attempt to cross-compile it on linux. Didn't work
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20:10:39 <planetmaker> cx_freeze is a ... mess :P
20:11:55 <LordAro> given that's all msbuild & VS projects stuff
20:12:32 <planetmaker> that might all work. But I have to learn all that stuff. Basically from scratch. So yes, it likely works. Likely works even better. But not quickly when I am to implement it
20:12:57 <LordAro> somehow convince TB to do it for you :p
20:13:00 <LordAro> i'm sure he's not busy
20:14:13 <planetmaker> however yes, thank you. Indeed that *is* where I eventually want to go with nml building
20:14:44 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7395: Fix 4da83d2f66: Remove measurement tooltips when completed. https://git.io/fjfdz
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20:16:02 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7392: Fix #7391, 9b99b95: Don't invalidate go to depot orders of non-aircra… https://git.io/fjfwH
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20:24:14 <LordAro> planetmaker: mild poke about OGFX update
20:24:52 *** Progman__ has joined #openttd
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20:25:22 <planetmaker> LordAro, mild hint to check bananas and tt-f :P
20:26:01 <LordAro> well ok then, i shall disregard :)
20:26:12 <peter1138> Did we get further with importing OpenGFX to github and making it officially supported?
20:27:00 <planetmaker> peter1138, not yet. I'll need to convert the repo by hand.
20:27:09 <planetmaker> github refuses to auto-import it
20:27:27 <peter1138> frosch123, didn't you have a script to fix up bad hg repos?
20:27:27 <planetmaker> I tried today again with different repo servers
20:27:35 <frosch123> yes, i have the script
20:28:05 <peter1138> Hmm, will OpenGFX 0.5.5 work in OpenTTD 1.8.0?
20:28:21 <planetmaker> openttd will graciously ignore superfluous gui sprites
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20:31:24 <TrueBrain> frosch123: so OpenGFX is updated with the missing sprites? Cool; I will make them available for the installer next weekend :)
20:32:02 <planetmaker> frosch123, can you link me the fixup-hg-repo script?
20:32:37 <frosch123> hmm, opengfx has no committer starting with Z :p
20:33:03 <planetmaker> yes... foobar and me. mostly
20:33:22 <LordAro> did Z ever use VCS? i'm not sure he had any commits on FreeRCT either
20:34:05 <planetmaker> hm... I think so. But I am not sure
20:35:48 <frosch123> opengfx git conversion seems to have worked fine
20:35:54 <frosch123> will take some hours to push :p
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20:45:04 <planetmaker> I'll need it for some other repos as well, I guess.
20:45:29 <frosch123> my upload bandwidth is the limit :p
20:45:42 <frosch123> so, yeti/nuts would take ages
20:45:44 <planetmaker> I don't know which... some from devzone
20:45:53 <planetmaker> is it a complex script?
20:46:08 <planetmaker> those which refuse to be auto-converted
20:46:09 <LordAro> frosch123: should've checked them out on a server somewhere :p
20:46:15 <frosch123> no, the hardest part is to add a few authors to the authormapping every now and then
20:46:20 <frosch123> and then validate the thing
20:46:38 <frosch123> like this time: ammler made a hg bookmark, which the script did not detect as branch
20:46:43 <frosch123> so i added the branch manually
20:47:10 <frosch123> LordAro: i think andy suggested to put the script on devzone
20:47:18 <planetmaker> the... nogfx or the nml2nfo one?
