IRC logs for #openttd on OFTC at 2019-07-19
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00:01:03 <glx> LordAro: you can rebase #7630
00:03:22 *** andythenorth has left #openttd
00:24:17 <DorpsGek_II> [OpenTTD/OpenTTD] LordAro commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fj1dh
00:29:05 <LordAro> glx: the 3 PRs on the dorpsgek repos look like they're fine to be merged, btw
00:29:51 <LordAro> also, yes, i was write about it not being able to find clang-3.9
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00:46:42 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro opened pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl
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01:02:07 <glx> LordAro: how about the cmake PR with clang-3.9 ?
01:02:53 <LordAro> cmake might be clever enough to find it
01:04:07 <glx> hmm I could add a temporary commit in the cmake branch to check that
01:05:04 <LordAro> i'd still quite like to see cmake merged for 1.10
01:05:13 <LordAro> what needs doing to it?
01:05:59 <nnyby> LordAro: about the sdl2 problem.. you're on linux? i'm just curious
01:06:12 <glx> review mostly, and probably some stuff that can be done after the merge I think
01:06:27 <nnyby> what distro and kernel version?
01:07:00 <nnyby> i'll try some weird setups with this branch to try and find problems. ill try in a virtualbox or something.
01:07:09 <LordAro> nnyby: Arch, kernel 5.2. i'm pretty sure i'm not using nvidia proprietary drivers, just mesa
01:09:28 <LordAro> hang on, no, i am using nvidia drivers
01:14:15 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
01:14:26 <glx> ok let's see how cmake handles 3.9 :)
01:15:53 <glx> hmm should probably rebase to fix conflicts too
01:19:04 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
01:23:53 <LordAro> yeah, same thing, it looks like
01:23:59 <LordAro> might as well just export the vars
01:24:29 <glx> it's the only compiler available on the image anyway
01:24:54 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl
01:28:50 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 commented on pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1FN
01:29:36 <DorpsGek_II> [OpenTTD/CompileFarm] LordAro updated pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl
01:29:42 <LordAro> ...i forgot to add before committing
01:42:05 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7503: Feature: Add aircraft type dropdown in Autoreplace window https://git.io/fjqQz
01:58:17 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick updated pull request #7486: Fix: AI/GS settings with the flag SCRIPTCONFIG_RANDOM could be altered after loading from a savegame. https://git.io/fjtsp
02:00:12 <Samu> fixed a NULL -> nullptr fix
02:01:00 <Samu> if all commits are applied
02:02:04 <Samu> I had commit 3 fixing a NULL from commit 2, into nullptr
02:02:49 <Samu> after the rebase, commit 2 now uses nullptr, no need for it to be fixed by commit 3
02:07:55 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 approved pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1bA
02:08:13 <DorpsGek_II> [OpenTTD/CompileFarm] glx22 merged pull request #38: Fix: Define specific compilers to use for clang-3.9 Docker image https://git.io/fj1Fl
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02:23:51 <Samu> I'm not sure what to do about #7515
02:30:41 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 updated pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fhbqc
02:38:30 <Samu> it's not stale, it's only not merged
02:40:07 <DorpsGek_II> [OpenTTD/OpenTTD] SamuXarick commented on pull request #7094: Fix #7088: Retrieve an appropriate name for a non-existant AI/GS when displaying a textfile https://git.io/fj1Nn
03:43:18 <Beerbelott> What would be your suggestion in order to import DNS query abilities into OpenTTD: Either an external DNS client library (ldns, although not cross-compatible as-is? Another one?) or hand-crafting a lil bit of code for the specific required queries?
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07:42:29 <DorpsGek_II> [OpenTTD/OpenTTD] James103 opened issue #7660: Crashlog window does not show that crash.png was created, even though it is. https://git.io/fj1xT
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08:24:48 <Eddi|zuHause> <LordAro> ...i forgot to add before committing <-- i do that all the time
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09:03:32 <andythenorth> not nice enough yet
09:31:36 <andythenorth> tweaks are minor, but better
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10:17:08 <Eddi|zuHause> truck colours might be a bit monotonous?
