IRC logs for #openttd on OFTC at 2019-03-26
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00:01:46 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #7414: Deleted signs do not always disappear from the screen https://git.io/fjUYh
00:06:53 <LordAro> ...what is 2-way EOL?
00:07:07 <peter1138> something to do with signals
00:07:13 <planetmaker> LordAro, it's a 2-way signal which is red
00:07:31 <planetmaker> and when the appropriate setting is such that it counts as EOL for pathfinders
00:08:00 <LordAro> do you know which setting? i'm not seeing it
00:08:03 <planetmaker> such setup allows for certain PF magic with automatic networks
00:08:46 <planetmaker> yapf.rail_firstred_twoway_eol = false
00:09:27 <planetmaker> pathfinder penalties are not exposed
00:09:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7416: Fix #7414: Reinstate marking sign dirty before removal. https://git.io/fjUOL
00:09:38 <planetmaker> and should not :)
00:09:54 <planetmaker> github would over-title it with "here the danger zone begins" or similar :P
00:10:18 <peter1138> Wasn't on master :p
00:11:03 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7416: Fix #7414: Reinstate marking sign dirty before removal. https://git.io/fjUOL
00:15:42 <peter1138> Kinda hard to see what's going on.
00:16:06 <LordAro> well at least it's not with NUTS/SLUG/whatever :p
00:16:16 <DorpsGek_II> [OpenTTD/OpenTTD] michicc approved pull request #7416: Fix #7414: Reinstate marking sign dirty before removal. https://git.io/fjUOZ
00:17:06 <LordAro> peter1138: the sign stuff is 1.10 only, right?
00:17:13 <peter1138> LordAro, you've recreated the scenario which he says works, but made it not work? :D
00:17:31 <planetmaker> LordAro, you can only really test it when the trains have valid orders
00:17:44 <planetmaker> without orders... trains do all kind of stupid stuff
00:18:48 <planetmaker> well, there's savegames in the first posting
00:19:31 <planetmaker> right... 100MB download from bananas to open them :P
00:19:51 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6337: Mapgen: no tropical trees and no snow with default world generation settings https://git.io/fjUOC
00:20:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6618: Incorrect size bounds checks in vehicle viewport hash scan in ViewportAddVehicles https://git.io/fjUOW
00:20:59 <peter1138> LordAro, only flat if you have variety distribution on.
00:21:13 <LordAro> peter1138: "with default settings"
00:21:21 <peter1138> Is that a default? I dunno.
00:21:26 <LordAro> i did the same as andy - deleted openttd.cfg before testing
00:21:53 <LordAro> does anyone have a 4k monitor to test #6567 with? :>
00:22:14 <planetmaker> wow... brixx is really nice
00:22:39 <peter1138> Yeah but we lost V453000
00:22:40 <planetmaker> funky screw-nut trees
00:23:14 <planetmaker> got a job and two kids... eating all his time
00:23:33 <planetmaker> and very funky rail signals :)
00:24:37 <planetmaker> and extremely lovely bridges
00:24:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7416: Fix #7414: Reinstate marking sign dirty before removal. https://git.io/fjUOL
00:24:48 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN closed issue #7414: Deleted signs do not always disappear from the screen https://git.io/fjUY3
00:25:28 <peter1138> Review mutexes (mutices? :p) is hard.
00:26:47 <peter1138> Typing is also hard.
00:28:17 <LordAro> #6667 - looks only be a visual display issue when playing as an AI's company - the price charged is still the same. actual bug?
00:32:58 <LordAro> that airport does not look good at that zoom level
00:35:37 <planetmaker> it's not made for it. It's 8bpp, 1x zoom sprites
00:35:56 <planetmaker> only groundtiles are new
00:36:00 <LordAro> peter1138: #6423 requires an update from you :>
00:38:32 <peter1138> "BAD FEATURE" basically :p
00:41:39 <peter1138> We'd solve a lot of issues by just saving the cached variables.
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00:44:33 <peter1138> Bad string in NewGRF?
00:49:57 <LordAro> peter1138: grf file itself doesn't contain "Velas" anywhere
00:50:09 <LordAro> as best as i can tell
00:50:32 <peter1138> string stack contains a null
00:54:23 <peter1138> args->GetInt64(SCC_RAW_STRING_POINTER)
00:54:56 <peter1138> Oh, it's type, not an index. Hmm.
00:57:41 <peter1138> Nah, the issue is not enough parameters.
00:58:13 <peter1138> Then that is converted to NULL
01:00:54 <Samu> number 7 showcases big planes on small airports
01:01:28 <LordAro> Samu: nah, it showcases crashing aircraft ;)
01:01:53 <peter1138> Standard title screen has crashing planes too.
01:01:59 <peter1138> (On a large airport, no less)
01:13:51 <DorpsGek_II> [OpenTTD/OpenTTD] rofl0r commented on issue #6896: game crashes on first autosave if compiled without lzo but with lzma https://git.io/fjUON
01:16:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6222: Stations: using property 1A sometimes shows incorrect railtype ground tile https://git.io/fjUOj
01:17:13 <peter1138> I mean, that shouldn't crash, but still :p
01:18:56 <Samu> okay, for me 5 is the best
01:19:09 <Samu> if I were to vote, it would be 5
01:24:23 <LordAro> good news, you can vote!
01:25:11 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on issue #6667: Incorrect costs in bridge list after joining an AI company https://git.io/fjU3T
01:31:46 <LordAro> Samu: at the absolute minimum, you can add your descriptions of the variable names to the code somewhere
01:31:51 <LordAro> but that still wouldn't be a good solution
01:32:13 <LordAro> lock_middle, lock_upper, lock_lower would be a good start
01:37:51 <Samu> they're not lock tiles, they're offsets :(
01:38:34 <Samu> the lock was just for visualizing where the checks would be done in relation to a possible lock
01:39:08 <LordAro> well, possible_lock_middle/lower/upper then
01:39:40 <LordAro> just anything other than 4 meaningless letters
01:40:49 <LordAro> tile_delta_mid_1_delta_side_1 would be awful, but still better than what you've got at the moment
01:41:19 <LordAro> code efficiency NEVER EVER means shortest code
01:50:02 <Samu> visual studio 2019 launching in 7 days... hmm "k"
01:50:18 <peter1138> vim only takes a few milliseconds.
