IRC logs for #openttd on OFTC at 2023-02-16
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05:22:12 <bigyihsuan> wacky question idea: if you could completely overhaul and break backwards-compatibility 1 system in the game, what would you change?
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05:23:06 <Olionkey> multi thread the game
05:24:01 <bigyihsuan> personally: a complete redo of the tile system to allow for curved bridges, rails on roads/street running/unifying train and tram rails, sheer cliff faces (no slope between elevations)
05:24:49 <Olionkey> as nice as that would be still think multi threading the game would be the thing to fix
05:25:29 <Olionkey> Would fix the performance issues you get late game
05:26:02 <Olionkey> might not be a 100% fix I think it would be a pretty major one
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06:29:37 <EmperorJake> bigyihsuan: And proper underground networks
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07:00:43 <Gwyd> I don't think that an elevated/subterrain track and road system would necessarily have to break backwards compatibility
07:00:48 <Gwyd> Steeper cliffs would be cool though
07:03:40 <dP> None of these features require breaking compatibility.
07:10:54 <dP> What I'd do is replace newgrf format probably. And remove old junk in general (in settings, savegame format, etc.)
07:15:22 <kamnet> dP: What would you put in its place?
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07:23:50 <dP> Though in the context of compatibility problem is not as much in the format itself but the fact that so much of the game behaviour got poorly specced and now can't be changed.
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07:55:33 <Merni> Gwyd: Including underground stations?
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08:15:15 <Pruple> Openttd is completely broken, trains ignore signals and crash. And there's nothing suspicious at all about that grey station sign, nope... 🤔
08:33:47 <gebik> Pruple: also the pink station name...
08:33:47 <gebik> They might be just playing JGRpp with long day length and that looks like a former road stop
08:36:21 <pickpacket> Pruple: I don't know all the signals by heart, but the signals closest to the station at least aren't block signals
08:44:10 <Pruple> regardless of what kind of signals people are using, trains should never crash unless you're either removing signals or building track in front of them - it'd be a pretty major bug if "trains arriv[ing] at the signal block at the same timestep" were both allowed to enter and crash, which is what the author of that thread is claiming (and getting upvoted for).
08:45:02 <andythenorth> The upvotes are just my sock puppets
08:45:32 <andythenorth> Most of openttd reddit is just an elaborate performance art scam by me
08:46:12 <andythenorth> bigyihsuan: GameScript is the obvious candidate
08:47:27 <andythenorth> Just change the implementation, the execution model, and the design constraints…
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09:56:15 <LordAro> "I belive what happened is that both trains arrived at the signal block at the same timestep, so both signals checked the block, found it empty, and allowed the train to proceed."
09:57:49 <pickpacket> Pruple: what's suspicious about the grey sign?
09:58:16 <LordAro> pickpacket: suggests a station has been removed
09:58:31 <LordAro> which could well screw with reservation blocks if there's a train already in one
09:59:08 <pickpacket> Yeah, I understand that it's removed but I don't understand how it would screw with reservation blocks
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10:00:51 <LordAro> perhaps not the station itself, but it does mean they've recently done some construction
10:01:08 <LordAro> if a signal has been removed, reservation blocks will have been "merged", possibly with multiple trains within it
10:01:47 <Pruple> or just a piece of track / station tile... remove it, lets the trains in from both sides, replace it, they're now on a collision course
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10:31:31 <dP> rebuilding station doesn't explain other commenters having the same issue in 12.3 😜
10:36:25 <petern> It's nearly always due to rebuilding.
10:36:32 <petern> Perhaps not even nearly.
10:41:38 <petern> More bike bits purchased, such expensive cheap hobby...
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11:54:23 <kamnet> dP: Crazy idea.... what if the devs stopped working on OpenTTD 1.14, and instead worked on making a better version from the ground-up?
11:55:17 <andythenorth> Like Voxel Tycoon?
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12:00:27 <kamnet> Voxel Tycoon doesn't sound like a better and improved OpenTTD to me.
12:00:41 <JGR> The Second System Effect should not be underestimated
12:03:13 <pickpacket> kamnet: what would you propose that a "better version" entails?