10:19:43 <andythenorth> too many is too many
10:20:33 <Eddi|zuHause> could be 2 or 3 common colours and 2 or 3 rare sprinkles
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10:55:37 <arikover> andythenorth: Hello! (IronHorse) I notice that the \ and / views, sprites seem to be "lower" on tracks in 2.0.0 than in 1.9.1. Is it intended?
10:56:07 <andythenorth> recently fixed :)
10:56:28 <andythenorth> I hadn't noticed, but peter did
11:00:55 <DorpsGek_II> [OpenTTD/OpenTTD] fsimonis commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fj1hX
11:33:02 <andythenorth> 2.0 started 7th August 2017
11:33:08 <andythenorth> trying to get it done within 2 years :P
11:33:11 <reldred> Sounds about right :)
11:33:31 <reldred> Suburban Stations 2.0 has been going on since about 2009. Might get it done with a decade :)
11:33:45 <reldred> (probably won't though >:D)
11:53:14 <Eddi|zuHause> in civ4, does the AI ever get bored of a war that's a stalemate? i don't have copper/iron to attack, and they don't have anything that could penetrate my bowmen/city walls... but with raiding all the stuff around my capital i won't make any progress...
12:12:00 <peter1138> Do AIs ever get bored?
12:12:32 * peter1138 ponders ordering some cast iron cookware.
12:18:15 <arikover> The ability of cities to bombard surrounding units came only in Civ5, right?
12:19:58 <Eddi|zuHause> this war annoys me, but for a peace deal they demand a city
13:10:12 <andythenorth> peter1138: cast iron FTW
13:10:21 <andythenorth> sometimes goes rusty, has to be cleaned
13:10:34 <peter1138> Only goes rusty if you don't dry it properly.
13:10:43 <andythenorth> yes, that's what happened
13:10:59 <andythenorth> how would we know if an AI is bored?
13:11:01 <andythenorth> does it daydream?
13:11:25 <andythenorth> BoredAI for OpenTTD
13:11:32 <peter1138> I have a cast iron griddle pan, don't really need a new frying pan yet.
13:11:42 <andythenorth> AI starts serious, then degenerates to fiddling around making beautiful stations
13:11:58 <andythenorth> peter1138: but do you have a flat skillet?
13:12:15 <andythenorth> there's always a new kind of pan to buy :P
13:13:05 <peter1138> Need to get a new wok at some point, mine is non-stick aluminium but has a dent in it. And the non-stick is buried under a layer of cast-iron style seasoning, heh.
13:13:22 <andythenorth> this is not helping
13:13:25 <peter1138> andythenorth, well, there is that, my frying pan isn't exactly flat any more due to it overheating at some point.
13:13:33 <andythenorth> too much talk of cooking
13:13:38 <peter1138> (I have 2 smaller frying pans though)
13:14:17 <peter1138> Whenever I see cheap woks in stores they always have a non-stick layer :(
13:16:21 <peter1138> I could wirebrush it off? :p
13:19:47 <peter1138> Not sure though, the women have been making toast all morning.
13:20:11 <peter1138> My desk is quite near the kitchen so I get the smells...
13:20:22 <peter1138> Better than being near toilets I guess.
13:20:37 <peter1138> Also, I didn't cycle today. Does that mean I can't eat anything?
13:20:58 <Eddi|zuHause> yes. that's totally how that works.
13:24:12 <peter1138> Well, I have a salad anyway.
13:38:48 <peter1138> Going to have my lunch early today, I'm intending to slope off to the DC later to do an entirely pointless wireless site survey.
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14:52:21 <reldred> I haven't done any wireless surveying in a while.
14:52:32 <reldred> ekahau doesn't like my work laptop for some reason
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15:32:11 <Eddi|zuHause> gah, i found a place that would let me get copper, but when i build a city there i don't have enough time to build city walls...
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15:57:12 <Samu> about redoing the whole "start_date" thing, LordAro what did you have in mind?