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02:01:25 <Eddi|zuHause> ... but code golf?
02:02:09 <Eddi|zuHause> <LordAro> code efficiency NEVER EVER means shortest code
02:05:45 <Eddi|zuHause> there was this one time in school, when the teacher threw away his master solution for the test, and used my solution as the new base solution. because it was both clearer and shorter than his one
02:06:30 <LordAro> Eddi|zuHause: yeah sure, but Samu
02:06:52 <Samu> my code is very efficient!
02:07:27 <Samu> endsarcasm :Unknown command
02:10:24 <Samu> just doing a rebase to make it up to date, no changes yet
02:11:27 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz
02:16:05 <Samu> gonna try... reusing the variable name, instead of having multiple variables
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02:33:12 <Samu> 1 variable, multiple definitions
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02:35:59 <Samu> assert(IsPossibleLockLocationRecursively(end) == IsPossibleLockLocationRecursivelyOneVariable(end));
02:36:05 <Samu> testing if i still get the same results
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03:24:43 <Samu> /* Create additional river tiles around possible lock locations to connect them. */
03:24:48 <Samu> give me a function name for this
03:25:28 <Samu> ConnectPossibleLocksWithRivers?
03:34:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz
03:39:26 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fjUsw
03:43:54 <Samu> bah, damn visual studio else if automation
03:45:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7073: Feature: Generate lock ready rivers upon world generation https://git.io/fhuqz
03:46:25 <Samu> really? where do I change that?
03:47:39 <Samu> int side_counts[] = { 0, 1, -1 }; is this with spaces or without spaces?
03:53:04 <Samu> aha, place else on a new line, yeah disabling this
03:54:26 <Samu> what's the correct style?
03:54:28 <Samu> int side_counts[] = { 0, 1, -1 };
03:54:35 <Samu> int side_counts[] = {0, 1, -1};
03:58:58 <Samu> hmm searching the code sometimes I see with a space, sometimes without
04:00:26 <Samu> I'm going with "it doesn't matter"
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06:11:35 <Hexus_One> hello :) i'm looking to write patches for the citymania client - should I branch off the tip or am I okay to branch from the 1.8.0 release commit?
06:26:45 <Samu> ge->rating = rating = or_ + Clamp(Clamp(rating, 0, 255) - or_, -2, 2); station_cmd.cpp line 3412
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07:45:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7347: Save overwrite confirmation doesn't respond to enter key https://git.io/fjUZj
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09:30:42 <DorpsGek_II> [OpenTTD/OpenTTD] eekee commented on issue #7347: Save overwrite confirmation doesn't respond to enter key https://git.io/fjUcs
10:12:48 <peter1138> So are we scrapping NRT for a rethink, or going to merge it?
10:30:03 <planetmaker> <peter1138> Standard title screen has crashing planes too. <-- I consider it a feature :) Action is what people want to see
10:30:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUCl
10:30:56 <peter1138> planetmaker, yes :)
10:31:28 <peter1138> I think Samu is still upset that we went the opposite way on the plane crash cheat/setting.
10:31:32 <planetmaker> the parcel with my cpu fan sped-up over night and is supposed to arrive today, too... good :)
10:36:00 <planetmaker> 2x faster OpenTTD compilation :P
10:36:50 <planetmaker> yep. ryzon 7 2700x
10:37:02 <peter1138> I still need to update my GPU. It got stalled by the mining crap.
10:37:15 <planetmaker> the GPU needs triggered all this :P
10:38:01 <planetmaker> or SMT how AMD calls it
10:38:05 <peter1138> Maybe I should time it with -j 12?
10:38:10 <planetmaker> currently I have 4 with HT
10:38:21 <planetmaker> you'd gain something for sure
10:38:28 <peter1138> Although it's in a VM so I dunno if it will.
10:38:31 <planetmaker> depending on whether it supports hyperthreading
10:38:45 <planetmaker> ... VMs... make use of the "virtual" cores
10:39:10 <peter1138> Well, it might depending on the setting.
10:39:26 <planetmaker> at least my linux announces 8 cores where it is 4 with hyperthreading. So... not sure
10:39:27 <peter1138> I switched to full Windows since I was mostly just gaming.
10:39:43 <planetmaker> he... no linux no more?
10:39:45 <peter1138> I've been deving on OpenTTD so much I'm kinda tempted to dual boot again.
10:39:59 <peter1138> I have Linux in a VM on Windows for OpenTTD dev :)
10:40:14 <peter1138> I really can't get on with VS for OpenTTD.
10:40:36 <planetmaker> I've dual boot... but mostly I just boot to linux. Only recently sometimes booted to windows... for factorio which refused to run decently on my linux due to... graphics driver issues
10:41:01 <peter1138> Hmm, 30 seconds at -j6 (debug build)
10:41:30 <planetmaker> cold start? that's incredibly fast
10:41:48 <peter1138> make clean, at least.
10:41:59 <peter1138> 30 seconds for -j12 as well.
10:42:12 <planetmaker> I should time on my current machine and compare that to my new then :)
10:42:27 <peter1138> It's an i7 8700k, I'd hope it's fast :-)
10:42:46 <peter1138> It upgraded my old q6600, so a worthwhile upgrade.
10:42:54 <planetmaker> dunno what kind of i7 I have at home
10:43:14 <planetmaker> but it's an old i7 I have
10:43:17 <peter1138> And I have VR so I wanted the best. And then I waited on the GPU and couldn't afford a good one suddenly :(
10:43:40 <planetmaker> the crypto-hype is over... so more affordable now?
10:44:12 <peter1138> No, they released the RTX-hype instead.
10:44:25 <planetmaker> but it's promising
10:44:26 <peter1138> I nearly got a 1080ti for £600 new, but then it went out of stock.
10:45:02 <planetmaker> well, I decided that 220€ is enough for a graphics card. I rarely use extremely graphics-heavy stuff
10:49:43 <planetmaker> especially I hope for better linux graphics support than by nvidia
10:49:57 <peter1138> Good luck with that.
