IRC logs for #openttd on OFTC at 2022-11-10
            
00:10:26 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #10058: Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058#pullrequestreview-1174905637
00:11:53 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler commented on pull request #9577: Feature: Multi-tile depots https://github.com/OpenTTD/OpenTTD/pull/9577#pullrequestreview-1174914459
00:47:18 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147
01:04:56 <reldred> TallTyler: I love you. Finally someone is reviewing that monster PR, 8480 is even worse 🀣
01:06:14 <reldred> And yeah, most other projects I’ve worked with master/trunk between release tags is an absolute wild Wild West
01:06:48 <reldred> Here you could pick any commit point on any day between releases and it’s clean enough to eat from
01:06:57 <reldred> I guess that’s *good*
01:07:08 <reldred> But it feels a little risk averse
01:08:03 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10110: Feature: Hotkey to honk a vehicle's horn https://github.com/OpenTTD/OpenTTD/pull/10110
01:08:48 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10110: Feature: Hotkey to honk a vehicle's horn https://github.com/OpenTTD/OpenTTD/pull/10110#pullrequestreview-1174944092
01:25:27 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on pull request #10058: Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058#pullrequestreview-1174959544
01:27:48 <DorpsGek> [OpenTTD/OpenTTD] Arastais updated pull request #10058: Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058
01:54:10 <Arastais> For #8641, what if you could just build canals on slopes, and removing canals would keep the water and return it to a river. And I guess demolishing would probably remove the river and the canal and once. That would solve both problems mentioned by TrueBrian, since u can build rivers by building Though you would have to balance in terms of gameplay locks vs slopes (maybe make locks faster or much cheaper than slopes?)
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03:26:04 <DorpsGek> [OpenTTD/OpenTTD] Arastais 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-1309718160
03:33:28 <Merni> Arastais: Why would you build canals on existing rivers anyway?
03:33:28 <Merni> Also, 8641?? https://github.com/OpenTTD/OpenTTD/pull/8641
03:47:25 <DorpsGek> [OpenTTD/eints] absay opened issue #115: Error: 404 Not Found, when trying to open a string https://github.com/OpenTTD/eints/issues/115
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04:15:31 <Arastais> Merni: well you can right now, but it doesn;t make sense that its almost the same price as if you build it on nothing
04:15:31 <Arastais> And i meant *8461*, i'll edit the comment.
07:33:36 <DorpsGek> [OpenTTD/OpenTTD] PeterN commented on pull request #9577: Feature: Multi-tile depots https://github.com/OpenTTD/OpenTTD/pull/9577#issuecomment-1309884508
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09:05:58 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147#pullrequestreview-1175318859
09:08:23 <reldred> Merni: I do it for aesthetic reasons near industrial areas
09:23:59 <petern> I usually build next to them, cos...
09:24:14 <petern> Although maybe I should start a game with these new wider rivers.
09:24:53 <andythenorth> I should
09:25:08 <andythenorth> we should do some stupid long-running multiplayer game
09:25:23 <andythenorth> and try to break it with different test patches πŸ˜›
09:25:32 <andythenorth> and we all have to recompile our clients to play it
09:25:55 <andythenorth> was it your server where I built a castle?
09:26:23 <petern> I'd start a game if I could play with chunky bevels.
09:26:35 <andythenorth> that's all that stops me playing
09:26:39 <petern> And longer/drive-through depots.
09:26:49 <andythenorth> the game is so good, but the devs just don't seem to see that it misses important features
09:26:55 <petern> And NewGRF docks
09:26:59 <andythenorth> it could have a mainstream playerbase if only they'd listen
09:27:01 <petern> That guy needs to finish that.
09:28:58 <reldred> andythenorth: literally unplayable
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09:44:28 <Pruple> drive-through airports when
09:44:43 <Pruple> drive-through bevels?
09:47:14 <andythenorth> yes
09:47:17 <andythenorth> honking bevels
09:47:26 <LordAro> drive-through voxels
09:52:21 <andythenorth> click the bevel to honk as you drive through the depot
09:55:56 <LordAro> ah, we have fun here
10:17:17 <petern> Is #10147 (sound thread safety) all lock-less?
10:20:33 <petern> Audio code generally needs to avoid doing anything that locks, waiting on mutexes included.
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10:20:35 <MnHebi> Pruple: I just want custom airports X_X
10:23:11 <Pruple> it's only been in development for 15 years!
