IRC logs for #openttd on OFTC at 2021-01-13
            
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05:17:21 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
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06:52:03 <DorpsGek> [OpenTTD/OpenTTD] andythenorth commented on issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
06:52:06 <DorpsGek> [OpenTTD/OpenTTD] andythenorth closed issue #8551: Flat maps of arctic and tropical climates are completely inaccessible https://git.io/JLh6Z
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08:26:00 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
08:32:19 <TrueBrain> fonts ... you got to love fonts ... :D
08:38:24 <LordAro> andy laying down the law in #8551
08:38:56 <TrueBrain> well, I already unsubscribed from the issue, so I can't blame him :D
08:42:39 <TrueBrain> https://github.com/OpenTTD/OpenTTD/pull/8540 <- hmm .. seems we should have this before we release beta I guess?
08:44:00 <TrueBrain> seems something that looked like a good idea, has all kinds of side-effects :P
08:44:11 <TrueBrain> and I can't review it, as I don't understand any of it :D haha :)
08:50:33 <reldred> Lol, just read Andy in #8551... Glorious.
08:55:38 <TrueBrain> some tickets need certain .. "tact" :)
09:12:48 <andythenorth> I tested it, there are maps, they work
09:12:58 <andythenorth> not even being an ass, it works as expected
09:14:36 <andythenorth> arctic snowline 2, height 15, map very flat: result, very flat map *with* snow
09:19:20 <reldred> who the fuck plays a flat arctic map
09:19:30 <reldred> get outta here, go play temperate.
09:21:36 <andythenorth> play styles :P
09:21:46 * andythenorth does not give reldred ticket reply rights :)
09:21:57 <TrueBrain> can I? :D
09:22:05 <andythenorth> I can't stop you...
09:22:05 <TrueBrain> he uses less words to say the same :P
09:22:29 <TrueBrain> WELL TRY TO STOP ME
09:22:32 <reldred> Ahahahah. No. Don't give me permissions over anything.
09:23:38 <reldred> It's taken long enough for most people to forget who I am and the sheer terror I wrought, let's not give me an opportunity to go back to my old ways šŸ˜‚šŸ˜‚šŸ˜‚
09:24:17 <reldred> God I was such a little shit
09:25:07 <orudge> It looks like the signing problems that I was tearing my hair out about might be because the executable name in Info.plist was being generated as "OpenTTD" instead of "openttd"...
09:25:33 <andythenorth> TrueBrain the passwords discussion might get a similar contribution from me
09:25:53 <andythenorth> "WTF? Why invent all these problems?"
09:26:06 <TrueBrain> orudge: ... the small things :(
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09:57:39 <orudge> TrueBrain: hurrah, successfully signed and notarised build, which opens fine on M1 :)
09:57:47 <TrueBrain> \o/
09:57:50 <TrueBrain> that is good news
09:57:55 <TrueBrain> now to include this in GitHub Actions, I guess :)
09:59:07 <TrueBrain> is it difficult to do, or is it like 1 switch and done?
09:59:23 <Timberwolf> TrueBrain: Yes (well, I'm biased) - I've been trying to play as much as I can using that code to see if anything else crops up.
09:59:37 <TrueBrain> lol, they email us every time we notarize orudge ... that will be annoying :D
09:59:45 <Timberwolf> I don't think anything touches the randomiser but I should probably rope every PC I can find into a fake multiplayer game.
09:59:53 <TrueBrain> Timberwolf: yeah, this happens with these kind of changes .. it starts small .. and BOOM :D
10:00:12 <TrueBrain> (it is not a negative thing or anything, just a common chain of events :P)
10:00:21 <TrueBrain> I still very much like things that makes things go faster :)
10:01:41 <orudge> [09:59:40] <TrueBrain> lol, they email us every time we notarize orudge ... that will be annoying :D <-- I was just thinking that
10:01:55 <orudge> [09:59:10] <TrueBrain> is it difficult to do, or is it like 1 switch and done? <-- it's done :)
10:02:42 <TrueBrain> orudge: well, I doubt GitHub Actions now sign the binary all of a sudden, so .. I was wondering if it is just something simple you have to change for it to sign binaries, or that is this complex instructions you had to follow :)
10:02:55 <orudge> I mean, I have it working in GitHub Actions
10:03:00 <orudge> Just need to add the secrets into the OpenTTD repository
10:03:02 <orudge> and submit the PR
10:03:16 <orudge> though I will need to ensure others can still do builds in their own repos without the secrets in place
10:03:44 <TrueBrain> still doesn't really answer the question: is this a lot of changes :P But I guess I will see the PR when it arrives ;)
10:05:29 <Timberwolf> Yep. Well... given I started with "I can just backport it from JGR, the player base is big enough they should have found any bugs by now"... :)
10:05:41 <TrueBrain> Timberwolf: classic :D
10:06:23 <orudge> TrueBrain: no, it's not a lot of changes :)
10:06:45 <orudge> Though I will now look into making it a universal binary (as a separate PR) too
10:07:41 <TrueBrain> and windows signing? :D
10:07:48 <orudge> That'll be next on the list :)
10:10:16 <TrueBrain> if I can help, even with cleaning up your current work or something, just let me know
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10:32:36 <orudge> TrueBrain: https://github.com/OpenTTD/OpenTTD/compare/master...orudge:sign-macos
10:32:44 <orudge> Just running it one more time to verify, but it should be straightforward
10:33:04 <orudge> The code signing is fine with an empty APPLE_DEVELOPER_CERTIFICATE_ID (it just skips signing)
10:33:18 <orudge> and I've put in a check so the notarization won't run if AC_USERNAME is missing
10:33:30 <orudge> I don't know what happens with the importing certificate bit if that's missing, will need to test
10:33:39 <TrueBrain> better to set an "if" on the step, but those are minor details
10:34:23 <TrueBrain> AC_PASSWORD .. password of what is this exactly?
