IRC logs for #openttd on OFTC at 2022-10-24
            
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00:01:31 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10058: Feature, Change: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058
00:04:55 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10058: Feature, Change: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058#pullrequestreview-1152401016
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00:11:13 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10058: Feature, Change: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058
00:11:57 <Arastais> sorry about that, I went through and fixed all the incorrect else-block formatting in gs_gui. like I said vs auto-formatted all of those and i didnt notice
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00:14:49 <glx[d]> I know the feeling
00:16:17 <TallTyler> Yesterday I autoformatted an entire file with the hotkeys and Ctrl-Z didn’t work. I had to go through the entire file in `gut gui` and revert all the things it broke
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00:30:18 <petern> Fix your autoformat setting and autoformat again, profit?
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00:44:09 <TallTyler> Yeah probably
00:44:22 <TallTyler> I thought I had fixed them but 🀷
00:45:36 <LordAro> petern: there is no autoformatter that can cope with OTTD
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01:08:08 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304#issuecomment-1288268810
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01:29:28 <Arastais> would it be possible to improve `.editorconfig` to align more with OpenTTD's coding style? there currently aren't too many settings
01:35:25 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #8308: Feature: Add cargo filter support to vehicle list. https://github.com/OpenTTD/OpenTTD/pull/8308#issuecomment-1288289507
01:48:42 <glx[d]> `.editorconfig` is quite limited yes
01:50:35 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10093: Change: Remove land generator setting from World Generation GUI https://github.com/OpenTTD/OpenTTD/pull/10093#issuecomment-1288299105
01:51:16 <Arastais> glx[d]: could I make some improvements to it and make a PR? or is it limited for an explicit reason?
01:51:36 <glx[d]> https://editorconfig-specification.readthedocs.io/
01:51:58 <glx[d]> that's all it can do
01:55:34 <Arastais> glx[d]: there's acutally more it can do for C++ specific stuff, but idk if they work outside the big IDEs (VS, VS Code, IntelliJ/Resharper, etc.) https://learn.microsoft.com/en-us/visualstudio/ide/cpp-editorconfig-properties?view=vs-2019
01:56:06 <Arastais> https://www.jetbrains.com/help/resharper/EditorConfig_CPP_CppOtherPageScheme.html
02:00:38 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #8514: Change: Allow to build dock on clearable watered object tiles https://github.com/OpenTTD/OpenTTD/pull/8514#pullrequestreview-1152443705
02:02:13 <TallTyler> Scary first approval! πŸŽƒ (good thing it's only 3 lines and is a no-brainer change for consistency)
02:03:56 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #7575: Feature: Industry production graph https://github.com/OpenTTD/OpenTTD/pull/7575#issuecomment-1288306173
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03:06:45 <Novalex> What is going to be new in openttd13?
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03:49:35 <DorpsGek> [OpenTTD/OpenTTD] Arastais opened pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104
03:53:11 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10058: Feature, Change: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058
03:53:34 <Arastais> Arastais: Made #10104 for this
04:17:02 <dwfreed> you missed the final newline
04:17:19 <dwfreed> which is ironic, because the editorconfig says it should be there
04:37:26 <DorpsGek> [OpenTTD/OpenTTD] krysclarke started discussion #10106: Sound driver parameter names are not consistent https://github.com/OpenTTD/OpenTTD/discussions/10106
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06:16:07 <Arastais> dwfreed: Lol i noticed it but didnt think it wqs part of the commit checker. Ig thats what i get for doing it in a basic text editor and not VS
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07:03:25 <DorpsGek> [OpenTTD/OpenTTD] EmperorJake commented on issue #10083: [Bug]: Cheats menu doesn't work by default on macOS https://github.com/OpenTTD/OpenTTD/issues/10083
07:26:36 <petern> Busy night eh
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07:40:49 <DorpsGek> [OpenTTD/OpenTTD] PeterN approved pull request #10103: Codechange: [CMake] Auto-fill list of #include in script_window.hpp https://github.com/OpenTTD/OpenTTD/pull/10103#pullrequestreview-1152654763
07:45:45 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104#issuecomment-1288561203
08:01:37 <petern> I was on a roll yesterday and then it all just flopped 😦
08:08:11 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1034015437429682226/unknown.png
08:08:11 <petern> Maybe chat settings aren't silly...
08:08:31 <petern> https://cdn.discordapp.com/attachments/1008473233844097104/1034015519768055818/unknown.png
08:09:43 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104#issuecomment-1288597955
08:15:31 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on discussion #10106: Sound driver parameter names are not consistent https://github.com/OpenTTD/OpenTTD/discussions/10106
08:47:38 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104#issuecomment-1288667286
09:10:55 <petern> Gamescript mixing when?
09:12:01 <petern> We often push things off to GS, but as you can only have 1 at a time, that's a bit meh to me.