10:54:25 <planetmaker> the 1060ti or 1070ti would have been my nvidia choice
11:12:38 <planetmaker> hmm... src/build_vehicle_gui.cpp:1167:25: warning: enumeral and non-enumeral type in conditional expression [-Wextra]
11:12:38 <planetmaker> CargoID cargo = refit ? this->cargo_filter[this->cargo_filter_criteria] : CT_INVALID;
11:14:53 <peter1138> planetmaker, there's an open PR that addresses that.
11:15:16 <peter1138> clang did not complain :-/
11:16:43 * peter1138 tries with -Wextra -Wno-unused-parameter... and still no warning.
11:17:03 <planetmaker> gcc (Debian 6.3.0-18+deb9u1) 6.3.0 20170516
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11:18:00 <planetmaker> src/build_vehicle_gui.cpp:1423:28 has the same warning
11:19:12 <Hexus_One> can I get some help compiling the CityMania client? I get the error"Severity Code Description Project File Line Suppression State Error MSB3073 The command "cscript "C:\Users\Conrad\source\repos\cmclient\projects\/determineversion.vbs"" exited with code -1. version C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44 "
11:19:39 <Hexus_One> can I get some help compiling the CityMania client? I get the error
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11:19:59 <Hexus_One> "source\repos\cmclient\projects\/determineversion.vbs"" exited with code -1."
11:20:20 <planetmaker> so you muddled with version detection in your patch and screwed up
11:20:45 <Hexus_One> oh, but this is a fresh fork?
11:21:02 <Hexus_One> or as far as i know i just forked -> cloned from the tip
11:21:11 <peter1138> planetmaker, it's not his patch :)
11:21:13 <planetmaker> you're compiling clean OpenTTD code
11:21:34 <_dp_> Hexus_One, that doesn't seem to be related to citymania client though, did you try compiling vanilla?
11:21:38 <Hexus_One> i'm compiling the citymania openTTD client
11:21:46 <Hexus_One> i'll try compile vanilla
11:21:51 <planetmaker> I should not talk about windows-errors :) err-no-windows-found :P
11:22:50 <Hexus_One> lemme grab the 1.9.0-RC1 source
11:26:13 <peter1138> And yes, it comes up with gcc.
11:26:36 <peter1138> Maybe I need multiple build dirs as well as my make regression push hook?
11:26:36 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUWr
11:27:53 <planetmaker> Without more thought, I don't understand the changes to refit
11:28:53 <planetmaker> CT_INVALID seems to have been removed from the possible cargoes
11:29:16 <peter1138> planetmaker, basically I didn't realise that it was an aliased CargoID already, so CF_NONE is already CT_INVALID.
11:29:25 <peter1138> Or maybe CT_NO_REFIT, or something.
11:31:01 <peter1138> 10:30, bit early :)
11:31:13 <peter1138> Unless you mean *first* lunch, and a *second* lunch later.
11:41:04 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUlk
11:57:57 <Hexus_One> Q: In the settings, is the option "Show tooltips: Hover for 250 seconds" meant to say "Hover for 250 milliseconds
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12:01:46 <peter1138> Yes, it does, but apparently Australians are different.
12:02:03 <peter1138> It's milliseconds in the GB and US lang files.
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12:12:04 <planetmaker> peter1138, UTC+1 here. And... yes, we go to lunch very early
12:17:57 <Hexus_One> Hmm I should implement a road-planner before doing a rail-planner
12:24:45 <peter1138> I don't know. Did RC1 compile?
12:29:56 <Hexus_One> yeah it compiled fine :)
12:30:25 <Hexus_One> i was having issues with the version-checker-something while compiling the citymania client
12:31:27 <_dp_> it's a bit weird that determineversion.vbs returned an error since cmclient doesn't modify that script
12:31:35 <_dp_> but doesn't happen on vanilla so whatever
12:48:11 <planetmaker> going to be a long afternoon now... packet delivered to packing station... :)
12:48:45 <planetmaker> _dp_, depends... version determination changed completely between 1.8 and 1.9
13:00:14 <Eddi|zuHause> "bethesda gives away Elder Scrolls 3 when you sign up to their store"... yeah. not doing that.
13:04:34 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjU8N
13:04:38 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjU8A
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13:35:41 <Eddi|zuHause> the internet apparently is now dead.
13:43:00 <Hexus_One> Q: are there map accessor functions to check if a given TileIndex contains a tunnel/bridge head? - and then functions to get information about said tunnel/bridge?
13:44:33 <Hexus_One> cool :) where can I find them?
13:44:54 <Eddi|zuHause> probably in a file called tunnelbridge_something.h
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13:45:44 <peter1138> Hexus_One, yeah, <something>_map.h
13:46:51 <Hexus_One> oh i didn't realise there was already a MP_TUNNELBRIDGE tiletype
13:50:17 <peter1138> What happened to your tree-planting PR?
13:51:05 <peter1138> Tree removing, rather.
13:52:52 <Hexus_One> oh i submitted it to the citymania client :)
13:53:05 <Hexus_One> i've yet to learn about how to manipulate the actual map setters
13:53:50 <peter1138> What was the issue with the suggested changes?
13:54:54 <Hexus_One> I'm lazy :^) and personally i'm happy with the function of the current code
13:55:34 <Hexus_One> although yeah I do like the changes you suggested :) but for now I want to work on this instead
14:00:27 <LordAro> Hexus_One: out of interest, is there a particular reason you're targeting citymania instead of actual OTTD?
14:01:39 <Hexus_One> oh not really I guess, but i just started off patching with network-compatible features
14:01:54 <Hexus_One> i'm not familiar with modifying the codebase under that
14:02:52 <Hexus_One> and so when I submitted my treedozer/treedemo PR to trunk, peter suggested i create a new CommandType which i don't know how to do
14:04:03 <Hexus_One> and then another user suggested I submit my PR to the citymania client, which I happen to use as my preferred OTTD client
14:04:05 <peter1138> Yeah but actually modifying the existing clear tile command looks pretty simple.
14:04:59 <peter1138> (Rather than creating a new one)
14:05:13 <Hexus_One> if you can teach me how, i'm all ears :) but for now i'm just doing things I understand
14:08:09 <Hexus_One> also tbh i'm really only making these patches for myself, for immediate use. submitting them as PRs is more or less a side thing and isn't really my main priority
14:08:31 <peter1138> Best way is to delve in.
