IRC logs for #openttd on OFTC at 2019-05-04
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00:11:06 <spnda> Anyway, I have this data now and from what I see is that it does return where I think it would and right above it should be executing CmdSkipToOrder(), which isn't skipping to the next order
00:14:04 <spnda> I think it's due to this code inside the if inside the definition for CmdSkipToOrder(): v->GetNumOrders() < 2. As there are only 2 orders for this vehicle and as the list is an index, I'd assume it starts at 0, so 1 is less than 2.
00:15:44 <peter1138> Don't confuse indices with counts.
00:17:38 <spnda> Do you see anything wrong here? CmdSkipToOrder(v->tile, DC_EXEC, v->index, ((v->cur_implicit_order_index + 1) % v->GetNumOrders()), "");
00:35:05 <spnda> I'm clueless... I've no idea why this is not performing that command
00:36:18 <glx> 2 orders so v->GetNumOrders() == 2
00:37:16 <spnda> ah ok, and what does v->cur_implicit_order_index return?
00:38:12 <glx> but if you go in CmdSkipToOrder() step by step you should clearly determine what return statement is executed as the next step will be the closing }
00:39:51 <glx> v->cur_implicit_order_index is the current implicit order as its name indicates :)
00:41:51 <spnda> Maybe it was working, just that that math, 1+1 / 2 is 1, so it wouldn't skip back to the 1st order, where it started.
00:42:39 <glx> remainder of the division
00:42:59 <spnda> yeah, but I want to get 2, wouldn't I? because that's the number of the order
00:43:15 <glx> you can't get 2 if there's only 2 orders
00:43:24 <glx> first order is 0, second is 1
00:44:10 <glx> your math is correct, check the variables in the function
00:44:37 <spnda> 0 + 1 = 2, modulo 2 = 0.5?
00:47:47 <peter1138> You know what a remainder is?
00:47:56 <glx> 2 - (2/2)*2 = 2 - 1*2 = 2 - 2 = 0
00:48:28 <spnda> remainder, the amount left over. Why the hell did I say 1
00:49:18 <glx> anyway check the value of the variables if it's really returning on the first test line
00:50:01 <spnda> Just for test purposes I just put in "1" instead of all the variables, and it's still not skipping the order, so it's probably not that
00:51:49 <glx> in the debugger you can see all variables in the function, either on mouse hover, or in the variables windows
00:52:45 <spnda> I put 0, still doesn't skip the order
00:52:59 <glx> so you should be able to check all tests by hand
00:53:18 <spnda> (Eventhough that is kinda expected behaviour there as it is on 0, and it should switch to 1, but is staying at 0)
00:54:19 <glx> it doesn't switch because it returns before the switch
00:55:18 <spnda> so uh i'd have to wait until that funciton is finished executing?
00:56:08 <glx> the order is switched at lines 1125/1126
00:58:57 <glx> and it will skip to the next real order, implicit orders will be ignored
01:00:24 <glx> but really, going through the function step by step will tell you exaclty what happens
01:03:40 <glx> possible failures for the first test: wrong index (unlikely), new order (passed to the command) == current order, invalid new order, only 1 order
01:03:51 <glx> then there's the owner check
01:04:52 <glx> can fail is _current_company is not the owner of the vehicle
01:05:12 <spnda> then it checks if it's loading, and it should leave the station if, then tells the selected to be equal to the real_order_index and then to the implicit_order_index and invalidates the vehicle orders
01:05:57 <spnda> then just returns a CommandCost()
01:05:58 <glx> no it's the opposite, it sets real_order and implicit order to the value you passed
01:07:26 <spnda> Well from all I see inside that function, the values and coditions don't apply so the function should go through fine.
01:08:02 <glx> use step by step to check what happens, that's the only way
01:09:48 <spnda> Well now I am even more confused why this is not running as expected
01:10:18 <glx> if the order doesn't changed then something make it return early as error, or there's less than 2 manual orders, ie orders explicitely set via the order window
01:11:53 <spnda> I set 2 orders manually over the order window. v is not null, v is the primaryvehicle, the selection should not be the index of the implicit order (unsure about this one),
01:12:17 <spnda> the selection is definitely not more than the amount of orders of the vehicle and is 2.