09:12:05 <LordAro> when someone figures out how to do it without immediately completely breaking the game
09:13:41 <petern> 1) Why does YouTube keep suggesting Rufford Ford flood videos.
09:13:48 <petern> 2) Why are there SO MANY STUPID PEOPLE...
09:15:58 <petern> Has multiple GS been tried? I wonder how broken it was πŸ˜„
09:20:41 <LordAro> I can definitely see things interacting poorly
09:20:53 <LordAro> perhaps no worse than newgrfs?
09:21:14 <LordAro> at minimum definitely needs an opt-in "can be run alongside other GS" flag
09:21:26 <LordAro> and functions for detecting other GS
09:22:02 <petern> Opt-in means all GS need to know about all future GS, so not great.
09:22:28 <LordAro> no different to newgrfs?
09:22:29 <petern> Being able to detect what other GS are doing would seem a better approach?
09:23:20 <petern> I dunno, I don't seem to hit any NewGRFs conflicting with other NewGRFs, but then again I don't try to combine industry or cargo sets.
09:25:05 <DorpsGek> [OpenTTD/OpenTTD] krysclarke commented on discussion #10106: Sound driver parameter names are not consistent https://github.com/OpenTTD/OpenTTD/discussions/10106
09:26:53 <petern> I guess GS are not re-entrant πŸ˜„
09:27:29 <JGR> petern: Not really, each GS should declare what it does/needs instead
09:28:51 <petern> A list of features, yeah, rather than is "Renewed Village Growth" active.
09:48:11 <LordAro> good luck deciding what those features should be :p
09:48:18 <LordAro> arguably newgrfs should have the same
09:52:59 <JGR> Existing GSs are already in a relatively small number of categories
09:53:15 <reldred> aaaaaaaaaaaaaaa trying to test pr8480 and I'm missing all my jgrisms, where's my town roads aaaaa
09:54:19 <JGR> Even having one town growth GS with one non town growth GS would a useful start
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10:04:40 <andythenorth> petern: Yes but my parents live 3 miles from Rufford
10:05:00 <andythenorth> So I spent a lot of time watching the ford
10:05:27 <andythenorth> Rufford Ford is somewhat tautology but eh
10:05:43 <petern> Yes but.
10:05:49 <petern> So many dumb.
10:05:54 <andythenorth> But YouTube
10:06:12 <andythenorth> At least it’s harmless content πŸ™‚
10:06:37 <andythenorth> I might try combining arbitrary GS
10:06:37 <petern> reldred: That's why you need that town-road GS and also the challenge GS and also...
10:06:48 <petern> Do GS get to query what NewGRFs are active?
10:06:57 <andythenorth> I got stuck on pylons
10:07:05 <andythenorth> Yes they can check for grfs somewhat now
10:07:22 <andythenorth> FIRS gs knows which FIRS is active
10:07:38 <andythenorth> That’s about all it does πŸ€ͺ
10:07:48 <andythenorth> Then pylons happened
10:08:24 <petern> Like, maybe you want graphics for NewDisasters but because we don't want to add more content it needs to be controlled by GS...
10:08:45 <petern> OVERTHINKING
10:08:58 <petern> I should get back to my LINQ queries.
10:09:57 <andythenorth> I should make a GS
10:10:22 <andythenorth> But it takes 30 years to connect up FIRS Steeltown
10:10:39 <andythenorth> Then β€œboom” restart from scratch because GS
10:11:09 <andythenorth> There might be a restart button somewhere for GS
10:14:48 <reldred> you could be out riding your bicycle, when suddenly you are hit by car. Boom. Gamescript.
10:15:30 <andythenorth> Exactly
10:15:48 <reldred> that should motivate peter to just delete them from the game entirely
10:16:12 <reldred> bad feature, disturbs me very sprites, and so forth
10:18:06 <reldred> playing pr8480 in the web browser, I miss all my secret .grf's 😒
10:18:21 <reldred> and my grfs im too lazy to upload to bananas
10:20:00 <petern> Extended depots? Good gameplay or bad feature?
10:20:19 <reldred> I absolutely adore them
10:20:37 <petern> I would love for pathfinders to understand shunting yards ;D
10:20:59 <petern> So I can build a depot alongside tracks instead of perpendicular.
10:21:19 <reldred> well that's what I do with extended depots
10:21:19 <petern> You want that depot? Yeah, simple, just go past it then reverse...
10:21:24 <reldred> hah
10:24:38 <andythenorth> Pathfinder doesn’t build a graph that includes reversals?
