IRC logs for #openttd on OFTC at 2021-01-21
            
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01:28:17 <DorpsGek> [OpenTTD/nml] glx22 opened pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD
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13:05:53 <Samu> hi
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13:08:21 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl
13:09:00 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDu
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13:09:44 <DorpsGek> [OpenTTD/nml] LordAro commented on pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JtYDw
13:10:40 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS
13:42:05 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #182: Fix: regression failure with Pillow 8.1.0 https://git.io/JLAna
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13:47:27 <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYDS
13:47:30 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo
13:47:58 <DorpsGek> [OpenTTD/nml] glx22 dismissed a review for pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYDl
13:48:01 <DorpsGek> [OpenTTD/nml] glx22 updated pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD
13:49:35 <DorpsGek> [OpenTTD/nml] glx22 commented on pull request #185: Fix #184: Share townname bits when possible https://git.io/JtY9D
13:52:22 <LordAro> NOISES
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14:05:53 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JtYHj
14:06:12 <DorpsGek> [OpenTTD/nml] LordAro approved pull request #185: Fix #184: Share townname bits when possible https://git.io/JtYQf
14:07:34 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #181: Fix #180: No proper error message was given, if an unreferenced Strin… https://git.io/JLNwo
14:07:39 <DorpsGek> [OpenTTD/nml] glx22 closed issue #180: NML erroring out when compiling https://git.io/JLNgG
14:07:50 <DorpsGek> [OpenTTD/nml] glx22 merged pull request #185: Fix #184: Share townname bits when possible https://git.io/JtmpD
14:07:55 <DorpsGek> [OpenTTD/nml] glx22 closed issue #184: NewGRF Town Names no longer compile after unknown changes https://git.io/JtICs
14:08:07 <glx> enough noise for now :)
14:08:21 <LordAro> :)
14:08:44 <Samu> I need to make a PR :(
14:17:20 <Samu> https://github.com/OpenTTD/OpenTTD/commit/e04f305006451a75ce3d569bd1f3bf5dc97bbd26
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14:19:18 <LordAro> make a comment on the relevant issue about what you've found
14:19:25 <LordAro> then someone can assess whether your solution is the correct one
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14:33:18 <Timberwolf> I was playing around last night and I think the only place "direction != last_direction" matters for sprite refresh is the case where a train reverses, where it seems to need that enforced recalculation of the viewport bounds. Everything else the "is viewport candidate" test is sufficient. Not that much of a performance improvement, though (between 0-5% reduction in train tick time, and that's before
14:33:24 <Timberwolf> I reduce the gain by having a fix for the reversing case)
14:34:02 <Timberwolf> Also, I think I will wait a while before I go diving into the dirty rectangling code again, it is never as simple as it first appears :)
14:34:32 <Eddi|zuHause> so, reversing trains shold reset the cache unconditionally?
14:34:58 <Timberwolf> I want to know why that is the case, really.
14:35:12 <Timberwolf> Which needs a bit of careful investigation.
14:36:17 <Timberwolf> If I figure out what's special about that case I'll also know whether my assumption is valid or whether it's more, "actually there are a lot of cases you can break with this, you just didn't notice them yet"
14:42:00 <Timberwolf> Probably requires adding a train to abuse.grf which has wildly different offsets and sizes for each different direction.
14:43:01 <Eddi|zuHause> i unfortunately didn't really check out what exactly you're doing, so i can't help you out
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14:50:14 <Timberwolf> I have an OK idea now, thankfully.
14:53:26 <Timberwolf> The core principle is changing "resolve the sprite chain for every update for every vehicle" to "resolve the sprite chain if the vehicle will appear on a viewport, or if it changes direction"
14:54:29 <Timberwolf> But you can only do that on a game tick, so there's an extra "resolve the sprite chain if a dirty region contains a sprite we haven't resolved this tick" check needed for scrolling the viewport while paused.
14:56:02 <Timberwolf> My first couple of iterations were messy because I didn't really understand that distinction between "this happens on a game tick, before the screen is drawn" and "this happens when a pre-existing dirty region is drawn"
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15:03:36 <DorpsGek> [OpenTTD/OpenTTD] SamuXarick commented on issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn
15:03:53 <Samu> I'd like to request re-open of that issue
15:04:09 <Samu> or... i dunno
15:04:19 <Samu> it's just because I worked on a solution
15:04:45 <Samu> it was closed because it was only inactive
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15:08:46 <supermop_Home_> good morning
15:09:32 <DorpsGek> [OpenTTD/OpenTTD] LordAro reopened issue #6544: Put into the AI company when loading savegame https://git.io/fh3Dn
15:44:39 <Samu> hmm, generate new game is threaded?
15:45:32 <Samu> so, that means... i am sometimes setting client id first before there's any actual world?