01:12:48 <spnda> And I have ownership of the vehicle
01:13:34 <glx> but _current_company may be another company when you DoCommand()
01:13:51 <glx> maybe you should show the full code :)
01:19:40 <glx> hmm I see, _current_company is probably not your company when Order::ShouldStopAtStation() is called
01:21:11 <spnda> so, can I do anything about that?
01:23:49 <peter1138> Yeah, don't call a command from that context.
01:24:46 <glx> indeed all vehicle handling is done as OWNER_NONE
01:25:45 <glx> and why would you want to skip order there, as anyway if the vehicle doesn't stop it will auto skip
01:26:50 <spnda> it autoskips? I don't think it does
01:34:39 <spnda> I am fairly sure now it does not
01:37:39 <DorpsGek_II> [OpenTTD/OpenTTD] stale[bot] closed issue #7059: Town name language choice affects number of towns / world population https://git.io/fhnPP
01:41:14 <spnda> Could I not do _current_company = v->owner, right before I call DoCommand?
01:46:13 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN updated pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjGt6
01:47:19 <glx> ok I checked, it does skip
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03:13:31 <supermop_Home> peter1138 do I need to update my grfs?
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04:58:49 <Eddi|zuHause> <peter1138> Let me guess, it just needs a state machine... <-- the state machine problem divides into 3 main problems: 1) how does the state machine behave, like how do articulated parts move, how do you detect vehicles on conflicting positions, how do you make pathfinder decisions, ... 2) how do you write a state machine, like in what language, embedded in grfs, ... 3) how do you validate state machines, like how do you determine
04:58:51 <Eddi|zuHause> unreachable paths, what do you do if it locks up, ...
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07:54:59 <peter1138> supermop_Home, probably. You've not got any icons, and there's some extra flags.
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09:16:00 <nielsm> ugh SYL making wrong and confusing statements on the forum, I hope he won't have a total meltdown over my effortpost correcting him
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09:55:09 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh updated pull request #7353: Feature: Measure vehicle capacity utilisation efficiency https://git.io/fhho4
09:55:11 <nielsm> just a rebase of cargotiles for now...
09:55:32 <nielsm> need to figure out how to measure time waiting at signals correctly
09:55:47 <nielsm> so block and path signals measure the same
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10:20:25 <nielsm> argh why is train->wait_counter so overloaded
10:20:44 <nielsm> and why do block and path signals increment it at different rates
10:21:22 <nielsm> and there is the STUCK flag which is only set for path signals, not block signals
10:21:34 <nielsm> because apparently waiting at a block signal does not make you stuck
10:26:52 <nielsm> oh yeah and possibly if the reverse_at_signals setting is false then wait_counter is not incremented at all when waiting at block signals
10:33:36 <andythenorth> creating 2 generations visually :P hard
10:33:48 <andythenorth> I want to keep the doors all-silver
10:33:52 <andythenorth> and there's not much else to them
10:35:52 <DorpsGek_II> [OpenTTD/OpenTTD] Andrew350 opened issue #7565: [NRT] The 'build tunnel' tool displays the wrong cursor for road and tram https://git.io/fjnWV
10:40:11 <andythenorth> shall we fix it? :D
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11:21:24 <Arveen2> in the past I heard oil wells are more likely to shut down compared other industries - is that true ?
11:21:48 <nielsm> oil wells in temperate can never increase production, only decrease
11:21:53 <nielsm> so they will always close down eventually
11:22:12 <nielsm> (oil rigs don't have that rule)
11:22:33 <nielsm> (and oil wells in other climates are alse normal)
11:52:53 <Corn> Q: is there a bridge icon for building road bridges? because the bridge icon at the moment displays a rail bridgre
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11:57:02 <LordAro> Corn: is this with master/nightlies? sounds like it might be the same issue as #7565 ?