10:24:48 <andythenorth> πŸ€‘
10:29:17 <JGR> That isn't something that you want enabled indiscriminately
10:30:05 <DorpsGek> [OpenTTD/OpenTTD] krysclarke opened pull request #10107: Codechange #10106: Moved Sound Driver Parameter list in commandline help text https://github.com/OpenTTD/OpenTTD/pull/10107
10:30:52 <petern> pathfinder_reverse_at_bufferstops
10:32:50 <reldred> trains go nyooom
10:34:17 <reldred> https://cdn.discordapp.com/attachments/1008473233844097104/1034052203507359754/unknown.png
10:34:19 <petern> Biggest issue with previews is you get OpenGFX 😭
10:34:32 <petern> drive-thru depots eh?
10:34:39 <reldred> yusss
10:34:43 <LordAro> reldred: nice
10:34:47 <reldred> who do I have to bribe for merge
10:34:51 <petern> Imma just click the approve button without reviewing...
10:34:59 <reldred> πŸ˜„
10:35:19 <LordAro> petern: maybe you can get a new crankset out of it
10:35:35 <petern> Ooh I fancy a power meter!
10:36:02 <DorpsGek> [OpenTTD/OpenTTD] glx22 merged pull request #10103: Codechange: [CMake] Auto-fill list of #include in script_window.hpp https://github.com/OpenTTD/OpenTTD/pull/10103
10:36:23 <reldred> I mean it would certainly be a big shiny feature for 13.0 πŸ˜›
10:37:18 <reldred> for 14.0 just ship jgrpp, set the purchase price to $40 and bugger off to the islands of greece
10:37:25 <reldred> wcgw?
10:40:28 <reldred> hmm, there's a bug with pathfinding on trains that's new since i last tested it
10:40:42 <reldred> if there's any obstructions the trains just go full red stop
10:40:49 <reldred> rather than hurry up and wait
10:44:46 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #8480: Feature: Extended depots https://github.com/OpenTTD/OpenTTD/pull/8480#issuecomment-1288841750
10:46:59 <reldred> good thing you didnt smack that mf commit button
10:47:09 <reldred> (it's okay just fix it in prod wcgw)
10:47:29 <reldred> (its fiiiiine)
10:48:33 <petern> Conflicts anyway
10:48:51 <reldred> welp, throw it all in the bin then
10:53:29 <DorpsGek> [OpenTTD/OpenTTD] reldred commented on pull request #8480: Feature: Extended depots https://github.com/OpenTTD/OpenTTD/pull/8480#issuecomment-1288851677
11:00:08 <DorpsGek> [OpenTTD/OpenTTD] J0anJosep commented on pull request #8480: Feature: Extended depots https://github.com/OpenTTD/OpenTTD/pull/8480#issuecomment-1288860849
11:00:33 <reldred> crap
11:00:45 <reldred> how do I get the save games out of the web cache thingie?
11:01:36 <LordAro> with difficulty
11:01:44 <LordAro> not actually sure you can...
11:02:24 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #8480: Feature: Extended depots https://github.com/OpenTTD/OpenTTD/pull/8480#issuecomment-1288863506
11:04:01 <petern> I guess the standard file download / file upload features are way out of reach underneath the layers...
11:04:48 <LordAro> TB would know
11:07:30 <FLHerne> petern: I love the extended depots
11:07:45 <FLHerne> an entire train vanishing into a single tile looks ridiculous
11:08:18 <reldred> Far out, found where Firefox keeps them, but the file is wrapped in a header and footer I'll probably need to clean out with a hex editor and at that point... I can't send that in good faith. J0anJosep I'll get back to ya on a save game, been using preview.openttd.org. Gonna hafta compile.
11:08:26 <FLHerne> so I build the old 'engine sheds' NewGRF stations around the depots, but they're not real
11:09:14 <reldred> Yeah I normally use the jgrpp drive through stations but there's no gameplay reason behind it, nothing forcing me to make parallel depots in a complex, etc.
11:09:22 <reldred> no actual length requirements
11:09:50 <FLHerne> "Modular Locomotive Sheds" https://www.tt-forums.net/viewtopic.php?t=48605
11:10:02 <petern> Signals in depots eh?
11:11:02 <FLHerne> the other feature I'd love to see in a release is the NewGRF bridges https://github.com/OpenTTD/OpenTTD/pull/9161
11:11:25 <reldred> 😫
11:11:27 <FLHerne> not obvious what it's waiting on, spec was revised to frosch's advice and it seems to work
11:12:10 <FLHerne> someone who's a newgrf internals expert to review it, I guess
11:12:29 <reldred> do we have any of those?
11:12:38 <petern> Nah
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11:12:55 <petern> Can I take BornAcorn's bridge graphics and make it work?
11:13:04 <petern> (Do I even still have them?)
11:16:44 <FLHerne> do we have any of those [who aren't totally fed up of grf features after NRT] might be the question
11:17:44 <FLHerne> petern: reminds me I owe you an apology for complaining about some NRT implementation detail for no good reason
11:18:00 <FLHerne> sorry about that, no sense of perspective :-/
11:19:22 <petern> Bad decisions eh? Goes it throw out NRT?
