IRC logs for #openttd on OFTC at 2020-04-10
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00:04:39 <supermop_Home> can the manual of style be a bound volume
00:06:23 <supermop_Home> also can it follow the ridiculous new Yorker style guide with umlauts over every compounded vowel?
00:07:27 <supermop_Home> for some reason among my friends / classmates in the early 00s it was trendy to keep the big orange Chicago manual of style on your shelf
00:08:07 <mcbanhas> lol, i guess you can print it if you want to :)
00:08:27 <mcbanhas> Manuals of style DO come in handy from time to time
00:08:59 <supermop_Home> i got suckered into buying the nice MTA and British Rail graphic Standards books
00:09:10 <supermop_Home> almost bought the NASA one too
00:10:18 <mcbanhas> if you're into fonts and design, those things are great for inspiration
00:10:22 <supermop_Home> one of these but for OpenTTD
00:11:05 <supermop_Home> actually it would be nice to codify the graphic style - both Simon Foster and OGFX+
00:11:32 <mcbanhas> hnnng that Helvetica cover
00:11:51 <mcbanhas> I love that font so much I'd print my wedding invitations on it
00:12:37 <mcbanhas> Well, we don't even have official fonts at the moment
00:15:41 <FLHerne> mcbanhas: Are the little pixelly ones not official? :P
00:16:04 <mcbanhas> are they in the package?
00:16:05 <supermop_Home> i don't have proper training in copyediting so can't be of much help but i am excited by the idea of a manual of style
00:16:19 <supermop_Home> they are sprites in the baseset i think?
00:16:33 <supermop_Home> it's not a full font
00:16:46 <supermop_Home> but it does have glyphs for trains etc!
00:17:15 <supermop_Home> i tried to use rail alphabet as my font in game
00:17:30 <DorpsGek_III> [OpenTTD/OpenTTD] Goury opened issue #8070: Check Online Content once was a useful feature, not anymore https://git.io/Jvpao
00:17:35 <supermop_Home> but couldn't get it so went for a clone of Transport
00:18:20 <mcbanhas> yeah but it would be nice to adapt an official font at some point. there's no shortage of freely licensed fonts around
00:19:05 <supermop_Home> unfortunately that sounds like a huge bike shedding risk in an open source software group
00:19:44 <supermop_Home> once andy gets work of this there will go a few hundred hours of irc discussions
00:20:33 <mcbanhas> you mean picking a font?
00:20:53 <supermop_Home> "best official font for OpenTTD" sounds like both his dream and nightmare
00:21:27 <FLHerne> Oh, of course there's a low-res pixel font in the official logo
00:21:45 <supermop_Home> and for the rest of us amateur graphic designers here
00:22:05 <FLHerne> (all six different glyphs of it)
00:22:54 <supermop_Home> that's really more of a logotype than a typeface :)
00:23:48 <supermop_Home> nice work on retitling issue LordAro
00:23:59 <LordAro> it's still not very useful
00:24:06 <supermop_Home> some of that decade old garbage in there is mine!
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00:24:33 <andythenorth> 'lye' or 'caustic soda'?
00:24:42 <supermop_Home> oh god i summoned him
00:24:44 <LordAro> and frankly there have been many issues of very similar sort that have just been closed in the past
00:24:45 <mcbanhas> Hahah well you be surprised how much of a blessing BaNaNas is compired to what they do at the OpenXcom community
00:25:05 <supermop_Home> hopefully he wont check the logs.....
00:25:38 <andythenorth> where's the clone of Transport?
00:25:59 <andythenorth> there is a whole history around that, I considered getting licensed for it
00:26:27 <mcbanhas> I'm all down for font talking
00:26:30 <supermop_Home> andythenorth a bit dodgy
00:26:31 <andythenorth> I really wanted to get licensed for TfL Johnston as well
00:26:42 <supermop_Home> oh yeah tell me about it
00:26:57 <mcbanhas> which font you guys talking about actually?