10:24:47 <petern> And there kinda is NewGRF airports.
10:24:58 <petern> But I guess modular is what people want.
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10:25:52 <Pruple> statemachines defined in newgrf was the realistic middle way... that also never happened πŸ™‚
10:27:04 <petern> Even just being able to extend a runway would be cool, but also pointless...
10:27:27 <petern> (Like objects are pointless)
10:28:16 <reldred> playing the game is pointless but that's not why we're here
10:28:46 <MnHebi> Hey, extended breakdowns for aircraft. Loss of landing gears and what not
10:28:47 <petern> I didn't mean it in a bad way πŸ™‚
10:29:04 <petern> NewGRF stations are pointless, I still implemented them:D
10:30:05 <MnHebi> Freeform bridges. I wanna climb two tiles then go straight dangit
10:31:37 <petern> Yeah, they worked really well in Locomotion 😦
10:31:37 <MnHebi> Just have diagonals be a foundation on a pillat
10:31:41 <petern> (They didn't)
10:31:57 <reldred> I would like to be able to curve bridges and other silly things, but not to the extent of locomotion
10:32:22 <reldred> almost more like click and drag a bridge onto another bridges bridgehead
10:32:33 <reldred> so like custom bridge heads
10:32:35 <petern> We almost had "custom" bridge heads once.
10:32:38 <reldred> but more bridgesw
10:32:53 <LordAro> jinx
10:33:00 <petern> But the work I did preparing for it got undone, so I stopped.
10:33:32 <petern> svn was shit really
10:33:42 <Eddi|zuHause> i do remember a discussion whether custom bridge heads should also be available for roads
10:34:21 <petern> I implemented that, don't remember a discussion about it.
10:34:25 <Eddi|zuHause> on which i was for a firm "yes"
10:34:46 <petern> There may have been another later attempt to add them.
10:35:06 <Eddi|zuHause> it could be a different attempt
10:35:08 <petern> My attempt was pre-worm-hole-bridges.
10:35:27 <Eddi|zuHause> then it was almost definitely a different attempt
10:35:32 <petern> https://fuzzle.org/~petern/ottd/bridgehead4.png
10:35:50 <petern> Smol because no 2x/4x back then.
10:36:30 <petern> Yeah, even road-side type on the bridge head.
10:37:54 <reldred> Be still my heart
10:38:02 <LordAro> now make it work with NRT
10:38:39 <petern> Space might be an issue now, yes.
10:39:05 <petern> Although map array is larger.
10:39:08 <reldred> Well, we have it in JGRPP with NRT, just it always defaults to sidewalk
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11:55:11 <DorpsGek> [OpenTTD/eints] glx22 commented on issue #115: Error: 404 Not Found, when trying to open a string https://github.com/OpenTTD/eints/issues/115
12:05:37 <petern> Hmm, need to figure out how to make fonts bigger in Misskey, my eyes are old 😦
12:06:46 <LordAro> sit closer to the screen
12:10:51 <petern> Of course, it bridge pieces could be individually placed, then "Custom" bridge heads wouldn't need to be a thing either.
12:10:53 <petern> Hmmmmm
12:13:24 <petern> What it needs is chunky bevels
12:14:16 <LordAro> chunky voxels?
12:14:52 <DorpsGek> [OpenTTD/OpenTTD] tomec-martin commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1310195840
12:18:55 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#issuecomment-1310200174
12:19:31 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan commented on pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#issuecomment-1310200780
12:23:00 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #10141: Fix #10140: [SDL2] Lock mouse while moving viewport https://github.com/OpenTTD/OpenTTD/pull/10141#pullrequestreview-1175643247
12:26:19 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan updated pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928
12:27:46 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan commented on pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#pullrequestreview-1175664828
12:33:09 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#issuecomment-1310215628
12:34:11 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan updated pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928
12:34:39 <petern> That is a messy up.
12:34:54 <LordAro> oh my
12:36:02 <petern> I don't really see why a scrollbar is so bad
12:36:26 <LordAro> it's not, it's just unnecessary for that window
12:36:40 <LordAro> also there's a few other improvements in buried in there too
12:36:56 <LordAro> greying out if you can't afford it, etc
12:37:10 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan updated pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928
12:37:14 <glx[d]> Better than hiding them
12:37:34 <LordAro> that looks better
12:48:56 <DorpsGek> [OpenTTD/OpenTTD] LordAro commented on pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#pullrequestreview-1175712552
12:54:20 <DorpsGek> [OpenTTD/OpenTTD] Joel-Milligan updated pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928
13:04:58 <petern> Urgh, managers not understanding priorities
13:08:42 <LordAro> everything is urgent?