11:19:47 <FLHerne> plz no
11:19:56 <LordAro> FLHerne: we should start adding milestones to these
11:20:26 <petern> I was on track with chunky bevels and then got distracted by the network chat window... Blah.
11:20:45 <petern> (Which does need scaling, but...)
11:33:34 <reldred> mmm chunky
11:34:01 <reldred> mmm bevel
11:42:53 <petern> Like a Yorkie bar.
12:13:49 <andythenorth> NRT worst NRT
12:14:00 <andythenorth> I should make an NRT grf
12:20:21 <EmperorJake> revive HEQS?
12:20:40 <EmperorJake> or Feldbahn?
12:21:09 <petern> revert back to initial git commit.
12:21:12 <petern> best game
12:27:24 <pickpacket> New road type: protected pogo stick lane
12:27:49 <pickpacket> Actually Freeway wouldn’t be a bad idea
12:33:43 <petern> Bah, making a td be d-flex means I can't align it, so... yet another child element needed 😦
12:37:49 <DorpsGek> [OpenTTD/OpenTTD] glx22 commented on pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104#pullrequestreview-1153064824
12:43:10 <andythenorth> EmperorJake: HEQS 2 forthcoming
12:55:29 <EmperorJake> I look forward to foundry transporters that actually work with Steeltown
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13:11:32 <andythenorth> Me too
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13:29:31 <LordAro> hmm
13:29:32 <LordAro> is lunch?
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13:45:32 <petern> Maybe
13:45:33 <supermop_toil> yo
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14:25:26 * pickpacket is tired
14:25:38 <pickpacket> I seem to be perpetually tired these days
14:28:09 <andythenorth> Lunch is done
14:28:39 <petern> It is tea (mug of) time.
14:28:46 <pickpacket> What’s a ”foundry transporter”?
14:35:17 <EmperorJake> Big heavy vehicles used in steel mills to carry hot metal/ingots/slag
14:35:58 <EmperorJake> There's two in HEQS but they're useless because they don't work for any of the new Steeltown cargos
14:37:10 <andythenorth> It’s lol
14:37:25 <andythenorth> β€œHEQS is finished”
14:37:58 <EmperorJake> HEQS is broken, the logging trucks don't even carry wood
14:38:21 <EmperorJake> at least in XIS
14:38:33 <petern> Urgh, my second monitor just started spazzing out 😦
14:39:01 <petern> Well
14:39:22 <petern> My other one of the same brand died not that long ago, just wouldn't turn on.
14:44:40 <petern> I have another 32" I need to set up but not quite enough room at the moment :/
14:44:54 <petern> Audio kit in the way.
15:04:58 <glx[d]> Usually power supply capacitors
15:05:42 <petern> Yes
15:06:23 <petern> They do make them difficult to get into.
15:19:00 <andythenorth> Such HEQS
15:19:14 <andythenorth> How to trams?
15:19:32 <andythenorth> Split town trams and industrial trams?
15:31:55 <TallTyler> Town trams are in Road Hog?
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15:33:48 <pickpacket> EmperorJake: are they used to transport anything from the steel mill to somewhere else?
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15:34:49 <EmperorJake> No they don't go on public roads generally
15:35:19 <EmperorJake> hence why they would be limited to an industrial NRT
15:43:59 <EmperorJake> This kind of thing https://www.reddit.com/r/specializedtools/comments/ea5h5l/foundry_truck_for_moving_hot_slag_molten_metal/
15:48:20 <andythenorth> TallTyler: Yes. The town trams tend to be good for industry also though
15:48:30 <andythenorth> Some puzzles here
15:52:28 <TallTyler> One big grf!
15:52:39 <petern> Argh, colour temperature mismatch 😦
15:54:43 <LordAro> set them on fire
16:15:47 <petern> Might as well.
16:16:10 <petern> 2 x 32" feels weird compared to 2 x 21" + 1 x 32", somehow.
16:21:15 <petern> Should I make my x1, x2, x3 scale labels be translatable? Probably rude not to. I'm just using std::string right now.
16:26:07 <andythenorth> TallTyler: Tramtype compatibility, more like 😜
16:28:42 <LordAro> #
16:28:50 <LordAro> this isn't my terminal
16:34:16 <andythenorth> sudo
16:34:36 <petern> Sandwiches?
16:35:00 <andythenorth> Lunch?
16:35:37 <andythenorth> I had a monitor once
16:37:58 <LordAro> i feel like i should be concerned with perl apparently exiting with error code 256
16:39:02 <petern> heh
16:39:10 <petern> make -j 14 should be faster than this 😦
16:42:55 <LordAro> oh wait, it's system()
16:43:03 <LordAro> so the actual status is in the upper byte
16:43:10 <LordAro> all good, status 1 is expected
16:46:58 <andythenorth> petern: Compile in the cloud πŸ€‘
16:47:12 <petern> apt install debian
17:04:35 <petern> Hmm, have I done something wrong? Timberwolf's 2x trains draw as scaled-up 1x in the new vehicles window.