00:27:31 <supermop_Home> Transport is Calverts font for UK motorways
00:28:09 <supermop_Home> Rail Alphabet is hers for BR station signage
00:28:28 <supermop_Home> both good high legibility humanist san serifs
00:28:31 <mcbanhas> oh i see, but I don't see this fitting the game per se
00:28:49 <mcbanhas> this type of font is good for signage, not so much for descriptions and such
00:29:10 <supermop_Home> better for titles etc
00:29:44 <mcbanhas> Moreover a pixelart font would suit the graphics better
00:29:57 <supermop_Home> Johnston maybe better for body text
00:30:10 <andythenorth> I just use the original baseset font
00:30:15 <andythenorth> complete with reversed '
00:30:32 <andythenorth> anyway I need to go to sleep
00:30:36 <supermop_Home> mcbanhas its too late you've got font nerds talking we wont have any further actually productive discourse
00:30:42 <andythenorth> but 'lye' or 'caustic soda'?
00:30:48 <andythenorth> I already have 'soda ash'
00:30:53 <mcbanhas> no, I like talking fonts, no worries
00:30:53 <andythenorth> lye is more retro and cool
00:31:05 <andythenorth> cargo label: LYE_ or NAOH?
00:31:31 <supermop_Home> sounds good to me
00:32:30 <andythenorth> for strict realism, it needs: steel sections, tinplate, and steel bar
00:32:36 <andythenorth> but they don't add any gameplay
00:32:45 <supermop_Home> if you are going into the weeds on steel making anyway, why not?
00:33:02 <supermop_Home> model railroads are also pretty poor on gameplay
00:33:14 <supermop_Home> but its nice to see the different sorts of wagons
00:33:35 <andythenorth> I don't know where to send steel sections, the only destination is wharf
00:33:47 <snail_UES_> supermop_Home: I doubt any train GRF author would make specific graphics for all those cargoes
00:33:49 <supermop_Home> build skyscrapers in towns>
00:34:02 <supermop_Home> snail_UES_ i can think of one
00:34:14 <snail_UES_> especially because Andy has the tendency of changing his cargoes every other month :D
00:34:16 <mcbanhas> Man everytime I look at a FIRS diagram I feel like I might as well be looking at the sephirotic system from the kabbalah
00:34:16 <andythenorth> I'm going to repeat graphics
00:34:22 * mcbanhas plays vanilla industries
00:34:35 <andythenorth> snail_UES_ you know I've deleted Extreme?
00:34:41 <andythenorth> and all those cargos?
00:34:53 <snail_UES_> beautiful… so I made work for nothing :p
00:35:02 <snail_UES_> what are the cargoes you deleted? is there a list?
00:35:06 <andythenorth> well FIRS v3 still on bananas
00:35:12 <supermop_Home> andythenorth using Kabbalahistic graphic standards might be nice for FIRS docs
00:35:19 <andythenorth> I think players will continue using it
00:35:25 <andythenorth> Extreme seems to be liked
00:35:34 <snail_UES_> oh, so why did you kill it?
00:35:46 <andythenorth> it makes no sense
00:39:48 <andythenorth> supermop_Home turbine factory :P
00:39:56 <andythenorth> dunno what it accepts or produces, but sounds cool
00:42:36 <FLHerne> andythenorth: The madness is the point!
