IRC logs for #openttd on OFTC at 2023-01-22
        
        
        
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02:58:01  <TallTyler> Yes, I think that’s in scope, as long as it’s a setting. You could absolutely look at the existing “drive-thru stations on competitors’ roads” setting mentioned in the issue, for wording and how it’s implemented.
 
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05:27:12  <Rubidium> profiling a debug build isn't funny... but interesting. With wentbourne there are about 15 million creations of the AllWindows constructor for 100 game ticks with -vnull. That's mindboggling...
 
05:34:26  <Rubidium> > 90% via MarkAllViewportsDirty, 5% SetWindowWidgetDirty and 1% SetWindowDirty; you'd almost add a list of Viewports...
 
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08:20:02  <andythenorth[d]> thanks to whoever added GS story book buttons 🙂
 
08:20:13  <andythenorth[d]> I think it was one of the big missing elements to GS 🙂
 
08:22:18  <andythenorth[d]> oh it was jfs-
 
08:35:42  <andythenorth[d]> "when write your GH issue, and realise it should be a discussion" 😛
 
08:35:57  <andythenorth[d]> `Not relevant, I'm abusing the bug report template, because we banned feature request issues.  They're supposed to be discussed and PR-ed, not requested as tickets.  But eh, stuff and things 😄
 
09:16:32  <petern> I wonder if "just redraw the viewport" 100 times is quicker than 15 million tests to redraw the viewport, many of which will say yes...
 
09:18:01  <LordAro> there's probably a threshold level
 
09:18:28  <LordAro> iirc JGR does some More Magic regarding viewport redrawing?
 
09:20:49  <andythenorth[d]> is this the thing where opening the train list window nerfs FPS if you use Iron Horse? 😛
 
09:23:08  <petern> Yesterday at this time I'd been cycling in the ice and fog for an hour and a half. Today I am having a bacon bap instead.
 
09:23:46  <andythenorth[d]> I think you're winning on both counts
 
09:24:26  <andythenorth[d]> I have been shopping in a large mall and made two pointless gamescripts which both violate the 'no war' theme.
 
09:26:20  <petern> Well, isn't GS there to implement things we won't implement in vanilla?
 
09:32:03  <andythenorth[d]> well entirely co-incidentally, GarryG has just drawn a bunch of tanks for Auz grfs
 
10:05:44  <andythenorth[d]> ok, before I make a fool of myself
 
10:06:05  <andythenorth[d]> GS cmd limit is primarily due to not wanting to provide AI with an advantage?
 
10:06:43  <andythenorth[d]> so (for example) taking 30 game days to set the town window text for every town on the map isn't because OpenTTD is inherently slow doing that?
 
10:08:04  <nielsm> since the command format was changed a while back, it should also be possible to send more complex commands over the network, shouldn't it? no longer limited to a few bitstuffed fields
 
10:08:45  <nielsm> so it might be possible to rework e.g. the storybook API to let you instead provide a complete page at a time in a structured format
 
10:09:24  <nielsm> although writing the compat scripts for that might be slightly annoying
 
10:23:44  <andythenorth[d]> ^ that needs work, the intent isn't quite clear from my words
 
10:23:48  <andythenorth[d]> also it might be mad
 
10:25:15  <andythenorth[d]> `function cabbage { do a calculation; set town window text }`
 
10:25:46  <andythenorth[d]> `town list = GSTownList()`
 
10:26:01  <andythenorth[d]> `GSMapSilliness(town_list, cabbage)`
 
10:26:59  <petern> Damn, nearly completed this map after discovering one of the secrets has a BFG. Still haven't found how to get to it.
 
