IRC logs for #openttd on OFTC at 2019-03-24
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00:00:11 <Samu> } while ((!_networking || num_to_start < _settings_client.network.max_companies) &&
00:00:11 <Samu> num_to_start < (uint)_settings_game.difficulty.max_no_competitors && AI::GetStartNextTime(num_to_start) == 0);
00:01:17 <Samu> beter copy paste into there
00:02:36 <milek7> don't try to force everything into while condition
00:05:15 <Samu> do you think AI::GetStartNextTime(num_to_start) is sufficient?
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00:06:10 * drac_boy wonders how much longer it will still be winter for in east canada -_-
00:06:21 <drac_boy> I mean come on its already mid-march :-|
00:06:35 <drac_boy> anything even interesting on your side samu? :P
00:07:08 <drac_boy> hmm can't help with that coding sorry
00:09:53 <Samu> I'm starting to think that simple check is sufficient
00:10:06 <Samu> no need for "redundancy" or so
00:14:09 <drac_boy> I thought the same thing too peter ;)
00:17:57 <Samu> i think it's gonna assert, i fail at fors
00:18:40 <Eddi|zuHause> why are you checking the same condition twice, once in the while and again in the if break?
00:20:12 <Samu> assert(1 == 0); yep... the for one is wrong
00:20:58 <Eddi|zuHause> because the GetStartNextTime check is once before the ++ and once after the ++
00:23:57 <Eddi|zuHause> you effectively moved the while-check to the beginning of the loop, not the end
00:26:08 <Samu> lol at me, I thought for loops were supposed to be easier than do while loops
00:30:05 <Samu> loops like now the error is in do while
00:37:59 <Eddi|zuHause> for loops are easy. "for (a; b; c) { d }" is equivalent to "a; while (b) { d; c }"
00:38:59 <Eddi|zuHause> (there are minor semantic differences in various languages)
00:39:10 <_dp_> Eddi|zuHause, try that with do...while :p
00:39:58 <Eddi|zuHause> i don't know why it's a do..while in the first place
00:40:10 <Eddi|zuHause> or what the aim of the exercise is
00:40:14 <Samu> just retested the do while loop
00:41:18 <Samu> do while is working correctly. for is not matching :(
00:44:24 <Samu> while loop could even be simplified again
00:44:40 <Samu> } while (AI::GetStartNextTime(++num_to_start) == 0);
00:44:47 <Samu> and remove num_to_start++; line
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00:46:03 <Samu> TrueBrain, may I keep the do while loop? I can't get my head how to make a for loop
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01:19:10 <TrueBrain> Samu: no. and you are again stuck on the problem right in front of you. take a step back and see what the whole statement is doing. as is, it is incredibly hard to understand. I am sure you can make something more readable from it. but don't focus on the do/while on it's own.. think what you want it to do, and do it in the most clean way you can!
01:23:43 <peter1138> Hmm, maybe it is cleaner to keep the waterclass-for-tree-tiles change.
01:23:51 <peter1138> Regardless of how illogical it seems :/
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01:44:05 <Samu> * @param count Current count of number of AI company indexes that are going to be started.
01:44:05 <Samu> * @see MaybeStartNewCompany
01:46:08 <Samu> terrible terrible english
02:51:19 *** ChanServ sets mode: +v tokai
02:59:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoP
03:06:31 <peter1138> Turns out that doing the savegame conversion and keeping the data duplication is cleaner than reverting and explicitly checking for trees on coasts.
03:14:39 <Samu> why can't I do something that is so simple...
03:23:23 <Eddi|zuHause> or we scrap the pseudo-water-classes and recalculate it for more tiles?
03:23:37 <Eddi|zuHause> like for industries and stuff?
03:24:35 <peter1138> Eddi|zuHause, possible but makes everything more complex.
03:24:46 <peter1138> For the sake of 3 bits which are already allocate.d
03:25:15 <peter1138> For tree tiles it's very easily calculated, I'm not sure about the others.
03:25:24 <Eddi|zuHause> this is more a "maybe we should have designed it differently in the first place, but for now it works" kind of thing
03:25:35 <peter1138> Eddi|zuHause, well, we didn't have a vision.
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03:26:36 <peter1138> Eddi|zuHause, it is odd that shore tiles are considered water at all.
03:26:58 <Eddi|zuHause> hysterical raisins
03:27:09 <peter1138> But it is what it is, and NewGRF landscape checks rely on this implementation detail.
03:39:19 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fhAIp
03:39:41 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJox
03:40:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJop
03:46:31 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoj
03:49:52 <peter1138> Hmm, this may call for... minor version :p
03:50:34 <peter1138> Really it calls for _sl_version <= major, but we don't have that function.
03:53:10 <Eddi|zuHause> iirc there was some trickery done in some minor releases to have savegame conversion stuff without breaking the forward compatibility
03:53:26 <Eddi|zuHause> i have no clue what that was, though
03:54:08 <peter1138> If we check against sub version 1, then it basically becomes a <= test.
03:54:14 <peter1138> But it's not entirely clear :/
03:55:07 <peter1138> Probably best to add a new function.
03:56:35 <Eddi|zuHause> i don't know why we have a minor version when we're not allowed to use it
03:57:02 <peter1138> It's only there because it's needed for old savegame conversion.
03:58:08 <peter1138> It's read-only, not written to the save.
04:14:44 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
04:14:58 <Samu> who wants to read my code
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04:15:27 <Samu> if it's still confusing, then...
04:55:42 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
04:56:01 <Samu> just fixup'ed everything, and changed commit message, nothing else
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08:38:10 <nielsm> irc logs not working? webster server just does not reply to the request
08:38:32 <nielsm> looks like there might be something in yesterday's log that makes it give up
08:47:28 <planetmaker> I wonder whether that happens when there's too many chatter
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09:28:25 <andythenorth> should I fix FIRS?
09:28:29 <andythenorth> been avoiding it for weeks
09:29:48 <andythenorth> it's not very interesting, just yak-shaving
09:51:47 <peter1138> I need to cycle. I ate waaaaay too many snacks yesterday.
09:52:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fhAIp
09:59:54 <andythenorth> hmm can DOCKS be bacronymed? o_O
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10:00:01 <andythenorth> can I reserve a grfid for it?
10:00:25 <andythenorth> Docks on Coasts Keep Shipping
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10:02:57 <Alberth> sounds like a good grfid
10:03:52 <peter1138> Well, I'm stuck on newgrf docks now because build rules and UI-confusion and... general station tiles?
10:04:23 <peter1138> But hey, refit-on-purchase works pretty well now. Probably someone will find a breaking bug the moment it gets merged.
10:04:27 <peter1138> (If it gets merged)
10:05:49 <andythenorth> let docks mature for a while
10:06:02 <andythenorth> I built it and had a poke
10:06:26 <peter1138> There's still the old-style vs new-style rules which mess it up.
10:25:34 <andythenorth> sometimes I find spiders
10:26:30 <andythenorth> "the history of FIRS"
10:27:05 <andythenorth> NFO + CPP -> automated conversion to nml -> reinsertion of CPP -> partial replacement of CPP by python -> total conversion to python -> now
10:27:13 <andythenorth> definite spiders
10:32:32 <andythenorth> could we update the industry newgrf debug window occasionally?
10:32:48 <andythenorth> currently I have to windowshade it or open / close it to see values change
11:00:52 <andythenorth> hmm are industry vars 0x8E and 0x8F undocumented?
11:00:54 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain requested changes for pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJi1
11:00:57 <andythenorth> can't find them in newgrf wiki
11:01:04 <andythenorth> nml uses them as production_rate_1 and production_rate_2
11:01:12 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJiM
11:03:15 * andythenorth must go and do responsible things
11:03:20 <andythenorth> can we fix nml later? :P
11:03:27 <andythenorth> and maybe artefact publishing? :P
11:08:24 <TrueBrain> hmm .. Backport PR not reviewed yet? Awh .. I thought we wanted to release RC2 this weekend?
11:13:20 <Eddi|zuHause> <peter1138> Well, I'm stuck on newgrf docks <-- have you considered "docking tile" to be just a map bit, so it can be inside other objects (depot, lock, ...) and also serve multiple adjacent docks?
11:19:33 <Eddi|zuHause> TrueBrain: we definitely need to fix #7400 before RC
11:20:27 <TrueBrain> I mean, having that bug also in RC2 is not the worst; but having it fixed would be nice, ofc
11:22:44 <TrueBrain> do I feel looking into andy's docs stuff today, or do I feel building in Satisfactory ... hmmmmmm
11:23:02 <TrueBrain> or do I further look into cmake .. hmm ..
11:35:50 <nielsm> what kind of review would the backport PR take... checking the bugs are in fact still fixed?
11:38:16 <TrueBrain> I think it only needs someone to hit Approve, tbh :)
11:38:58 <TrueBrain> scrolling through the diff and commit list might be useful, just to spot odd things that might have happened
11:39:12 <TrueBrain> but they are all 'cherry-pick', and only one conflict in finnish.txt
11:39:25 <TrueBrain> so yeah .. it is not the usual 'review' if you ask me
11:39:57 <TrueBrain> I think it is a bit above and beyond to validate the bugs are really fixed
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11:42:29 <TrueBrain> funny .. seems because I used WSL to checkout this git clone, the folder is "case sensitive" .. VS2019 wants to open "cmakelists.txt" .. fails, because it should be "CMakeLists.txt" ..
11:43:33 <TrueBrain> and this is the reason things work for glx in VS, and not for me :D
11:57:06 <TrueBrain> so okay, Microsoft added case sensitive file support, which is on by default in WSL ... MSBuild lowercases all paths .. see where this is going wrong? :P
11:57:10 <TrueBrain> you would think they fix these things
11:57:22 <TrueBrain> suggested fix? Disable case sensitive support
11:59:14 <TrueBrain> they did fix it in cl.exe, just not in msbuild.exe
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12:09:02 <andythenorth_> industry var 8E and 8F then?