00:43:20 <FLHerne> Also, dot's awful layouting makes it look worse than it is :P
00:43:32 <andythenorth> I was hoping I could do a new Extreme focussed on city cargos
00:43:39 <andythenorth> but I tried it, was soooooo very dull
00:43:45 <andythenorth> delivering to towns is the pox
00:43:52 <andythenorth> it's such non-gameplay
00:44:13 <andythenorth> towns are frigging awful to build in
00:44:19 <andythenorth> and they never accept anything useful
00:44:27 <andythenorth> and it's all just black hole crap
00:44:50 <andythenorth> I did have sewage sludge on the list though
00:45:41 <mcbanhas> lol literally carrying shit on your trains
00:46:13 <FLHerne> For model-railway games, "focused on x" is less than ideal
00:47:08 <andythenorth> is it the broadest range of cargos wanted? Or the most detailed? (subtle difference)
00:47:19 <FLHerne> Temperate Basic and Extreme both let you have a world and traffic distribution that looks reasonable
00:47:28 <andythenorth> Steeltown has tended towards detailed, but you don't get livestock wagons :P
00:47:46 <FLHerne> Yes, that's the problem
00:47:59 * andythenorth considers a Kaolin Clay economy
00:48:12 <FLHerne> A 64^2 map with every Steeltown industry would be pretty cool
00:48:34 <andythenorth> I play Steeltown on 256x512
00:48:41 <andythenorth> you get to do the whole chain twice
00:48:43 <FLHerne> Basically modelling the Scunthorpe internal network or something
00:49:12 <FLHerne> But on a big map, it's just weird that there are metalworking industries and nothing else
00:49:43 <andythenorth> someone will probably fork V4 to put Extreme back
00:49:51 <andythenorth> or there's Oz Industries
00:49:57 <FLHerne> Even South Wales isn't *that* monocultural
00:50:18 <andythenorth> hmm, that's probably the limit
00:56:40 <andythenorth> AKA nuts and bolts
00:57:06 <supermop_Home> andythenorth turbines more of a special shop
00:57:27 <andythenorth> somehow fasteners don't interest
00:57:38 <andythenorth> neither forgings, castings, or weldged subassemblies
00:57:46 <supermop_Home> Lichtenstein economy
00:58:23 <andythenorth> steel beams just overlap with pipe / tube
00:58:40 <andythenorth> I've done rebar rather than generic bar
00:58:49 <andythenorth> steel sheet covers plate
00:58:57 <andythenorth> I tried tinplate, but it's ugly to fit in
01:00:44 <andythenorth> tin is also a minority metal, relatively low production
01:02:18 <mcbanhas> is there anything similar to FIRS for toyland? :D
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03:01:33 <DorpsGek_III> [OpenTTD/OpenTTD] glx22 approved pull request #8072: Fix: Make goal question ID use 16 bits again https://git.io/JvpPa
04:14:12 <DorpsGek_III> [OpenTTD/OpenTTD] jpsouzamatos commented on issue #8071: Vehicles renewing and new technologies https://git.io/Jvpr8
04:39:19 <DorpsGek_III> [OpenTTD/OpenTTD] YorVeX commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvpDy
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08:36:17 <Samu> wow my pathfinder is getting smarter than me
08:48:54 <Samu> oh, right, the downfall of canal routes... the prohibitive building costs
08:49:08 <Samu> but given infinite money, the pathfinder looks strong!
09:31:04 <peter1138> 6ths in one hand, 8ths in the other.
09:31:14 <peter1138> Always messes me up :(
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10:05:55 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh merged pull request #8072: Fix: Make goal question ID use 16 bits again https://git.io/JvpiZ
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11:26:33 <Samu> i found a bug with AreWaterTilesConnected
11:26:51 <Samu> between a canal and an aqueduct, it says the water tiles aren't connected
11:27:11 <Samu> time to fire up visual studio
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11:39:58 <Samu> wow, this is a complicated one, the bug is in tunnelbridge code
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11:49:49 <mcbanhas> if this goes ahead to support unicode characters, it could eventually become an option for a universal font
11:51:13 <Samu> I'm unsure how to solve this
11:54:59 <Samu> side != ReverseDiagDir(dir) is the problem
11:55:19 <Samu> the direction provided is already the reversed one
11:56:42 <Samu> now i wonder if this is also bugged for locks/ship depots, brb
12:00:34 <Eddi|zuHause> mcbanhas: honestly? that looks horrible
12:04:52 <peter1138> And no helpuse for modern resolutions.
12:05:09 <peter1138> I changed use to help and accidentally it
12:06:07 <Eddi|zuHause> i hate when i accidentally it
12:07:16 <mcbanhas> It could be improved, and it's certainly on the narrow side, but it's not bad
12:07:34 <peter1138> I'd rather just use a ttf
12:08:52 <mcbanhas> well this could be turned in a ttf
12:15:51 <_dp_> hmm, why does a train redraw the entire bounding box of a tunnel when exiting it?