10:27:09  <petern> Would've been useful for all the fights :/
 
10:27:15  <andythenorth[d]> open it in wadviewer and look 😛
 
10:27:29  <andythenorth[d]> can't remember what the wad editor was called.  Wad Edit maybe? 😛
 
10:36:16  <Samu> ah, you want a valuate for DoCommands
 
10:38:16  <andythenorth[d]> DoCommandulate
 
10:38:44  <andythenorth[d]> not really a lambda silly 😛
 
10:41:08  <Samu> but it needs to be edited in the command side of things to allow en mass changes
 
10:43:14  <Samu> i wouldn't call those bugs, they're more like feature requests
 
10:52:35  <andythenorth[d]> we banned feature requests
 
10:53:47  <TrueBrain> Seems I need to ban someone from GitHub for abuse of the issue system :p
 
11:01:26  <andythenorth[d]> I keep getting asked to file bugs
 
11:02:52  <andythenorth[d]> these are actual bugs though 🙂
 
11:02:58  <andythenorth[d]> I put discussions in discussion
 
11:03:50  <andythenorth[d]> 10391 might be better as a discussion
 
11:03:54  <TrueBrain> You have a way to reword a feature request as bug :p
 
11:04:16  <TrueBrain> Even you closed issues for less 😄 which is an irony I just love 🙂
 
11:05:07  <TrueBrain> "Having no way to .." .. isn't that by definition a feature request? :p
 
11:05:13  <TrueBrain> Just pulling your leg btw
 
11:05:40  <andythenorth[d]> I would close all my issues 😛
 
11:11:51  <andythenorth[d]> so NoNoGo GS revival for 13 RC2?
 
11:12:04  <andythenorth[d]> is it NoNoGo or NoGoNoGo?
 
11:12:27  <TrueBrain> 13.0 still not released? Owh boy ... 😛
 
11:13:24  <TrueBrain> did we fall in the classic "just one more PR" and "just one more bug to fix"? 😄
 
11:13:53  <andythenorth[d]> we'll need to release a 13.x anyway before Jingle Jam next year
 
11:14:06  <andythenorth[d]> so Yogscast can raise money for charity by bombing lolcats across the map
 
11:26:17  <petern> (And Samu could tell me exactly why ;))
 
11:26:34  <andythenorth[d]> is that the 'silly' town name generator also?
 
11:26:39  <andythenorth[d]> it's not rude, but I had to read twice
 
11:26:55  <andythenorth[d]> not big on innuendo chat, but it had to be mentioned 😛
 
11:27:55  <andythenorth[d]> why is Risk in my Steam library?  I hate Risk 🙂
 
11:27:59  <andythenorth[d]> Guess one of my kids bought it
 
11:29:45  <petern> Hmm, need to figure out how to get VS Code to only git sign on my private repos.
 
11:30:30  <petern> Or I guess I could create a key...
 
11:33:54  <petern> TrueBrain: "Someone else will do it"
 
11:34:13  <andythenorth[d]> when was the deadline?
 
11:38:17  <Samu> renewed village growth, let me check
 
11:39:47  <andythenorth[d]> ok for 13 RC 1, there are no bug reports, oversights or pointless community dramas to be found
 
11:39:47  <andythenorth[d]> - Discord channel #openttd discord
 
11:40:00  <andythenorth[d]> I didn't check steam community or the german forums
 
11:40:33  <andythenorth[d]> I think that implies 'release now'
 
11:43:01  <Samu> oh doesn't look like it's caused by me
 
11:43:21  <andythenorth[d]> we need pro tips
 
11:43:30  <andythenorth[d]> we can show them during map gen
 
11:43:43  <andythenorth[d]> "pro tip: the game is better on smaller maps"
 
11:43:57  <scrubbles> is that openttd 13.0
 
11:44:36  <andythenorth[d]> no variants though
 
11:44:58  <scrubbles> oh yeah, that is a problem in there
 
11:46:28  <scrubbles> don't run GoldenArrow's UK mod and open the vehicle list or else the game will lag for a few seconds loading every vehicle and its 5 other liveries
 
11:48:58  <andythenorth[d]> "EMD/GMD Mega Pack"
 
11:49:18  <andythenorth[d]> "Universal compatibility patch for 'SCM Carpentry mod'"
 
11:51:26  <scrubbles> it appears to have wide rivers
 
11:51:44  <petern> Did they do path signals properly yet?
 
11:52:42  <scrubbles> no, because there aren't any in it
 
11:53:54  <scrubbles> maybe after they have reworked the rail/road system, the last dev dump shows some floating rails which look like they have the first curved bridge pieces
 
11:55:22  <scrubbles> oh, but there used to be a community mod path signals workshop item it seems
 
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12:06:28  <j_n> andythenorth[d]: you're making me want to learn GS
 
12:06:59  <andythenorth[d]> more people should learn GS
 
12:07:03  <andythenorth[d]> it's been neglected
 
12:10:06  <andythenorth[d]> would be nicer if we could all search them, but eh 🙂
 
12:18:25  <andythenorth[d]> JGR: (from the other channel) are you aware of reasons we couldn't change the GS on a running game?
 