11:58:08 <LordAro> that sentence doesn't make sense
11:58:20 <LordAro> it's either master, or 1.9.1
11:58:27 <LordAro> they're very different
11:59:38 <Corn> sorry i just woke up - yeah it's master
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12:01:58 <Corn> but i swear i've noticed it since release 1.8.0
12:02:17 <LordAro> might be a completely separate issue :)
12:03:34 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One commented on issue #7565: [NRT] The 'build tunnel' tool displays the wrong cursor for road and tram https://git.io/fjnlm
12:14:16 <andythenorth> I am probably supposed to be doing something
12:16:13 <LordAro> can't be anything important
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12:33:50 <andythenorth> mostly I am drawing pixels
12:34:00 <andythenorth> but I should probably be doing something less fun :)
12:43:53 <V453000> I wrote down a plan for nuts :d
12:44:04 <V453000> feeling like I can make it better :)
12:44:59 <Wolf01> We can say your plan will go nuts D:
12:45:45 <V453000> WTF attach & drawing rules, wagon layering, pixel pushing
12:46:33 <V453000> Do the different roadtypes have any kind of significant gameplay effect? It's mostly visual right?
12:47:03 <V453000> I don't think I'm interested in RVs enough and seeing roadhog + heqs, andy has already done such an amazing job both visually and functionally that I don't know what I would do to make anything better.
12:47:20 <andythenorth> and Hog needs to be better
12:47:21 <Wolf01> Yes, there are some gameplay effects in roadtypes
12:48:00 <Wolf01> Max speed, allowed vehicles
12:48:00 <V453000> well anyway, short answer, NO. :D
12:48:07 <V453000> yeah, that's not really interesting
12:48:10 * andythenorth has too many things
12:48:24 <andythenorth> too many things < fun
12:49:17 <Wolf01> I should retry that wetroads grf
12:49:32 <Wolf01> Time to make canal city
12:49:50 <V453000> size matters, see andy's freighters
12:49:59 <V453000> totes not compensating
12:51:05 <Wolf01> Good for city pax/mail service, they are like buses but can run only on their roadtype
12:52:49 <Wolf01> Btw I need to play an eyecandy game
12:53:41 <V453000> also I played Iron Horse yesterday
12:53:51 <V453000> having running costs which are significant was quite cool
12:54:07 <V453000> I might add a parameter with some increased costs
12:54:20 <V453000> though I'm not sure about it yet
12:55:12 <andythenorth> dunno if the Horse costs are 'good'
12:55:24 <andythenorth> but I have £120m in my Horse game, so probably fine :P
12:56:53 <V453000> it seemed quite fun, BUT I had to actually try to make good money, use longer trains, and really transport over longer distances with FIRS where the coal and other primary cargoes don't pay much
12:57:03 <V453000> also andythenorth , the Wharf is completely ridiculously overpowered in Steeltown
12:57:26 <V453000> it makes SO many ES you get an immediate gung ho industry
12:57:42 <andythenorth> FIRS 3 is a bit shit
12:57:57 <V453000> well everything is a bit shit in your mind regarding your projects :D
12:58:44 <V453000> honestly I kind of feel the opposite way :D
12:58:55 <V453000> the megaplethora of horse wagon length is very wtf
12:59:12 <V453000> esp when they don't even have it written in the purchase menu and are just called the same :D
12:59:38 <andythenorth> Wolf01: I have massive guilt that NRT docs are not done :P
12:59:51 <andythenorth> either we should do them, or someone should tell me to stop wasting my life on guilt
13:01:10 <andythenorth> all my work is driven by either
13:01:37 <LordAro> think how much more fun life would be if it were only lolz
13:01:57 <Wolf01> andythenorth: we should definitely do them
13:02:09 <Wolf01> I lost track on what NRT could do and don't
13:02:35 <Wolf01> I can't even explain it to V D:
13:02:53 <andythenorth> but that's what docs are needed for :P
13:03:07 <andythenorth> V453000 also in Steeltown, massive change of heart on supplies
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13:03:14 <andythenorth> instead of supplies = end goal
13:03:26 <andythenorth> supplies are easy, so your network gets fucked up quickly
13:03:51 <andythenorth> you build like 3 little Iron Ore trains, then BAM, you overload your little train line
13:03:54 <V453000> well that's a sentiment I support, YETI does it too
13:04:03 <Wolf01> Like, could we make roadtypes with only straight roads (straight without intersections, not without curves)?