12:33:45 <andythenorth> to make sure your CPU is working well
12:37:00 <_dp_> yeah, nice having some extra heating in my room
12:37:10 <_dp_> but can I have an option to disable it by summer? :p
12:41:27 <Samu> just tested ship depots and locks, they're fine
12:41:32 <Samu> it's only aqueducts that are bugged
12:45:48 <Eddi|zuHause> _dp_: probably an overeager "mark tile dirty", because technically the vehicle leaves the tunnel entrance tile and enters the tunnel exit tile directly
12:47:19 <Eddi|zuHause> _dp_: which would mean this actually happens on entering the tunnel instead of when exiting it
12:48:21 <mcbanhas> btw Eddi|zuHause you were right, I had a better look at the font and there are plenty of inconsistencies with it. I suggested the author some improvements in turn
13:17:41 <Samu> it must take the slope tile of the aqueduct into consideration
13:18:04 <Samu> or else it will say a tile under the aqueduct is connected to the aqueduct ramp
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13:20:49 <DorpsGek_III> [OpenTTD/OpenTTD] kramsfasel opened issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
13:36:28 <DorpsGek_III> [OpenTTD/OpenTTD] Eddi-z commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
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15:00:29 <DorpsGek_III> [OpenTTD/OpenTTD] kramsfasel commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
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15:14:47 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8073: Missing Savefiles - please warn if started from ~/.config/openttd/ https://git.io/Jvphb
15:20:56 <supermop_Home_> so my carreer has led me to modeling a nurbs surface that looks like Gumby's head to be part of a strange banquette design
15:27:05 <Samu> the lines in yellow have to be different on both openttds
15:27:20 <Samu> if one is false, the other has to be true
15:27:38 <Samu> the lines in black have to have no change
15:27:48 <Samu> if one is false, the other must also be false
15:28:02 <Samu> what I see is that my fix is nearly ok
15:28:35 <Samu> still fails for water tiles underneath an aqueduct with an aqueduct ramp nearby
15:30:56 <Samu> more specifically, tiles 2096 with 2032 and 2906 with 2160
15:31:10 <Samu> my fix still says they're connected which is wrong
15:40:00 <Samu> there can be tiles of different slope configurations underneath aqueducts
15:40:44 <Samu> but which ones can contain water
15:44:52 <Samu> sloped rivers, but rivers have no tracks
15:47:43 <nielsm> why.... does that matter
15:47:46 <nielsm> you're bridging over it
15:55:24 <Samu> the bug is that it says they're connected
15:56:39 <andythenorth> keep it insane steel industry mini model railway?
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16:19:23 <DorpsGek_III> [OpenTTD/OpenTTD] FLHerne commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvhUt
16:24:09 <DorpsGek_III> [OpenTTD/OpenTTD] YorVeX commented on pull request #7859: Feature #7756: Allow server to supply a reason to kicked/banned clients https://git.io/JvhUC
16:25:21 <Samu> I think I managed to fix it!
16:39:56 <Samu> Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly
16:40:38 <Samu> I'm really bad at describing stuff
16:42:25 <Samu> I fix 2 bugs. bug 1 in the picture is checking tiles 1700-1764 and bug 2 is 2032-2096
16:42:43 <Samu> now how to resume this into a title
16:43:07 <Samu> 1700-1764 was reporting no connection
16:43:24 <Samu> 2032-2096 was reporting there was a connection
16:45:16 <Samu> oh rats, i committed to master :p
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16:56:43 <andythenorth> IRL it's really important
16:56:51 <andythenorth> but as a train cargo, seems boring
17:20:52 <DorpsGek_III> [OpenTTD/OpenTTD] SamuXarick opened pull request #8074: Fix: [AI/GS] AreWaterTilesConnected wasn't handling aqueducts properly https://git.io/Jvhkg
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17:35:38 <mcbanhas> hmm guys since we're now supporting multiple docks p/ station
17:36:05 <mcbanhas> will there be a drag n drop tool for docks as well?
17:36:31 <mcbanhas> also with the graphics to make long ports non-repetitive while adding variety?
17:38:06 <nielsm> there's rumours peter1138 has "newdocks" code floating around, i.e. support for newgrf-defined alternate dock graphics
17:38:12 <nielsm> and if not someone will have to make that
17:38:18 <nielsm> but it's definitely a wish list item :)
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17:39:45 <mcbanhas> that would b really cool. I'm a vanilla player for the most part and having variety added to ports would be a real treat
17:41:31 <mcbanhas> also, will adding water depth imply the addition of any new ships (for better navigating deep/shallow waters)?