12:09:24 <andythenorth_> anyone find them in openttd src? I am on my phone :p
12:10:03 <TrueBrain> random out of context questions? :D
12:10:30 <andythenorth_> nielsm ^ did you do 16 cargo support for those? they seem to be undocumented
12:11:32 <andythenorth_> give current prod rate for cargo 1 and 2 afaict
12:11:58 <andythenorth_> nml has var names for them, but nfo docs seem to miss them
12:12:05 <andythenorth_> or I missed them
12:13:07 <andythenorth_> the impedance mismatch in content API is high :p
12:14:30 <TrueBrain> wow, NSIS installer via CMake works very well :o
12:14:51 <TrueBrain> just no "download OpenGFX"
12:15:51 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
12:17:05 <TrueBrain> mostly what is left is testing OSX bundling now .. which is a whole other game :)
12:18:36 * andythenorth_ whistles innocently
12:21:29 <TrueBrain> yeah, you better hide
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12:23:07 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
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12:26:49 <Eddi|zuHause> <TrueBrain> just no "download OpenGFX" <-- should we revisit "just bundle OpenGFX in the installer"?
12:27:27 <TrueBrain> I think it is not fair that only Windows has this, and only on the installer
12:27:33 <TrueBrain> I think we should work on our bootstrap
12:28:19 <Eddi|zuHause> i think the vast majority of people installing will also download opengfx anyway, so there's no real bandwidth saving
12:29:14 <andythenorth_> maybe we should license original base set
12:29:21 <Eddi|zuHause> maybe skip the bundling in the nightly
12:29:27 * andythenorth_ derails conversation :p
12:29:46 <Eddi|zuHause> andythenorth_: please, go ahead :)
12:30:36 <andythenorth_> someone must hold the rights :p
12:30:57 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
12:31:23 <TrueBrain> andythenorth_: we once went down that road; we figured out who and what, but .. that is not really helping :)
12:31:49 <TrueBrain> you really don't want to know how that world works ... distribution rights, publishing rights, licensing ...
12:32:11 <andythenorth_> probably like film
12:32:12 <TrueBrain> Eddi|zuHause: what do you mean, 'bundling in the nightly'?
12:32:15 <Eddi|zuHause> if only we could get a modernized copyright law
12:32:50 <Eddi|zuHause> TrueBrain: for releases, put opengfx in the bundle, for nightly, don't.
12:32:54 <TrueBrain> well, I think it is more, we are like: we need the license to those files. But in reality, we need the distribution rights .. which is a whole different game :P
12:32:56 <andythenorth_> if only I could make friends with CS :p
12:33:06 <TrueBrain> anyway, original base set, OpenGFX .. they both would have the same issue: how to distribute :)
12:33:15 <TrueBrain> andythenorth_: funny enough, that won't help you at all for the gfx :)
12:33:32 <TrueBrain> Eddi|zuHause: or we just make a bootstrap that always allows you to download it? :D
12:33:58 <TrueBrain> that would require internet access for first boot, but that is all
12:34:26 <andythenorth_> my assumption is they’re lost in an asset register at Atari
12:34:47 <andythenorth_> and won’t be dug out ever
12:34:51 <TrueBrain> Atari has granted distribution rights of the original set to at least one company over the years; so not lost, it seems
12:35:07 <TrueBrain> but okay, there is no benefit for us to go down that road
12:36:15 <Eddi|zuHause> TrueBrain: i think the bootstrap and the bundling are totally orthogonal
12:36:25 <TrueBrain> Eddi|zuHause: but we can do, is to have 2 'installers' .. a thin, and one with everything in it, I guess
12:36:40 <TrueBrain> Eddi|zuHause: yes. My point is exactly this: have the bundling without any OpenGFX
12:36:49 <TrueBrain> and use bootstrap on all platforms to get it
12:36:57 <TrueBrain> we now have a mix of those
12:37:08 <TrueBrain> not all platforms support bootstrap, not all platforms bundle with OpenGFX
12:37:43 <TrueBrain> but we can make 'fat' installers and 'thin' installers
12:37:44 <Eddi|zuHause> and i was saying, have nightlies with the "thin" installer, and releases with the "everything" installer
12:38:01 <TrueBrain> yeah, I don't think we should do it like that
12:38:13 <TrueBrain> I am pretty sure many people have internet access .. so the thin works for them
12:38:22 <TrueBrain> saves a lot of bandwidth
12:40:32 <Eddi|zuHause> anyway, we should probably rework the bootstrap, so that openttd comes with a minimal gfx that at least allows startup and access to bananas
12:41:08 <Eddi|zuHause> that would happen before loading the intro game
12:41:30 <Eddi|zuHause> and wouldn't rely on stuff like font loading
12:42:34 <TrueBrain> and I think we should always promote to download the thin variant, where the bootstrap takes over
12:42:41 <TrueBrain> as otherwise our bandwidth bill will increase drasticly :D
12:43:35 <Eddi|zuHause> i still think the bandwidth difference would be marginal. but you have more data about that :p
12:43:56 <TrueBrain> you avoid people downloading OpenGFX on upgrade
12:44:00 <TrueBrain> often on upgrade the already have it
12:44:20 <Eddi|zuHause> but, at least with this upgrade, they also need to upgrade opengfx
12:44:27 <TrueBrain> most people already did
12:44:35 <TrueBrain> when a new OpenGFX is released, bandwidth spikes for a bit
12:44:42 <TrueBrain> because people are really about that "update content" button
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13:17:29 <Eddi|zuHause> TrueBrain: we need delta-downloads :p
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13:18:33 <andythenorth> faster compiles too :P
13:19:04 <Eddi|zuHause> andythenorth: sure. write down a list, put "santa" on the envelope.
13:19:35 * andythenorth adds 'delta downloads' to the santa list
13:20:07 <TrueBrain> okay, NSIS installer looks nice now .. except for the details of the executable .. that seems not possible to set .. while NSIS can do it, CMake doesn't .. odd
13:22:33 <andythenorth> I don't even....
13:22:37 <andythenorth> how does that work? :(
13:23:46 <andythenorth> and that needs to not be the case
13:23:52 <Eddi|zuHause> andythenorth: it returns rate[0] or rate[1]
13:24:04 <Eddi|zuHause> andythenorth: sounds like a case for a 6x var
13:24:36 <nielsm> I think 6x vars for industries are exhausted...
13:24:36 <Eddi|zuHause> return rate[parameter]
13:25:08 <Eddi|zuHause> 6x vars go to 7F
13:25:44 * andythenorth tries to work out what determines production_rate
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13:29:01 <Eddi|zuHause> there seem to be more 8x variables that follow this pattern that need to be replaced?
13:29:42 <Eddi|zuHause> like transported amount
13:32:21 <Eddi|zuHause> "NewGRFs shouldn't be doing pointer magic" haha :)
13:36:38 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
13:41:59 <Eddi|zuHause> first glance: 88/9: xx, 8A/C: 69, 8E/F: xx 90/1/2: xx 94/96: 6A, 98/A: 6B, 9C/D: xx, 9E/A0: 6C, A2/4: 6D
13:42:12 <Eddi|zuHause> dunno where 6E and 6F come from
13:45:47 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
13:45:56 <TrueBrain> there, that finishes the NSIS installer :) Looks pretty, as far as I can tell :)
13:46:17 <nielsm> 6E is an extension of B4
13:48:18 <nielsm> bbl, going outside for a bit
13:53:13 <andythenorth> maybe I can move all primary production to the cb
13:53:17 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #6867: 16 cargo types in and out for industries https://git.io/fjJXr
13:53:23 <andythenorth> then var 8E / 8F isn't needed
13:55:17 * andythenorth wants to subscribe to planetmaker's newsletter
13:55:28 <andythenorth> industry newgrf spec is :(
13:57:11 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fjJXi
14:11:42 <andythenorth> so what is production_rate derived from?
14:13:50 <andythenorth> I assume it's prod_level * cargo multipliier
14:14:37 <andythenorth> or I just ignore all this and write my own primary production
14:28:38 <andythenorth> hmm, I need to know the calculation though
14:36:50 <andythenorth> cargo multiplier * (prod level / 16) ?
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14:44:31 <peter1138> Eddi|zuHause, docking tile *is* just a map bit.
14:47:24 <peter1138> Eddi|zuHause, in fact that change is part of multi-tile docks, which is already PR'd
14:49:25 <Eddi|zuHause> then i don't know what the problem is
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15:07:11 <peter1138> Maybe I should do dock layouts, like industries have.
15:07:19 <peter1138> (And indeed airports)
15:08:18 <peter1138> TrueBrain, should we add more stuff to the backport PR or add that later?
15:12:51 <TrueBrain> peter1138: later, I would say
15:12:56 <TrueBrain> we can always open a new one
15:13:52 <TrueBrain> owh, wait, there is one new one .. sure, I can add that
15:16:06 <nielsm> hmm, if we add extra industry vars for those Eddi|zuHause pointed out are missing, is that in 1.9.0 or 1.9.1, or 1.10?
15:16:34 <Eddi|zuHause> it's a bit late for 1.9
15:16:56 <nielsm> the newgrf version _can_ be bumped to have something for authors to test against
15:21:42 <peter1138> Damn, LordAro beat me again.
15:25:18 <peter1138> Cycling. He did 112.8 km this morning, I only did 109.2 km.
15:29:13 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
15:31:00 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain opened pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
15:31:03 <TrueBrain> please review my changelog ^^
15:33:03 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
15:33:37 <andythenorth> do we need new vars for 8E, 8F?