10:34:26 <LordAro> `set -eu` in the bash script too
10:34:46 <orudge> TrueBrain: Apple ID (app-specific password)
10:35:00 <TrueBrain> yeah, okay, app specific, good :)
10:35:07 <orudge> TrueBrain: I read something that said you couldn't do an 'if' on a github secret, haven't tested it
10:35:09 <TrueBrain> as long as it is not the account password or something stupid :P
10:35:13 <orudge> No :)
10:36:36 <TrueBrain> hmm, no, you cannot do "if" on a secret, that is true .. I understand why they did that, but just "does this exist" would have been nice :D
10:39:14 <TrueBrain> on some repos I have done this by checking it is not a fork, but that is not completely ideal
10:39:22 <orudge> Mm
10:39:32 <orudge> Somebody might want to sign their own binaries I suppose
10:39:40 <TrueBrain> yeah, exactly
10:40:00 <TrueBrain> in another repo I made a "bash" step that says an output to 1 if the secrets are set
10:40:06 <TrueBrain> so I can skip other steps if they are not
10:40:12 <TrueBrain> but that is nearly identical to what you already do
10:40:19 <TrueBrain> (just split in 2 steps, but meh)
10:40:24 <TrueBrain> so this will have to do for now, I guess :)
10:41:05 <TrueBrain> don't forget to add an \ at the end of DCPACK_BUNDLE_APPLE_CODESIGN_PARAMETER btw
10:41:12 <TrueBrain> the reason for that # EOF comment is so we can do that :)
10:41:34 <LordAro> TrueBrain: i feel like running the CI by default on forks (notably master branch) is generally undesirable
10:41:42 <LordAro> might want to add it generally
10:41:58 <TrueBrain> LordAro: we cannot decide that for forks, honestly
10:42:06 <TrueBrain> GitHub slowly is taking steps to disable them by default
10:42:09 <TrueBrain> schedules etc already are
10:42:25 <TrueBrain> but who are we to tell someone isn't going to use his fork as new "upstream"? :)
10:42:39 <LordAro> mm, ok, if GH is moving in that direction it's probably fine
10:42:46 <LordAro> should certainly be default off,imo
10:42:46 <TrueBrain> but you can disable workflows these days .. I would expect that GH is going to disable all by default in forks
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10:43:02 <TrueBrain> yeah, it is a weird choice to have them on by default, for sure :)
10:43:16 <TrueBrain> most workflows are disabled on my forks, I got so annoyed by it :P
10:43:45 <orudge> TrueBrain: btw, I don't seem to have access to the Settings page for the OpenTTD repo to add the secrets. I can put the secrets somewhere less secret for somebody else to add them if you don't want to give me privileges to do so I guess :)
10:43:45 <TrueBrain> but in the GitHub workflow it is also not common to push to your master (of your fork), ironically
10:44:03 <TrueBrain> orudge: well, I assume you put them in 1Password already, for one
10:44:08 <TrueBrain> and I can check why you can't access that :)
10:44:10 <orudge> I will do so
10:44:18 <TrueBrain> all secrets in GitHub are also in 1Password
10:44:23 <TrueBrain> just because you cannot view them, only change
10:44:26 <orudge> Yep
10:44:28 <orudge> Will put the cert there, etc
10:44:32 <TrueBrain> so in case someone makes a stupid mistake ........ :P
10:44:39 <TrueBrain> NEVER happened before
10:44:46 <TrueBrain> I did NOT have to generate 4 new keys because I did something stupid
10:44:48 <TrueBrain> did NOT happen :D
10:44:49 <orudge> Heh
10:46:46 <TrueBrain> yeah, you indeed don't have access .. we have organization owners (which you are not) or write-only (no-admin)
10:47:02 <orudge> OK, well, I'll stick the secrets into 1Pass shortly
10:47:21 <TrueBrain> you are now owner
10:47:45 <TrueBrain> I removed pm from "owner", as I haven't seen him active in months
10:47:53 <TrueBrain> just to limit the amount of inactive owners we have :)
10:48:16 <orudge> Thanks
10:48:24 <TrueBrain> orudge went from access to 3 repos to access in 38 repos
10:48:26 <TrueBrain> I HOPE YOU ENJOY THAT :P
10:48:27 <TrueBrain> :D
10:49:33 <TrueBrain> I could also have given you only admin rights on OpenTTD repo, but that was more effort :P
10:52:56 <Samu> Rocks don't spawn in the desert?
10:53:08 <Samu> interesting
10:54:58 <Samu> wow, they're consumed imediately by desert
11:10:38 <orudge> I'll set up a filter to deal with the notarisation e-mail spam by the way
11:10:51 <orudge> Secrets are in 1Password and also in GitHub now
11:11:39 <TrueBrain> can't you just configure notification on apple.com?
11:11:43 <orudge> Possibly
11:11:45 <orudge> Will check
11:11:51 <TrueBrain> sounds like a better approach :D
11:12:12 <orudge> Apparently, no, you can't :D
11:12:21 <TrueBrain> can we rename AC_ into something more descriptive btw .. hmm
11:12:39 <orudge> We can do
11:12:41 <TrueBrain> APPLE_APPLIATION_USERNAME ?
11:12:45 <TrueBrain> without the typos
11:12:54 <orudge> :)
11:13:17 <TrueBrain> if you can, would be nice :)
11:14:14 <TrueBrain> if [[ -z "${AC_USERNAME}" ]]; then <- double [ and ] ? One is enough, not? Don't forget the "set -e" btw :)
11:15:28 <TrueBrain> and maybe check if "dmg_filename" is empty after the expansion, and give an error; just in case a human tries to execute it without running cpack first?
11:16:02 <orudge> If it's empty, 'gon' will simply fail
11:16:07 <orudge> (plus they may well not have it installed in the first place)
11:16:11 <TrueBrain> yeah, but with an error the user might not understand :)
11:16:11 <orudge> so I'm not sure it's worth it :)
11:16:20 <orudge> I'll maybe add a comment to the script though
11:16:22 <orudge> to explain what it actually does
11:16:24 <orudge> and how to use it
11:16:25 <TrueBrain> so just printing that they should run "cpack" first goes a long way :)
11:16:45 <orudge> Plus if you've run cpack and not signed it then it will also fail
11:16:49 <orudge> so I'll document that a bit
11:17:51 <TrueBrain> not having "gon" installed a user will notice, as it will tell it cannot find gon :) When gon is called with an empty filename to notarize .. not sure what it returns, but I am pretty sure it will be very unclear :P
11:42:27 <Samu> I'm having a hard time picking a colour for rainforest
11:50:08 <DorpsGek> [OpenTTD/OpenGFX] LordAro opened issue #48: New icons required for renaming and go-to-location https://git.io/Jtflw
11:52:50 <DorpsGek> [OpenTTD/OpenTTD] erenes commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
11:55:19 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
11:58:55 <DorpsGek> [OpenTTD/OpenTTD] erenes commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
12:01:02 <DorpsGek> [OpenTTD/OpenTTD] orudge opened pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
12:01:25 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
12:02:28 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
12:22:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/Jtf86
12:22:50 <TrueBrain> very minor stuff :)
12:23:47 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
12:23:53 <TrueBrain> orudge: I assume this fixes #7826 btw
12:24:09 <Samu> forgive me, for I have sinned
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12:43:15 <LordAro> TrueBrain: it's getting quite long now https://gist.github.com/LordAro/1701f5a7d4ee5e2e0f6d036aea0bd9f6
12:43:25 <TrueBrain> LordAro: wow :)
12:44:07 <TrueBrain> 50% of the features are of the last 2 months, oops
12:45:10 <TrueBrain> what is the order of entries?