12:18:38  <andythenorth[d]> doesn't seem to be much state that's intrinsically tied to current GS
 
12:23:03  <JGR> andythenorth[d]: It is allowed in my branch, if the AI/GS developer mode is enabled
 
12:23:27  <JGR> The main problem is that things like town growth can be left stuck in the "custom" state
 
12:24:00  <JGR> Stuff like storybooks, league tables and so on could also be left orphaned
 
12:28:41  <andythenorth[d]> if I've understood the IntroGame docs correctly, story book can be left orphaned on load anyway
 
12:28:47  <andythenorth[d]> and GS has to explicitly handle that
 
12:28:59  <andythenorth[d]> although I haven't encountered problems with that yet 😛
 
12:30:20  <j_n> andythenorth[d]: i wanna recreate the blimp remote controller script that you made, i know how to program in languages like C++ and C#
 
12:30:29  <j_n> haven't done python in a while but i also know how to use it if that is needed
 
12:31:29  <andythenorth[d]> I've pushed my code, lots of it is currently commented as I try out different stupid things
 
12:32:23  <andythenorth[d]> you also have to build airports on the map and N / S / E / W locations, in the correct order
 
12:32:28  <andythenorth[d]> but GS could do that, I just didn't write it
 
12:32:41  <andythenorth[d]> and you need a plane or zeppelin or helicopter
 
12:32:53  <andythenorth[d]> which GS could create, but doesn't
 
12:33:22  <andythenorth[d]> storybook doesn't activate until end of month 1 currently
 
12:33:33  <andythenorth[d]> and is recreated from scratch every month
 
12:33:47  <andythenorth[d]> that is so that I can reload it on the same save and update the page when things change
 
12:33:54  <andythenorth[d]> otherwise I have to make a new game every time
 
12:35:44  <andythenorth[d]> j_n: actually I forgot, you'll need a patched OpenTTD sorry
 
12:36:30  <j_n> oh i thought you meant something like JGR
 
12:37:51  <andythenorth[d]> I have self-compiled, with that PR applied
 
12:38:11  <j_n> aw man this is entering uncharted territory
 
12:38:36  <j_n> i barely know how to compile stuff for windows, i've only had one or two programs successfully compile so far
 
12:41:09  <andythenorth[d]> that orders PR might get approved, dunno
 
12:41:49  <andythenorth[d]> you can do the 'nuke city' GS without it 😛
 
12:42:42  <petern> Restarting GS could just clear all the orphaned info.
 
12:46:07  <petern> Although maybe not always wanted. Hmm.
 
12:48:43  <andythenorth[d]> I haven't explored enough yet
 
12:49:32  <andythenorth[d]> haven't found all the things GS should or should not do if reloaded
 
12:50:12  <andythenorth[d]> two options, reload-and-clear, and just reload 😛
 
13:16:41  <TallTyler> After lunch is fine 🙂
 
13:16:41  <andythenorth[d]> I am about to go out, but can do later
 
13:17:11  <TallTyler> Yeah there's no rush, I think they're expecting me to do something about it but I have no way of testing
 
13:17:20  <TallTyler> My old macbook is too old to run OpenTTD
 
13:17:31  <petern> Hmm, I have a function that splits a Rect into a vector of Rects... that is not very efficient :/
 
13:20:47  <andythenorth[d]> TallTyler: all those mac users in the channel though 😛
 
13:20:57  <andythenorth[d]> reldred and jake both have macbooks
 
13:21:03  <andythenorth[d]> someone else got one I think too
 
13:28:42  <andythenorth[d]> I have a pile here, but they all need sold 😛
 
13:28:56  <andythenorth[d]> I should be doing that probably
 
13:29:08  <andythenorth[d]> tax bill is coming up
 
13:29:45  <andythenorth[d]> adulting is dull
 
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14:02:54  <andythenorth[d]> hmm GS libs that might depend on libs
 
14:03:07  <andythenorth[d]> is there a version compatibility system? 😛
 
14:04:54  <nielsm> if someone makes a new version of a GS library that depends on new GS features, it might be better to just release it as a separate package
 
14:26:18  <nielsm> why did I have to open the game source code to see what the commandline parameters are, it doesn't seem to be documented in any readme file or wiki article
 
14:28:14  <FLHerne> `man openttd` has slightly more detail
 
14:29:06  <nielsm> running man is somewhat difficult on windows
 
14:29:50  <nielsm> where do you find the link to that page?
 