13:04:06 <V453000> once you get a certain % of station ratings, YETI destroys your network no matter how good it is
13:04:31 <V453000> like highways? :D nice
13:04:56 <andythenorth> V453000: Dwarf Fortress in grf :)
13:05:01 <andythenorth> always network must die
13:05:18 <Wolf01> Also I hope the house-friendly flag was carried from dev version, because I really DON'T want houses along highways
13:05:18 <V453000> well with default industries it does too, the mechanic is just time though
13:06:01 <Wolf01> IIRC HAUL relied on that
13:06:09 <andythenorth> I am making super-realism industry and trains
13:06:13 <andythenorth> liveries and everything
13:06:21 <andythenorth> with all gameplay features like integer lengths
13:06:26 <andythenorth> and also built in trolling
13:06:47 <V453000> do your wagons use layers btw?
13:07:26 <andythenorth> only for rear lights
13:07:32 <andythenorth> going to do intermodal as layers though
13:08:08 <andythenorth> if NML wasn't so frigging slow I might do more layers
13:08:22 <V453000> I'll just go full retard on layers and recolour code
13:08:30 <andythenorth> but for checking how cargo looks in game, layers are so slow
13:08:49 <andythenorth> it's like, wait 1m 20s to compile Horse, then set up test game with correct cargos
13:09:05 <andythenorth> or 3s to render all graphics and open spritesheet, and look at all cargos in one place
13:09:13 <V453000> well if you don't break save compatibility with articulated units or lengths changing it might work with existing save?
13:09:30 <V453000> that's not so tragic times :D
13:09:36 <andythenorth> still 1m 20s vs 3s :P
13:09:43 <andythenorth> and all things in one png :P
13:10:36 <Eddi|zuHause> someone saw wetrails, and went "hold my beer"?
13:10:53 <andythenorth> V453000 before you rek NUTS....vehicle variants? o_O
13:11:54 <V453000> like different sprites for the same engine or?
13:12:23 <V453000> because the 130 engines or how many I have aren't enough to draw? :D
13:12:55 <V453000> if code randomizes some colours of them, maybe
13:13:11 <V453000> if I do all the things I wrote in the post, then maybe more variants :)
13:13:35 <andythenorth> basically nesting vehicles in buy menu
13:13:42 <andythenorth> how you use it, up to you
13:13:46 <andythenorth> it's not done yet
13:13:51 <V453000> like they build a nest and lay eggs?
13:13:55 <andythenorth> if I haven't annoyed peter1138 too much :P
13:14:15 <V453000> ah that's the thing that would basically replace cargo subtypes?
13:14:27 <V453000> I'd use the for control over livery colouring like some passenger trains now have
13:14:59 <Eddi|zuHause> V453000: i feel like andy is slowly devolving into incoherent babbling lately
13:15:32 <Eddi|zuHause> V453000: half of his sentences make no sense at all, and the other half assume you know some context that has never been referred to
13:15:53 * andythenorth might be getting too much sleep
13:15:56 <Eddi|zuHause> andythenorth: not new, but getting notably worse
13:18:49 <Corn> Those road canals look super cute omg
13:19:43 <V453000> Eddi|zuHause: as long as we understand each other I find it fine :)
13:19:55 <V453000> we'll all get to the same state eventually
13:20:28 <andythenorth> V453000 understands me
13:21:15 <Eddi|zuHause> V453000: i feel like the frequency where that condition is violated is increasing
13:22:29 <andythenorth> my aim is to blend a bit of MB, SYL and DaleStan
13:22:41 <andythenorth> 'triangulation' :P
13:23:00 <Corn> V453000 factorio railplanner uses bidirectional A*, right?