12:45:23 <TrueBrain> (besides the obvious feature before add before change, ofc)
12:46:47 <LordAro> reverse PR order
12:47:07 <TrueBrain> ah :)
12:47:13 <TrueBrain> maybe we should just sort it or something?
12:47:13 <LordAro> (with lower number taking priority if multiple)
12:47:14 <TrueBrain> dunno
12:47:19 <TrueBrain> but I like your list
12:47:25 <TrueBrain> and I like how you summarized a lot of things :)
12:48:00 <LordAro> :)
12:48:25 <LordAro> in svn times it was sorted by reverse revision number
12:48:44 <LordAro> this seemed the natural progression
12:49:01 <LordAro> because i'm definitely not going to the trouble of digging out the commit date :p
12:50:34 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
12:51:25 <LordAro> oh hey, there were actually persian language updates
12:52:10 <LordAro> it does seem approximately complete, perhaps it could be moved out of unfinished?
12:52:59 <TrueBrain> go for it!
12:55:06 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
12:56:01 <LordAro> as for the others - chuvash: 10 years, frisian: 2 years, ido: 10 years, macedonian: 8 years, maltese: 8 years, marathi: 7 years, urdu: 2 year
12:56:23 <LordAro> just frisian & urdu changed in the git-era, but none of them since moving to GH eints
12:56:42 <TrueBrain> so they should stay benched! :D
12:57:03 <LordAro> probably :D
13:06:01 <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #8563: Prepare for 1.11.0-beta1 release https://git.io/Jtf4S
13:06:05 <LordAro> there you go
13:12:50 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:15:15 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:15:28 <TrueBrain> can you test A, user tests B .. ugh, now I have to test B too :P lazy
13:16:17 <TrueBrain> looks good LordAro :)
13:16:24 <TrueBrain> newgrf_revision only needs changing after branching, right?
13:17:52 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:18:22 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBu
13:19:56 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBV
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13:21:55 <LordAro> TrueBrain: probably? no real idea about that
13:22:00 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBP
13:22:26 <DorpsGek> [OpenTTD/OpenTTD] orudge updated pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
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13:22:33 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBX
13:22:45 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfB1
13:22:54 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBM
13:23:48 <TrueBrain> orudge: there is this "Resolve conversation" button you can use :P
13:24:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:24:58 <TrueBrain> LordAro: mind reviewing https://github.com/OpenTTD/OpenTTD/pull/8559 real quick? :)
13:26:20 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfBN
13:27:20 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtfBh
13:27:41 <TrueBrain> tnx LordAro
13:27:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:27:47 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/Jtvds
13:28:24 <DorpsGek> [OpenTTD/OpenTTD] orudge updated pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
13:28:31 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #8559: Fix: tell the user if a font fails to load and fallback is about to be used https://git.io/JtfBj
13:28:38 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8561: Feature: Sign macOS builds https://git.io/JtfRe
13:28:43 <glx> haha I was late
13:29:21 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:29:24 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain reopened issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:29:25 <TrueBrain> didn't mean to close it, oops .. :)
13:29:59 <TrueBrain> orudge: anything that doesn't suggest it is a developers username, I am fine with :D
13:30:46 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8561: Feature: Sign macOS builds https://git.io/JtfRT
13:30:53 <TrueBrain> tnx anyway glx :)
13:31:26 <orudge> Right, now to get a certificate for Windows builds...
13:32:33 <TrueBrain> orudge: ideally, we also error out if there is more than 1 dmg, but .. ugh .. there is only so much time I am willing to spend on such bash-scripts :P
13:33:17 <orudge> Yeah
13:33:31 <orudge> It's probably never going to be used by anybody other than GitHub Actions anyway
13:33:48 <TrueBrain> I said that about many scripts :D
13:36:42 <DorpsGek> [OpenTTD/OpenTTD] telk5093 commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:38:01 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:38:04 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #7615: "medium_font" setting is not applied properly in korean https://git.io/fjuBP
13:38:13 <TrueBrain> now that was a fun and productive interaction with a community member :)
13:45:17 <orudge> Certificate ordered for Windows, now will wait and see what happens with validation. Might take some time.
13:45:43 <DorpsGek> [OpenTTD/OpenTTD] orudge closed issue #7826: Mac OS binaries are unsigned https://git.io/Je2bo
13:45:46 <DorpsGek> [OpenTTD/OpenTTD] orudge merged pull request #8561: Feature: Sign macOS builds https://git.io/Jtflh
13:46:39 <TrueBrain> which one did you go for? (just curious)
13:48:03 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/JtfRM
13:48:53 <TrueBrain> LordAro: are you okay with the issue that for the cargo-graph this doesn't make it better?
13:52:54 <orudge> TrueBrain
13:53:12 <LordAro> TrueBrain: the cargo payment rate graph? looks fine to me
13:53:18 <orudge> TrueBrain: Sectigo, from basically the cheapest site I was able to find
13:53:20 <orudge> Ā£60/year-ish
13:53:29 <TrueBrain> that is cheap, nice orudge :)
13:53:55 <orudge> Now, they're trying to "validate" my phone number
13:54:05 <orudge> which of course does not appear anywhere in relation to OpenTTD because why would it
13:54:08 <orudge> So that might be interesting
13:54:24 <orudge> Might need to set up an OpenTTD phone number and stick it on the web site yet :P
13:54:25 <TrueBrain> LordAro: "Dark background is not suitable for displaying payment rates charts of more complex industrial sets ", not sure how "bad" it is. Having 2 backgrounds is even worse in my opinion, so I guess the GRFs have to adjust :P
13:54:39 <LordAro> yeah
13:54:45 <TrueBrain> orudge: it is pretty common for phone numbers to not match, isn't it? :D
13:55:59 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain closed issue #8539: Graph Window - Colors of the mauve, dark green and purple companies are barely visible https://git.io/JLpHF
13:56:02 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain merged pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/JtexM
13:56:34 <LordAro> TrueBrain: firs4 looks fine, anyway :p
13:56:49 <LordAro> couple of them are a bit dark, but not as bad as the company colours were
13:57:13 <reldred> closed: get a better monitor
13:58:11 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtf0U
13:58:14 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8557: Change: darken the background of all graph to increase contrast https://git.io/Jtf0T
13:58:40 <TrueBrain> LordAro: yeah, that was what I considered too ... many cases improve, while a few might degrade ... can't have them all :)
13:59:23 <TrueBrain> funny how we all want the buttons next to each other :)
13:59:40 <TrueBrain> I don't like the confirmation dialog on "create many" btw, that feels weird with the rest of the SE buttons
13:59:53 <TrueBrain> but okay .. I might be biased towards consistency :P
14:00:26 <TrueBrain> and lets enable preview, so we can test it :)
14:03:27 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0W
14:04:25 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf08
14:07:44 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0z
14:09:08 <Samu> Rainforest vs Rainforest Land
14:09:24 <Samu> Desert is just Desert
14:09:28 <Samu> can also contain trees
14:09:47 <Samu> Snow can also contain trees
14:09:55 <LordAro> "Jungle", perhaps?