14:30:20  <FLHerne> (I didn't know that existed, but the article called "command line" is where I'd expect the command line to be documented)
 
14:30:36  <nielsm> search is not good enough
 
14:31:06  <FLHerne> it does seem to be missing from the manual sidebar
 
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14:31:24  <nielsm> and having to either bring up a commandline or edit a shortcut or go into steam app properties feels excessively involved
 
14:34:17  <Samu> IsValidStartableVehicle may be better?
 
14:35:46  <FLHerne> nielsm: it's in the wiki manual sidebar now
 
14:35:55  <FLHerne> (it's a wiki, you can edit it!)
 
14:45:32  <Samu> what's wrong with naming it as it is? IsPrimaryVehicle
 
14:46:02  <Samu> IsStartableVehicle could be misleading
 
14:46:22  <Samu> if the vehicle is crashed, it's not startable, but it still is a PrimaryVehicle
 
14:56:18  <Samu> what about renaming the other?
 
15:11:05  <petern> Kinda overboard in one-change-at-a-time :p
 
15:13:02  <petern> If I progress further with non-power-of-2 sprite scaling that lot is needed as well.
 
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15:35:52  <glx[d]> Samu: A crashed vehicle even it can't be started anymore is still a startable vehicle by definition
 
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15:46:44  <petern> 40 minutes later, 10396 is still in the CI 🙂
 
15:54:48  <Merni> It took like half an hour for my one-character change PR yesterday :p
 
15:56:59  <Samu> ScriptVehicle::GetState... the more I look into it
 
15:57:19  <Samu> the more i think it shouldn't be accessible to free wagons
 
15:58:10  <Samu> and the GetAge / GetWagonAge also seems... unwise to be accessible to free wagons
 
15:58:42  <Samu> but it currently gets correct values
 
16:11:58  <andythenorth[d]> right jobs done
 
16:12:06  <andythenorth[d]> what am I supposed to be doing now?
 
16:13:39  <andythenorth[d]> some mac thing?
 
16:20:13  <andythenorth[d]> petern: why is YouTube now recommending me Doom 1 and 2 playthroughs?
 
16:20:18  <andythenorth[d]> I didn't watch any doom stuff
 
16:20:36  <andythenorth[d]> it knows you were talking about it
 
16:20:41  <andythenorth[d]> it's listening to us
 
16:22:17  <Samu> How should I describe the changed preconditions on ai_changelog.hpp and game_changelog.hpp
 
16:22:30  <Samu> should I even mention them?
 
16:23:18  <Samu> it's gonna be a sizeable list of changes then
 
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16:33:52  <andythenorth[d]> FML so many typos fixed after submitting 😛
 
16:35:12  <andythenorth[d]> alodasdkaljnalkd a
 
16:35:17  <andythenorth[d]> is what I seem to write
 
16:53:25  <glx[d]> petern: maybe add some `this->` where applicable in existing code
 
16:56:04  <petern> Might even rename, at least `invalid_ID` is a bit weird.
 
17:15:38  <Samu> oh snap! :) ai/gs changelog has typos
 
17:15:40  <andythenorth[d]> can I update the contents of storybook elements with recreating them on the page?
 