17:04:48 <petern> Hmm, thinking about it that much be by design of the NewGRF.
18:01:34 <Timberwolf> Yes, they have unique purchase sprites, which aren't replicated in 2x.
18:01:55 <Timberwolf> Maybe I should fix that one day, this is classic "author doesn't use it personally so author couldn't be bothered" :D
18:07:43 <supermop_toil> ugh i need to drawn 2x RVs
18:08:10 <petern> Do you even need purchase-specific sprites?
18:08:30 <supermop_toil> sometimes?
18:08:46 <supermop_toil> i had to for RVs with trailers
18:08:57 <supermop_toil> and to show fuel type icon
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18:20:43 <pickpacket> I need some help here... I need to set the price_value for my cargoes, but I don't know what to set it to. I've picked a reasonable value based on this: https://wiki.openttd.org/en/Manual/Game%20Mechanics/#delivery-payment-rates
18:21:09 <pickpacket> but payment rates there are "Initial cargo payment values are for delivering 100 pieces of cargo 1 tile. Payment goes up with inflation as the game progresses."
18:22:05 <pickpacket> whereas price_factor is "Payment for delivering 10 units of cargo across a distance of 20 squares" https://newgrf-specs.tt-wiki.net/wiki/NML:Cargos#Cargo_classes
18:22:16 <pickpacket> how do I translate between those?
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18:23:55 <frosch> there is a window in-game to plot that stuff as chart
18:24:04 <frosch> compare with other cargos, and experiment
18:24:19 <pickpacket> πŸ‘
18:26:33 <michi_cc[d]> frosch: Did you do anything on #9953 or is that blocked by something (including a general lack of time πŸ™‚ )?
18:27:35 <frosch> the PR is "up-to-date"
18:27:50 <frosch> the PBS stuff turned out very confusing πŸ™‚
18:29:53 <michi_cc[d]> There might be some wrong stuff in there, who knows. I'm not very clear on the difference between `v->compatible_railtypes` and `GetRailTypeInfo(v->railtype)->compatible_railtypes`, so I'm not sure what the proper thing for PBS actually is.
18:31:41 <TallTyler> pickpacket: I started out just stealing values from FIRS
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18:37:53 <pickpacket> I'm experimenting a bit now and adjusting based on the graph. I haven't set a penalty_lowerbound yet, but the graph shows a steep decrease in value after time anyway. How do I set it to no limit?
18:42:13 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104
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18:46:24 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10104: Update: [Dev] Improve .editorconfig with C++ formatting rules based on OpenTTD code style https://github.com/OpenTTD/OpenTTD/pull/10104#issuecomment-1289449409
18:48:22 <frosch> looks like a ms specific extension
18:48:30 <frosch> https://editorconfig-specification.readthedocs.io/ <- mentions nothing of that
18:49:22 <Bouke> JetBrains does similar things. It's quite convenient to share code style on a per-project basis.
18:49:58 <frosch> if only we would use a less exotic style, and we could use clang-format πŸ™‚
18:50:00 <Bouke> So yeah if this gets merged, expect CLion extensions at some point πŸ˜›
18:50:38 <Bouke> Well... maybe we should use a less exotic style?
18:51:16 <frosch> none of the formatters really support tabs, since noone uses that
18:51:26 <frosch> but replacing tabs with spaces really changes every single line πŸ™‚
18:51:55 <LordAro> i don't think tabs has ever been the issue
18:52:21 <LordAro> largely the fairly significant sections of manually formatted stuff, like all the window descs
18:53:22 <frosch> i recall i had problems with the indentation of comments
18:53:32 <frosch> which we do N*tab+1 space
18:53:53 <LordAro> i don't recall any issues
18:53:53 <frosch> but who knows, maybe false memories
18:54:08 <LordAro> /*\n * foo\n */ is fairly common
19:04:18 <TallTyler> pickpacket: By no limit do you mean you want the the value to start decreasing immediately (set to 0) or or decrease ever? (Not possible with the property, you’d have to use the profit callback and do the math yourself, but you could set it to 255 days and it wouldn’t decline for that period).
19:05:12 <TallTyler> https://newgrf-specs.tt-wiki.net/wiki/NML:Cargos
19:08:51 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/845174914de1f84e46f149c2ae282bf0be929b3c
19:08:52 <DorpsGek> - Update: Translations from eints (by translators)
19:10:14 <petern> What bit is an MS-specific extension?
19:14:20 <petern> That wording is from http://docs.editorconfig.org/en/master/editorconfig-format.html, which is also the document that says "comments should go individual lines"
19:15:26 <Arastais> frosch: visual studio desktop/code do support clang-format actually
19:15:30 <Arastais> but idk about other ides
19:15:38 <petern> But from https://editorconfig-specification.readthedocs.io/...