14:08:44 <peter1138> *_cmd.cpp are not scary :)
14:09:30 <Hexus_One> lmao i'm but a novice coder
14:09:52 <peter1138> But yeah, submitting a PR signals a clear intent that you think it should be included in OpenTTD, and we obviously have strict requirements. Being "network compatible" with old servers is definitely not an objective because you can't connect to old servers anyway
14:10:04 <Hexus_One> it took me two weeks to understand how to grab tiletypes, how to send DoCommandP, how to fetch tile slopes and such
14:10:26 <peter1138> Don't fret about that. You made an effort, that's what counts :)
14:11:22 <Hexus_One> oh the way I saw it was that submitting PRs was the new way to submit client patches, vs distributing diffs via TT-forums
14:13:47 <peter1138> Only way to get better is to delve in and try things. Still takes up ages.
14:15:03 <Hexus_One> can you give me some pointers on where to start? for example I'm aware of the #CommandProc table but I don't know where the function leads after that
14:18:50 <peter1138> So the network command that you used is CMD_CLEAR_AREA. In src/command.cpp, this is linked to the function CmdClearArea, which is in src/landscape.cpp.
14:19:14 <peter1138> (Oddly, and inconsistently, not landscape_cmd.cpp)
14:20:02 <peter1138> At the beginning of that function there's a little documentation about how the parameters are packed.
14:21:40 <Hexus_One> so I can read off bits from p1 or p2 (I remember you suggested p2?), and then add a conditional structure inside the tile iterator
14:22:00 <Hexus_One> and the 'continue' for undesired tiles based on my flags
14:22:25 <peter1138> Right before the first DoCommand call.
14:22:38 <peter1138> No need to handle diag/orth cos that's already done.
14:23:03 <planetmaker> <Hexus_One> lmao i'm but a novice coder <-- I started exactly that way. :) Making a PP. Making a client...
14:23:43 <planetmaker> it proved to me more rewarding in shipping it to more people. Yet it also proved to need more effort as it requires more thorough coding and meeting other peoples expecations
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14:24:42 <planetmaker> also... your own PP get easier to maintain the more of it you can ship to OpenTTD master :D
14:24:50 <planetmaker> kinda... was my motivation back then
14:25:07 <peter1138> We need JGR to start pushing more bits :)
14:25:18 <planetmaker> well, he does already, I think
14:25:40 <planetmaker> requesting more PRs from him probably is beyond what one can reasonably do in free time
14:25:53 <Hexus_One> btw is there an easy way to prototype GUI layouts? eg creating custom toolbars and such
14:26:04 <planetmaker> no(t that I know)
14:26:16 <planetmaker> copy&paste existing
14:26:36 <Hexus_One> i'm aware of the NWidgetPart code blocks within all the rail_gui.cpp, road_gui.cpp etc files
14:26:42 <planetmaker> the widget system is not bad though. ^^
14:27:05 <Hexus_One> so I just have to stick to copy-pasting and messing with those values?
14:27:39 <planetmaker> well, if you understand a bit the idea behind the widget system, it probably is as easy to write from scratch than to adopt an existing
14:28:37 <planetmaker> I'd need to write at least add one window to be able to do so again :)
14:29:14 <peter1138> Widget system is complex but probably necessarily so. It's not HTML & CSS by any means.
14:29:29 <peter1138> Shall I have a caramel Whip or not?
14:29:46 <planetmaker> with a piece of lettuce to sooth the concience?
14:29:48 <Hexus_One> idk what that is but yes
14:32:18 <peter1138> I already ate the lettuce ;)
14:33:15 <planetmaker> a lettuce a day... keeps the bad concience at bay :P Then go for it
14:33:41 <planetmaker> personally I cannot say no to sweets :P
14:35:08 <supermop_work> well you can eat 14 of them a day
14:35:58 <peter1138> I can't because I only have one.
14:42:41 <_dp_> peter1138, you say it like html&css is any simpler :p
14:43:18 <_dp_> but yeah, I've been patching openttd for like 5 years or smth and still can't write gui from scratch...
14:45:24 <peter1138> Isn't yours the client with tons of buttons on the intro window?
14:45:55 <_dp_> peter1138, nope, that's btpro one
14:46:22 <_dp_> but we have some extra windows
14:49:17 <_dp_> now that I think of it I actually did more patches for master lately than for cmclient xD
14:49:33 <_dp_> that thing I mostly just keep updated
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14:52:51 <peter1138> 13:24 <@planetmaker> also... your own PP get easier to maintain the more of it you can ship to OpenTTD master :D
14:54:23 <Hexus_One> signals-on-bridges in trunk when
14:54:29 <_dp_> peter1138, idk, doesn't quite work for me
14:54:51 <_dp_> peter1138, probably coz I don't move stuff from cmclient to master
14:55:17 <_dp_> peter1138, i just write new stuff for master directly
14:55:31 <planetmaker> well, that's about the same thing
14:55:52 <planetmaker> PP usually never shrink. Unless, ofc, you move patches into master. Then they might
14:57:05 <_dp_> planetmaker, mmm... not really, thing with compatible clients is that most gameplay patches can't be done compatibly
14:57:32 <planetmaker> well... for that reason those patches have priority in getting into master :P
14:57:45 <planetmaker> you can ofc do much more with patches which can be more than client-side
15:00:30 <_dp_> I'd like to move more stuff into master but not much of it seems to be needed there
15:01:42 <_dp_> polyrail is like 1/4 of cmclient value)
15:02:04 <planetmaker> _dp_, what defines "needed"?
15:02:12 <_dp_> it does feel somewhat suboptimal though
15:02:21 <_dp_> I'd like to see pf-based building tools
15:02:30 <_dp_> but too lazy to write them xD
15:02:33 <planetmaker> obviously everything you have in your patches, both server and client-side certainly has some value somewhere, I guess? :)
15:05:59 <_dp_> planetmaker, well, it definitely has value for citymania but not sure for anywhere else
15:06:38 <_dp_> planetmaker, especially server, that's kind of a thing in itself, most of it won't even work without db and admin port and what else we have there.
15:07:29 <planetmaker> well, admin port is a master thing, is it?