17:16:25  <andythenorth[d]> seems UpdateElement()
 
17:22:34  <Samu> I'm surprised regression didn't complain about anything
 
17:22:42  <Samu> it does not test free wagons
 
17:23:24  <TallTyler> Is #10384 as easy as it sounds? Seems too good to be true... 🤔
 
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17:26:32  <andythenorth[d]> hmm tile selection button is puzzling
 
17:26:44  <andythenorth[d]> clicking tile doesn't seem to emit a button event
 
17:26:52  <andythenorth[d]> but I am reading the API as it should
 
17:27:20  <andythenorth[d]> oh different class ok
 
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17:34:11  <andythenorth[d]> I don't see the typo here 😛
 
17:34:13  <andythenorth[d]> `                local tile_select_event = GSEventStoryPageTileSelect.Convert(ev);
 
17:34:13  <andythenorth[d]> Log.Info("Tile selected! " + tile_select_event.GetStoryPageID() + " " + tile_select_event.GetElementID() + " " + tile_select_event.GetTile());
 
17:34:25  <andythenorth[d]> but tile_select_event.GetTile() is undefined
 
17:34:49  <FLHerne> TallTyler: I can't see a reason why not
 
17:35:32  <andythenorth[d]> I can see GetTile in script_event_types.hpp, L1177
 
17:37:57  <andythenorth[d]> seems these tile selection buttons are handled as both ET_STORYPAGE_BUTTON_CLICK and ET_STORYPAGE_TILE_SELECT
 
17:38:06  <andythenorth[d]> probably expected?
 
17:38:30  <andythenorth[d]> I assume the click precedes the selection, as they are separate UI events?
 
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18:03:49  <andythenorth[d]> reusable story page widgets, composed from other widgets?
 
18:04:01  <andythenorth[d]> tile chooser needs a selected tile sometimes
 
18:05:06  <andythenorth[d]> /me plans GS UltimateLib
 
18:05:10  <andythenorth[d]> UltimateLibMax
 
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18:18:45  <TrueBrain> `This comment appears to contain commented-out code. ` .... lol? 😄
 
18:24:04  <glx[d]> oh it's the semi-comma
 
18:24:49  <glx[d]> (only possible reason I can imagine)
 
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18:42:27  <DorpsGek>   - Update: Translations from eints (by translators)
 
18:56:20  <Samu> this codeQL is kinda annoying
 
18:57:24  <Samu> No trivial switch statements
 
18:57:24  <Samu> This switch statement should either handle more cases, or be rewritten as an if statement.
 
18:57:48  <Samu> It's not my fault, the code was already like that
 
19:42:42  <andythenorth[d]> ok how to suppress news messages from GS?
 
19:44:29  <andythenorth[d]> command call?  'do' means actually do it?  not test?  params are params? return ScriptObject::Command<CMD_BUILD_INDUSTRY>::Do(0, industry_type, 0, false, seed);
 
19:45:12  <andythenorth[d]> first param seems to be tile or 0
 
19:45:18  <andythenorth[d]> so that controls prospecting?
 
19:47:18  <andythenorth[d]> nope, 4th param is prospect
 
19:47:25  <andythenorth[d]> ok this C++ stuff is easy
 
19:47:30  <andythenorth[d]> "dunno why people complain"
 
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20:06:05  <andythenorth[d]> ok obvs I'm not as clever as I sound 😄
 
20:06:29  <andythenorth[d]> my show_news parameter to CmdBuildIndustry just results in me not being able to build industry
 
20:06:32  <andythenorth[d]> but the game can 😛
 
20:10:21  <andythenorth[d]> ok baby steps
 
20:10:52  <andythenorth[d]> do I add a 'show_news' param to the parameter list, or does it go in flags?
 
20:10:52  <andythenorth[d]> `CommandCost CmdBuildIndustry(DoCommandFlag flags, TileIndex tile, IndustryType it, uint32 first_layout, bool fund, uint32 seed)`
 
20:11:12  <andythenorth[d]> I have a conditional on AdvertiseIndustryOpening that works, but now I need to pass the param
 
20:11:29  <glx[d]> Remember show news also means dispatching the info to all scripts
 
20:11:50  <glx[d]> Player and scripts must get the same info
 
20:11:51  <andythenorth[d]> nah, they're separate lines as I red it?
 
20:12:02  <andythenorth[d]> 3 different events are emitted?
 