19:15:38 <petern> > Inserting an unescaped # or ; after non-whitespace characters in a line (i.e. inline) is not parsed as a comment
19:16:13 <frosch> petern: all the cpp-* stuff
19:16:29 <pickpacket> TallTyler: I meant the latter, but I just wanted to set it for testing purposes. I think I have it where I want it now! https://lounge.warmedal.se/uploads/5e7ba5cdf585952f/image.png
19:16:45 <Arastais> Bouke: true, AFAIK most IDEs support the cpp stuff
19:16:46 <petern> Ah
19:17:27 <frosch> i never saw the cpp-* stuff in editorconfig πŸ™‚ i only saw lots of .clang-format
19:17:52 <frosch> but i guess most editors will ignore unknown stuff
19:18:34 <frosch> funnily we do not set trim_trailing_whitespace or insert_final_newline
19:18:55 <frosch> even though they are in the spec
19:20:02 <pickpacket> now back to trying to draw black tile roofs for my teahouse sprite
19:20:54 <Arastais> frosch: I think it is: https://github.com/OpenTTD/OpenTTD/blob/845174914de1f84e46f149c2ae282bf0be929b3c/.editorconfig#L4
19:20:54 <Arastais> unless you're referring to clang format
19:21:51 <frosch> oh, lol, i only looked at the diff in the PR, which starts at line 7 πŸ™‚
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19:24:16 <Arastais> petern: yea it seems the two docs contradict each other. I left a comment about this in the PR. The http://docs.editorconfig.org/en/master/editorconfig-format.html is kinda vague and implies it's ok to have comments on the same line with `;`
19:24:16 <Arastais> Like I said in the PR, I avoided putting comments on separate lines because it makes the whole file much harder to read in my opinion.
19:32:55 <frosch> https://github.com/editorconfig/editorconfig-vscode <- doesn't mention the cpp-* stuff either
19:33:19 <frosch> did you or anyone else try an IDE other than msvc?
19:34:24 <petern> Hmm, weird, I have the VS Code editorconfig plugin, but it's not enabled. So how did it work? o_O
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19:36:02 <Bouke> I guess programmable signals can also be used to get rid of these fugly "high speed mergers"? https://wiki.openttd.org/uploads/en/Community/Junctionary/High-speed%20merge%20loop.png
19:36:22 <petern> Just don't build them in the first place
19:36:48 <TrueBrain> frosch: JetBrains also support it; not sure they actually use the same syntax honestly
19:36:54 <TrueBrain> https://www.jetbrains.com/help/rider/EditorConfig_CPP_CppBlankLinesPageScheme.html#Place_on_new_line and next chapters
19:36:59 <Bouke> I don't have them, but I have the problem that they try to solve. Trains stop before merge, then merge and every train behind them then stops
19:37:35 <bigyihsuan> Bouke: i never understood these, how do they even work
19:37:35 <bigyihsuan> and can you recreate it using programable signals and realistic braking
19:38:09 <petern> From what I can tell they just move the stopping elsewhere
19:38:40 <Bouke> Well what I want is (I think) a parallel line, with a speed limit, that allow merging a few times, but the merge can only happen if the main line is clear.
19:39:26 <Bouke> So a "high speed merge" combined with "priority merge" (https://wiki.openttd.org/en/Community/Junctionary/Priority%20Merge)
19:39:37 <frosch> TrueBrain: i checked a few, they were all different :p
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19:40:14 <TrueBrain> I think JetBrains and VSCode variants are mostly compatible
19:40:22 <TrueBrain> and those two combined make up most of the IDE market these days πŸ˜›
19:41:09 <petern> I don't miss vim much πŸ˜„
19:41:24 <frosch> so does vscode support it actually?
19:41:29 <frosch> that's what i asked πŸ™‚
19:41:35 <TrueBrain> where? πŸ˜›
19:41:58 <frosch> it looked to me like only legacy msvc support it
19:42:07 <TrueBrain> by accident I noticed yesterday that VSCode supports it; not sure to what extend
19:42:09 <TrueBrain> without extensions even
19:42:10 <petern> I use VS Code and it seemed to work.
19:42:15 <petern> Yup
19:42:28 <frosch> the vscode plugin does not, but the plugin may as well be deprecated and replaced with something built-in
19:43:10 <TrueBrain> it might be the C++ extensions btw
19:44:01 <frosch> ok, so the plugin is probably something old and deprecated then, last release 2021-04-08-22
19:44:29 <TrueBrain> yeah, the C++ extension seems to open .editorconfig too
19:44:43 <Bouke> Any ideas why my release build is failing locally?