14:10:00 <TrueBrain> Pretty sure last time I walked in a rainforest, it was not 100% trees :P
14:10:12 <TrueBrain> there was room between trees to walk ;)
14:10:45 <TrueBrain> "A rainforest is not defined by a single tree" :D
14:11:10 <Samu> ok, then I'm renaming to Rainforest, where in the legenda should it be?
14:11:15 <Samu> located
14:11:40 <glx> it's ok where it is no I think
14:11:50 <glx> *now
14:13:18 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtf0i
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14:16:30 <Samu> what about the colour?
14:17:28 <TrueBrain> so by now this patch has been written 3 times ... once yesterday in chat, once in a PR, and now today again in chat :) You can't write the same patch often enough, I guess :)
14:18:00 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick dismissed a review for pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0W
14:18:03 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick updated pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
14:19:00 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf0F
14:30:44 <Samu> I tested 8556, but i think it's missing graphics
14:30:49 <Samu> it works otherwise
14:31:06 <LordAro> yes, ogfx will be missing icons
14:31:10 <LordAro> i raised an issue about it
14:31:22 <Samu> no, the diagonal crossing on roads
14:31:32 <LordAro> oh
14:31:39 <LordAro> it says that in the PR :p
14:32:01 <TrueBrain> you ... read PRs? :P :P :P
14:32:07 <Samu> erm kinda
14:32:08 <TrueBrain> trollllllllolololol
14:32:13 <TrueBrain> sorry LordAro , I just had to :)
14:32:17 <LordAro> :p
14:32:46 <Samu> it created some weird temporary files while testing
14:37:58 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfE2
14:39:08 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfEo
14:39:09 <glx> 8556 includes graphics, but you need grfcodec and nfor renum in the path I think
14:42:06 <Samu> create many random towns doesn't have a confirmation box
14:42:11 <Samu> why would industries have
14:42:44 <Samu> and towns don't have a Remove All towns button :p
14:42:58 <glx> prevents accidental click on the button
14:46:50 <glx> lol at "new town" tooltip (and of course display of estimated cost) in scenario
14:49:49 <Samu> text colour is yellow: https://i.imgur.com/JistbOc.png
14:49:59 <glx> is it me or there is no simple way to know the town layout once the town is created ?
14:50:00 <Samu> the reset landscape is white
14:51:42 <glx> reset landscape should be yellow too
14:52:40 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfuI
14:53:01 <LordAro> glx: there is not, afaik
14:53:05 <LordAro> (other than looking at it)
14:53:49 <glx> anyway town creation window looks ugly with all the buttons
14:54:01 <glx> dropdowns exists
14:57:10 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #8547: Doc: add a png representation of the palette overlaid with indexes (dec) https://git.io/JtfuG
14:57:35 <Timberwolf> LordAro: Thanks, good stuff there. I should get some chance to work on it this evening.
14:57:58 <Timberwolf> I also want to create a NewGRF that is outright abusive, a set of vehicles which radically change their offset and/or bounding box on every frame :)
14:58:02 <DorpsGek> [OpenTTD/OpenTTD] LordAro opened pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/JtfuC
14:58:11 <LordAro> Timberwolf: oh no
14:58:19 <TrueBrain> did LordAro take a day off or something? :D
14:58:24 <LordAro> TrueBrain: i did not
14:58:28 <LordAro> i should really do some actual work
14:58:48 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain approved pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/Jtfu8
14:58:55 <TrueBrain> I do not mind this at all :P
14:59:04 <LordAro> :p
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15:03:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtfuo
15:04:02 <Samu> *cough* #7822 in 1.11?
15:04:09 <Samu> requires savegame upgrade
15:04:12 <Samu> is missing
15:04:52 <glx> it needs intensive testing too I guess
15:04:54 <Samu> it was skipped for 1.09, skipped for 1.10
15:05:05 <DorpsGek> [OpenTTD/OpenTTD] LordAro approved pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtfui
15:05:08 <Samu> sad face
15:05:19 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8562: Feature: Show rainforest under vegetation on small map https://git.io/Jtf8i
15:06:01 <LordAro> i'm still not convinced it's the correct solution
15:06:38 <DorpsGek> [OpenTTD/OpenTTD] LordAro dismissed a review for pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/JvcZs
15:06:41 <LordAro> though i will dismiss the review
15:09:22 <TrueBrain> I stopped reading after "but not fully tested" :)
15:09:38 <Samu> keep reading
15:09:58 <TrueBrain> nah
15:10:38 <Samu> wish someone else could investigate the problem in visual studio or so, using breakpoints
15:11:08 <DorpsGek> [OpenTTD/OpenTTD] orudge commented on pull request #8518: [OSX] Replace FreeType by native glyph rasterization https://git.io/Jtfub
15:11:31 <TrueBrain> in general, what that PR tells me: I did not really put effort in this, but it works for me, so now you spend a lot of effort confirming it is the right thing, and if not, fix it properly, k, tnx, bye
15:12:42 <Samu> nearly
15:13:42 <Samu> I did my investigation but there are just things that surpass my capabilities
15:13:50 <Xaroth> then it shouldn't be a PR
15:14:18 <Xaroth> it should then be a comment on an issue
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15:21:44 <Samu> the issue report became kind of long, as I was trying to find the source of the problem along the way.
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15:22:31 <Samu> until i found the right ingredients to have it to trigger
15:22:53 <glx> and github doesn't help when adding a new line for each rebase ;)
15:23:32 <TrueBrain> glx: it doesn't in the issue ;)
15:23:40 <TrueBrain> owh, you mean the reference thing
15:23:52 <TrueBrain> yeah ... there is a reason I am no longer doing that for most commits ..
15:23:57 <TrueBrain> it is a really stupid design in GitHub :)
15:24:05 <TrueBrain> I should send them feedback about it, honestly ..