15:08:09 <planetmaker> as to the DB... ideally the admin port should probably do the communication between game and DB
15:08:35 <planetmaker> so if admin port is missing stuff: that definitely is stuff which could be upstreamed
15:08:55 <planetmaker> after all: there's not many users for it. And you're basically *the* audience for that feature
15:10:10 <_dp_> planetmaker, yeah, admin is master thing in theory but I have extentions to it and then another binary data format on top :p
15:10:20 <Hexus_One> :0 have you seen my pathfinder-track builder
15:11:23 <_dp_> planetmaker, and yeah, it would probably be better for admin thing to do DB but we've started with luuk server and it does everything directly in mysql
15:12:13 <_dp_> Hexus_One, I saw some reddit post, was you the one who made it?
15:12:40 <_dp_> Hexus_One, that thing was definitely a step in right direction but far from being finished
15:12:51 <Hexus_One> i'm starting from scratch again though so it may take a while
15:14:42 <planetmaker> _dp_, I really am curious as to whether it can work through the official channel / admin port. Or if not: what is missing. And to see patches to add what's missing
15:15:02 <planetmaker> And to offer a kinda reference implementation to interested people
15:15:56 <planetmaker> (and I know that it feels like lots of work for no benefit when the server already works with all you need / want)
15:16:03 <Hexus_One> _dp_ i need your opinions on this gui layout
15:16:12 <planetmaker> yet I think OpenTTD as a whole would definitely profit
15:16:58 <planetmaker> which indirectly would add positive feedback to your server's audience
15:17:09 <_dp_> planetmaker, well, first of all, supposed way of working with adming port is with gamescript and gamescript sucks
15:17:14 <_dp_> planetmaker, so need to start there
15:18:00 <_dp_> planetmaker, and it's not like our servers work nicely and have all I need xD
15:18:42 <_dp_> planetmaker, so I'd rather fix that, so probably won't ever have time to do it properly
15:19:22 <planetmaker> eh, admin port not necessary needs game script support
15:19:47 <planetmaker> and tbh... yes, it currently does work via game script to post things to admin port
15:19:56 <planetmaker> Personally I consider that quite a hack myself
15:20:11 <planetmaker> And would personally rather see the admin port have access to those things directly
15:20:30 <planetmaker> so that the game script is free for just that: a game script which manages / alters the game
15:20:46 <planetmaker> and not doing logging and passing around variables
15:21:09 <planetmaker> (just my personal 2ct)
15:24:39 <planetmaker> At least I find it quite a hindrance to have to decide between a goal script and admin port support. Or to have to rewrite the whole GS
15:26:32 <peter1138> I've never used the admin port.
15:28:55 <planetmaker> Well, if you run a server which is frequented by more than a hand-select people, you want to run it. At least for some logging, and possibly for some easier remote-management
15:29:04 <_dp_> curiously luukland's server didn't use it as well, everything went directly to db or via irc %)
15:29:39 <planetmaker> of course... you can implement your own interface. But that's just... the same stuff as admin port in different colour
15:30:08 <planetmaker> admin port was implemented so that you do not have to re-invent the wheel. And so that you can actually run a decently-managed server out-of-box
15:30:19 <planetmaker> or so the idea behind it
15:30:33 <_dp_> planetmaker, I suspect ll server was done before admin port
15:31:00 <_dp_> planetmaker, I'm switching it to admin port slowly but I'm not sure where I'm going with it
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15:31:20 <planetmaker> I'm not criticising :)
15:31:26 <planetmaker> It's possibly a stony path
15:33:04 <planetmaker> it was you who forked soap, or do I err?
15:33:14 <planetmaker> or was that the reddit people?
15:33:19 <planetmaker> or is it the same? :P
15:33:36 <_dp_> planetmaker, soap? you mean some admin port thingy?
15:33:47 <_dp_> planetmaker, wasn't me I wrote my own from scratch :p
15:34:19 <planetmaker> yes... it's an admin port client and irc-connector for openttd
15:34:34 <planetmaker> the one coop uses
15:35:01 <planetmaker> a bit unmaintained the recent years...
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15:38:19 <planetmaker> though as far as I can tell... coop consists of me... and happy being around. Hard to call "coop" :P All others meanwhile left the community and moved on :(
15:39:07 <planetmaker> luckily I own the server. So it'll be around as long as I pay the bill...
15:39:45 <_dp_> planetmaker, it's pretty much the same for citymania
15:39:46 <planetmaker> and as long as dihedral pays for the domain name
15:40:47 <_dp_> planetmaker, some stuff broke and I couldn't find time to fix for half a year
15:41:01 <_dp_> planetmaker, took players few months to notice servers are gone xD
15:41:08 <planetmaker> been there, done that...
15:41:14 <planetmaker> wow... that's sad :(
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16:07:26 <planetmaker> so... first PR for OpenGFX already. And merged
16:08:35 <peter1138> I wonder if DorpsGek_II will get in on the action? :)
16:09:28 <planetmaker> I wonder, too. Doesn't look like
16:10:06 <planetmaker> Also... how does one enable commit message style checking? It's not much, but could be enabled for both, nml and OpenGFX. Doesn't need to build anything for that
16:11:02 <peter1138> I... think the commit hooks are done by the CI.
16:11:33 <peter1138> Linux commit-checker
16:11:46 <peter1138> So it still goes off to Azure.
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16:12:43 <planetmaker> yes... but... needs not much build time. Dunno how that billing works there
16:14:15 <peter1138> It's all in the azure-pipeplines directory in OpenTTD, I guess.
16:15:15 <peter1138> Well, apart from the docker images.
16:29:10 <glx> peter1138: I found the same conclusion for #6564
16:38:14 <peter1138> As I say "I have a patch" ;)
16:38:39 <glx> we could also make utf8 function null proof
16:42:02 <peter1138> Doesn't help. The null only happens because it's reached the end of the argument stack, but it could have treated any random value as a point before hand.
16:43:02 <glx> but will prevent crash even with invalid station name, because it tried to read station index as a string id
16:43:46 <peter1138> Nope. That doesn't return null.
16:44:07 <peter1138> We'd need to check the argument type matches what is expected.
16:44:33 <glx> for now it seems argument type is set on read
16:46:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7418: Fix: Validate control-codes in NewGRF strings https://git.io/fjUu1
16:48:19 <peter1138> So I'm guessing there are checks missing and/or wrong.