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17:44:19 <michi_cc> andythenorth: You up for being a guinea pig for a bit?
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18:04:34 <andythenorth> what am I doing?
18:06:08 <michi_cc> On the search for the mysterious slowdown...
18:07:02 <michi_cc> andythenorth: On line 353 in src/video/cocoa/wnd_quartz.mm you can switch the colour space between sRGB and native (change 0 to 1).
18:08:43 <andythenorth> wow it's all gone retina :D
18:09:02 <supermop_Home_> I've spent too much on food delivery
18:09:26 * andythenorth switches to quad size UI and font
18:09:53 <andythenorth> michi_cc I just make random observations?
18:10:03 <michi_cc> Well, fast or slower?
18:10:28 <andythenorth> * cursor doesn't move if game is paused
18:10:33 <andythenorth> * map scroll is broken
18:10:55 <michi_cc> Details, details... :p
18:11:02 <andythenorth> hmm game won't unpause now
18:11:22 <michi_cc> I didn't change that...
18:13:04 <andythenorth> this is when I should get a twitch account...
18:14:29 <andythenorth> game seems to hang when unfocussed
18:16:55 <andythenorth> michi_cc using unscientific test, I think it's 4x or 5x slower than master
18:17:07 <andythenorth> based on ffwd frame rate in corner of map with full animation on
18:17:24 <andythenorth> turning full animation off doesn't work, redraw smears, game loses resonsiveness
18:17:43 <michi_cc> Well, in that case, I don't neeed to care about the bugs, because it is pointless (or I am doing it completely wrong).
18:18:29 <andythenorth> it's hard to devise a fair test
18:19:42 <andythenorth> with the patch, it's slower, but it has a lot more pixels to draw
18:22:14 <andythenorth> L353 true is slower than false
18:22:17 <andythenorth> by about factor 3
18:25:34 <michi_cc> andythenorth: Just in case, I've reuploaded the patch file to at least fix the broken pause redraw.
18:26:49 <andythenorth> that's also eliminated smearing and non-responsiveness after disabling full animation
18:26:54 <andythenorth> unless it's co-incidence
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18:27:56 <michi_cc> That colour space things is something absolutely do not understand. Why in the world is it slower to draw in the native display space than in some other colour space? The only what it makes slight sense is if macOS internally works with some other intermediate colour space, but of course there's like no documentation about it.
18:28:15 <michi_cc> andythenorth: Probably, I missed to scale the coordinates in one spot.
18:30:03 <michi_cc> andythenorth: Also, I'm trying to get my OpenGL patch working enough on macOS to do basic tests this easter, but I'm absolutely not sure how much work that really is going to be.
18:31:38 <andythenorth> I could run Instruments later and see what the profile shows
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19:21:56 <peter1138> Skip OpenGL and just go Vulkan/Metal
19:24:35 <LordAro> peter1138: i feel like we'd be dropping support for more platforms than we'd like by doing that right now
19:24:44 <LordAro> not that we'd drop other graphics drivers though, i guess
19:25:42 <peter1138> I wonder if I'll get more than 10 fps in X-Plane today!
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19:40:12 <milek7> there's opengl renderer somewhere on forums
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19:56:25 <milek7> yes, but isn't it even better with completeopengl blitting? ;P
20:02:40 <nielsm> I agree using vulkan is a bad idea, at least if ot
20:02:45 <nielsm> if it's the only choice
20:03:03 <nielsm> metal even worse choice :)
20:05:56 <nielsm> we'd probably also have to make sure any opengl video output runs well enough on old laptops with terrible intel graphics
20:18:08 <andythenorth> the one 3D game I play is Blitz, when it switched to metal some aspects of performance were stellar better
20:18:29 <andythenorth> but occasionally performance just stutters
20:18:40 <andythenorth> might be the Blitz implementation, hard to know
20:19:49 <michi_cc> nielsm: Even worse, many older (and newer) Intel graphics will not run OpenGL at all, simply because the pre-install didn't come with any OpenGL components, and most users will never update their driver on their own.