15:33:54 <andythenorth> how about we drop industry action 0 production, and only do it on prod. cb?
15:34:17 <peter1138> Backwards compatibility says no.
15:34:42 <nielsm> 8E and 8F still work, just only for the first two cargos :P
15:34:59 <peter1138> TrueBrain, unless you want to do an RC3, I think so.
15:35:08 <andythenorth> but we have a newgrf spec no?
15:35:13 <andythenorth> so we don't delete the vars
15:35:16 <TrueBrain> peter1138: we don't have to do an RC before release, for some fixes
15:35:25 <andythenorth> we just make grf v9 drop the old production props and vars
15:35:28 <TrueBrain> it is perfectly fine to fix them next week, and just release this weekend, in my opinion
15:35:44 <TrueBrain> mostly, I wonder what the ETA is on one of those two :D
15:37:18 <peter1138> Sometimes you just need to do it yourself :p
15:38:25 <TrueBrain> yeah .... I have been tempted a few times already ... including just reverting the patch and saying: 1.10 a new chance!
15:38:53 <peter1138> That's not a terrible idea.
15:39:51 <planetmaker> going through with 1.9 as a test for a whole release cycle wouldn't be bad. If we feel like... just let's add necessary stuff to 1.9.1. or release 1.10 early
15:40:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoP
15:40:48 <nielsm> but, 1.10 can't be released until year 20110
15:40:56 <planetmaker> that's pretty late
15:41:33 <planetmaker> so... when do we release 1.9.1? :P
15:42:25 <planetmaker> thinking of same time scheme as 1.10 :P
15:43:54 <TrueBrain> I hope 1.9.1 will never exist; as I hope we have 1.10 before we want to release 1.9.1 :P
15:45:10 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJMq
15:46:21 <andythenorth> 1.9.1 is the bug fixes tho :P
15:47:06 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJMm
15:49:24 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJM3
15:49:57 <TrueBrain> peter1138: why not guard with current savegame revision; when ever that is bumped, it is bumped?
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15:50:11 <TrueBrain> (hybrid solution, basically)
15:50:23 <peter1138> TrueBrain, becuase "current savegame version" in 1.9 is different.
15:50:43 <peter1138> in 1.9 it will always test true.
15:51:03 <TrueBrain> yeah; we no longer can fix that :)
15:51:09 <nielsm> always convert in 1.9, bump sl version in master?
15:51:33 <TrueBrain> we just need to keep that in mind with the backport :)
15:51:51 <peter1138> I can split the PR into 2 commits, one for the fix, one for the bump.
15:52:07 <TrueBrain> that would help for sure
15:52:14 <TrueBrain> keeps a clean cherry-pick
15:52:55 <TrueBrain> means Samu can continue to fix master
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15:54:42 <TrueBrain> that change is not even mentioned in our changelogs, lol
15:55:16 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoP
15:56:12 <peter1138> ^^ first commit is unconditional, second adds the bump for master.
15:56:30 <peter1138> TrueBrain, i'm not against reverting that change.
15:56:43 <peter1138> I'm pretty sure Samu is the only user of it.
15:57:04 <TrueBrain> can't revert it cleanly, because you made fixes to it :P
15:57:21 <TrueBrain> peter1138: but do we want to revert it in 1.9 only, was more what I was wondering about
15:57:45 <peter1138> I assumed that's what you meant, heh.
15:58:00 <peter1138> What's so hard about the fix?
15:58:10 <peter1138> Is it just Samu struggling with logic?
15:58:38 <TrueBrain> we can also just fix the fix, I guess
15:58:53 <peter1138> Someone review 7405 so TrueBrain can backport it ;)
15:58:58 <TrueBrain> he doesn't understand what is happening; so most of the code is just an estimation of what should be correct
15:59:46 <TrueBrain> (how we call it in the office: stackoverflow kiddies). But he has to learn, so .. making him think about what is going on is worth it, I guess
16:00:41 <peter1138> Yes, it's a little annoying but at least he is making an effort instead of the usual "i can't code because i wasn't born with the knowledge" bullshit.
16:00:57 <andythenorth> right what am I doing with FIRS?
16:01:00 <TrueBrain> it just takes a lot of effort from our side
16:01:09 <andythenorth> fixing it myself, and not waiting for OpenTTD and nml?
16:01:11 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fjJMz
16:01:15 <andythenorth> using the existing spec?
16:01:27 <andythenorth> or wait for an update to the duplicate spec?
16:01:30 <TrueBrain> okay, reverting is non-trivial .. so I guess we just release 1.9 with this bug :P
16:01:44 <peter1138> andythenorth, what are you waiting for in OpenTTD/nml?
16:02:00 <andythenorth> 16-cargo version of vars 8E and 8F
16:02:36 <peter1138> If you're expecting new vars, you need to file something because we're not actively working on it because we're not aware of a problem.
16:02:48 <andythenorth> to rephrase the question, am I JFDI to make FIRS work, which is easy-ish
16:02:58 <andythenorth> or do I put in the work to make sure we keep extending this oversized spec
16:03:22 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJM2
16:03:29 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJMa
16:04:11 <andythenorth> because it makes FIRS simpler
16:04:42 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh approved pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJMr
16:04:52 <andythenorth> what's the algorithm for 256 tick industry production?
16:05:01 <TrueBrain> and yet I have a remark :P
16:05:02 <andythenorth> I have looked in src, but I can't make sense of it
16:05:18 <andythenorth> I need to replicate the OpenTTD algorithm in FIRS
16:06:41 <peter1138> Oh. If I fix that then the approvals go :p
16:07:27 <peter1138> Might as well, there are eyes around to reapprove it? :)
16:07:37 <TrueBrain> that will be fine :)
16:07:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJMr
16:07:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJM2
16:07:40 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoP
16:08:00 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain approved pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJM6
16:08:04 <nielsm> andythenorth: it just adds production_rate for each cargo to the waiting cargo
16:08:08 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJMi
16:08:17 <andythenorth> it uses prod_level as well, no?
16:08:26 <peter1138> Gotta wait for CI :D
16:08:29 <andythenorth> production_rate is derived, not constant
16:08:42 <nielsm> andythenorth: indirectly it does, depends on the smooth economy setting
16:08:49 <TrueBrain> tempted to overrule the CI, but .. I will wait .. :P
16:08:49 <andythenorth> and the industry prod level
16:09:12 <andythenorth> I think it's "cargo prod rate * (prod level / 16)"
16:09:16 <andythenorth> but I'm not sure
16:09:23 <peter1138> So I tried the alternative method of not using waterclass for tree tiles at all
16:09:29 <peter1138> It made the code way more ugly :/
16:09:40 <nielsm> andythenorth: see Industry::RecomputeProductionMultipliers (line 2257)
16:09:51 <nielsm> that's how it calculates production_rate for non-smooth economy
16:09:51 <peter1138> Anyway, I guess we can now have swamps and mangos? :p
16:10:03 <nielsm> for smooth economy, I think production_rate is just incremented/decremented
16:10:07 <DorpsGek_II> [OpenTTD/OpenTTD] michicc merged pull request #7324: Codechange: [C++11] Use override specifer for overriding member declarations https://git.io/fhxq0
16:11:03 <peter1138> heh, now everything conflicts :p
16:11:08 <andythenorth> yeah so what's CeilDiv
16:11:23 <peter1138> It rounds differently, I think.
16:11:34 <andythenorth> doctor google says it's java :P
16:11:38 <nielsm> yeah, round up instead of down
16:12:08 <nielsm> CeilDiv(101, 100) == 2
16:12:18 <andythenorth> second parameter is the divisor?
16:13:11 <andythenorth> ok so yeah it's "(cargo multiplier * prod level) / 16"
16:13:35 <TrueBrain> how ever often I look at the "Start AIs immediately", I keep having issues with the whole approach
16:13:42 <TrueBrain> it is now just terrible design, tbh
16:14:27 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjvlz
16:14:57 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN dismissed a review for pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJMi
16:14:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fhAIp
16:15:21 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJMy
16:15:27 <TrueBrain> start_date is the amount of days between AIs .. not the date it will start on
16:16:45 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fjJMS
16:16:50 <TrueBrain> say I have 2 AIs with start_date = 0, 1 with start_date of 2 years, and 2 more of start_date = 0
16:16:58 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7405: Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation. https://git.io/fjJoP
16:17:05 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7400: Funding a new primary industry fails on top of trees https://git.io/fjJu2
16:17:09 <TrueBrain> what happens now, with Samu's approach, that 2 start immediately .. nothing for 2 years ... 3 more pop up
16:17:19 <nielsm> TrueBrain yes that's correct
16:17:30 <nielsm> the AIs are supposed to start in the order given
16:17:41 <TrueBrain> feels weird, but fair enough :)
16:18:36 <LordAro> TrueBrain: didn't you write it? :p
16:19:10 <TrueBrain> still not sure I like that feature to start with
16:19:21 <TrueBrain> still don't understand why we want it
16:19:29 <michi_cc> #7401 wanted? I would say yes.
16:19:50 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
16:19:56 <andythenorth> TrueBrain: isn't it wanted because we can?
16:20:03 <nielsm> original game has four "competitor start time" settings: immediate, 3 months after player, 6 months after player, 9 months after player... but I'm not sure if that's 3 months and then everyone starts simultaneously, or 3 months delay between each ai start
16:20:26 <TrueBrain> peter1138: backported :P
16:20:30 <peter1138> michi_cc, I was wondering if there's some occasion where autoreplace could fail and you'd end up with no news, but I guess autoreplace failing would make its own news anyway.