13:24:01 <V453000> I mostly do graphics in Factorio so I don't know much about the code Corn :) Especially not about the technical details
13:24:10 <V453000> All I can code is some rather basic python and mainly blender's bpy
13:24:41 <V453000> and I'm expertly bad at NML. :>
13:24:43 <Corn> i'm working on a raillpanner for openTTD that works similar to the one in factorio so i'm trying to see what i can do to improve it
13:25:15 <Corn> HAHA i've never made a newgrf in my life
13:29:09 <Corn> nah, I have an A*-based tool
13:29:22 <Corn> pasted the wrong text, sorry
13:30:02 <Corn> but it doesn't factor in curve length, hill climbs etc - i'll probably have to switch to IDA* because the current algorithm uses a heap of memory
13:30:41 <V453000> yeah my fucked up openttd brain had to do a lot of adapting to accept that Factorio curves don't slow down
13:31:19 <Corn> yeah i freaked out when i watched a train shoot around a curve at 150mph
13:38:24 <DorpsGek_II> [OpenTTD/nml] Eddi-z opened pull request #37: Fix #36: global variable traffic_side was inconsistent with global pa… https://git.io/fjn8L
13:40:35 <Eddi|zuHause> do we have a review process for nml PRs?
13:44:47 <DorpsGek_II> [OpenTTD/nml] Eddi-z commented on pull request #37: Fix #36: global variable traffic_side was inconsistent with global pa… https://git.io/fjn8Z
13:45:44 <LordAro> Eddi|zuHause: "wait for pm"
13:50:41 <Eddi|zuHause> "# One-based, already sane" <-- that's a bold statement.
13:53:55 <Eddi|zuHause> good ridance? :)
13:57:11 <Eddi|zuHause> so, what world are we living in? "JGR is the new standard", "master is the new stable", ... anything else i should be aware of?
13:57:44 <LordAro> something to do with a lack of vision
14:09:39 <andythenorth> Eddi|zuHause: it's all fine
14:10:08 <andythenorth> the world was 'oh fuck if frosch quits, *nobody* is regularly maintaining anything'
14:10:44 <andythenorth> confusion is positive :)
14:10:45 <Corn> redo the entire codebase in ECS
14:53:07 <peter1138> How many town zones are there? o_O
15:01:04 <_dp_> 5 house zones, 3 advertisement, 2 authority
15:28:24 <Arveen2> Ordos harvester deployed
15:41:24 <Artea> I wonder if I can play Slaughterfest in Brutal DooM
15:41:38 <Eddi|zuHause> i think we should redesign the way town zones work first, and then worry about roadtypes
15:47:08 <Artea> couldn't even get BFG without getting a rocket in my head
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16:11:26 <spnda> my menu background game just turned into water.... hmm
16:11:42 <Eddi|zuHause> that happens when loading the title game fails
16:12:03 <spnda> I've never seen this before huh
16:12:09 <VoId23[m]> Wat about a Cities Skylines Mod.
16:12:42 <spnda> You mean building Cities and supplying it with everything they need inside of OpenTTD?
16:13:12 <VoId23[m]> To have Openttd merged with Cities Skylines
16:14:23 <Eddi|zuHause> VoId23[m]: you know, 10 years ago that was generally asked about Sim City
16:15:33 <VoId23[m]> But Cities Skylines is much more open to mod
16:16:04 <spnda> You can't write such a big change into Cities: Skylines, and it also uses a different language
16:17:35 <VoId23[m]> It would be nice though
16:17:47 <spnda> The modding is more or less only for adding vehicles, buildings and maps. Some add some changes for how certain things work but those are EXTREMELY buggy and often don't work
16:19:26 <spnda> Btw, title screen is still failing to load for some reason
16:21:11 <Eddi|zuHause> spnda: it's almost certainly something you did.
16:21:39 <spnda> Nope, was just because I was starting it from OpenTTD/bin, otherwise it works
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16:39:52 <supermop_Home> is there a place for documentation I can check to see how to update unspooled?
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16:42:22 <peter1138> Well done Firefox... disabling all extensions... o_O
16:46:25 <andythenorth> is that good or bad?
16:47:59 <Eddi|zuHause> also, my firefox seems to be unaffected somehow?