20:47:40 <frosch123> was just a git checkout + git checkout -b to fix
20:47:44 <LordAro> nogfx would be good to have just for OTTD's regression purposes
20:47:51 <frosch123> probably could have been done with a single git branch :p
20:48:14 <frosch123> LordAro: disable the original mapgen when no baseset is present :)
20:48:20 <planetmaker> it's quick to generate and compile: every sprite is a black pixel :)
20:49:20 <frosch123> ogfx is 1/5 the size of firs :p
20:49:27 <planetmaker> except those 4(?) sprites indeed. I think they're in nogfx
20:49:37 <planetmaker> and... tiny compared to some 32bpp sets
20:52:55 <planetmaker> seems I have returned today a perfectly fine graphics card :| Also with the replacement my PC doesn't even reach bios
20:54:13 <planetmaker> though... I tested it with 2 other PC before returning :|
20:55:34 <planetmaker> I think this is one essential for OpenTTD
20:55:53 <planetmaker> we ship it, so it can be here
20:55:54 <LordAro> given it was a sticking point for 1.0
20:56:51 <frosch123> oh, it already exists
20:56:55 <frosch123> need to delete first :p
20:57:43 <planetmaker> can one use import?
20:57:50 <LordAro> since you're doing that, might want to consider importing existing issues?
20:58:38 <planetmaker> and OpenSFX/OpenMSX? :P
20:59:52 <frosch123> i also have no idea how the branch permission stuff works, or if we care
20:59:59 <frosch123> so, sfx and msx next?
21:00:22 <frosch123> btw. OpenGFX is apparently written in javascript
21:00:45 <LordAro> there's a fair bit on extra/ttd-box-editor
21:01:14 <frosch123> yeah, never saw that
21:02:59 <peter1138> While I've been making dinner, frosch123 has managed to import OpenGFX? :D :D
21:07:13 <peter1138> frosch123, but yeah, sfx and msx would be good.
21:09:46 *** circ-user-3HYVs has joined #openttd
21:16:33 <frosch123> feel free to watch sfx+msx
21:16:44 <frosch123> well, and to also setup other permissions :p
21:19:53 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #3848: Orders: different STR_ORDER_GO_TO for each transport type https://git.io/fjfb6
21:25:30 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfb1
21:30:47 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7249: The currently selected base graphics set is missing 4 sprites. This is despite having the latest OpenGFX 0.5.2. https://git.io/fjfbH
21:32:16 <planetmaker> "To answer your other question - many of the devs, being old and ancient, still prefer (and use) the original TTD graphics set, which by definition cannot have any missing sprites" <-- that's not true. It simply is maintained *inside* OpenTTD repo itself
21:34:47 <peter1138> The *extra* graphics for original TTD are maintained by us.
21:34:49 <LordAro> well, you fix it then
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21:37:04 <andythenorth> I tried, but the formatting exploded, so I reverted and quit
21:45:19 <Samu> why isn't 7376 tagged with 'backport requested'?
21:46:00 <Samu> starting instant ais is a new feature in 1.9
21:46:20 <LordAro> hmm, probably should be
21:48:25 <peter1138> I still don't see why the enforcement should be optional.
21:50:23 <LordAro> i get why you'd want to override it when starting AI via command
21:50:35 <LordAro> but other than that, shouldn't be optional
21:51:31 <glx> but when starting AI via command I guess you can also change the setting
21:51:56 <LordAro> as long as it errors appropriately, rather than silently failing
22:01:23 <peter1138> Do we have a widget type for something that's custo...
22:14:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro requested changes for pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjfNn
22:18:39 <peter1138> Well, that messed up :/
22:21:04 <peter1138> Wtf, it was working a second ago :(
22:43:00 <LordAro> andythenorth: how'a that?
22:49:33 <andythenorth> LordAro: much clearer formatting
22:49:38 <andythenorth> fix the links next? o_O
22:50:10 <LordAro> andythenorth: yeah, i thought about doing that at the same time
22:50:18 <andythenorth> one thing at a time
22:51:05 <DorpsGek_II> [OpenTTD/nml] planetmaker opened pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk
22:51:08 <andythenorth> Eddi|zuHause: how long did a CETS compile used to take?
22:51:34 <Eddi|zuHause> andythenorth: about 5 minutes? no clue
22:51:52 <planetmaker> so... do I approve my own PR?