16:20:41 <TrueBrain> nielsm: 3 months between each
16:21:05 <michi_cc> peter1138: The message is already skipped for autorenew, and that could fail as well.
16:21:06 <TrueBrain> peter1138: there was a merge conflict; please check if I resolved it correctly :D
16:22:18 <peter1138> Silly us, adding new features ;)
16:22:26 <michi_cc> nielsm: You really want to review #7379, don't you? :p
16:24:49 <peter1138> We must have had a lot of CI jobs queued.
16:26:42 <michi_cc> nielsm: #7374 needs a rebase.
16:28:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7301: Feature: When filtering purchase list by cargo type, make buy button perform a refit if required. https://git.io/fhAIp
16:31:40 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
16:32:33 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
16:32:45 <peter1138> That PR title has a story all by itself.
16:33:06 <peter1138> Samu doesn't get the concept of Why rather than What, I guess.
16:33:40 <TrueBrain> peter1138: would you mind giving it a look, the PR? I think this at least makes it somewhat understandable
16:33:58 <TrueBrain> still not really happy with how the whole start_date has become, but that is not for this PR I guess
16:34:58 <TrueBrain> and still not happy to add this to 1.9 1 week before release .. but that is a different story :)
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16:35:10 <TrueBrain> these are the things that can cause a 1.9.1 within a week :P
16:38:05 <LordAro> i think i agree that it should be removed for 1.9
16:38:42 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7351: Add: Warn players that company passwords are not truly secure https://git.io/fjJDO
16:38:48 <TrueBrain> I rather have we do that .. would you mind giving it a try LordAro?
16:38:58 <TrueBrain> I got a bit stuck because of changes on changes :D
16:39:10 <TrueBrain> (the moments you notice you don't understand the code enough to be useful :D)
16:39:45 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJDs
16:39:51 <LordAro> TrueBrain: you think i do? :p
16:40:16 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7351: Add: Warn players that company passwords are not truly secure https://git.io/fjJDZ
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16:41:39 <LordAro> i mean, i can do it anyway :p
16:41:46 <peter1138> supermop_Home_, mornign
16:42:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7351: Add: Warn players that company passwords are not truly secure https://git.io/fjJDC
16:43:36 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
16:43:50 <TrueBrain> LordAro: please do; I tried it ^^, but I would like a second opinion if that is correct :)
16:44:08 <nielsm> anyway: yes, also back to 1995 "competitors start: 3 months after player" setting means there is 3 month delay between each AI starts
16:44:48 <TrueBrain> that makes the most sense I guess
16:44:59 <TrueBrain> do I read the code correctly that an AI can now also influence this?
16:45:15 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7351: Add: Warn players that company passwords are not truly secure https://git.io/fjJD8
16:46:35 <TrueBrain> LordAro: does it? I mean .. it doesn't hurt, does it?
16:46:43 <TrueBrain> (and it also fixes CMD_PAUSE)
16:46:55 <LordAro> i only saw that it referenced the original PR
16:46:56 <TrueBrain> owh, no, that was already a special case
16:48:53 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
16:50:22 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJDB
16:50:33 <TrueBrain> that makes the revert a lot cleaner at least :)
16:52:20 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
16:52:23 <TrueBrain> lets also backport languages ..
16:52:31 <TrueBrain> seems my Python script works well :D
16:56:21 <TrueBrain> about 30 kilometers per second
16:56:50 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJDu
16:58:46 <TrueBrain> ld: warning: object file (/usr/local/opt/freetype/lib/libfreetype.a(ftlzw.o)) was built for newer OSX version (10.13) than being linked (10.9)
16:58:50 <TrueBrain> guess that should be fixed too
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17:00:49 <TrueBrain> LordAro: btw, was the changelog okay like this? (don't really know how you made it before :D)
17:00:59 <TrueBrain> I just did a "git log --oneline", and added PRs where needed
17:01:06 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fjJDg
17:03:45 <DorpsGek_II> [OpenTTD/OpenTTD] michicc commented on pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fjJD2
17:04:24 <LordAro> TrueBrain: #7384 never appeared in any release, that line can be removed
17:05:33 <LordAro> everything else looks fine, imo
17:05:39 <LordAro> could remove the Change: line altogether
17:06:02 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain dismissed a review for pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJDu
17:06:03 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain updated pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
17:06:05 <TrueBrain> now to wait 10+ more minutes :P
17:07:10 <TrueBrain> after that I will release RC2 :) I like seeing all the CD parts purring into action :)
17:07:31 <TrueBrain> (owh, and please approve, ofc :P)
17:07:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJDo
17:13:32 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry opened pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
17:16:01 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDy
17:16:18 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain merged pull request #7406: Update: Changelog for 1.9.0-RC2 and prepare for release https://git.io/fjJ1N
17:17:03 <Eddi|zuHause> compile errors still unreadable
17:17:33 <Eddi|zuHause> "##[error]*** b/src/stdafx.h:180: Preprocessor hash is put into the first column, before the tab indentation: ' #pragma warning(disable: 6011) // code analyzer: Dereferencing nullptr pointer 'pfGetAddrInfo': Lines: 995, 996, 998, 999, 1001'"
17:17:34 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDQ
17:18:36 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJD7
17:18:40 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJD5
17:19:38 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDF
17:19:42 <m3henry> Lol? Why would anyone dereference NULL?
17:20:06 <LordAro> maybe just remove that line entirely?
17:20:19 <TrueBrain> I am sure the commit checker will find many more instances where the # is on the wrong place
17:20:24 <TrueBrain> as we used to suck at doing that correctly
17:21:12 <LordAro> especially since pfGetAddrInfo doesn't seem to exist...
17:21:25 <TrueBrain> most likely one of the OSes I threw out :P
17:22:05 <Eddi|zuHause> cleaning that up is probabl out of scope for the PR :p
17:22:59 <Eddi|zuHause> "Process 'msbuild.exe' exited with code '1'." sounds only marginally more helpful than the linux errors :p
17:22:59 <TrueBrain> hmm .. up till 1.2, that function did not exist :P
17:23:22 <Samu> oh, thanks TrueBrain I was definitely stuck with that for loop, I had no idea how to make it work
17:23:27 <TrueBrain> ##[error]src\video\win32_v.cpp(505,0): Error C2446: '!=': no conversion from 'nullptr' to 'HIMC'
17:24:12 <Eddi|zuHause> H is windows-speak for "handle"?
17:24:37 <Eddi|zuHause> which is a fancy word for "pointer"/"index"?
17:24:45 <TrueBrain> did you know: if you create a new GitHub project, it allows you to create an Azure Pipelines immediately :)
17:25:03 <m3henry> The documentation says that it should be comapred with NULL
17:25:27 <TrueBrain> guess you found some non-C++11 compatible windows thingy? :D
17:25:45 <m3henry> NULL is always false, so instead just conversion to bool
17:26:04 <m3henry> So I guess I need to replace all comparisons with NULL first
17:27:56 <m3henry> Or I could just ignore those few instances for now
17:28:19 <m3henry> I think LordAro suggested dropping comparisons with NULL in the vector PR
17:28:21 <peter1138> Hmm, it's pretty cold outside. I can tell because my pantry, and therefore my beer, is pretty cold.
17:28:50 <Eddi|zuHause> "Files changed: 489" ... how far off is that from "all files"?
17:30:02 <Samu> the art of commenting code :|
17:30:05 <peter1138> Is Minecraft 1.14 out yet?
17:30:28 <LordAro> m3henry: it depends on the comparison - some are sufficient to be "like bools", others are better explicit
17:30:33 <LordAro> can't script that, i'm afraid :p
17:31:21 <peter1138> Don't we shun pretending any comparison is boolean unless it's actually a bool?
17:31:27 <peter1138> There's a few places where that's missing.
17:31:41 <peter1138> nielsm's midi stuff :p
17:31:52 <m3henry> I've never come across a case where comparing with NULL was clearer than just implicit cast to bool
17:32:03 <Eddi|zuHause> as for the "prevent future uses", can we put an "#undef NULL" somewhere? i think we did that for some alloc functions and stuff?
17:32:32 <peter1138> That's our codestyle though, m3henry .
17:32:44 <LordAro> NULL isn't *always* a define that can be removed
17:33:11 <m3henry> peter1138: could be changed though
17:33:17 <Eddi|zuHause> LordAro: doesn't need to, the CI only needs to catch it in SOME targets?
17:33:39 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJyt
17:35:43 <Eddi|zuHause> so, did i understand this right, that 1.9.0 makes the conversion unconditionally, and master has a saveload bump?
17:35:55 <Eddi|zuHause> the tree-water conversion, i mean
17:36:33 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7279: Fix #7062: Remove ship max order distance. https://git.io/fjJyZ
17:36:40 <peter1138> Eddi|zuHause, correct.
17:38:38 <peter1138> If we had JGR's saveload extensions we could've done it with that, but we done.
17:38:46 <peter1138> Maybe we should incorporate them.
17:40:30 <nielsm> is it feature flags instead of incrementing version number?
17:41:21 <Samu> about the comments in MakeNewGameDone()
17:41:40 <Samu> in a dedicated server, the first AI is company 0
17:41:40 <peter1138> nielsm, something like that.
17:42:10 <Samu> in a normal game, the human company is created first, so the first AI company is 1
17:42:41 <Samu> /* Check if the first AI is set to start immediately */
17:43:04 <Samu> dont know if the comment is fine
17:43:58 <Samu> it's not the first in the config .ini but the second
17:44:35 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
17:46:24 <peter1138> Gotta give the CI something to do ;)
17:47:35 <Samu> well I'll comment there, I guess
17:48:39 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJyC
17:50:01 <Samu> wasn't that a rhetorical question?