16:49:33 <andythenorth> it's probably bad to have sprites specific to certain company-colours? :P
16:49:58 <andythenorth> (a) massive over-engineering (b) waste of time (c) not needed
16:49:58 <andythenorth> [pick all that apply]
16:50:17 <peter1138> It also breaks when we implement RGB CC.
16:51:13 <Eddi|zuHause> yes, all those things apply
16:52:09 <Wolf01> <peter1138> Well done Firefox... disabling all extensions... o_O <- I solved that by not upgrading since FF56
16:52:51 <andythenorth> oh wait...the player can just Not Choose White there :P
16:53:57 <spnda> for what is the ini_key char in WindowDesc useful?
16:54:23 <frosch123> for storing window specific stuff in the config
16:54:28 <frosch123> like default size and stickyness
16:54:46 <frosch123> andythenorth: make it like textcolors
16:54:49 <peter1138> andythenorth, what's the issue with white?
16:54:54 <frosch123> white on dark background, black on light background
16:54:56 <andythenorth> looks wrong shape
16:55:12 <andythenorth> the top pixel merges with depot view
16:55:24 <andythenorth> it's trivially solved, don't choose white
16:56:14 <Wolf01> Paint it with the "invert" colour, it was commonly used on mouse cursors :P
16:58:22 <Eddi|zuHause> my firefox is 60, and i don't know why it's not happening there
16:58:36 <Eddi|zuHause> i have a different firefox elsewhere and that is affected
16:59:00 <frosch123> what if samuai picks white?
16:59:53 <Heiki> Eddi|zuHause: seems to come gradually, my Firefox started complaining just a couple of minutes ago
17:00:26 <andythenorth> frosch123: singularity occurs
17:00:54 <spnda> My latest Chrome Canary with a few extensions has worked fine
17:01:11 <andythenorth> is it lunchtime?
17:03:12 <Heiki> just use OpenTTD instead of Firefox
17:04:39 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7566: Fix #7565: Incorrect cursor used for placing road/tram tunnels. https://git.io/fjnBH
17:34:39 <rubenwardy> my firefox still works
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18:03:36 <Corn> q: in the multiplayer server browser, the setting "Advertised" is "No" by default - why is this?
18:04:16 <Eddi|zuHause> i thought that setting has only an effect if you start a new server?
18:23:08 <Corn> took me 20 mins of googling when i first downloaded OpenTTD to release I had to change the "advertised" setting
18:24:30 <spnda> I think it should really be set to "Yes" as default
18:25:02 <_dp_> even I was like wtf where are all the servers at some point
18:25:04 <Eddi|zuHause> ah yes. i think that's a case of "it is technically correct, but it's a terrible name for the setting"
18:25:10 <Corn> it could very well be the reason why we don't have more players overall
18:25:25 <spnda> Nearly every time I forget to reclick "Yes"
18:26:57 <_dp_> terrible name with terrible default
18:27:17 <_dp_> and it was named "lan/internet" at some point
18:31:17 <DorpsGek_II> [OpenTTD/OpenTTD] kiwitreekor commented on issue #7567: Chinese(simplified) can not be shown correctly https://git.io/fjn0U
18:42:12 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One opened pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjn0m
18:52:31 <peter1138> I don't even know why it's an option.
19:02:49 <DorpsGek_II> [OpenTTD/OpenTTD] V453000 commented on pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjn0u
19:09:45 <spnda> Just to state, I have informed Corns (Hexus-One) to rebase instead of merging from OpenTTD/master to avoid adding useless commits.
19:17:13 <peter1138> Not just useless, the commit checker prevents it being successful at all.
19:19:37 <spnda> Does it do that too? Just thought it would check for if you have a commit message structure
19:20:58 <peter1138> Yes, and a merge commit doesn't pass that message test.
19:21:20 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One updated pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjn0m
19:21:45 <Corns> sorry i'm just blindly pulling/pushing with no clue
19:22:24 <peter1138> andythenorth, where's the NML/NFO NRT specs living?