16:48:37 <peter1138> It does work for this particular case.
16:49:32 <peter1138> Should probably also weed out default vs NewGRF strings.
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17:01:53 <peter1138> glx, but maybe I should focus on the side where it's actually happening and validate the argument type.
17:02:17 <peter1138> SetDParam would require some mega changes :/
17:02:43 <glx> and we don't always use it
17:03:04 <peter1138> Oh, for substrings, yeah.
17:03:17 <glx> int64 args_array[] = {STR_TOWN_NAME, st->town->index, st->index};
17:03:17 <glx> StringParameters tmp_params(args_array);
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17:07:16 <glx> hmm it should be possible to set type array in these cases
17:10:52 <glx> oh for SCC_DEPOT_NAME type array is provided
17:12:54 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed pull request #7120: Codechange: Improve performance of closest town lookups with cache https://git.io/fh66E
17:12:56 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] commented on issue #6603: Insert XDG_DATA_DIRS into data loading path https://git.io/fjUz2
17:16:25 <Samu> aren't those numbers always positive?
17:16:32 <Samu> should be uint, but I dunno
17:16:50 <glx> you may want to display a negative value
17:24:50 <peter1138> Wow, £245 for a(n admittedly decent) cast iron frying pan.
17:27:22 <glx> ok with type, an assert is triggered, not sure it's better than a crash ;)
17:27:45 <peter1138> Easier to diagnose ;)
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17:39:31 <peter1138> I... didn't know that existed.
17:39:45 <peter1138> So less changes than I was thinking.
17:40:31 <glx> indeed no real need to change SetDParam as we assume our strings are valid
17:41:21 <peter1138> This is probably more reliable that my original idea.
17:41:47 <glx> but validating grf strings on load makes sense too
17:42:45 <peter1138> If strings are returned by callbacks (is that a thing) then correct validation on load seems tricky.
17:43:30 <Eddi|zuHause> i definitely composed strings via switches
17:43:31 <glx> maybe instead of assert it should return 0
17:43:50 <Eddi|zuHause> extra newgrf text in purchase menu
17:44:00 <peter1138> glx, abort string formatting and yes, a debug message.
17:44:05 <Eddi|zuHause> (what was that, CB23?)
17:52:35 <nielsm> 41.3 MB game data to download
17:54:41 <Heiki> same here, got to about 11.3 MB
17:56:30 <Samu> just set network.max_join_time to 2000
17:57:57 <nielsm> 41.5 MB all downloaded and joined
17:58:18 <Samu> there were 2 guys queued
17:59:07 <Samu> hmm my ethernet only using 5 Mbps :(
17:59:16 <Samu> i got a upload of 10 Mbps
18:00:23 <Samu> openttd not ready for 4k maps
18:00:43 <nielsm> never will be, the data size is too large
18:01:18 <Samu> need big servers to upload data at much greater speeds
18:01:20 <nielsm> or more like, residential internet needs to improve massively
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18:02:02 <Heiki> Samu: yes, I got dropped (tried twice)
18:03:20 <Samu> I should disable trees next time
18:03:30 <Heiki> (but that should be enough for a client, shouldn’t it?)
18:04:16 <Samu> for such a map size, I guess so
18:04:33 *** andythenorth has joined #openttd
18:07:11 <Samu> max_join_time 32000 ticks
18:07:32 <Samu> this should tell me how many ticks a client takes to join
18:08:41 <Samu> meh, it just says the client joined, but doesn't tell me how long it took, maybe a suggestion
18:13:55 <Samu> eww my AI is slowing down
18:14:05 <Samu> 15 ms trying to find a spot for airpot
18:15:33 <Heiki> PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
18:15:36 <Heiki> 8741 h 20 0 1493128 637352 10660 R 193,3 16,3 12:43.08 openttd
18:16:41 <Heiki> that just as a spectator, probably trying to play would not be much fun on this computer (:
18:17:11 <planetmaker> spectator or player: no difference for OpenTTD
18:17:18 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjU2K
18:17:49 <Heiki> framerate when zoomed out is around 8
18:18:18 <Eddi|zuHause> don't zoom out, then
18:18:43 <Eddi|zuHause> (i only ever zoom out when paused)
18:18:48 <Samu> oh, they made fully zoom out on 4k maps slower in a recent change
18:19:33 <Heiki> and autosave lasts a week
18:28:13 <Samu> sometimes I wonder... what is the point of Valuators if all they do is stall
18:32:32 <Heiki> well yes, the game is playable as long as I don’t zoom out too much
18:34:47 <Samu> it's my AI that's making it stutterfest
18:35:58 <Samu> I have an idea how to fix this
18:36:10 <Samu> turn them into for loops
18:38:28 <Samu> i wanna remove items while iterating
18:39:35 <Samu> looks like i can't do this :(
18:40:25 <Samu> maybe I can, but the code will look uglier than ever
18:40:41 <Samu> it's my code so it doesn't matter
18:54:32 <DorpsGek_II> [OpenTTD/OpenTTD] btzy updated pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fhGxd
19:03:01 <DorpsGek_II> [OpenTTD/OpenTTD] btzy commented on pull request #7028: Feature: Option to group vehicle list by shared orders https://git.io/fjUag
19:07:47 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 opened pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUa1
19:16:37 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUaF
19:28:14 <DorpsGek_II> [OpenTTD/OpenTTD] eekee commented on issue #7347: Save overwrite confirmation doesn't respond to enter key https://git.io/fjUVv
19:28:42 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUVJ
19:29:14 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUVU
19:30:55 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUVT
19:32:53 <peter1138> It's to the point and fixes the issue.
19:36:00 <Samu> replace all those valuators with a single for loop
19:36:21 <Samu> should remove all the stutterfest
19:36:40 <peter1138> Valulators should be pausable :/
19:37:34 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUVq
19:38:08 <glx> valuators are computed by openttd itself
19:41:12 <glx> but we kill the script if it takes too long
19:42:23 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN commented on issue #7347: Save overwrite confirmation doesn't respond to enter key https://git.io/fjUVO
19:45:27 <glx> maybe we could force sleep at the end of each valuate call
19:46:30 <glx> seems Valuate() counts 5 ops per item
19:54:03 <glx> but we can't sleep in the middle of Valuate() of course
19:55:03 <peter1138> I wonder if we can provide a better cost estimation, instead of just 5 per item.