17:51:43 <peter1138> squirrel exporting is in the cmake branch now, right?
17:52:13 <Eddi|zuHause> well, i guess it's fine. the unconditional conversion will die with 1.9.x, where we know it won't do any harm, and master does it properly
17:52:54 <peter1138> Eddi|zuHause, was there a problem?
17:52:54 <Eddi|zuHause> well, "know" is a hard word here :p
17:53:00 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJyB
17:53:20 <Eddi|zuHause> i know of no problem...
17:53:32 <peter1138> You wrote as if I did something wrong.
17:54:19 <peter1138> glx, I've done plenty wrong, mostly by not thinking about savegame conversion in the first place.
17:54:52 <Eddi|zuHause> peter1138: i was thinking along the lines of "will this cause issues in the future?"
17:55:01 <glx> was replying about squirrel and cmake ;)
18:01:49 *** andythenorth has joined #openttd
18:03:22 <peter1138> I'm just thinking I might as well remove my branch, that's all :)
18:03:41 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJyw
18:04:30 <TrueBrain> glx: I added NSIS to CMake branch; can you give that a spin and check if it is what you would expect? (you can run 'make package' or via MSVC project run the PACKAGE project, to create it)
18:05:06 <TrueBrain> glx: other fun fact, if you 'git clone' via WSL, the MSVC project will keep rebuilding. WSL creates a case sensitive folder, msbuild makes everything lowercase. w00p \o/ (this is why you didn't have the constant-rebuilding-issue, and I have :P)
18:05:11 <peter1138> Okay, how should station coverage area highlight work?
18:05:20 <peter1138> In regards to showing existing stations.
18:06:23 <TrueBrain> @topic set 1 1.9.0-RC2, 1.8.0
18:06:23 *** DorpsGek changes topic to "1.9.0-RC2, 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"
18:06:37 <TrueBrain> someone else can write a news post + forum topic, okay? :D
18:06:47 <TrueBrain> as I backported peter1138's stuff, I think it is peter1138's turn to do so :D
18:07:00 <peter1138> I'm worse at writing stuff than Samu.
18:07:12 <TrueBrain> so ... we just say: LordAro, as a FYI :D
18:08:32 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJyi
18:09:26 <Samu> meh, the news are wrong then
18:09:40 <glx> news is not written yet ;)
18:10:09 <Samu> Windows Defender SmartScreen does not like it
18:11:39 <Samu> oh no no more instant start ais
18:11:45 <Samu> i hate that random deviation
18:13:10 <glx> removed from 1.9 means more time to fix it for 1.10
18:14:39 <Samu> I set up the AIs, but due to this random deviation crap, it can give enough time for human players to take their positions
18:16:35 <Samu> instatnly starting them would mean no one would have time to occupy their slots
18:16:46 <Samu> the correct configs are loaded
18:16:53 <Samu> solves a lot of headache
18:16:57 <peter1138> What are you going on about?
18:17:39 <Samu> and the random deviation that exists for start_date
18:18:27 <peter1138> Are you complaining or just randomly wittering?
18:18:32 <Eddi|zuHause> that's why i said they should be separately configurable
18:18:45 <Eddi|zuHause> so you can have N slots for human companies and M for AIs
18:19:45 <Eddi|zuHause> also, you could just run the savegame in single player for a while (on fast forward) until the AIs are in place, then start the server with the savegame
18:21:14 <Eddi|zuHause> or make one of those "on_server_start.scr" scripts, that just runs start_ai command a bunch of times...
18:21:32 <Samu> those are the headaches :(
18:22:06 <peter1138> No, the headache was trying to get you to fix it so that it could stay in 1.9.
18:22:37 <peter1138> p.s. it's still in 1.10, and still needs fixing.
18:22:57 <Samu> there's not much to fix, i guess it's only comments from now on
18:24:09 <peter1138> Get on with it then :p
18:24:37 <Samu> the for loop was the last thing needed changes
18:24:48 <Samu> TrueBrain, did it for me
18:25:03 <Eddi|zuHause> you're gonna have to learn to write lots of comments, until you learn to write self-documenting code :)
18:25:18 <LordAro> Samu: have you actually understood what TrueBrain did for you?
18:25:46 <Samu> I wasn't aware that for (;;) was possible
18:26:04 <peter1138> Apart from the whole "spending lots of time trying to help you out"?
18:26:32 <Samu> yes, I try to understand
18:26:53 <Samu> it's hard to view it from a perpective other than the author
18:27:43 <Samu> I get too stuck in what I did
18:32:56 <peter1138> scripts/game_start.scr: start_ai * 10
18:33:09 <peter1138> ^^ starts all your AIs on game start.
18:34:08 <Samu> then I have to constantly edit it
18:34:09 <peter1138> Yes, working solution , terrible.
18:34:21 <Samu> for whenever I don't want that to happen
18:34:41 <peter1138> You'd have to edit the ai settings anyway.
18:34:57 <Samu> in gui mode, much easier
18:35:08 <peter1138> Or you can name the script something else, and manually execute it.
18:37:36 <Eddi|zuHause> maybe i should read up on what these industry variables actually do? :p
18:38:00 <LordAro> Samu: for a really niche feature that no one else uses or wants? yeah, you don't get a GUI option for that
18:38:08 <LordAro> OTTD isn't your personal playground
18:38:33 <Eddi|zuHause> "Types of cargo produced" "Types of cargo accepted" maybe we don't really need that?
18:38:38 <Samu> why wouldn't anyone want to ?
18:39:02 <Samu> yesterday I had ppl playing on my server
18:39:17 <peter1138> And you can still have that.
18:39:31 <peter1138> Just start_ai thrice.
18:39:32 <Eddi|zuHause> it certainly doesn't make sense with "provide the cargo ID as parameter"
18:39:53 <LordAro> peter1138: the console still works in multiplayer, right?
18:40:16 *** supermop_Home_ has quit IRC
18:40:31 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJSI
18:40:53 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjJSt
18:42:18 <peter1138> "rcon start_ai" while paused works.
18:44:11 <peter1138> Hmm, still get double autosave :/
18:44:29 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjJSO
18:45:13 <Eddi|zuHause> uhm, name needs some work :p
18:50:05 <Eddi|zuHause> but that should address andy's issue (the only one he ever had and will have, i'm sure)
18:51:17 <Eddi|zuHause> how did i misspell NewGRF?
18:52:15 <Eddi|zuHause> oh, it isn't even %
18:54:29 <Samu> glx, I think the commands are executed in EXEC mode immediately
18:55:05 <Samu> that line only seems to be used by ReloadAI
18:55:25 <glx> reload should work num_to_start is 1 in this case
18:56:13 <glx> what can go wrong is if reload style call is done for more than 1 num_to_start
18:58:48 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjJS4
18:58:53 <Samu> unless someone misuses it in the future
18:59:23 <Samu> gonna try 2, see what happens
19:03:24 <Samu> i wanna see what happens when executing local queue
19:05:01 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
19:07:09 <Samu> it passes that check, and never returns CMD_ERROR
19:07:29 <Samu> company is created, then hits the break
19:07:46 <glx> the current check is to validate company_id
19:08:22 <Samu> ok, so both return CommandCost() after all
19:09:07 <glx> yes commands work, but if you pass a company_id I guess they all start in the same slot
19:09:20 <Samu> what if it actually errored
19:09:27 <Samu> it would assert at res == res2 test
19:09:29 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7399: Fix #7374: Ensure k-d trees are always updated when station sign moves https://git.io/fjJBj
19:09:48 <glx> true, this checke is not at the right place anyway
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19:14:05 <Samu> if (Company::IsValidID(company)) return NULL;
19:14:16 <Samu> well, nothing bad happens apparently
19:15:02 <Samu> it can even be 15, only 1 is created
19:15:03 <glx> except only one AI is started when you asked for 2
19:15:16 <glx> and for me it should be an error
19:15:56 <Samu> DoStartupNewCompany returns NULL the 2nd time it tries to create the same ID
19:16:45 <Samu> then it breaks, then it returns CommandCost(), and res == res2
19:17:44 <glx> no problem, but it's still a caller error and should be catched before even starting companies
19:18:46 <Samu> let me edit this part then
19:19:43 <peter1138> Woo, debug build time :D
19:21:36 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z updated pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjfhC
19:22:22 <Samu> if (company_id != INVALID_COMPANY && ais_to_start != 1 && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR;
19:24:21 <Samu> and i moving it to before if (!(flags & DC_EXEC)) return CommandCost();
19:25:00 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7399: Fix #7374: Ensure k-d trees are always updated when station sign moves https://git.io/fjJSd
19:26:17 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7399: Fix #7374: Ensure k-d trees are always updated when station sign moves https://git.io/fjJBj
19:26:24 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh closed issue #7374: Station sign kd-tree is not updated if station XY changes due to acquiring an ownerless/grey station pending deletion https://git.io/fjeGW
19:28:00 <Samu> it failed the test, didn't even queue the command
19:28:30 <planetmaker> so... how much do we care whether the new titlegame has modified NewGRFs? I had to remove manual industries from one of the submissions
19:29:50 <peter1138> Titlegame should not have *any* NewGRFs, let alone modified.
19:30:18 <planetmaker> if it weren't manual industries I'd not ask
19:30:28 <peter1138> I don't know what a manual industry is.
19:30:28 <planetmaker> removing that probably does not break anything. But yeah
19:30:42 <peter1138> If the game has newgrfs, discard it.
19:30:46 <planetmaker> the name is programme...
19:30:47 <peter1138> Maybe let the author know.
19:32:09 <planetmaker> I will. the first one
19:32:20 <planetmaker> Just creating all screenshots now, then I'll make a posting
19:32:45 <planetmaker> so... I'll be back in 30 minutes... screen flickering till then :P
19:33:17 <Eddi|zuHause> you can make screenshots from headless?