19:22:38 <peter1138> (The in-dev versions)
19:22:42 <spnda> Commit checker will probably fail again due to that one merge Corns
19:26:56 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN opened pull request #7569: Fix c02ef3e456: Incorrect order of road toolbar icons. https://git.io/fjn0A
19:48:00 <LordAro> git rebase upstream/master
19:52:30 <glx> and also clean your own master, seems you did weird things in it
20:08:14 <spnda> Where are road station sprites handled? I didn't find any references in roadstop.cpp nor station.cpp
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20:12:50 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One updated pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjn0m
20:18:52 <DorpsGek_II> [OpenTTD/OpenTTD] Hexus-One updated pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjn0m
20:19:37 <spnda> GRFs can't add custom Road/Tram Stop graphics, can they?
20:35:03 <DorpsGek_II> [OpenTTD/OpenTTD] Transportman opened pull request #7571: Fix #7570: Show Github URL in the crashlog window https://git.io/fjnE7
20:48:52 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7567: Chinese(simplified) can not be shown correctly https://git.io/fjnEN
20:50:33 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjnEA
20:51:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7569: Fix c02ef3e456: Incorrect order of road toolbar icons. https://git.io/fjnue
20:51:41 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7569: Fix c02ef3e456: Incorrect order of road toolbar icons. https://git.io/fjn0A
20:52:51 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjnuv
20:54:23 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7571: Fix #7570: Show Github URL in the crashlog window https://git.io/fjnuJ
20:54:35 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro merged pull request #7571: Fix #7570: Show Github URL in the crashlog window https://git.io/fjnE7
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20:55:24 <stefino> andythenorth: hi Andy, are you here?
20:56:15 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7568: Change: Default setting of "Advertise" in server browser to "Yes" https://git.io/fjnuL
20:59:24 * andythenorth was making dinner
21:01:12 <LordAro> nielsm: codepage seems like a reasonable cause for #7511, any thoughts on actually fixing it? Not sure how feasible it is to force it...
21:01:28 <nielsm> change the way the file is opened/read
21:01:40 <nielsm> maybe the C runtime is opening it in text mode and trying to do some kind of translation?
21:03:33 <nielsm> I forget what that tool MS released ages ago for running a program with another ansi codepage was called...
21:03:59 <LordAro> set codepage in cmd then launch?
21:04:08 <LordAro> launch from that window*
21:04:22 <nielsm> no that changes the OEM codepage
21:04:50 <nielsm> and I'm not sure that's inherited between processes
21:05:08 <glx> maybe something in OTTDTOFS and FSTOOTTD ?
21:05:33 <nielsm> are they used for translating more than filenames?
21:05:56 <glx> all texts passed to windows api
21:08:10 <nielsm> ahh AppLocale was the thing I was looking for
21:08:13 <nielsm> wonder if it still workd
21:09:00 <nielsm> looks like a better answer
21:11:54 <glx> anyway OTTD2FS uses MultiByteToWideChar
21:14:00 <nielsm> but it uses UTF8 doesn't it?
21:14:08 <nielsm> and not system ansi cp
21:16:36 <nielsm> hmm, reading language pack uses fopen(filename, "rb") via ReadFileToMem
21:16:49 <nielsm> so there shouldn't be any weird translation going on from the C runtime there
21:16:51 <glx> but if there was an error there the string would be just '\0'
21:17:12 <glx> even if we don't check errors
21:17:21 <LordAro> nielsm: is it not a font issue? given the output changes with different fonts
21:17:42 <nielsm> then it may be uniscribe yes
21:17:50 <LordAro> i think that's what's implied by the last comment on #7511?
21:17:56 <glx> korean report says installed font work
21:18:00 <nielsm> the language data is utf8 internally, right?
21:18:07 <LordAro> uniscribe is the only thing in that area that's changed, afaik
21:18:10 <glx> but uninstalled ttf files fail
21:18:23 <nielsm> which has to be converted to utf16 for uniscribe
21:26:52 <DorpsGek_II> [OpenTTD/nml] michicc merged pull request #37: Fix #36: global variable traffic_side was inconsistent with global pa… https://git.io/fjn8L
21:27:25 <glx> hmm can't uniscribe just use OTTD2FS instead custom utf8 to utf16 ?