22:54:12 <planetmaker> I tested by hacking on the devzone server. it should work then
22:54:14 <andythenorth> I can't approve it
22:54:19 <andythenorth> nml development :P
22:54:22 <andythenorth> all fucked up eh :)
22:54:48 <Eddi|zuHause> planetmaker: why is it even pythonw.exe, and not python.exe?
22:54:51 <planetmaker> but I created 1.5x wine environments and am too tired to continue today
22:55:34 <planetmaker> for 3.2/3.3 that was the 'real' binary, and python.exe was some kind of wrapper
22:55:37 <Supercheese> hysterical raisins
22:56:07 <peter1138> planetmaker, approvals aren't turned on, so nobody can approve it.
22:56:23 <Eddi|zuHause> planetmaker: also, when i tried looking through the eddi-nml build logs, it mentioned python27. no clue where that came from
22:56:46 <planetmaker> Eddi|zuHause, that comes from a time when nml was python2.7. And not like today python3
22:56:59 <Eddi|zuHause> because i certainly didn't touch that...
22:57:40 <planetmaker> as such: py2.7 builds are even older
22:58:37 <DorpsGek_II> [OpenTTD/nml] planetmaker merged pull request #25: Change: [DevZone] Temporarily disable building windows exe so that we… https://git.io/fjfAk
22:58:57 <planetmaker> right, then I merge it myself
22:59:10 <Eddi|zuHause> anyway, i think azure pipelines is the way to go for the windows binaries?
22:59:44 <Eddi|zuHause> not that i could help with that, really
23:00:01 <planetmaker> but I want *something* working till that's done. I'm not a fan of "oh, it's all broken and we have nothing to offer till <whenever> it is fixed"
23:00:25 <planetmaker> I prefer the approach to keep the old stuff working and kill it when the new works. Not vice versa
23:00:37 <planetmaker> Even when most things had been done the reverse with the github migration
23:01:18 <andythenorth> I would have approved it, but I can't find the approve button
23:01:25 <andythenorth> GH is sometimes mysterious
23:01:46 <Eddi|zuHause> andythenorth: there isn't an approve button if nobody enabled approvals
23:01:59 <LordAro> andythenorth: links updated
23:02:04 <andythenorth> TB said we have done nml repo all wrong
23:02:14 <Eddi|zuHause> you probably did :p
23:02:43 <Eddi|zuHause> "python Minimal version is 3.2. Python 2 is not supported." <-- that line needs to be updated in the readme?
23:02:43 <andythenorth> you could fix it Eddi|zuHause !
23:02:54 <andythenorth> does anyone know what 'right' is?
23:03:00 <andythenorth> I asked for a list, but got lolzed at
23:03:13 *** Laedek_ has joined #openttd
23:03:54 <andythenorth> LordAro: better, if I make a few tweaks, will it conflict with you?
23:04:24 <LordAro> andythenorth: probably not
23:05:27 <Samu> damn patch of exile is patching
23:05:35 * LordAro deletes "Recent and Current Developments" from the face of the Earth
23:05:44 <LordAro> given "recent" was "before 0.5"
23:06:40 <andythenorth> this is linked, not sure it's useful
23:06:53 <andythenorth> but nor is it obviously trash
23:07:06 <LordAro> could probably be replaced by a pull request template on GH
23:07:32 <andythenorth> I am going to vandalise it
23:07:42 <andythenorth> "Send andythenorth $200 on paypal"
23:07:46 <peter1138> Well that took too long to get working.
23:10:50 <Eddi|zuHause> hm, if i have local changes, and want to commit them to not-the-head revision, how do i do that?
23:11:14 <peter1138> Have I got enough colours?
23:11:31 <andythenorth> should I reopen it :P
23:11:32 <peter1138> Yes, sorry I was being tedious :(
23:12:33 <andythenorth> loads of colours!
23:12:33 <Eddi|zuHause> how do i remember how to copy-paste in vim?