20:12:21  <andythenorth[d]> `    if (show_news) {
 
20:12:21  <andythenorth[d]> AddIndustryNewsItem(ind_spc->new_industry_text, NT_INDUSTRY_OPEN, ind->index);
 
20:12:21  <andythenorth[d]> AI::BroadcastNewEvent(new ScriptEventIndustryOpen(ind->index));
 
20:12:21  <andythenorth[d]> Game::NewEvent(new ScriptEventIndustryOpen(ind->index));
 
20:13:39  <glx[d]> But if the game and any scripts are running not telling a new industry is built feels wrong
 
20:14:40  <glx[d]> I think it should be handled at openttd level, not at GS level
 
20:15:21  <andythenorth[d]> make suggestions 🙂
 
20:15:34  <glx[d]> There should be a way to know if you are still in map generation phase
 
20:16:17  <andythenorth[d]> does script re-init when savegame is loaded?
 
20:16:23  * andythenorth[d] thinking of additional things to handle
 
20:16:40  <glx[d]> Script is restarted on load yes
 
20:17:50  <andythenorth[d]> ok that's a 100% separate concern I think, something GS needs to address when loading games
 
20:18:00  <andythenorth[d]> otherwise it will keep 'fixing' the map
 
20:18:46  <Rubidium> petern: regarding the viewport redraws (of this moring), just having a vector of viewport pointers (or windows with viewports) might already help with performance as it requires fewer iterate steps to find the viewports
 
20:28:59  <Samu> andythenorth[d], I'm testing #10381
 
20:30:40  <Samu> CmdInsertOrder as owner deity simply fails, but leaves an ERR_UNKNOWN behind, it should be a PRE_CONDITION_FAIL, guess it needs some EnforcePreconditions
 
20:32:58  <Samu> many of the functions you allow as deity end up being CmdInsertOrder in disguise 
 
20:34:11  <andythenorth[d]> oof so close 🙂 `/OpenTTD.andythenorth/src/script/api/script_industrytype.cpp:130:39: error: out-of-line definition of 'ProspectIndustry' does not match any declaration in 'ScriptIndustryType'
 
20:34:11  <andythenorth[d]> /* static */ bool ScriptIndustryType::ProspectIndustry(IndustryType industry_type, bool show_news)`
 
20:34:22  <andythenorth[d]> everything works except extending the script params
 
20:35:52  <glx[d]> if I understand, you wan't your script to do the town/industry generation
 
20:36:11  <andythenorth[d]> ok found the missing param
 
20:37:06  <glx[d]> then the proper way would be to plug into mapgen and add support for optional GS functions
 
20:37:37  <andythenorth[d]> sounds interesting
 
20:37:44  <andythenorth[d]> I am just testing what is possible currently
 
20:37:59  <andythenorth[d]> GS can do a lot, it's not used because of some $reasons
 
20:38:07  <petern> Even so, skipping the news message is probably useful somewhere 🙂
 
20:39:45  <andythenorth[d]> well it means I can make treasure hunt
 
20:39:49  <andythenorth[d]> 'find the gold mine'
 
20:39:57  <andythenorth[d]> or you could just look on the map 😛
 
20:46:18  <andythenorth[d]> ok that's in a commit, to either be finished, or quietly forgotten
 
20:46:29  <andythenorth[d]> glx[d]: so hooking GS to map gen...? 🙂
 
20:46:48  <glx[d]> I'm trying to launch VS
 
20:47:03  <glx[d]> since tuesday my SSD is annoyingly slow
 
20:47:12  <andythenorth[d]> the current things I'm testing are using GS to retcon the map after it's generated
 
20:47:21  <andythenorth[d]> because grf can't reliably indicate where it wants industries
 
20:47:37  <andythenorth[d]> GS defined areas would almost entirely solve that
 
20:47:54  <andythenorth[d]> if they could be defined after terrain gen, but before industry placement
 
20:47:59  <glx[d]> 30 minutes to start windows, and many ours for windows to be usable
 
20:48:12  <andythenorth[d]> retconning the map after the fact is an ugly approach
 
20:48:16  <andythenorth[d]> although it will entirely work
 
20:50:37  <JGR> Rubidium: That is one of the things I've got in my branch, I don't have measurements any more but it's useful for MarkAllViewportsDirty type functions
 
20:55:06  <petern> My implementation doesn't seem to be noticeable for Wentbourne.
 
20:55:29  <petern> Although I guess I should by default just check if jgrpp has a performance optimization.
 