15:46:06 <Samu> whichever comes first
15:46:20 <glx> there's a callback at the end of generation I think
15:50:38 <Samu> GenerateWorldSetCallback(&MakeNewGameDone)
15:51:04 <Samu> i expected MakeNewGameDone to come first than NetworkServerInitClientServer()
15:58:56 <Samu> ah, companies are cleared here PoolBase::Clean(PT_NORMAL);
15:59:16 <Samu> still before the threaded stuff starts
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16:12:59 <Samu> looks like it works! mere luck
16:13:01 <Samu> :p
16:13:34 <Samu> PoolBase::Clean(PT_NORMAL) happens first
16:13:52 <Samu> NetworkServerInitClientServer() happens second, so there's no companies when this happens
16:14:16 <Samu> GetFirstAvailableCompany() returns COMPANY_FIRST
16:14:47 <Samu> network server is already in COMPANY_FIRST without the company existing
16:15:31 <Samu> MakeNewGameDone happens last, which creates COMPANY_FIRST and sets localcompany to COMPANY_FIRST
16:15:40 <Samu> magic! everything falls into place
16:15:56 <Samu> allthough not in the order I expected
16:22:55 <Samu> is it possible to run openttd debug build in dedicated server mode?
16:24:10 <Samu> using visual studio
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16:48:58 <glx> yes
16:49:54 <glx> in debug menu, there's debug and launch settings (or similar, I have the interface in french)
16:55:04 <Samu> launch.vs.json ?
16:55:08 <Samu> what do I type here
17:19:56 <DorpsGek> [OpenTTD/team] siimsoni opened issue #131: [et_EE] Translator access request https://git.io/JtOJd
17:34:05 <glx> is there "args" in it yet ?
17:34:23 <DorpsGek> [OpenTTD/team] LordAro commented on issue #131: [et_EE] Translator access request https://git.io/JtOJd
17:35:23 <glx> else you need to add "args": [ "-D" ]
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17:51:40 <Samu> ah, i forgot a ','
17:51:43 <Samu> got it
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17:58:30 <glx> you can write complex command line args, just split on spaces like ["-vnull", "-mnull", "-snull"]
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18:09:29 <Samu> game still adds dirty blocks on a dedicated server, it's funny
18:14:56 <Samu> nice, dedicated server client is on company 255
18:15:01 <Samu> the invalid company
18:23:54 <Samu> weird
18:24:17 <Samu> starting a dedicated server like this -D -g savegame.sav
18:24:25 <Samu> it loads the savegame twice
18:24:44 <Samu> first load before it's in server mode
18:24:55 <Samu> second load in server mode
18:25:25 <Samu> it also loads the intro game before these
18:26:24 <Samu> generating world is not threaded in dedicated server
18:27:01 <glx> not needed, there's no progress bar
18:27:45 <glx> the generate thread exists to keep a reactive window :)
18:28:26 <Samu> why does it load the savegame twice?
18:29:29 <Samu> /* First we need to test if the savegame can be loaded, else we will end up playing the
18:29:29 <Samu> * intro game... */
18:29:33 <Samu> i see lol
18:30:49 <Samu> im still not convinced though, let me investigate
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18:40:51 <tejanos> Hi developers. I am trying to add a textbox to the "Object Selection" screen to place objects on the map to filter objects out. I am adding the widgets in the right place, but only the text label shows up, but not the text box. This is the code I am adding: https://pastebin.com/MFfLkxeU
18:41:11 <tejanos> And this is a screenshot of what I see (https://media.discordapp.net/attachments/337701432230805505/801518311338147880/unknown.png). The textbox should appear right of the 'Filter string:' text label. I've tried removing the label and keeping the textbox only but it does not work
18:41:28 <tejanos> Any help would be appreciated, thank you!
18:42:23 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://git.io/JtOqX
18:42:24 <DorpsGek> - Update: Translations from eints (by translators)
18:43:04 <frosch123> there is some more initialisation code needed in the window constructor
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18:43:20 <frosch123> take a look at other windows, search for the widgetid of the filter
18:53:18 <tejanos> Thanks for your response. Yep I looked at other windows that have WWT_EDITBOX widgets, but still can't figure out :S
18:55:23 <frosch123> https://github.com/OpenTTD/OpenTTD/blob/master/src/newgrf_gui.cpp#L643 <- you need that kind of stuff
18:57:01 <tejanos> Gotcha! yeah I was looking right at that. I will try, thanks again!
19:02:56 <tejanos> It worked, this is really exciting, thank you!
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20:14:42 <Samu> do you have a savegame version before SLV_16
20:16:46 <Samu> ah, nice, opentitle is version 4.1
20:17:16 <glx> yes intro in master is a nice very old save :)
20:22:15 <LordAro> one of the major reasons it's never been changed :)
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21:37:11 <Samu> loading a scenario in the scenario editor starts the first company, interesting
21:37:30 <Samu> but the local company is still OWNER_NONE
21:38:04 <Samu> or OWNER_DEITY, wtv the editor uses
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