13:11:49 <petern> If you prioritise something, it takes priority. So no, I haven't completed some other thing...
13:33:39 <Flygon> https://cdn.discordapp.com/attachments/162272327759953921/1040250611788156978/image.png I should probably find a real app to draw these in.
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14:03:04 <petern> reldred: Bah, some follow requests seem to get stuck on "Processing..." and I've no idea if it's me or them
14:36:40 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10110: Feature: Hotkey to honk a vehicle's horn https://github.com/OpenTTD/OpenTTD/pull/10110#pullrequestreview-1175899456
14:45:51 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #10058: Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058#pullrequestreview-1175916505
14:49:42 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#pullrequestreview-1175923582
14:58:58 <supermop_toil> GOOD MORNING
14:59:07 <TallTyler> Chunky bevels approval when? Does anyone want to review it or just #yolo merge it and fix the bugs later?
14:59:48 <supermop_toil> chunky bevels = tto style?
15:00:51 <supermop_toil> early 2000's are back in fashion, maybe we should add windows XP style pillow-embossed gui
15:12:04 <petern> No, just scaled with interface scaling.
15:12:20 <petern> I can split the PR up into smaller pieces if needed
15:15:35 <DorpsGek> [OpenTTD/OpenTTD] 2TallTyler approved pull request #8304: Feature: Show the cargoes the vehicles can carry in the list window. https://github.com/OpenTTD/OpenTTD/pull/8304#pullrequestreview-1175971623
15:22:48 <petern> Oh, yes, #10114 does tweak how that row is laid out.
15:31:23 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10001: Feature: [GS] Scriptable league tables https://github.com/OpenTTD/OpenTTD/pull/10001
15:31:53 <DorpsGek> [OpenTTD/OpenTTD] btzy commented on pull request #8425: Feature: Contextual actions for vehicles grouped by shared orders https://github.com/OpenTTD/OpenTTD/pull/8425#pullrequestreview-1175951726
15:32:04 <DorpsGek> [OpenTTD/OpenTTD] btzy updated pull request #8425: Feature: Contextual actions for vehicles grouped by shared orders https://github.com/OpenTTD/OpenTTD/pull/8425
15:39:18 <DorpsGek> [OpenTTD/OpenTTD] btzy updated pull request #8425: Feature: Contextual actions for vehicles grouped by shared orders https://github.com/OpenTTD/OpenTTD/pull/8425
15:42:07 <DorpsGek> [OpenTTD/OpenTTD] btzy commented on pull request #8425: Feature: Contextual actions for vehicles grouped by shared orders https://github.com/OpenTTD/OpenTTD/pull/8425#issuecomment-1310484752
15:42:28 <DorpsGek> [OpenTTD/OpenTTD] btzy updated pull request #8425: Feature: Contextual actions for vehicles grouped by shared orders https://github.com/OpenTTD/OpenTTD/pull/8425
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16:29:07 <LordAro> https://cppquiz.org
16:29:14 <LordAro> how good at the standard are you?
16:35:26 <petern> Traditionally we've been a bit scared of using std...
16:35:52 <petern> I think henry did quite a bit of work sorting a lot of that out.
16:37:27 <LordAro> good for shortening examples, bad for production code
16:37:44 <petern> Hmm?
16:38:07 <LordAro> "Hmm?"?
16:38:22 <petern> std is bad for production code? or not using std...
16:39:23 <LordAro> oh
16:39:32 <LordAro> i thought you were referring to `using namespace std;`
16:39:43 <petern> Oh no. no!
16:42:51 <dwfreed> here's a fun one: https://cppquiz.org/quiz/question/323
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17:59:15 <andythenorth> yo
18:01:52 <petern> Is it?
18:09:18 <FLHerne> no
18:09:49 <Arastais> Arastais: Any other opinions on this? I can get to work on if it seems like a good idea
18:22:04 <petern> So you build a canal, and when you remove it, it turns to river?
18:25:07 <supermop_toil> then its expensive to demolish the river?
18:25:38 <supermop_toil> does remove a canal mean fill it with dirt, or just stop maintaining it?