20:56:53  <JGR> Viewport rendering has a large number of changes in my branch compared to vanilla
 
20:58:07  <andythenorth[d]> can I make CmdBuildIndustry take a rect (or list or other format) of allowed tiles?
 
20:58:31  <andythenorth[d]> I could just a pass a distance and limit to that radius
 
20:58:39  <andythenorth[d]> and a starting tile
 
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21:12:00  <glx[d]> but that also means 2500*max_ops limit and 2500 commands
 
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21:14:45  <andythenorth[d]> 'things can be changed' 🙂
 
21:18:47  <andythenorth[d]> we could interleave different stages
 
21:18:55  <andythenorth[d]> post terrain gen
 
21:19:00  <andythenorth[d]> post industry creation
 
21:19:10  <andythenorth[d]> would rely on GS authors doing correct things
 
21:34:48  <Samu> how do i commit to pr/10381?
 
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21:39:56  <Samu> doesn't let me push to pr
 
21:40:09  <Samu> I worked for you andythenorth[d] :( but it doesn't let me
 
21:43:56  <michi_cc[d]> andythenorth[d]: ^^ A "present" for you 🙂
 
21:45:21  <michi_cc[d]> Samu: Only people with commit rights on a repo can push to PRs of other people.
 
21:46:46  <andythenorth[d]> I will test 🙂
 
21:48:30  <Samu> what should I do to forward this commit to that pr? I'm clueless at this point
 
21:49:17  <TallTyler> Why do you want to change Andy’s PR?
 
21:49:20  <Samu> it doesn't feel right to open up another pr of my own for it
 
21:49:36  <TallTyler> What else are you changing?
 
21:49:38  <Samu> I added companymode in scope
 
21:50:07  <Samu> so it can return the correct error message
 
21:50:12  <Rubidium> Samu: make a PR to andy's branch in his repository? Then andy can merge that
 
21:51:20  <andythenorth[d]> just make your own version of it
 
21:51:36  <andythenorth[d]> as in take the branch, push your own changes to your repo
 
21:51:47  <andythenorth[d]> they can be reconciled later if necessary
 
21:53:54  <Samu> wow, it's cloning the entire andythenorth repository :o
 
21:54:22  <Samu> let's see if i can do this the proper way
 
21:54:26  <andythenorth[d]> you want it as a remote?
 
21:54:35  <andythenorth[d]> or you want to check out the PR
 
21:54:35  <Samu> i dont really know what im doing atm
 
21:58:41  <Xarick> this fork is andy's, what is the answer for this question?
 
21:59:26  <glx[d]> check out the pr, add the commit, push the pr on your own fork (like any branch), open a PR targetting the other fork
 
22:02:19  <andythenorth[d]> the significant thing is the changeset
 
22:02:34  <andythenorth[d]> it doesn't matter which fork it's in really, more what it's based on, and what the diff is
 
22:16:07  <Samu> no i guess i used master by mistake, sorry
 
22:17:58  <Samu> andythenorth[d], did u receive 2 pull requests? the first one i targeted your master by mistake
 
22:18:29  <Samu> the 2nd one i targeted.... the same again?
 
22:20:09  <andythenorth[d]> samu do your own branch isolated from my mine, and do your own PR, I can delete mine
 
22:20:35  <Samu> SamuXarick wants to merge 1 commit into andythenorth:gs-alllow-order-mutation from SamuXarick:add-scriptorder-precondition
 
22:20:43  <andythenorth[d]> I can't judge whether to accept your PR or not, or if it confuses my branch, so just do your own 🙂
 
22:20:52  <Samu> forgive me, I'll never do this again
 
22:20:56  <andythenorth[d]> my PR is known inomplete
 
22:22:59  <andythenorth[d]> michi_cc[d]: looks nice 🙂 I need to do washing up and sleep, so I haven't test nml patch
 
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22:36:41  <andythenorth[d]> but we agreed that GS can have multiple commands, wrapped as one command? 😛
 
22:37:51  <andythenorth[d]> 'probably fine'
 
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23:39:17  <petern> Yeah, how does renaming engines interact with this 10399...
 
23:50:59  <michi_cc[d]> petern: Custom name is custom name, and takes precedence just like now.
 
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23:57:13  <wyndbain> andythenorth[d]: cursed koploper
 
continue to next day ⏵