16:38:57 <LordAro> Samu: i didn't have anything in particular in mind, iirc. Just didn't want to see another bit hacked onto the side of it
16:39:32 <LordAro> the whole area needs to be rewritten, imo
16:48:59 <Samu> I thought turning it into a game setting rather than a per AI setting
16:52:16 <Samu> Put it inside Competitors > Computer Players
16:54:01 <Samu> so, if i set a start_date of 50 days in there, it would be 50 days between ais
16:54:20 <Samu> or maybe the check would be done every 50 days
16:54:34 <Samu> and not necessarily between
16:55:03 <Samu> 50 days for every ai that starts
16:55:16 <Samu> if i set it to 70, it's then 70 for all ais
16:55:40 <Samu> some customizability is lost
16:56:07 <Samu> can't have different start dates anymore, what do u think of this approach?
17:02:59 <Samu> is it worth pursuing this approach?
17:04:23 <andythenorth> looks like a space invader
17:04:28 <andythenorth> most symmetrical sprites do
17:13:28 <Eddi|zuHause> i don't think i'm seeing what you're seeing
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17:34:30 <LordAro> Samu: as much as i dislike adding more settings, perhaps doing that & adding a setting "AIs start with some randomness"
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17:49:13 <Samu> hmm maybe not on the settings gui, but on the ai/game settings gui
17:49:32 <Samu> there's max no. competitors there, i could add another below with start_date there
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18:45:21 <Beerbelott> Would anyone be so kind to point me to the IRC archives for this channel, if any exists?
18:46:19 <Samu> there's 2 fire near my region :|
18:46:58 <Samu> the smoke and smell has reached where I live... :|
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18:52:13 <Samu> a fire in Aljezur, another in Silves, and I'm in Lagos
18:53:48 <Samu> if it spreads to monchique
18:54:03 <Samu> and no one can control it, it may reach Lagos
18:54:34 <Samu> Artea, aren't you in Lagos?
18:58:29 <Samu> where is cerros das mós? :p I live here but still know little lol
18:58:51 <Samu> near Aldi? or Lidl or somwhere else
19:02:11 <FLHerne> andythenorth: My first impression was that it had four curved legs at 90°, including one facing toward the camera :P
19:02:23 <Eddi|zuHause> i think i was in lagos once
19:02:33 <andythenorth> I was in silves once
19:03:52 <Eddi|zuHause> i don't really remember, was over 20 years ago
19:04:33 <andythenorth> or maybe it was lagos
19:04:40 <andythenorth> also 20 years ago for me
19:04:58 <Eddi|zuHause> i was definitely not very far inland
19:09:58 <Samu> im somewhere between mercado municipal de santo amaro and escola do bairro operário
19:10:09 <Samu> won't tell exactly where :p
19:17:36 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMLi
19:19:50 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMLP
19:19:58 <Beerbelott> Before opening an issue, I suppose this must have been discussed in the past (cannot find an issue related to this): would a change introducing the ability to combine existing stations together (provided the distance to each other meets requirements) be possible?
19:21:18 <Beerbelott> A current usual problem is, if you make a mistake and build 2 seperate stations w/o combining them, you might make the local authority upset. If you then attempt to destroy + rebuild, on top of being costly (and a game breaker early, when money is scarce), you could then be blocked, having burnt loads of money for nothing.
19:21:46 <Beerbelott> Local authority risk refusing subsequent rebuilds
19:25:08 <andythenorth> 341 trains drawn, 18 to go
19:28:43 <FLHerne> Beerbelott: I for one like that idea
19:29:56 <FLHerne> (although tbh I'd rather just have a "don't care" option for the local authority)
19:29:59 <Eddi|zuHause> Beerbelott: how would the UI for that look like, and what happens to orders, linkgraph, cargodist, etc.?
19:30:17 <Eddi|zuHause> FLHerne: cheat->magic bulldozer
19:30:41 <FLHerne> Eddi|zuHause: That still blocks building stations, no?
19:36:00 <Beerbelott> Eddi|zuHause: There is a Rename option. Wouldn't it be possible to use a Link button in that new form which would allow to select another location and make them bind?