19:33:31 <peter1138> " Do not use AIs, GameScripts or NewGRFs. These are automatically disabled. "
19:34:06 <Eddi|zuHause> peter1138: that's probably ill-phrased
19:34:43 <planetmaker> well... it could be much worse
19:35:11 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
19:39:49 <Samu> maybe reloading once would be better english
19:40:41 <Samu> seems that OWNER_DEITY can't start AIs
19:43:39 <Samu> hmm I didn't do exactly as you asked :(
19:43:47 <Samu> i placed the check in last
19:44:53 <glx> order doesn't really matter for &&
19:45:07 <Samu> yeah, but readability stuff
19:45:27 <Samu> would it be better at start I guess
19:46:57 <Eddi|zuHause> you want to check the condition first that fails more often, or is easier to calculate, with &&
19:47:47 <glx> or maybe just a if (num_to_start !=1 && company_id != INVALID_COMPANY) return CMD_ERROR; then the old check
19:48:45 <Eddi|zuHause> (but that is probably a microoptimization)
19:51:52 <Samu> if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id)) || ais_to_start != 1)
19:53:02 <glx> !=1 is ok, we check 0 before
19:54:02 <glx> easy to notice when you do i in 2 lines
19:56:20 <glx> and move num_to_start check before IsValidID check, will skip the call if true
20:00:08 <peter1138> ^ thwarted somewhat by the mouse cursor being invisible :p
20:00:39 <peter1138> So when it joins an existing station, it highlights the catchment for the complete station.
20:03:43 <Samu> I wonder if IsValidID doesn't already return false for companies over MAX_COMPANIES
20:05:24 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJ9K
20:06:52 <Samu> ok, it returns false, and what I want is it to return true so it can fail
20:07:53 *** SimYouLater has joined #openttd
20:10:01 <Samu> good, or I better do it in 1 line?
20:10:10 <SimYouLater> ^ Can someone help me figure out why Recycled Infrastructure Set is not working right? There are no vehicles on the Utility Pole rails or Early Rail replacements.
20:11:53 <DorpsGek_II> [OpenTTD/OpenTTD] janisozaur commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJ9X
20:12:28 <SimYouLater> This is my last resort, so if I can't get help here then I'll probably abandon my OpenTTD projects and quietly leave the community.
20:12:59 <Eddi|zuHause> Cut my life into pices?
20:14:12 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
20:14:59 <peter1138> SimYouLater, please give us some time to take a look.
20:15:15 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7376: More than max_no_competitors could be created in network games https://git.io/fjvY8
20:15:38 <Eddi|zuHause> SimYouLater: you could help us by breaking it down for us what you were expecting and what happens?
20:16:40 <Samu> feels counter productive
20:18:25 <peter1138> Hmm, wrong path-separator.
20:19:29 <Samu> none = start_date=0 is the first AI
20:19:34 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJ9H
20:19:46 <Samu> but this is only valid for dedicated server
20:21:01 <Samu> "LuDiAI AfterFix" = air_support=1 is the first available AI, after the HU company is created
20:21:55 <Samu> meh... and to think it's just a damn comment
20:23:50 <peter1138> SimYouLater, so with the utility poles, I see 'vehicles' available to purchase.
20:24:11 <peter1138> SimYouLater, and they seem to work. What's the issue with them that you see?
20:26:05 <SimYouLater> Hold on, I'll take a look.
20:26:07 <DorpsGek_II> [OpenTTD/OpenTTD] janisozaur commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJ9x
20:27:19 <Eddi|zuHause> my sed-fu failing to handle the \
20:27:43 <Eddi|zuHause> how does this even compile on windows?
20:28:20 <DorpsGek_II> [OpenTTD/OpenTTD] TrueBrain commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJHe
20:28:23 <peter1138> And then revert the /02 back to \02.
20:28:33 <Eddi|zuHause> that's replacing some valid \ at the end of the line
20:28:47 <peter1138> I only did it for ris.nml
20:29:17 <peter1138> That seems to be the only one with the problem.
20:29:35 <Eddi|zuHause> well, .nml is a generated file
20:30:28 <SimYouLater> Okay, I just checked. The vehicles from WIRES (electricity) that I included in RIS are showing up, but not the vehicles from Wired (telecom).
20:31:00 <peter1138> So vehicles in another newgrf are not working with it?
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20:34:48 <SimYouLater> I included the vehicles from WIRES and Wired in the RIS NewGRF (both are GPL v2) to reduce th e number of required NewGRFs.
20:35:08 <peter1138> So not a separate newgrf.
20:35:34 <peter1138> You probably need to explain a LOT more because we don't know anything about what you've been doing.
20:35:41 <peter1138> So please don't assume things.
20:36:26 <SimYouLater> Okay, Recycled Infrastructure Set is a track set designed to replace several other GPL v2 NewGRFs.
20:36:34 <TrueBrain> building new binaries for NRT, BECAUSE I CAN. :D
20:36:45 <peter1138> TrueBrain, it would be easier if it was merged...
20:36:48 <Eddi|zuHause> gah... compile failing now because of new produce syntax
20:36:53 <peter1138> Once 1.9 was forked...
20:37:09 <Eddi|zuHause> WHO WAS THIS IDIOT WHO SAID WE DON'T NEED BACKWARDSCOMPATIBILITY?
20:37:23 <TrueBrain> peter1138: that is not me that is keeping you from merging :) All I can do is help out with the powers I do have :P
20:37:58 <peter1138> SimYouLater, you've got one instance in utilitytrains.pnml of "UPOLE" instead of "UPOLES"
20:39:38 <peter1138> SimYouLater, that's not really what I mean by "explain a LOT"
20:40:03 <peter1138> SimYouLater, we have no idea what vehicles are _meant_ to appear.
20:43:08 <SimYouLater> All of the vehicles in RIS are meant to appear. If you want specifics, that would require me to check the other NewGRFs I borrowed code and sprites from.
20:43:59 <Eddi|zuHause> nmlc warning: "src/earlytype1.pnml", line 139: "gfx/rails/1568_WGWY/lc_right.png" at [x: 100, y: 100]: 2 of 391 pixels (0%) are animated <-- is there a setting/flag "i MEANT this to be animated"?
20:44:05 <TrueBrain> LordAro: okay, I did it for you :P (news post) :D
20:44:13 <peter1138> SimYouLater, yes, we do need specifics.
20:44:18 <planetmaker> Eddi|zuHause, there is exactly one change in the newest NML: that is the production callback. Use the 2nd latest revision
20:44:26 <peter1138> SimYouLater, I'm not interested in other GRFs.
20:44:38 <planetmaker> and yes, we do not need it
20:45:17 <Eddi|zuHause> planetmaker: i'm fine. i can use "../../../../nml-hg/nmlc ris.nml"
20:47:19 <SimYouLater> I know you're not interested in other NewGRFs! I'm trying to explain that all I did was take the code from existing NewGRFs and modify them to be a single NewGRF, and that if you want a list of vehicles then my only reference is to look at what the GRFs I took code from because I don't have a list or spreadsheet to give you!
20:47:22 <planetmaker> yes, good that you know better
20:47:24 <Eddi|zuHause> very descriptive title. you wanted to out-describe me? :p
20:47:48 <peter1138> SimYouLater, okay. Then do that :-)
20:48:17 <SimYouLater> Thank you. I'll be back in an hour, sorry for yelling.
20:48:43 <planetmaker> TrueBrain, wait with push. titlegame competition
20:49:07 <TrueBrain> planetmaker: feel free to edit the branch; and good idea :)
20:49:44 <Samu> I notice ppl are still afraid of making ships
21:01:57 <LordAro> Samu: i imagine it's less "afraid" and more "they're slow and boring"
21:06:00 *** andythenorth has joined #openttd
21:06:19 <TrueBrain> its an andythenorth!
21:08:04 <andythenorth> I have been to hospital to see if I have a kidney infection (seems not)
21:08:15 <TrueBrain> you sound disapointed?
21:08:17 <andythenorth> now I come home and the water is off, water main outside my house burst
21:08:59 <andythenorth> first world problem tbh
21:08:59 <Eddi|zuHause> so now you have to touch your apocalypse/brexit stockpile of water?
21:09:11 <TrueBrain> well, water is not a first world thingy :D
21:09:17 <andythenorth> Eddi|zuHause: apparently stockpiling is unpatriotic, so I haven't
21:09:18 <TrueBrain> brexit stockpile :D
21:09:35 <Supercheese> >stockpiling is unpatriotic
21:10:54 <andythenorth> so does anyone know about newgrf yet?
21:11:04 <TrueBrain> still a back unknown to me :(
21:11:11 <Eddi|zuHause> andythenorth: i made a PR
21:12:24 <andythenorth> so we continue maintaining this spec then
21:12:39 <Eddi|zuHause> we commited it to master, there's no going back.
21:12:54 <TrueBrain> what he is saying: WE ARE DOOMED
21:12:57 <TrueBrain> RUN! TO THE SHELTERS
21:13:01 <TrueBrain> (without your brexit water)
21:14:30 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjJHz
21:18:49 <andythenorth> sometimes I think some vision would be helpful :P
21:18:55 <andythenorth> maybe not realistic
21:19:42 <TrueBrain> planetmaker: please use newlines after dots when creating markdown files :)
21:19:53 <Eddi|zuHause> i said that last time...
21:20:12 <TrueBrain> I say it many times; it will stick with people sooner or later :D
21:21:31 <andythenorth> it bothers me that we're adding vars so I can do something in FIRS, which is already completely achievable without spec change
21:21:36 <Eddi|zuHause> there's always more people who never heard it...