20:21:46 <nielsm> michi_cc yes I know, it was always a big problem with aegisub, used opengl to paint video since very early
20:22:02 <nielsm> also caused some AMD driver versions to crash hard
20:24:41 <nielsm> also even with an opengl based video output in ottd, there's still some OS aspects with window system, input etc to handle, so there will still need to be multiple video drivers
20:24:54 <nielsm> (or use SDL everywhere)
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20:39:11 <mcbanhas> anyone knows of a good newgrf featuring lots of classic streamlined trains?
20:44:23 <arikover`> US Train Set has a lot of these. But it does not work properly with new industry sets.
20:50:18 <Samu> I have a weird request. I can't figure a way to detect the north tile of a ship depot, if the depots are built in a row
20:52:07 <Samu> I can think of an unorthodox way, using ship orders, then getting the location of the order
20:52:40 <Samu> but that requirement, for the purposes of a water pathfinder, is just ... too ugly
20:54:54 <Samu> if I check the offset by 1 tiles, i can get the tile of another depot when they're built in a row :(
20:55:06 <mcbanhas> arikover`: I can't seem to find that train set. Can you link me plz?
20:57:38 <Samu> creating a list of depots via AIDepotList() won't work for ship depots which are of a competitor company
20:58:07 <Samu> i could retrieve the north tile that way, but... it's also an ugly method
20:59:35 <Samu> i can detect the extreme opposite tiles though
21:00:23 <Samu> the north tile of the most northest depot, and the south tile of the most southest depot
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21:02:20 <Samu> I can also compute the distance between those
21:08:26 <LordAro> anyone else feel like putting it together? :p
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21:13:03 <LordAro> i see the crash, i think
21:13:13 <LordAro> GroupNameSorter is really weirdly written
21:15:39 <andythenorth> what about a Builders Yard that closes if not supplied every 3 months
21:15:56 <andythenorth> and have the Scrap Yard require a Builders Yard in same town or it closes
21:17:27 <LordAro> glx: possibly #7831 as well
21:17:41 <glx> at least both use 10.12.6
21:18:29 <LordAro> could be some weird compilation thing with MacOS? but there's no nullptr check on the r == 0 branch of GroupNameSorter
21:18:45 <LordAro> not sure if that's necessary? Can sorter functions be passed nullptr values?
21:19:24 <LordAro> doesn't look lik this particular one can
21:25:26 <arikover`> mcbanhas: It seems to be available ingame via online content.
21:28:04 <LordAro> glx: so what do we think? miscompilation on OSX would be ...unexpected
21:28:12 <michi_cc> LordAro: The + 68168 in the single backtrace line seems more like a trashed stack. There's no way the group name sorter function has that many bytes.
21:28:40 <glx> and stack with only one line is never good
21:28:41 <LordAro> michi_cc: that was a bit weird, unless something like strnatcmp has been inlined
21:31:23 <glx> could also just be an issue in macos specific code (with all the macos version checks everywhere)
21:31:59 <andythenorth> there might have been a forums report
21:32:03 <LordAro> #7838 includes the same function, but was Windows
21:32:15 <LordAro> i can't imagine that's a coincidence
21:32:21 <glx> not exactly the same it seems
21:34:36 <LordAro> first one is almost certainly the same person as #8066
21:35:18 <mcbanhas> arikover, tks I found it :)
21:35:19 <LordAro> andythenorth: complete lack of any real information in the second makes it difficult to tell
21:35:30 <LordAro> "does not start" is a bit suspicious, but could be anything really
21:35:33 <andythenorth> different OS version
21:35:46 <glx> SelectCompanyLiveryWindow::GroupNameSorter() uses the same code as VehicleGroupWindow::GroupNameSorter() but the call graph will be different
21:35:53 <LordAro> sounds like it's hanging in that one anyway, rather than crashing
21:40:45 <glx> hmm one thing that may help for #8066 and #8075 is to run with -d9
21:41:12 <glx> could show the falling area
21:41:13 <LordAro> michi_cc: glx: if everything's been inlined, MacOSStringCompare now has that new AutoRelease stuff, could possibly be causing issues?