19:36:28 <Beerbelott> The same way you can copy vehicles or share orders?
19:36:59 <Beerbelott> I have no knowledge of the works under the bonnet about graphs or cargodist
19:37:39 <Beerbelott> On binding, the old location would be "lost" (greyed out?) and the station would then use the payload waiting at the other lcoation
19:38:03 <Beerbelott> the same way orders are replaced when you share those from another vehicle
19:38:24 <Beerbelott> and allocated the same as when you use Shift + placement on station building
19:38:33 <Beerbelott> (selecting from a list of locations)
19:38:55 <Beerbelott> Oh and that list could pop up when you press the Link button in the Rename form
19:39:29 <Beerbelott> so instead of clicking on a station directly (which could still be possible? that's optional), a player could then select from appropriate nearby locations
19:39:35 <Beerbelott> If none, then no binding is possible
19:39:50 <Beerbelott> (for example if stations were built too far away)
19:53:11 <Samu> that video footage was about 50 minutes ago
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20:19:57 <Eddi|zuHause> Beerbelott: how would you communicate which station is the one to be kept and which one to be deleted?
20:20:49 <andythenorth> like distant-join
20:21:03 <andythenorth> have a 'merge' button, then choose what to merge with
20:21:38 <Eddi|zuHause> that still wouldn't really explain which way around it goes
20:21:40 * andythenorth thinks it's a very marginal feature, but the UX would be fine
20:21:57 <andythenorth> does it matter which way it goes?
20:22:02 <andythenorth> I suppose for ratings it does
20:22:15 <andythenorth> probably messes up industry move-to-station eh
20:22:16 <Eddi|zuHause> it's a marginal feature which can go wrong in lots of ways. is probably why nobody ever did it
20:31:11 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
20:41:14 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMqG
20:45:04 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMqW
20:48:19 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fhamZ
20:48:36 <Samu> "start_date" has several names accross various places in the code
20:48:40 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMq4
20:48:48 <Samu> "start_next", "start_delay"
20:48:56 <Samu> which one is more fitting?
20:50:33 <Samu> it doesn't feel like a start date, i would go with start_delay
20:50:35 <DorpsGek_II> [OpenTTD/OpenTTD] nikolas commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMqB
20:51:09 <Samu> start_next would kind of imply it has to start after the previous one
20:51:23 <Samu> it's not necessarily true, if it's the first AI that's starting
20:54:25 <DorpsGek_II> [OpenTTD/OpenTTD] stormcone commented on pull request #7086: Change #6173: Update SDL driver to use SDL 2.0 https://git.io/fjMqz
21:05:48 <Samu> what should be the default value?
21:06:46 <Samu> there's 3 defaults for each difficulty profile: easy medium hard
21:06:55 <Samu> have to reduce to 1 default
21:07:29 <Samu> im inclined towards 182, but im biased
21:08:36 <Samu> the default difficulty profile is easy, which means 720
21:09:23 <Samu> medium -> 365, hard -> 182
21:11:45 <Samu> oh 730* not 720, my maths off
21:18:47 <DorpsGek_II> [OpenTTD/OpenTTD] DerDakon commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjMqh
22:00:40 <DorpsGek_II> [OpenTTD/OpenTTD] DerDakon requested changes for pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjMYm
22:02:24 <Beerbelott> Eddi|zuHause: The station you are using the Link button in the Rename form is the one to be changed
22:02:52 <Beerbelott> the target you'll select will be the new location
22:03:05 <Beerbelott> Just like when you Ctrl + click to place a station
22:03:15 <Beerbelott> You select in a list the location to attac hto
22:05:24 <DorpsGek_II> [OpenTTD/OpenTTD] glx22 commented on pull request #7270: Introduce CMake (and removing all other project-related code) https://git.io/fjMYG
22:40:32 <Samu> now, I'm on that phase of... how to remove the entire "start_date" setting from AIs
23:03:24 <Eddi|zuHause> Beerbelott: i'm not convinced...
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