19:57:49 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjUVa
20:00:53 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry commented on pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjUVo
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20:01:49 <peter1138> I guess I don't know how emplace is meant to work :(
20:03:38 <m3henry> emplace constructs the element in place by forwarding constructor arguments
20:04:15 <m3henry> If there's no constructor defined, it won't be able to use it
20:04:54 <peter1138> Right, so it needs a proper constructor, not rely on initialization-type stuff.
20:05:23 <m3henry> Yeah, emplace_back can call a default initializer
20:05:37 <m3henry> But not perform memberwise initialization
20:06:34 <peter1138> Could add constructors or just not bother, indeed.
20:07:28 <m3henry> I wonder what should be done about the temporary constructors I added for a few structs
20:07:50 <m3henry> 1) make them permanent
20:08:28 <m3henry> 2) leave them there as indication that there is need for improvement
20:11:12 <m3henry> Which would you pick?
20:11:36 <LordAro> m3henry: depends how long it's going to take you to write PRs that remove them :p
20:12:14 <m3henry> Cannot decode solution
20:12:57 <Eddi|zuHause> if only one had a vision...
20:13:20 <Eddi|zuHause> (is that a meme now?)
20:13:57 <Eddi|zuHause> probably wrong channel :p
20:13:57 * peter1138 slaps Eddi|zuHause around a bit with a trout
20:13:58 <LordAro> planetmaker: it'd be @ if anything :p
20:15:12 <peter1138> Oh, the depots patch is conflicting again.
20:17:14 <m3henry> I guess I'll just remove the comments
20:17:32 <LordAro> m3henry: they're easy enough to find again, when C++17 happens
20:17:42 <LordAro> and given that probably won't be for a while... :p
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20:21:43 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUVx
20:21:55 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUCl
20:21:59 <peter1138> LordAro requested a review from PeterN 23 seconds from now
20:22:10 <peter1138> "23 seconds... FROM now" ?
20:22:34 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
20:22:38 <peter1138> That's more sensible.
20:26:59 <peter1138> Hm, which road types should be available in the scenario editor?
20:29:00 <Wolf01> It's a scenario editor, I would like to place even single houses :P
20:37:13 <planetmaker> I agree with wolf. I'd like to be able to do everything
20:37:18 <planetmaker> and... also exchange NewGRF
20:37:26 <planetmaker> at the cost of re-generating the part they touch
20:45:45 <LordAro> trams can share tracks currently, can't they?
20:45:53 <LordAro> if so, then yes, even trams
20:46:04 <LordAro> *trams from different companies
20:46:07 <Wolf01> Yes, they are like roads, and you can build them with owner 0
20:51:11 <Samu> in scenario editor you're OWNER_NONE
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20:57:08 <Samu> WormAI also has some stutters when trying to build airport on huge maps
21:02:47 *** supermop_work_ has joined #openttd
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21:08:12 <peter1138> So, let's say... in general, we're happy with std::vector, right?
21:10:17 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjUrL
21:10:56 <Samu> inb4 conflicts with my stuff
21:11:02 <peter1138> Oh. Your review needs to be dismissed
21:11:44 <LordAro> Samu: this will conflict with almost everyone's stuff
21:12:26 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fjUrY
21:16:00 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7165: [core] Implement SmallVector using std::vector https://git.io/fhSz0
21:16:48 <Samu> my AI is less spiky when finding places to put airports now
21:18:19 <Samu> uh oh, i guess I spoke too early
21:18:37 <Samu> had an average peak of 8 ms suddenly
21:19:11 <peter1138> Chocolate icecream cookie sandwich. That's kinda decadent.
21:20:00 <peter1138> m3henry, now we'll probably get loads more bug reports, but that's kinda the point :
21:20:19 <peter1138> (Well, probably, it was good)
21:20:42 <Samu> the code with // is being replaced
21:20:57 <m3henry> Woo, #15 contributor!
21:21:23 <Samu> no more Valuate stuff slowing down
21:21:49 <LordAro> m3henry: of those that have put their email addresses into GH :p
21:23:31 <glx> hmm updating cmake branch or not
21:33:01 <glx> D:\developpement\GitHub\glx22\OpenTTD [cmake ↓180 ↑225]>
21:38:43 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry closed pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
21:38:44 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
21:41:09 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
21:41:10 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry reopened pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
21:41:29 <m3henry> Lol, forgot to commit after reset --hard to master
21:45:46 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
21:46:15 <glx> waiting for CI to see if I need to readd -Wno-c++11-extensions
21:47:55 <frosch123> that nullptr PR also touches 3rdparty/
21:48:02 <frosch123> do we want to modify that stuff?
21:48:17 <glx> we try to do minimal changes in 3rdparty IIRC
21:50:39 <DorpsGek_II> [OpenTTD/OpenTTD] michicc updated pull request #7379: Codechange: Use C++11 functions for threading https://git.io/fjvlz
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21:54:05 <peter1138> (#7417 needs updating)
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21:55:51 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN requested changes for pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUoU
21:57:29 <LordAro> peter1138: figures :p
21:58:04 <glx> ok no need for -Wno-c++11-extensions in cmake branch it seems
21:58:15 <peter1138> What does that do anyway?
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21:58:45 <LordAro> clang used to warn about using c++11 stuff
21:59:20 <LordAro> probably prior to the codebase being c++11 anyway, but i'm pretty sure it's done nothing since clang3.something anyway
21:59:27 <glx> I guess set(CMAKE_CXX_STANDARD 11) takes care of that
22:00:12 <glx> no the warning was added to config.lib after the last rebase
22:00:46 <glx> that was the only conflict I add during the rebase
22:01:11 <DorpsGek_II> [OpenTTD/OpenTTD] M3Henry updated pull request #7407: Codechange: Use null pointer literal instead of the NULL macro https://git.io/fjJDX
22:02:00 <m3henry> fixed touching 3rdparty
22:02:29 <glx> oh no new warnings for MSVC builds
22:07:34 *** rocky11384497 has joined #openttd
22:13:04 <glx> haha 3 warnings for win32, 181 for win64, not bad ;)
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22:19:06 <LordAro> glx: do enable -Werror on the cmake branch if feasible :>
22:19:18 <peter1138> Yeah, I kinda don't check for warnings :/
22:19:33 <peter1138> If it's green it feels like it should be god.