21:21:37 <andythenorth> otoh, RL is messy
21:21:55 <Eddi|zuHause> and other people who never learn it
21:22:01 <Eddi|zuHause> like, making spaces around operators
21:22:15 <Eddi|zuHause> or reformed orthography
21:22:45 <TrueBrain> can anyone approve the website news message? :D
21:24:43 <Eddi|zuHause> i don't have approval rights
21:24:46 <TrueBrain> Eddi|zuHause: you should?
21:24:50 <Eddi|zuHause> well, i didn't last time i tried
21:25:05 <TrueBrain> I gave you edit rights, not? Should also give you approval rights
21:25:14 <Eddi|zuHause> ah yes, i have approve rights, but not merge rights
21:25:39 <peter1138> andythenorth, how is it achievable without a spec addition?
21:25:51 <Eddi|zuHause> definitely don't give me those :p
21:26:11 <andythenorth> peter1138: just use prod cb
21:26:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjJHK
21:26:50 <peter1138> andythenorth, I'm not familiar enough with it to know what that means.
21:26:53 <andythenorth> if newgrf controls production directly, no need to read openttd internals
21:27:12 <andythenorth> industry spec is a classic of too many ways to do things
21:27:16 <andythenorth> like vehicle refitting
21:27:24 <andythenorth> it's probably all fine
21:27:31 <andythenorth> just a faff to maintain, extend, document
21:28:19 <DorpsGek_II> [OpenTTD/OpenTTD] Eddi-z commented on pull request #7396: Fix: Saving SDT_INTLIST handle unsigned values properly https://git.io/fjJH6
21:31:11 <TrueBrain> planetmaker: you used the wrong URL for the titlegame ... :P
21:31:16 <TrueBrain> you might want to symlink that now :D
21:31:37 <andythenorth> did anyone respond to the nml documentation post?
21:32:05 <TrueBrain> did I went to the bathroom already?
21:32:19 <andythenorth> check your trousers
21:32:46 <TrueBrain> planetmaker: always check your links before hitting commit :D (well, and I should have checked before merging, ofc :P)
21:33:17 <planetmaker> damn. I spellt the URL wrongly :P
21:33:44 <TrueBrain> I should have waited for the staging version, before I promoted it to production .. I was lazy :P
21:33:56 <peter1138> Which idiot approved that?
21:34:15 <TrueBrain> the one that quiclly approves the fix? :D
21:34:18 <Eddi|zuHause> only idiots here...
21:34:26 <andythenorth> somone I wouldn't trust to go to the bathroom unsupervised
21:34:46 <peter1138> I checked the link ;)
21:35:15 <planetmaker> andythenorth, not sure the nml doc posting is exactly encouraging. But... lack of constructive feedback, so I should not criticise
21:35:55 <peter1138> Saying it's unmaintained, when clearly it is being maintained, is a bit weird.
21:36:19 <planetmaker> I think it's sending some wrong signals in that regards, yes.
21:36:25 <planetmaker> Though it's definitely not well-maintained
21:36:39 <Eddi|zuHause> that's just andy being overly dramatic once again?
21:36:58 <peter1138> But it got moved to github and there's been PRs and merges.
21:38:47 <TrueBrain> I believe we published 9 dockers on Docker Hub today for the website :P
21:38:50 <peter1138> Any opinions on the station catchment stuff?
21:38:56 <TrueBrain> LALALALALAAAA .. no retention is their fault, not mine :D
21:40:13 <TrueBrain> hmm .. tomorrow I am flying to the UK again .. one thing that is always weird: you don't need to show your passport when leaving the UK .. like: WE ARE HAPPY YOU ARE GONE, kind of way ..
21:40:24 <andythenorth> 'unmaintained' was my improvement on 'unsupported' in my original post, I deleted that cos it's clearly daft
21:40:33 <andythenorth> nml is supported, it's just in bad shape
21:40:34 <Eddi|zuHause> peter1138: is that what you intend to happen?
21:40:40 <andythenorth> TrueBrain such UK
21:40:55 <andythenorth> will the prime minister change between you arriving and leaving? o_O
21:41:02 <peter1138> Eddi|zuHause, yes. It's not an accident at least :p
21:41:12 <TrueBrain> people called me crazy I was going to the UK this week :D
21:41:16 <Eddi|zuHause> peter1138: i think it's a good idea to highlight the coverage area of the resulting station
21:41:28 <peter1138> Eddi|zuHause, that's... what it does.
21:41:37 <Eddi|zuHause> peter1138: possibly also do something with the "merge to other station" window (ctrl+click)
21:41:49 <peter1138> Eddi|zuHause, it's difficult to see in the screenshot because the cursor is hiddeN :p
21:42:04 <TrueBrain> ticket prices were insane btw .. like .. 30% higher than normal
21:42:09 <peter1138> The cursor is on the white highlighted tile with just grass in it.
21:42:09 <TrueBrain> like everyone wanted to leave the country :D
21:42:26 <Eddi|zuHause> peter1138: that's what i guessed \o/
21:42:38 <peter1138> Until the cursor is adjacent to a station, it just shows as normal.
21:42:47 <andythenorth> TrueBrain: some Brits are having holidays in Europe before we can't, or something
21:42:56 <Eddi|zuHause> yeah, i'd say that is good behaviour
21:43:06 <TrueBrain> andythenorth: afraid they are not let back in, or something :P
21:43:06 <peter1138> For distant join, i'm thinking of doing the with mouse hovering.
21:43:23 <peter1138> when the cursor hovers over a station in the list, highlight it (and the new tile)
21:44:41 <peter1138> That just leaves the issue of showing catchment when *not* building stations :)
21:45:41 <peter1138> Which is easy for individual stations actually.
21:47:24 <peter1138> I'm rubbish at playing this game. I'm too happy to just watch towns expand, and then it's too late to connect them up :p
21:48:37 <Eddi|zuHause> i'm even worse, the game is paused 95% of the time
21:49:06 <Eddi|zuHause> i have this problem with many games
21:49:32 <Eddi|zuHause> like in EU4 it took me like 8 months to finish a game, where in the meantime 2 expansions came out that made the game incompatible to load
21:49:48 <planetmaker> I build a bit to be out of money-trouble. And then it's just watching things move and change :D
21:50:27 <peter1138> I'm currently playing newgrf-less games too.
21:50:40 <peter1138> So the funky buy & refit I wrote is a bit redundant.
21:50:46 <peter1138> No ships on this map, not enough water.
21:51:36 <andythenorth> shall we allow demolishing town for stations?
21:51:41 <andythenorth> might be worth exploring
21:51:42 <Eddi|zuHause> peter1138: that's the problem when you write features for a target audience of 1 :p
21:51:56 <andythenorth> Eddi|zuHause there's another audience size? :o
21:52:03 <peter1138> Pretty sure the audience for that is much larger.
21:52:10 <peter1138> I know there were existing patches, and JGR has it.
21:52:12 <andythenorth> it's kind of a tedious limitation, the towns
21:52:21 <peter1138> (Just, not my implementation)
21:52:28 <Eddi|zuHause> goes it throw out limitation?
21:52:52 <peter1138> Hmm, oops, accidentally built an airport.
21:53:07 <Eddi|zuHause> non-rotatable one?
21:53:30 <peter1138> I was pressing shift, but apparently that doesn't count when the window didn't have focus initially.
21:53:39 <peter1138> (Maybe because it's in VNC as well.
21:54:12 <Eddi|zuHause> that sounds like a few too many layers for things to go wrong/missing
21:57:01 *** circ-user-3HYVs has joined #openttd
22:05:21 <planetmaker> is it sensible to have a patch which allows to choose a different titlegame via cmd line switch?
22:06:32 <TrueBrain> who would be the intended user?
22:06:47 <planetmaker> intended target audience size: ~1
22:07:06 <TrueBrain> so can that person make a small shell script to exchange title games?
22:07:15 <glx> too bad there's no option to build installer via cmake in VS open folder mode
22:07:30 <glx> I can install but not generate an installer
22:07:32 <TrueBrain> glx: I noticed indeed. Only 'install'. Guess that makes somewhat sense
22:08:01 <glx> and I have to add install* to ignore :)
22:08:33 <TrueBrain> still have to figure out how to do versions for CPack
22:08:38 <planetmaker> TrueBrain, it anyway needs hacks to quickly create the screenshots I posted... cannot be done completely without
22:08:39 <TrueBrain> not completely trivial ..
22:08:56 <TrueBrain> planetmaker: so there you have your answer :D
22:09:05 <planetmaker> so... not exchanging titlegame, but load option. Yet with additional hacks :P
22:09:05 <TrueBrain> the 1.9.0 on the screenshots was kinda a give-away :P
22:09:18 *** Wormnest has joined #openttd
22:09:27 <TrueBrain> anyway, off for now; back in a few days :)
22:09:37 <planetmaker> you need means to start and immediately terminate after screenshot
22:09:50 <planetmaker> enjoy and safe travel
22:13:50 *** supermop_Home has joined #openttd
22:15:51 *** Supercheese has joined #openttd
22:26:59 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
22:30:14 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
22:30:50 <planetmaker> how do I delete a branch from my git repo?
22:31:13 <m3henry> git branch -d <branch>
22:31:46 <m3henry> If deleting the branch would cause commits to be lost, and you are sure you want to do that, use -D
22:32:26 <peter1138> But they're not really lost, unless you gc it.
22:32:32 <m3henry> (they will still be available in the reflog if you do that but don't mean to)
22:35:12 <m3henry> deleting a remote branch requires `git push <remote_name> --delete <branch_name>`
22:35:29 <m3henry> Woo inconsistent command syntax!