15:24:33 <glx> github properly detects it in PRs, but it just creates duplicates in issues
15:24:54 <TrueBrain> in an issue any commit referencing that issue is mentioned, even ones that do not belong to any active branch
15:25:19 <glx> well in PR it shows all forced push too
15:25:30 <TrueBrain> and it is a difficult problem, as hiding commit that don't belong to a branch sounds like a solution, but as most people delete their branch after merge, that is a bit of an issue too
15:25:45 <TrueBrain> but in PRs it makes sense, as that context is important :)
15:25:50 <TrueBrain> in issues ... nobody cares :P
15:26:05 <TrueBrain> I think a commit referencing an issue should not make a link to an issue, only if it is in an active PR
15:26:18 <TrueBrain> (and only the latest)
15:26:28 <TrueBrain> but okay .. who knows, maybe they fix this one day :D
15:27:03 <glx> yeah or at least just link the PR including the commit, not the commit itself
15:27:10 <TrueBrain> more to the point, Samu is trying to make us approve a PR he admits is not fully tested and "just happened to work", basically
15:27:19 <TrueBrain> I think he doesn't understand the hours it will take us to get it approved
15:27:47 <TrueBrain> but I have explained this in so many ways by now .. kinda run out of ways to explain it :)
15:28:41 <glx> maybe it should be a draft for now
15:29:12 <Samu> well, hmm ok, i can change to draft, even though I have nothing more to add to it
15:30:28 <glx> ideally someone needs to investigate the issue and determine what the proper fix is, and it's not an easy task, especially when related to pathfinders
15:31:39 <glx> at least your issue seems to have the needed info to reproduce quite easily, that's a start ;)
15:44:35 <Xaroth> as I said, it's not a PR, it's a comment on an issue :)
15:46:13 <Samu> my choice of words are poor indeed
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15:53:40 <Samu> what other solution may it have?
15:54:10 <Samu> check if it's blocked before asking for a direction?
15:54:40 <Samu> but without knowing in which direction to go, how does he know it's blocked?
15:55:02 <Samu> left could be blocked, but right could not
16:00:16 <glx> wow your test save is crazy, in debug build RV ticks take more than 1s
16:05:40 <Samu> that much? in debug for me is about 40 ms
16:06:18 <Samu> let me test to make sure
16:07:17 <Samu> wow 322 ms, i dont remember it being this high
16:07:27 <Eddi|zuHause> <glx> 8556 includes graphics, but you need grfcodec and nfor renum in the path I think <-- yes, it includes the graphics, but no code to actually display them
16:07:44 <Eddi|zuHause> needs a plan how to do newgrf railtype integration
16:08:29 <Eddi|zuHause> and roadtypes, possibly
16:09:07 <glx> but would be nice to also include the updated grf in the PR ;)
16:09:21 <Eddi|zuHause> yeah
16:09:49 <Eddi|zuHause> the grf moved around with cmake, and i haven't looked where it ended up now :)
16:10:30 <glx> if you give nforenum and grfcoded paths to cmake it will tell you in the diff
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16:12:09 <Eddi|zuHause> doesn't it pick them up automatically?
16:15:00 <glx> it detects them if they are in the path
16:15:08 <Eddi|zuHause> yeah, i have that
16:17:04 <Eddi|zuHause> i have a feeling i missed something
16:18:19 <Eddi|zuHause> also, what exactly is the difference between openttd.grf and orig-extra.grf?
16:20:41 <glx> (svn r27730) -Change: Split openttd.grf into openttd.grf and orig_extra.grf
16:20:41 <glx> openttd.grf is now always loaded and provides all extra graphics in case the (possibly outdated) baseset does not. orig_extra.grf contains graphics specific to the original baseset only.
16:21:22 <Eddi|zuHause> so this should go into openttd.grf?
16:23:50 <Eddi|zuHause> "A portion of sprite 656 could not be processed." [many times] "Warning on sprite 656 (level 1)." "Error on sprite 657."
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16:27:49 <Eddi|zuHause> ah, i think the .nfo needs updating to version 32
16:33:12 <Eddi|zuHause> so which of the coords switched places again?
16:41:35 <DorpsGek> [OpenTTD/OpenTTD] LordAro merged pull request #8564: Fix #8560: Planes were landing at the wrong height at airports with lowered hangar tiles https://git.io/JtfuC
16:41:38 <DorpsGek> [OpenTTD/OpenTTD] LordAro closed issue #8560: Plane sprite and shadow get reversed when terrain under hangar tile of airport is lowered https://git.io/JtvFe
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16:54:58 <FLHerne> Samu: It seems very odd to me that a patch to add caching fixes a too-much-caching bug?
16:56:53 <FLHerne> Oh, I see
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16:57:26 <FLHerne> Without the bridge there's no possible route, but the lack of path isn't cached?
16:57:45 * Timberwolf is getting very motivated to crush tickets at work, so he can work on OpenTTD stuff without guilt.
16:58:05 <glx> yeah the main issue seems to be weird handling of lost vehicles
16:58:43 <Eddi|zuHause> i've still not understood which characters to escape in a regexp
16:59:26 <Eddi|zuHause> would probably have been faster to manually move around the numbers :p
17:02:10 <glx> and the blocked bus is still running at 28km/h while not moving
17:02:32 <FLHerne> Eddi|zuHause: Depends which regexp engine, and/or which exact flags you passed to your regexp engine
17:02:37 <LordAro> Eddi|zuHause: i add \ until it works
17:02:41 <FLHerne> (and sometimes the phase of the moon)
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17:03:02 <LordAro> i never remember the difference with grep between foo, "foo" or 'foo'
17:03:19 <Eddi|zuHause> LordAro: i tried that, becomes unwieldy after 20 \
17:03:23 <LordAro> hehe
17:03:55 <Samu> the cache doesn't store the first tile it starts with
17:05:30 <Samu> i vaguely remember a talk with Peter about it
17:08:31 <glx> it is stored, but it's not in front it seems
17:09:20 <Samu> it checks for the next intersection
17:09:49 <Samu> and doesn't expect the vehicle re-entering the same tile over and over
17:10:37 <frosch123> LordAro: moving languages between stable/unstable requires eints magic. probably not a good idea to do that in a release PR
17:10:53 <LordAro> frosch123: fair enough
17:23:49 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfVX
17:25:47 <DorpsGek> [OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
17:26:56 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfVH
17:37:14 <TrueBrain> LordAro: what a funny news post :)
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17:37:49 <andythenorth> yo
17:37:58 <andythenorth> I missed all the fun? :(
17:38:28 <LordAro> TrueBrain: shhh, it's a secret!
17:39:11 <TrueBrain> Move the language in its own PR?
17:40:10 <LordAro> probably
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18:31:13 <Samu> i found a bug with stopped vehicles. Where it says "Stopped" in red, you can hover on it, and it displays it's heading to destination and at a speed different than 0 km/h
18:42:02 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #7822: Fix #7670: Cache the origin tile to prevent recurring calls to the road pathfinder when a vehicle is blocked by another https://git.io/Jtfr6
18:42:05 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick opened issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
18:42:57 <DorpsGek> [OpenTTD/OpenTTD] James103 commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
18:43:18 <TrueBrain> glx: "where we head to" -> "where we are heading to"?