21:29:11 <nielsm> ...oh, that LocaleEmulator thing only supports 32 bit programs
21:32:21 <nielsm> running it with chinese locale and selecting chinese language in game
21:33:09 <LordAro> Hqjolvk +DX is my favourite language
21:34:01 <nielsm> changing back to Hqjolvk makes everything normal again
21:34:42 <nielsm> every byte has 3 added to it?
21:35:16 <LordAro> that is... very weird
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21:43:28 <nielsm> I didn't know the language pack files were read as a straight memory image :)
21:51:53 <nielsm> if I change language back and forward several times then it becomes correct
21:52:14 <nielsm> also if I exit with chinese selected and start again, it's fine
21:52:32 <nielsm> but if I exit with english selected, start again, and then switch to chinese, it breaks
22:05:15 <michi_cc> nielsm: What happens if you try that with PR#6980?
22:06:04 <nielsm> hmm, I'll keep on trying to catch some strings post-load in the debugger for a bit first
22:08:20 <nielsm> lol the text input box has a flashing "b" in it
22:08:27 <nielsm> instead of a flashing pipe
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22:25:08 <nielsm> okay yeah the text is fine while it gets converted to utf32
22:25:18 <nielsm> so it happens somewhere during shaping
22:25:55 <nielsm> and then I'd have to pull out a font editor to check glyph numberings within the font to make sense of the shaping result
22:36:58 <nielsm> michi_cc: your patch needs a load of fixing to work under the c++11'ed codebase :/
22:37:52 <michi_cc> Yeah, but rendering itself didn't change, so it's probably still a valid test. Anyway, rebase is in progress :)
22:38:16 <nielsm> ah, so I don't have to do that myself? :D
22:44:51 <Wolf01> Ha! FF disabled the extensions to me too, re-enabled them all in no time
22:47:32 <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh commented on issue #7511: Text rendering error under CJK system locale https://git.io/fjnzl
22:48:06 <glx> still no issues with FF here
22:48:26 <LordAro> something to do with a certificate expiring, i heard
22:48:27 <nielsm> I got the mass disable a few hours ago
22:48:42 <LordAro> i think it's already been fixed
22:52:52 <Wolf01> Just happened to me, so not fixed yet
22:53:09 <Wolf01> "just" in the last 2 hours
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23:39:32 <DorpsGek_II> [OpenTTD/OpenTTD] PeterN merged pull request #7547: Change: Allow building road stops over self-owned one-way/blocked road. https://git.io/fjGt6
23:41:34 <peter1138> Aww shit, running low on whisky :/
23:43:00 <michi_cc> Not going to open a new PR unless there's some sense in it.
23:43:17 <peter1138> Can't you update the existing PR?
23:43:26 <michi_cc> No, it's closed already.
23:43:32 <peter1138> I can be reopened, no?
23:44:29 <nielsm> btw did the cmake stuff die complete?
23:44:42 <peter1138> No, glx updated it recently.
23:44:42 <michi_cc> Well, I can't. No idea if an admin could.
23:45:08 <nielsm> michi_cc: building now
23:45:27 <peter1138> I can't, didn't know that. Hmm.
23:45:58 <nielsm> the button was active before refreshing the page
23:46:37 <michi_cc> Hmm, I guess that means you'd have to reopen first and then push.
23:46:41 <glx> I can't because there was a forced push in the branch before reopening
23:46:54 <peter1138> Seems it doesn't like that :/
23:47:03 <nielsm> it seems this fixes it
23:47:30 <glx> so the issue is between uniscribe and freetype ?
23:48:36 <nielsm> but font scaling doesn't work now
23:48:56 <nielsm> selecting double size font in options does nothing
23:49:21 <peter1138> Probably still works on the gui size setting.
23:52:15 <nielsm> getting tired here so gn :)
23:58:00 <DorpsGek_II> [OpenTTD/OpenTTD] michicc opened pull request #7572: GDI engine for font glyph rendering as a replacement for FreeType (take 2) https://git.io/fjngD
continue to next day ⏵