22:20:02 <peter1138> rgb company colours still works :D
22:20:20 <glx> ha no -Werror is not enabled
22:21:12 <peter1138> It'd fail on the OS X build.
22:21:45 <glx> and for mingw too (even if we don't check it on CI)
22:22:48 <peter1138> Is there no -Wno-deprecated-crap or something? :D
22:23:21 <LordAro> glx: disabling that warning on mingw doesn't seem unreasonable
22:23:36 <LordAro> (do you also have -Wextra & -pedantic? )
22:26:02 <glx> you can check the flags here :)
22:26:44 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7417: Group hierarchy improvements (by 3298) https://git.io/fjUwN
22:26:55 * LordAro makes use of shiny std::vector functions
22:27:03 <LordAro> well, algorithm functions, i guess
22:30:16 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUa1
22:33:06 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN approved pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUoF
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22:50:59 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7419: Fix #6564: enforce types of arguments for station name strings https://git.io/fjUa1
22:54:50 <Samu> im getting tons of warnings..
22:55:14 <Samu> conversion from 'size_t' to 'uint'
22:55:54 <glx> the vector PR has been merged
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23:01:48 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone opened pull request #7420: Fix #7165: Missed 'Append() --> push_back()' replacement https://git.io/fjUKc
23:02:20 <LordAro> ...how does that build
23:02:31 <LordAro> or rather, how did it build?
23:03:42 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7420: Fix #7165: Missed 'Append() --> push_back()' replacement https://git.io/fjUKl
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23:12:57 <Samu> that vector thing wasn't really tested, was it?
23:13:27 <glx> it's in master to be tested :)
23:14:10 <LordAro> Samu: less complaining, more bug reporting please
23:14:24 <Samu> can't dereference value-initialized vector iterator
23:14:37 <Samu> just run it, you can't even get to main menu
23:14:41 <LordAro> that's meaningless on its own
23:15:09 <LordAro> and it works for Linux, and the Windows CI
23:15:21 <LordAro> it'll be a VS debug build thing again, i suspect
23:20:59 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7420: Fix #7165: Missed 'Append() --> push_back()' replacement https://git.io/fjUKc
23:22:00 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick opened issue #7421: Can't dereference value-initialized vector iterator https://git.io/fjUKS
23:22:37 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on issue #7421: Can't dereference value-initialized vector iterator https://git.io/fjUK9
23:24:15 <LordAro> m3henry: so looks like VS debug vectors don't like dereferencing end()
23:25:59 <LordAro> "This element acts as a placeholder; attempting to access it results in undefined behavior"
23:27:38 * glx is putting size_t everywhere :)
23:28:13 <nielsm> yeah it's an error to deref end()
23:28:23 <nielsm> since it's literally one past the final valid element
23:28:45 <LordAro> data() + size() would probably work around the VS assertion
23:29:14 <nielsm> if you make a pointer of it and deref that you're just invoking undefined behaviour instead
23:31:06 <LordAro> it worked before because the pointer was never dereferenced
23:31:27 <nielsm> why is it being dereferenced now when it wasn't before?
23:31:40 <LordAro> technically SmallMap::End() should never be dereferenced either, but actually getting it means it's dereferenced
23:32:47 <m3henry> Why is it being dereferenceD?
23:34:02 <LordAro> return &*std::vector<Pair>::end();
23:34:23 <LordAro> because SmallMap "must" return a Pair*
23:35:08 <peter1138> So, er, smallmap -> std::map?
23:35:30 <LordAro> peter1138: i can't really see any easy alternative
23:36:30 <peter1138> 20:20 <@peter1138> m3henry, now we'll probably get loads more bug reports
23:37:38 <Samu> it reaches main menu in release x64 build
23:38:06 <LordAro> yeah, that assertion is only enabled in debug build
23:39:24 <LordAro> Samu: if you find SmallMap::End (both of them) in src/core/smallmap_type.hpp and replace the body with "return std::vector<Pair>::data() + std::vector<Pair>::size();", and then recompile in debug mode, does that allow the game to run?
23:40:34 <peter1138> Why do I have a chainring imprint on my trousers?
23:41:14 <LordAro> peter1138: i often find myself asking the same question
23:41:35 <LordAro> i found 2 gashes in my overshoes last week, that i think must have been from my pedals
23:41:55 <peter1138> Yeah but ... this is upper thigh area, on the front of them.
23:42:28 <m3henry> getting a pointer to a dereferenced iterator shouldn't actually perform a memory access
23:42:46 <Samu> it works, reached main menu
23:43:14 <m3henry> I'm guessing MSVC stdlib puts some checking code in there because they want to be extra careful
23:44:16 <m3henry> But hey, I guess that reverts the change you requested xD
23:44:20 <Samu> im starting a 4096x4096 map, in debug mode, will wait 10 min
23:45:08 <Samu> with so many changes, I don't even know what to test
23:45:44 <LordAro> Samu: you can pull request that change, if you like
23:45:59 <LordAro> works as in interim fix
23:46:11 <m3henry> And remove SmallMap::End()
23:46:50 <m3henry> I had to add SmallMap::End() to change away from `data() + size()`
23:48:33 <LordAro> well, doing it in one place is cleaner, imo
23:49:21 <glx> until SmallMap is replaced ;)
23:50:12 <m3henry> I guess I can look at that after I've done nullptr, tinyEnum and AutoDeleteVector
23:52:40 <Samu> took 8 minutes, was slightly faster
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23:55:26 <Samu> strange, taking too long to load a savegame
23:55:57 <drac_boy> had to wonder but is there some unlisted 'standardization 2.0' tracktypes that I missed or its not just me wondering why someone wants to use the letter 'V' which doesn't exist in the current scheme?
23:57:16 <Samu> feels slower in some parts
23:59:36 <peter1138> debug or release build?
23:59:58 <Samu> i had to wait about 3 minutes to loading
continue to next day ⏵