19:44:45 <Bouke> Showing Recent Issues
19:44:45 <Bouke> Undefined symbol: GetSmallMapOwnerPixels(TileIndex, TileType, IncludeHeightmap)
19:44:56 <TrueBrain> https://github.com/microsoft/vscode-cpptools/blob/6329ba4091c2e9090d5ed660bf91cd60a79fe124/Extension/src/LanguageServer/settings.ts#L717
19:44:56 <TrueBrain> I triggered that this weekend πŸ˜›
19:45:04 <frosch> TrueBrain: ah, that makes sense. a generic plugin, and a c++ specific one
19:45:46 <petern> That'll be why it worked for me without the editorconfig plugin then πŸ™‚
19:46:34 <petern> Sadly the Details for the plugin don't mention editorconfig, although the changelog does.
19:46:38 <TrueBrain> in other news: `docker` + `dockerd` binaries are HUGE, damn ....
19:48:18 <frosch> do they bundle a complete windows kernel?
19:48:38 <TrueBrain> if only ...
19:48:41 <frosch> how large are windows containers these days? still full vm size?
19:48:53 <TrueBrain> no clue, haven't even touched that in more than a year πŸ˜›
19:49:24 <frosch> i guess everyone left that for azure to figure out :p
19:55:24 <Arastais> petern: vs code supports it nateively now, according to microsoft docs
19:57:07 <Arastais> "Both Visual Studio and Visual Studio Code have built-in EditorConfig support for each of the global Visual Studio C++ formatting settings, with the EditorConfig settings taking precedence." https://learn.microsoft.com/en-us/visualstudio/ide/cpp-editorconfig-properties?view=vs-2019
20:00:13 <Arastais> TrueBrain: it seems jetbrains has some extra properties, but not to sure about this. Is there anyone who uses jetbrains who can test it? If hey are different I can just make a new section for it.
20:10:15 <Bouke> Bouke: Caused by this commit. https://github.com/OpenTTD/OpenTTD/commit/c536bde19e782d5908cf5680591c753979d8ef93 Debug build is fine, Release build gives the error above. πŸ€·β€β™‚οΈ
20:12:47 <petern> I'm building RelWithDebInfo, no issue here.
20:13:49 <petern> Hmm, but declaring the function inline when it's in a header seems wrong.
20:14:26 <petern> Or rather, implementation isn't in a header, but declaration is.
20:14:33 <Bouke> I'm building with Xcode, is that using a different compiler?
20:14:50 <petern> Yes.
20:15:07 <Arastais> Bouke: whats the error? I didn't add/remove functionality just moved it
20:15:19 <petern> Remove the `inline` from line src/smallmap_gui.cpp:565
20:17:46 <Bouke> Arastais: Undefined symbol: GetSmallMapOwnerPixels(TileIndex, TileType, IncludeHeightmap)
20:17:56 <Bouke> Building now...
20:18:55 <Arastais> petern: it was static inline before, i just removed the static to change the linkage, sine static imposes internal linkage. Ig I forgot to move the inline from the definition to the decleration
20:19:48 <Arastais> though IIRC in terms of the compliler it doesn't matter if its in the definition or decleration, it only matters for continuity
20:20:04 <Bouke> petern: now my build finishes, thanks!
20:20:16 <petern> You can't have inline declarations.
20:21:05 <michi_cc[d]> So why did the CI pass happily?
20:21:53 <JGR> The compiler may choose not to actually inline it if it's too big
20:21:56 <petern> 🀷
20:25:47 <Arastais> petern: Are you sure? I know for a fact you can for member declerations, and I don't think the standard explicitly states it for non-members.
20:27:21 <Arastais> Bouke: Im fairly certain that the fact it's failing in release mode means that the compiler you're using is doing some improper optimizations. It shouldn't matter specifically to the compilier if the decleration or definition is inlined.
20:35:49 <Arastais> That would explain why the CI passes, becuase gcc, clang, and msvc optimize on their own
20:38:45 <michi_cc[d]> Well, `The inline specifier cannot re-declare a function or variable (since C++17) that was already defined in the translation unit as non-inline.` (from https://en.cppreference.com/w/cpp/language/inline), so it should get a fix commit.
20:39:35 <michi_cc[d]> The header is non-inline and seen first, so this would apply.
20:50:03 <petern> It can only be inlined with LTO, and the compiler may inline any function it wants, so I wouldn't mark either as inline.
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21:16:30 <LordAro> TrueBrain: statically linked go binaries gonna do that
21:17:05 <LordAro> frosch: yes, they are
21:17:46 <LordAro> well, nanoserver can get close to linux container size, but most windows applications don't work
21:19:31 <TrueBrain> LordAro: Never knew they were this big ...
21:21:08 <TrueBrain> Bit annoying, as it is ruining my plans, but okay .. there is always podman πŸ™‚
21:21:21 <TrueBrain> Also big, just not THAT big πŸ˜„
21:30:19 <DorpsGek> [OpenTTD/OpenTTD] LC-Zorg opened issue #10108: [Bug]: It is not possible to change the game script in an existing scenario / save https://github.com/OpenTTD/OpenTTD/issues/10108
21:31:03 <petern> Well...