18:43:32 <glx> ah yes probably
18:43:44 <Samu> wow
18:43:50 <Samu> thx for looking into it
18:43:57 <Samu> glx
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18:44:33 <glx> you were right for the cause
18:44:44 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
18:45:01 <glx> and my solution is basically the same as yours, just simpler
18:45:07 <TrueBrain> "just"?
18:45:09 <TrueBrain> :D
18:47:11 <Samu> glx, what if the vehicle is not re-entering the tile
18:47:32 <Samu> but im gonna test yours first
18:47:33 <Samu> brb
18:47:36 <glx> what do you mean ?
18:48:53 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/Jtfr9
18:48:54 <DorpsGek> - Update: Translations from eints (by translators)
18:48:59 <Timberwolf> I have a weird Windows problem. With a game loop <1ms it's reducing my frame rate to around 28fps. Weirdly if I open OBS everything goes back to normal.
18:49:34 <glx> fast forward is too fast ;)
18:49:37 <Timberwolf> Is there some piece of Win10 crapware force-reinstalled by updates that messes with display capture? (I had this before, then it went away for a good while)
18:51:56 * andythenorth whistles innocently about this spec https://gist.github.com/andythenorth/636908e3498197124782c6daf40de6ae :)
18:52:05 <andythenorth> and hopes for comments
18:52:13 <andythenorth> "pls validate me"
18:54:07 <Xaroth> I'd love to comment, but my knowledge of GRF is about as good as my Icelandic, so you'd have to do with a skƔl.
18:55:46 <andythenorth> :)
18:57:33 <Samu> looks like your solution works glx, i'm still worried about something, but i'll investigate later
18:57:39 <Samu> just tested
19:14:04 <Timberwolf> OK. I have one sitation which doesn't work nicely, which I think is something nobody has ever done or would do but hey... gotta test. https://i.imgur.com/RSWcYH2.gif is the most abusive .grf I can come up with, a train set where the trains alternate between 18 and 180 pixels long via motion counter.
19:14:23 <LordAro> glx: given your commit sets the current speed to 0, do you think it might fix #8565 as well?
19:14:44 <Timberwolf> The dirty block doesn't expand until after the sprite does, which causes this: https://i.imgur.com/Yi3ik3d.png
19:15:28 <LordAro> TrueBrain: that's hilarious
19:15:34 <LordAro> Timberwolf: *
19:16:18 <DorpsGek> [OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
19:16:51 <TrueBrain> can we add that to the main game Timberwolf ?
19:18:13 <Timberwolf> It did give me a better fix for the ship clipping problem, the real cause of which is you can go >1 sprite change before invalidating the affected display region (at first I took the less likely of two regions to be correct, then the more likely, now finally it tracks the whole box)
19:23:05 <LordAro> frosch123: can i trouble you for a re-review of #8548?
19:23:22 <TrueBrain> can we create an OpenTTD currency to trade review for?
19:23:27 <TrueBrain> :D
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19:24:44 <andythenorth> 'wuffie'
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19:26:59 <DorpsGek> [OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
19:29:58 <openttd_1> hi guy, I'm trying to start the admin port, but I don't know what is wrong with my setup, I'm on Ubuntu, I have set a password as written in the wiki but i cannot see an open port when a game is launched
19:32:04 <DorpsGek> [OpenTTD/OpenTTD] frosch123 opened pull request #8566: Move "town name" selection into map generator GUI https://git.io/JtfK3
19:33:57 <LordAro> ooh
19:41:34 <DorpsGek> [OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
19:42:01 <andythenorth> 8566 :)
19:43:31 <FLHerne> openttd_1: How are you checking?
19:43:56 <FLHerne> Using one of the client tools on the same machine?
19:45:19 <openttd_1> I'm using nmap on localhost
19:45:34 <openttd_1> to see if 3977 or 3979 is open
19:45:43 <Xaroth> use netstat -lnp
19:46:52 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfKK
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19:48:29 <openttd_1> cannot see it even with netstat
19:50:17 <openttd_1> does the admin port work only with -D option ?
19:50:46 <openttd_1> also I tried a go client that I have found on the wiki
19:51:24 <openttd_1> gopenttd > openttd_scrape
19:52:09 <Xaroth> if you cannot see it with netstat -lnp it's not listening on that port...
19:54:58 <openttd_1> I totally agree with you, i'll try other options on the cfg, maybe I'm missing something
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19:55:14 <frosch123> funny, openttd console does not use the fixed font
19:55:30 <Samu> glx, do you know when VETS_CANNOT_ENTER is true?
19:55:40 <Samu> it's just below the code you entered
19:56:15 <Samu> just wondering if your fix should also apply there
19:56:34 <Samu> but i don't know of instances where VETS_CANNOT_ENTER happen
19:58:13 <frosch123> also funny, u&ratt defines no road type as town-buildable
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20:08:31 <DorpsGek> [OpenTTD/OpenTTD] frosch123 updated pull request #8548: Dump info console commands https://git.io/JLhan
20:09:22 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #8548: Dump info console commands https://git.io/Jtf64
20:09:35 <TrueBrain> I see what you did there :P
20:09:39 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtf6B
20:10:01 <frosch123> TrueBrain: now comes the scary part. what author fill gh set on squash...
20:10:03 <glx> [20:55:30] <Samu> glx, do you know when VETS_CANNOT_ENTER is true? <-- look for VETSB_CANNOT_ENTER
20:10:24 <TrueBrain> author remains author, commit changes, if you did it correct :)
20:10:57 <frosch123> i added a commit, i did not change any. so now there are two commits from different authors, and i want to squash them
20:11:12 <TrueBrain> you can always set the Co-Authored-By :)
20:11:19 <TrueBrain> but yeah, no clue :)
20:11:22 <TrueBrain> find out! :D
20:11:39 <andythenorth> nice feature
20:11:46 <andythenorth> just in time for me to do an NRT grf :P
20:11:52 <andythenorth> NRT in trunk since when?