23:12:49 <Eddi|zuHause> have to look it up every single time
23:12:59 <andythenorth> peter1138: how do I pick just one? :D
23:13:30 <andythenorth> back in 5 mins, after twitch ads :P
23:13:33 <peter1138> I think OnTimeout is wrong.
23:14:31 <andythenorth> I wish I could delete those ships from bananas
23:14:55 <andythenorth> peter1138: you need preset for official BR Blue of course :P
23:17:19 <peter1138> I was just wondering about presets :p
23:18:04 <peter1138> I almost did that for 8bpp colours.
23:18:12 <peter1138> But... why bother if RGB exist?
23:18:23 <Eddi|zuHause> let users post colours on bananas?
23:18:44 <andythenorth> can we abuse this for night mode then? :P
23:18:58 <peter1138> Maybe I should have a text box for hex codes.
23:19:04 <Eddi|zuHause> andythenorth: night mode still needs overlays and shaders for lights
23:19:19 <Eddi|zuHause> night mode without lights is just dull mode
23:19:23 <peter1138> Maybe those unused purple pixels can be use for lights.
23:19:24 <andythenorth> drawing newgrf will be much easier though
23:19:31 <andythenorth> no need to bother
23:19:37 <peter1138> And shaders aren't needed for lights.
23:19:39 <andythenorth> just black cubes
23:19:48 <Eddi|zuHause> peter1138: but... glow!
23:19:59 <peter1138> You can do that without shaders.
23:20:01 <Eddi|zuHause> a light isn't just a brighter pixel
23:20:11 <peter1138> Shaders are definitely a thing which isn't going to happen.
23:21:22 <peter1138> 1.9 million signatures...
23:21:36 <Eddi|zuHause> peter1138: but that is just a byproduct of going 3D!!!
23:21:54 <LordAro> still got to double its count until it exceeds the previous one
23:22:00 <andythenorth> oh the originaly base set grass :(
23:22:04 <andythenorth> uses window purple
23:22:19 <Eddi|zuHause> what are we signaturing this time?
23:22:34 <Eddi|zuHause> article 13 still happening?
23:23:07 <LordAro> nah, the other article
23:23:34 <Eddi|zuHause> then i don't know
23:26:25 <andythenorth> I'm not drawing separate layers for night mode, that's daft
23:26:29 <andythenorth> I didn't even finish snow yet
23:27:41 <peter1138> And that's just the Windows theme ;)
23:28:08 <Eddi|zuHause> 16. just to annoy people :p
23:28:26 <peter1138> Hmm, can we have array settings?
23:29:31 <Eddi|zuHause> yapf.route_mode_cost_factor = 4,2,1,8
23:30:35 <Eddi|zuHause> custom_2 = 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 (in [music])
23:35:19 <Eddi|zuHause> ok... so i don't understand how they go back and forth with these brexit extensions... they should just go "ok, you tried with the parliament thing, it didn't work. either you brexit hard now, or you get 2 years and organize another referendum"
23:35:44 <peter1138> Old RGB window... ^ ugly
23:35:58 <peter1138> Also, hard to actually choose a colour.
23:39:00 <Eddi|zuHause> how would i time how long individual steps inside make take?
23:40:08 <Eddi|zuHause> grfcodec taking a significant amount of this
23:40:18 <Eddi|zuHause> and spams me with a million sRGB warnings
23:40:45 <Eddi|zuHause> real 2m21,837s user 4m50,787s sys 0m12,716s
23:41:57 <Eddi|zuHause> andythenorth: answer to above question
23:49:23 <Eddi|zuHause> -g <num> Version of the encoded container format (default 1, maximum 2) <-- should we change this default?
23:59:56 <Eddi|zuHause> so of those 2:20 parallelized (or 4:50 unparallelized), 1:00 is spent in grfcodec, which can't be parallelized
continue to next day ⏵