21:31:53 <glx[d]> michi_cc[d]: CI only use debug builds
21:34:16 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8308: Feature: Add cargo filter support to vehicle list. https://github.com/OpenTTD/OpenTTD/pull/8308
21:34:41 <glx[d]> and nightly built fine too, but we are using macos-11 image, maybe it would fail with macos-12
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21:44:00 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8308: Feature: Add cargo filter support to vehicle list. https://github.com/OpenTTD/OpenTTD/pull/8308
21:54:19 <petern> Hmm, is there a nice simple way to remove non-English strings that I've removed...
21:55:50 <glx[d]> regex
21:55:59 <TrueBrain> Let eints do it πŸ˜„
21:56:54 <glx[d]> but yeah eints will remove them, and compilation will warn a lot until eints commit
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22:03:42 <petern> 511 of them πŸ˜„
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22:46:41 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler requested changes for pull request #8308: Feature: Add cargo filter support to vehicle list. https://github.com/OpenTTD/OpenTTD/pull/8308#pullrequestreview-1153871035
22:49:29 <TallTyler> When and why does a function need a CDECL calling convention? Specifically looking at this line, which matches other cargo filters already in the codebase: https://github.com/OpenTTD/OpenTTD/pull/8308/files#diff-6da2a56e241ecab552a6e843df104639216a7714ff2d12249f39b7bd312b5be9R237
22:52:29 <glx[d]> when it's used by another function usually
22:54:59 <TallTyler> "Used by" in a different sense than simply being called within another function? This is the first time I've happened upon it in OpenTTD
22:56:08 <JGR> The typedef for FilterFunction is CDECL, so all instances must be as well
22:56:20 <JGR> It could be removed and all instances update just fine
22:56:32 <glx[d]> the main issue is for x86, as x86-64 uses an unique calling convention
22:57:24 <JGR> Even then, it's not an issue for functions of a fixed number of arguments
22:58:39 <JGR> Unless you're mixing calls across compiler/shared object boundaries
22:59:06 <glx[d]> I think it's from before GUIList introduction
23:06:26 <glx[d]> I remember sorters were also CDECL but that was in qsort era
23:08:43 <glx[d]> https://github.com/OpenTTD/OpenTTD/commit/2db88953e7e0e521b4514f356038eeb36b299dff
23:19:13 <glx[d]> <https://github.com/OpenTTD/OpenTTD/commit/cfc80a17d89d3c508a47169614bb4b1a200f8492> <-- I guess filters are CDECL because sorters were πŸ™‚
23:20:25 <glx[d]> and we dropped CDECL from sorters with the switch to std::sort (CDECL was a requirement of qsort)
23:21:00 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304
23:31:12 <DorpsGek> [OpenTTD/OpenTTD] stormcone commented on pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304#issuecomment-1289778217
23:34:37 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304
23:36:51 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304
23:38:15 <petern> It's a left over, originally we used qsort() which is cdecl.
23:38:33 <petern> Oh right, Discord wasn't scrolled down :/
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23:39:55 <glx[d]> filters never needed CDECL it seems
23:40:28 <petern> Probably not but someone C&P'd the style.
23:40:37 <glx[d]> yeah
23:44:01 <glx[d]> ok let's cancel some actions run πŸ™‚
23:56:52 <Arastais> michi_cc[d]: `The inline specifier cannot`**`re-declare`**`a function or variable (since C++17) that was already defined in the translation unit as non-inline.`. It's not being redeclared, it's being defined. If it was actually against the standard to only have inline in the definition, the compilers would reject it. This excerpt is mostly talking about ODR (a good example is the point talking about rules for externally linked funct
23:56:52 <Arastais> cpprefernce page). Putting the inline in the definition and/or declaration (when there's only 1 definition) is allowed by the standard.
23:56:52 <Arastais> My point is that putting inline in the declaration, definition, or both doesn't affect the compiler. `inline` is a hint anyway, and in the end the compiler can do what it wants. It really comes down to coding style, because even when removing the `inline` the compiler may inline the function anyway. Of course, I can still make a fix commit if having inline in the definition only goes against OpenTTD's coding style (but IIRC its done
23:56:52 <Arastais> the function should not be marked/intended as inline.
23:58:44 <petern> It's wrong. We shouldn't hint a function as inline when it's used not-inline.
23:59:20 <DorpsGek> [OpenTTD/OpenTTD] stormcone updated pull request #8308: Feature: Add cargo filter support to vehicle list. https://github.com/OpenTTD/OpenTTD/pull/8308
23:59:20 <petern> We use inline elsewhere, either all usage is contained within the same source file, or the inline definition is within the header file.