20:12:34 <frosch123> the PR clearly showed that the NRT dump was added at a different time than the railtype and cargo dumps :p
20:13:04 <frosch123> railtype and cargo was the same (copy&paste), while roadtypes was slightly different
20:16:51 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #8548: Dump info console commands https://git.io/JLhan
20:17:27 <DorpsGek> [OpenTTD/OpenTTD] frosch123 commented on issue #8545: Debugging: There is no way to see road and rail type flags in game https://git.io/JLhqO
20:17:30 <DorpsGek> [OpenTTD/OpenTTD] frosch123 closed issue #8545: Debugging: There is no way to see road and rail type flags in game https://git.io/JLhqO
20:18:29 <glx> <LordAro> glx: given your commit sets the current speed to 0, do you think it might fix #8565 as well? <-- just checked, it only fixes speed for blocked vehicle, not for stopped
20:19:05 <TrueBrain> orudge / andythenorth : https://www.openttd.org/downloads/openttd-nightlies/latest.html <- did signing for OSX releases work?
20:19:35 <andythenorth> disk image has no mountable file systems
20:19:42 <andythenorth> oh wait, wrong link
20:19:59 <TrueBrain> ... lol
20:20:00 <andythenorth> derp
20:20:14 <_2TallTyler> Hi all, looking for some help. I'm trying to compare ships on a given tile using FindVehicleOnPos(), but don't know how it wants me to iterate. Also there's a scary warning about desyncs. Can anybody point me to a similar use elsewhere in the code? https://github.com/OpenTTD/OpenTTD/blob/master/src/vehicle.cpp#L485
20:21:16 <_2TallTyler> My use case is implementing Railroad Tycoon 3 passing mechanics for ships, where the slower ship stops while the faster ship is phasing through it. So I will need to compare each ship against all other ships in the same tile.
20:21:55 <andythenorth> "Apple checked it for malicious software and none was detected."
20:22:58 <andythenorth> not sure how I confirm further
20:23:15 <andythenorth> it didn't trigger any Gatekeeper 'this application was prevented from opening'
20:23:25 <TrueBrain> sweet
20:23:27 <TrueBrain> nice job orudge :D
20:23:29 <frosch123> _2TallTyler: the warning says that the "proc" is called for vehicles in random order, so you have to make sure that the result does not depend on the order
20:25:15 <frosch123> "119.0 biB" <- funny unit :)
20:27:57 <_2TallTyler> Okay, that's doable. How do I iterate through each vehicle, or does that already happen? The only other relevant use of the function I can find is CheckTrainCollision() on wormhole track bits, where only one other train can possibly be involved. https://github.com/OpenTTD/OpenTTD/blob/master/src/train_cmd.cpp#L3046
20:28:53 <frosch123> _2TallTyler: it uses a visitor pattern, you provide a "proc" functor, that is called for every vehicle
20:30:02 <andythenorth> tried the Apple Silicon build on M1 laptop
20:30:11 <andythenorth> performance is only slightly better than x86 build
20:30:15 <frosch123> it does not support lambdas though
20:30:31 <DorpsGek> [OpenTTD/OpenTTD] DeltaNedas opened pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf65
20:30:31 <glx> hmm https://github.com/OpenTTD/OpenTTD/blob/1411f878abdd22c04ef5783f3100ab9456d2520a/src/vehicle_cmd.cpp#L622 seems to set speed to 0 when vehicle is stopped
20:31:18 <_2TallTyler> Right, and I write the "proc" to compare each vehicle and return something. Would I get multiple returns if it ran for multiple vehicles?
20:31:20 <andythenorth> so the ARM build is pushing 30-40x in FFWD on a new map with full animation
20:31:32 <andythenorth> the X86 build pushes 25-30x
20:31:53 <TrueBrain> 25% increase, not bad
20:32:00 <andythenorth> anyone want to guess what my i9 pushes?
20:33:16 <frosch123> _2TallTyler: if you need to exchange data, use that "data" parameter
20:33:52 <andythenorth> i9 pushes 4x-9x, averaging 5x
20:33:57 <frosch123> the return value is only used, if you abort the search
20:34:05 <DorpsGek> [OpenTTD/OpenTTD] DeltaNedas commented on pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf6b
20:34:14 <andythenorth> so that's how bad Apple's bandwidth is to the dedicated GPU on intel macs
20:35:25 <Samu> I can't have that piece of code if (HasBit(r, VETS_CANNOT_ENTER)) to happen at that place
20:35:54 <_2TallTyler> OK, I see that now. It returns `nullptr` to not consider that vehicle
20:36:16 <Samu> VETSB_CANNOT_ENTER only happens if the road stop bays are used
20:36:30 <_2TallTyler> I will experiment a bit and ask again when I get stuck :)
20:36:45 <Samu> but at that place, the vehicle is doing a reverse
20:36:49 <Samu> it's not in a road stop
20:37:00 <frosch123> if you use that return value, you get that desyncy behavior of using the first found vehicle
20:37:09 <frosch123> it's a pretty unlucky function :)
20:37:28 <_2TallTyler> Gotcha, thank you
20:38:56 <TrueBrain> https://github.com/OpenTTD/OpenTTD/runs/1697522344?check_suite_focus=true <- awh, seems someone broke vcpkg cache :P
20:39:15 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtfie
20:39:32 <TrueBrain> happened a few days ago, that it broke
20:40:36 <DorpsGek> [OpenTTD/OpenTTD] frosch123 approved pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtfiv
20:41:42 <DorpsGek> [OpenTTD/OpenTTD] frosch123 merged pull request #8567: remove unused src/3rdparty/optional licensing text https://git.io/Jtf65
20:41:45 <frosch123> admin abuse \o/
20:44:29 <_2TallTyler> frosch123: Any advice on using pointers in my function? I'm looking at the difference between `v->HandleBreakdown()` and CheckShipLeaveDepot(v): https://github.com/OpenTTD/OpenTTD/blob/master/src/ship_cmd.cpp#L631
20:45:16 <_2TallTyler> I've never used pointers outside classroom examples
20:46:33 <frosch123> do you mean: HandleBreakdown() is a member method, while CheckShipLeaveDepot is a free function with a single parameter?
20:47:36 <_2TallTyler> I guess. Are they not two different ways of referencing the same vehicle?
20:48:12 <frosch123> both have a pointer to the vehicle, in the former case as "this", in the latter as "v"
20:49:36 <_2TallTyler> Right. I don't understand how to choose one over the other for my new function.
20:49:38 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/Jtfin
20:51:09 <frosch123> _2TallTyler: there is "technically correct" here. it's a stylistic choice. prefer the member when it is used in multiple places, use the static free function when it's only used once / in one file
20:51:56 <_2TallTyler> Thanks. I will use the free function.
20:52:48 <frosch123> oh, i missed a negation :p there is no "technically correct" way
20:53:44 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JtfiE
20:54:03 <_2TallTyler> Yes, I figured out what you meant :)
20:57:00 <glx> oh RV use the cached speed for display
20:57:25 <_2TallTyler> Another question, how would I make a ship detect itself? Do vehicle instances have an ID or something I can query?