22:35:40 <planetmaker> I'm not surprised by the latter :P
22:36:14 <planetmaker> hence I'm asking...
22:42:12 <LordAro> this is why i just delete via github ui :p
22:42:42 <peter1138> git push <remote> :<branch>
22:44:52 <andythenorth> it is at top of Suggestions forum
22:44:55 <andythenorth> and contains only dead links
22:48:43 <SimYouLater> Let's start with something simple. I'm trying to make three decorative tracktypes: DIRT (Wired Planning), TBED (Useless Tracks Trackbed) and PLAN (Useless Tracks Planning)
22:49:04 <SimYouLater> As of this moment, only TBED and PLAN sow up in the list of railtypes
22:50:51 <peter1138> None of those types appear.
22:50:59 <Eddi|zuHause> there's three things that make a railtype available: 1) a vehicle is available for that railtype, 2) an introduction date was set and passed, or 3) a railtype has set another as "make this available as well"
22:51:54 <peter1138> "Lifted Track Construction", "Track Planning" appear
22:52:55 <peter1138> Hmm, label "DIRT" is "Dirt path" not "Wired Planning"
22:53:10 <peter1138> TBED doesn't appear in RIS at all
22:53:12 <SimYouLater> Try messing with the parameters. In fact, I found out I accidentally had the parameter for DIRT set to off. Whoops! Thanks anyway.
22:55:05 <SimYouLater> Huh. Somehow all the problems are fixed, I must have screwed up trying to test stuff and thought things didn't work when they actually did!
22:55:22 <SimYouLater> Thanks for puting up with me, everyone!
22:55:24 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened issue #7410: Signs made by AIs do not show up at the creation time https://git.io/fjJQr
22:56:50 <peter1138> Hmm, when distant-joining a station the highlight for what you're going to build disappears :/
22:57:04 <peter1138> Well, still follows the mouse, despite being fixed.
22:57:38 * andythenorth needs Eddi|zuHause
22:58:31 <Eddi|zuHause> if only there were more of those around
22:58:45 <andythenorth> one is the right amount
22:58:54 <andythenorth> more or less would be unwanted
22:59:12 <Eddi|zuHause> anything in particular?
22:59:23 <andythenorth> I want industries to run a random chance of something once every 12 months
22:59:38 <andythenorth> and I'd like the spread of that to be reasonably distributed across industries and months
22:59:45 <andythenorth> doesn't have to be perfect
23:00:09 <andythenorth> there is the random prod. change cb, but I don't know if it work
23:00:20 <Eddi|zuHause> so once per tileloop, run a "1 in x" chance where x depends on the number of industries?
23:01:07 <andythenorth> and if random is working as expected, over a large data set that will distribute?
23:01:08 <Eddi|zuHause> is the production change callback run for every industry, or does it randomly pick one?
23:01:34 <andythenorth> I believe it depends on economy setting also
23:01:41 <Eddi|zuHause> not quite in the mood for code, with the internet ending next week and stuff
23:02:17 <Eddi|zuHause> while you're off playing with your brexit, other people have real problems
23:02:54 <andythenorth> article 13 or something?
23:04:17 <andythenorth> the internet is over anyway
23:04:25 <andythenorth> most of it is now more awful than in 2001
23:04:33 <andythenorth> avg screen: 35% cookie warning
23:04:58 <andythenorth> 20% listicle copied from buzzfeed
23:05:04 <Eddi|zuHause> ... i took care of the 45%
23:05:19 <andythenorth> I never did do ad-block
23:05:25 <andythenorth> I somehow think it makes it all even worse
23:05:34 <Eddi|zuHause> i highly recommend it...
23:05:47 <milek7> don't forget about modal GDPR popup
23:06:23 <Eddi|zuHause> i hope they make some browser-wide cookie policy thing at some point
23:07:09 <andythenorth> is there any reason industry newgrf can't have global off-map storage?
23:07:19 <andythenorth> and a cb on specific events ?
23:07:31 <andythenorth> I know that's supposed to be GS, but let's not pretend that has worked out well
23:08:19 <Eddi|zuHause> there seems to be a conflict to store my refusal to allow cookies, without storing a cookie
23:08:36 <andythenorth> it is challenging yes
23:09:39 <Eddi|zuHause> i spend most of my time in private browsing mode nowadays, which automatically discards cookies when i close the browser
23:10:24 <Eddi|zuHause> there's a usability issue with firefox, that all private browsing windows share one cookie database
23:10:31 <Eddi|zuHause> so you must close all windows for it to reset
23:10:55 <Eddi|zuHause> which conflicts with long-running settings like long videos that i watch on-and-off for days sometimes
23:11:17 <andythenorth> peter1138: some kind of newgrf storage, off-map?
23:12:56 <Eddi|zuHause> i thought that exists?
23:18:28 <andythenorth> there was an idea around town storage
23:18:41 <andythenorth> it kind of lapsed, in favour of GS
23:18:41 <Eddi|zuHause> but why would you need storage?
23:18:50 <andythenorth> the only time I've seen pikka rage quite here was over that
23:20:47 <andythenorth> 'need' is a strong word for anything to do with newgrf
23:21:23 <peter1138> Sometimes you just, er, need... to explain what you want to achieve.
23:21:30 <peter1138> Instead of just asking random things.
23:21:55 <peter1138> And referencing conversations that are long gone which nobody else saw.
23:25:06 <peter1138> Ok, I might ditch my current game for something with NewGRFs.
23:35:24 * andythenorth just escalated an idea about newgrf being able to read individual industry instance storages
23:35:35 <andythenorth> or individual instances writing to a global storage
23:35:45 <andythenorth> electricity and all kinds of silly ideas
23:36:38 <andythenorth> but how should industry closure work?
23:36:42 <Eddi|zuHause> peter1138: i'm still hopeful for 18.18.18
23:36:54 <andythenorth> currently industry closure....sucks
23:37:30 <andythenorth> or should it just be disabled?
23:37:55 <Eddi|zuHause> there should definitely be an option to disable it
23:38:03 <peter1138> What sucks about it?
23:38:09 <Eddi|zuHause> but some people will want it
23:38:22 <andythenorth> what does suck about it?
23:38:29 <andythenorth> I can't remember, I disabled it years ago
23:38:48 <andythenorth> but now the FIRS code that disables is is broken
23:38:56 <andythenorth> should I restore it?
23:39:00 <peter1138> Industries never closing is boring.
23:39:21 <Eddi|zuHause> i always had an issue with how ECS closed industries with the protection period
23:39:21 <andythenorth> maybe I should just delete the FIRS closure code
23:39:36 <m3henry> I find the problem is player feedback
23:39:43 <Eddi|zuHause> because 5 years after game start, every region you expand into is devoid of industries
23:39:47 <andythenorth> what economy setting do people use?
23:40:02 <andythenorth> default, or smooth?
23:40:14 <andythenorth> mine seems to be smooth, not sure why, Frosch told me it's broken
23:40:20 <andythenorth> I should try the other one
23:40:22 <m3henry> On a large map, the volume of industry messages means it's hard to notice when that industry you're connecting to is about to close
23:40:34 <Eddi|zuHause> industries will mostly override smooth economy
23:40:40 <Eddi|zuHause> so you should not see a difference
23:40:57 <andythenorth> does anyone know what it does?
23:41:14 <m3henry> Perhaps industries should have alternate graphics which indicates that the industry is likely to close soon
23:41:29 <Eddi|zuHause> it makes the random production changes be something other than half/double
23:42:01 <Eddi|zuHause> but any industry using production callback will ignore that
23:42:42 <andythenorth> did TTD have recessions, or did I imagine that?
23:42:49 <peter1138> Reddit tends to think a lot of wrong things.
23:42:58 <peter1138> Like "path signals are bad"
23:42:59 <Eddi|zuHause> TTD had recessions
23:43:28 <andythenorth> does OpenTTD have recessions?
23:43:42 <andythenorth> that's the kind of thing that global newgrf storage is needed for
23:43:44 <_dp_> yeah, an option to stop industry closure would be nice
23:43:48 <Eddi|zuHause> might depend on settings
23:43:53 <_dp_> otherwise servers just die out after a while
23:43:57 <andythenorth> industry closure should be handled in newgrf
23:44:05 <andythenorth> game changes should be in content
23:44:33 <peter1138> Industry closure should be balanced out by new industries.
23:44:47 <andythenorth> there was an idea that global things should be GS, but eh
23:44:52 <_dp_> it's already handled in newgrfs and I'm already not using it :p
23:44:55 <Eddi|zuHause> there was an economy rewrite a few years ago
23:45:05 <andythenorth> _dp_: I can help you with that then: add newgrfs :P
23:45:06 <_dp_> coz it's stupid to use newgrfs just to stop industries
23:45:08 <Eddi|zuHause> which handles the amount of industries that should be present on the map
23:45:10 <andythenorth> we discussed this before?
23:45:41 <andythenorth> it's stupid to have a policy to modify the game via content, then add more settings :)
23:46:45 * andythenorth tries to figure out what recession does in openttd
23:47:05 <andythenorth> seems to stop industries being constructed
23:47:26 <andythenorth> and cut cargo output by 50%?
23:47:50 <andythenorth> sometimes I wonder why I don't know about all these OpenTTD features :P
23:48:27 <Eddi|zuHause> it depended on an original difficulty setting
23:48:55 <Eddi|zuHause> no idea where that went
23:49:31 <andythenorth> might be missing from smooth economy
23:49:38 <andythenorth> and probably not applied to newgrf
23:49:49 <andythenorth> seems to be L528 in industry_cmd.cpp
23:54:23 <peter1138> "Hard to answer that - I suspect that the RNG of OpenTTD is broken."
23:54:30 <peter1138> See how Reddit often wrong? :p
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