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21:43:35 <michi_cc> LordAro: That is a simple std::unique_ptr, just with a different free, and should be identical.
21:44:03 <LordAro> unless it's bugged with 10.12 :p
21:44:17 <michi_cc> Compiler bugs never happen :p
21:46:25 <glx> anyway I'm not really sure #7838 and the macos crash are related, as it's not the same function in the log
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21:47:16 <LordAro> though weirdly coincidental
21:47:39 <michi_cc> A crash log from a build with --enable-debug=3 would be helpful, just that I suspect that wouldn't crash.
21:47:46 <glx> yeah, but a stack trace with only one line usually means stack overflow at some point
21:48:07 <LordAro> run with valgrind, see if it picks anything up?
21:49:06 <glx> would be easier to get one of the reporters here to do some tests I guess
21:49:48 <LordAro> #8066 is the one that mentioned old embedded toolchains, so might actually be able to try some compilation
21:50:00 <LordAro> (in their forum post that andythenorth linked)
21:52:20 <glx> oh and assert are disabled on release builds, maybe it could at least try a nightly
21:58:29 <LordAro> ^ that cover everything?
21:59:56 <glx> at least a good starting point to hopefully find the issue :)
22:00:24 <andythenorth> might need to explain how to run with -d9
22:00:44 <andythenorth> not trivial with a packaged binary
22:00:52 <glx> well he uses tools to do microcontroller stuff
22:01:22 <glx> I think he should know some advanced use of the OS :)
22:01:28 * andythenorth stops writing instructions that might not be needed
22:01:57 <glx> and if needed they'll ask I guess
22:12:23 <DorpsGek_III> [OpenTTD/OpenTTD] CheeseSprinkles opened issue #8076: Odd Cursor Glitch When Moving Through Windows and Game https://git.io/JvhZm
22:13:29 <milek7> Title Case Is So Weird
22:16:16 <DorpsGek_III> [OpenTTD/OpenTTD] nielsmh commented on issue #8076: Odd Cursor Glitch When Moving Through Windows and Game https://git.io/JvhZm
22:20:36 <LordAro> what's with all the issues this evening?
22:22:20 <LordAro> not that that one needs to remain open
22:22:25 <LordAro> to the suggestions forum with you!
22:22:43 <michi_cc> People are finally bored enough?
22:24:14 <glx> #8077 could be a nice idea, but everyone should also pay toll to towns ;)
22:40:16 <supermop_Home_> andythenorth should i make little capsule towers again?
22:42:24 <supermop_Home_> should i make non deterministic capsule towers that cause desyncs?
22:54:33 * andythenorth trying to figure out how electrical steel is made
23:07:45 <LordAro> andythenorth: i imagine it involves electricity
23:10:56 * andythenorth wants to do a transformer factory
23:11:06 <andythenorth> not the autobots, although that might be rad :P
23:20:25 <nielsm> looks like it's holding the cargo carefully as to not get burnt
23:22:28 <_dp_> random question - are there any newgrfs with self-driving vehicles?
23:24:27 <LordAro> pretty sure the driver is hardcoded
23:24:46 <LordAro> (as in the count of people who die if the vehicle gets hit by a train)
23:25:04 <nielsm> it could make sense for engines to have a "crew size" parameter
23:30:00 <Samu> I can finally detect which depot part is north of south part
23:30:58 <Samu> required a bit of brute force
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23:33:27 <Samu> pick any given depot tile in a chain of depots
23:33:50 <Samu> retrieve the end extremes
23:34:31 <Samu> then retrieve the full length of it
23:34:52 <Samu> slice it into multiple parts
23:35:02 <Samu> as many parts as you have depots
23:35:34 <Samu> then compute the offsets for first depot tile, and the 2nd depot tile
23:37:38 <Samu> see if each tile matches the given depot tile
23:37:55 <Samu> if it matches, then you want the other tile
23:38:41 <Samu> yeah, I'm bad at explaining things, just look at the code. It works. It's quite bad, but it works!
23:45:47 <Samu> I'm almost done with the canal pathfinder. All that remains is the internal penalty costs. They're quite messed up atm.
continue to next day ⏵