20:59:08 <DorpsGek> [OpenTTD/OpenTTD] mattkimber updated pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/JLpdb
20:59:11 <DorpsGek> [OpenTTD/OpenTTD] mattkimber commented on pull request #8540: Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds https://git.io/Jtfi6
20:59:22 <frosch123> _2TallTyler: compare the pointers
21:01:25 <_2TallTyler> ...I feel silly.
21:04:40 <openttd_1> Hi I'm trying this commad [openttd -d script=5 -l localhost:8080] to receive the debug output on a simple server written in Go , where can I find some documentation about it?
21:05:27 <openttd_1> I have only found the commmand line help
21:07:06 <andythenorth> _2TallTyler expose the stopping to newgrf :P
21:07:30 <andythenorth> put all the ships in the tile on a stack, expose the stack position as a newgrf var to cb 36
21:07:40 <andythenorth> if in position 0, go, otherwise stop
21:07:47 <andythenorth> or reduce speed
21:08:08 <frosch123> openttd_1: what would you expect documentation to describe what the command line help does not say?
21:08:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on issue #8565: Stopped road vehicle displays a speed different than 0. https://git.io/Jtfri
21:10:53 <openttd_1> frosch123: the help says: "-l <ip:port> Redirect debugging output to a network connection instead of the console. " I'm trying to understand what this means: is it a tcp connection? is it an http request?
21:11:42 <openttd_1> what I mean is what should be implemented as "listening server" on the other side?
21:12:55 <frosch123> it sends the same data as it would write to the console, without any further protocol like http
21:14:24 <frosch123> and yes, it's tcp
21:15:17 <frosch123> i guess you can call it "telnet" protocol :p
21:16:08 <openttd_1> haha I see
21:16:20 <openttd_1> thanks anyway :)
21:17:13 <_2TallTyler> andythenorth: What do you mean by a stack? I'm currently doing all the evaluation inside the proc, as in CheckTrainCollision(): https://github.com/OpenTTD/OpenTTD/blob/1411f878abdd22c04ef5783f3100ab9456d2520a/src/train_cmd.cpp#L3046
21:17:35 <andythenorth> _2TallTyler I'm just making stupid suggestions :) Don't try and do them
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21:17:47 <andythenorth> for a start, running cb36 constantly isn't a thing
21:18:01 <_2TallTyler> I mean, I can see the value in allowing some ships to pass. Canalboats for example.
21:18:08 <frosch123> andy watched too much hovercraft
21:18:38 <andythenorth> _2TallTyler that would have to be a flag on the ship, not what I suggested
21:19:04 <andythenorth> sometimes I like to find the wrongest way to do a thing
21:19:24 <glx> happens too often for you ;)
21:19:25 <_2TallTyler> I suspect I'm taking a similar approach to this PR, but by accident :)
21:20:15 <andythenorth> I'm not sure what the wrongest thing I've actually shipped is
21:20:24 <andythenorth> the loop unroll that walks the consist and replaces var 41?
21:20:41 <frosch123> andythenorth: it was the make fork bomb
21:20:45 <andythenorth> oh yeah sorry
21:20:50 <andythenorth> that was accidental though
21:21:34 <andythenorth> FIRS pynml -> python -> pnml -> CPP -> nml was quite a horrible transition phase
21:21:39 <andythenorth> didn't enjoy that
21:22:06 <andythenorth> yeah, I'm going with 'alternative var 41' as my favourite
21:22:13 <andythenorth> and the scoring system in train whack
21:22:40 <DorpsGek> [OpenTTD/OpenTTD] TrueBrain commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/JtfP7
21:23:29 <TrueBrain> how much difference font/zoom settings can maken, damn
21:25:01 <andythenorth> the UI is quite hostile to improvements :)
21:25:23 <andythenorth> partly due to the wide range of font / UI zoom / base set variations
21:25:51 <andythenorth> I'm so used to what we have, I don't worry about it :)
21:26:01 <TrueBrain> and as it turns out, things can look really bad to the eye, but it is just zoom/what-ever :)
21:26:24 <frosch123> yes, gui zoom without font zoom looks weird
21:26:27 <andythenorth> trying to optimise spacing / padding / proportions of buttons
21:26:32 <andythenorth> is a no-game
21:26:41 <frosch123> but that's mostly because configuring ttf fonts is so hard
21:30:05 <DorpsGek> [OpenTTD/OpenTTD] Kuhnovic commented on pull request #8550: Feature: "Remove all industries" button in scenario editor https://git.io/JtfPh
21:34:24 <_2TallTyler> Perhaps I'm missing something in vehicle_base.h, but how do I query the total cargo currently being carried by a ship?
21:36:30 <frosch123> check depot_gui.cpp:865
21:36:56 <frosch123> oh, wait, ship is easier. just v->cargo.StoredCount()
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21:39:01 <_2TallTyler> Thanks. I need a tiebreaker if both speed and cargo are the same. Can I compare pointers?
21:39:13 <frosch123> no :)
21:39:19 <frosch123> use v->index
21:39:42 <_2TallTyler> OK
21:40:18 <Samu> glx I can't have anything return true for if (HasBit(r, VETS_CANNOT_ENTER))
21:40:25 <Samu> tried road stop
21:40:33 <Samu> tried drive through
21:40:41 <Samu> tried bridge, tunnel
21:40:57 <Samu> that code is unreachable?
21:41:07 <frosch123> pointer values are different on each client, so would desync
21:41:12 <Samu> didn't try trams though
21:41:29 <Samu> or articulated
21:42:05 <glx> Samu: try entering depot from wrong side
21:42:35 <glx> hmm wait that's for trains
21:44:45 <Samu> happens when vehicle makes a turn and enters the same tile
21:45:01 <Samu> or in other words, the vehicle is reversing
21:45:03 <glx> the only case I can find is about tunnels/bredges
21:45:49 <frosch123> night
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21:45:59 <Samu> it can reverse at the end of the ramps
21:46:07 <Samu> but it returns vets continue
21:49:06 <Samu> i even set up a busy drive through, thinking i would trigger it, but nope
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21:50:19 <Samu> it wants a vehicle that is not reversing on road stops
21:50:24 <Samu> but this one is
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22:11:41 <Samu> i tried to cause a desync, but couldn't
22:12:09 <Samu> you shouldn perhaps submit a PR then
22:12:40 <Samu> and close mine, I guess
22:12:49 <Samu> gotta go sleep, cyas
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22:25:05 <DorpsGek> [OpenTTD/OpenTTD] grossws updated pull request #7851: [WIP] Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
22:29:22 <DorpsGek> [OpenTTD/OpenTTD] grossws updated pull request #7851: [WIP] Change: add support for next/previous railtype global hotkeys https://git.io/JeM3F
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