18:34:27 <Arastais> petern: Yes, building a canal on an existing river or removing the canal (turning it into a river) is much cheaper than building a canal on dirt or demolishing a canal (which turns it into dirt)
18:34:57 <Arastais> And the logic behind that is the water is already there, you're just getting rid of or placing the canal structure but not any waye
18:35:31 <petern> Yeah, have you ever built a canal in real life? πŸ˜„
18:36:24 <Arastais> No 🀣 but in-game functionally all you're really doing when placing a canal on an existing river is claiming it
18:36:59 <Arastais> Obviously the price/game balancing should be discussed, but what about being able to go between canal and river
18:37:37 <Arastais> supermop_toil: Removing a canal turns it back into a regular river, demolishing fills it with dirt like normal
18:50:57 <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master https://github.com/OpenTTD/OpenTTD/commit/27e1d057c5bcef59db3b76f481af4968df0a504a
18:50:58 <DorpsGek> - Update: Translations from eints (by translators)
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19:42:14 <glx[d]> But you can't return to river if there was no river before
19:43:16 <glx[d]> I can feel bug reports about why it's possible to remove some canals, but not some other canal
19:43:51 <andythenorth> what are debating?
19:43:53 * andythenorth confused
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19:52:31 <dP> in #10001 ci says there are two annotations but how do I see them?
19:52:44 <dP> https://github.com/OpenTTD/OpenTTD/actions/runs/3438141447/jobs/5734378467
19:58:52 <Arastais> glx[d]: you can with that idea, if u build a canal then remove (not demolish) the canal it becomes a river. It would solve the two major problems TrueBrain highlighted
19:59:16 <Arastais> glx[d]: you should be able to remove any of your own canals
20:01:24 <andythenorth> I would like to be able to build rivers πŸ˜›
20:05:57 <glx[d]> dP: https://github.com/OpenTTD/OpenTTD/actions/runs/3438141447 bottom of the page, but they should be inclined in the diff too
20:14:58 <glx[d]> it's the typical implicit size_t (64bit) to uint (32bit) MSVC warning in `std::max<uint>(3, this->rows.size())`
20:19:22 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147#pullrequestreview-1176438961
20:36:22 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10110: Feature: Hotkey to honk a vehicle's horn https://github.com/OpenTTD/OpenTTD/pull/10110
20:39:13 <DorpsGek> [OpenTTD/OpenTTD] michicc merged pull request #10058: Feature: [UI] Split AI/Game Script configuration windows and add them to world gen window https://github.com/OpenTTD/OpenTTD/pull/10058
20:41:05 <glx[d]> and #10014 needs some work now πŸ™‚
20:43:52 <DorpsGek> [OpenTTD/OpenTTD] michicc commented on pull request #9928: Change: Remove scrollbar from town authority actions panel https://github.com/OpenTTD/OpenTTD/pull/9928#pullrequestreview-1176467514
21:11:58 <DorpsGek> [OpenTTD/OpenTTD] Arastais commented on issue #10091: [Bug]: Reading Read Me/Changelog files is extremely tiring and probably harmful to the eyesight https://github.com/OpenTTD/OpenTTD/issues/10091
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21:17:34 <Arastais> Any opinions on #10104?
21:17:58 <DorpsGek> [OpenTTD/OpenTTD] JGRennison updated pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147
21:18:24 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147#pullrequestreview-1176507814
21:26:44 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
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21:29:57 <DorpsGek> [OpenTTD/OpenTTD] JGRennison commented on pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147#pullrequestreview-1176519827
21:30:00 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10001: Feature: [GS] Scriptable league tables https://github.com/OpenTTD/OpenTTD/pull/10001
21:32:06 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10001: Feature: [GS] Scriptable league tables https://github.com/OpenTTD/OpenTTD/pull/10001
21:33:44 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #10006: Make modifier keys configurable and split Ctrl into remove and function. https://github.com/OpenTTD/OpenTTD/pull/10006
21:37:41 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #9637: Invert the effect of Ctrl press when dragging signals https://github.com/OpenTTD/OpenTTD/pull/9637
21:38:18 <DorpsGek> [OpenTTD/OpenTTD] ldpl updated pull request #9637: Invert the effect of Ctrl press when dragging signals https://github.com/OpenTTD/OpenTTD/pull/9637
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23:37:03 <DorpsGek> [OpenTTD/OpenTTD] michicc approved pull request #10147: Fix thread safety/data races between game and sound effect mixer threads https://github.com/OpenTTD/OpenTTD/pull/10147#pullrequestreview-1176625398