12:04:18 <JGR> Scrapping something that works in favour of a grand new system which will be ready any time real soon now often doesn't end well
12:04:52 <petern> My work did it, and it worked out 😄
12:05:34 <pickpacket> petern: many of my workplaces have done so too with successful results. And substantial man hours spent 🤪
12:05:58 <petern> Of course it was totally different prospect.
12:08:37 <pickpacket> Openttd has 26,877 commits. And I'm guessing some history was lost when it moved from svn (was it?)
12:08:51 <pickpacket> imagine the hours involved in replacing that
12:08:53 <petern> No history was lost in that conversion.
12:09:14 <petern> There was some history lost with a crashed SVN repo in 2004? though.
12:10:48 <kamnet> JGR: Oh I'm not proposing something actually be ready within a year. Rather, since we have a somewhat functional team here that is experienced enough to know what's limiting them, experiment with creating a base that removes those limits.
12:11:30 <petern> It's not the existing codebase that limits us 🙂
12:11:50 <JGR> It easy to spend a huge amount of time/effort for a fairly modest gain doing that dirty of thing
12:12:13 <pickpacket> kamnet: when you say "better version", do you mean in terms of features or in terms of betterment of the codebase?
12:15:40 <kamnet> @pickpacket, I'm going off of dp's statement, " in the context of compatibility problem is not as much in the format itself but the fact that a lot of the game behaviour got poorly specced and now can't be changed."
12:15:40 <kamnet> What would OpenTTD look like if those things could be changed?
12:17:39 <EmperorJake> we could focus all the effort on OpenLoco instead, give it things like bigger maps and path signals and it could replace OTTD
12:18:28 <JGR> There's nothing stopping people working on OpenLoco at the moment
12:18:58 <kamnet> (other than the time that they're currently giving to OpenTTD and other stuff)
12:20:03 <kamnet> Which might not be a bad idea either - how much of a jump in improvement would OpenLoco had if it had the group effort of OpenTTD devs for a year?
12:20:27 <JGR> Dev time is not really fungible like that
12:31:12 <andythenorth> “Functional team” is kinda true
12:31:27 <andythenorth> But it’s not particularly a team
12:31:32 <petern> NFT - Non-Functional Team
12:32:11 <andythenorth> Sell me some NFT
12:33:04 <andythenorth> Is it beer time?
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12:33:21 <reldred> Newgrf controllable farm paddocks. NewFarmTypes
12:33:24 <andythenorth> Half term holiday innit
12:33:34 <reldred> NFT’s in OpenTTD. Sky is falling.
12:34:01 <andythenorth> Paddocks is just a WASM function embedded in the tile
12:34:33 <andythenorth> Or a specific loop over tiles in a region…
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12:34:51 <reldred> You’re just a WASM function
12:35:38 <andythenorth> High probability of that
12:36:38 <andythenorth> Too early for beer then
12:37:35 <petern> As long as you don't need to drive later.
13:07:24 <FLHerne> kamnet: problem is that if you break grfs, you're not making a new OpenTTD version anymore so far as much of the player base cares
13:07:37 <FLHerne> and particularly the vocal dedicated part
13:10:23 <FLHerne> Locomotion was Chris Sawyer's sequel to TTD
13:10:32 <FLHerne> it had curves and things
13:10:43 <andythenorth> BeerVariant name callback?
13:10:47 <FLHerne> some people are doing the open-source-clone thing to it
13:11:05 <pickpacket> did it have anything that improved gameplay?
13:13:03 <petern> Everything was dreary grey/brown, and usability of the nice features like bendy bridges and tunnels was bad.
13:14:57 <FLHerne> and the signals were somehow worse than the original
13:15:12 <FLHerne> building complex track layouts was a pain too
13:15:28 <FLHerne> isometric might not look pretty, but six track directions covers everything
13:16:03 <FLHerne> (four if you don't count the parallel ones)
13:20:50 <andythenorth> Maybe we should remake Dwarf Fortress instead of OpenTTD?
13:21:27 <andythenorth> Peter: 1138 Open Granny’s Garden?
13:21:52 <petern> They're probaby still selling that to schools...
13:22:21 <andythenorth> I was thinking of using a framework for it
13:23:16 <andythenorth> Can we embed a WASM BeebEm?
13:28:48 <petern> You might hit your op code limit soon.
13:30:00 <petern> Silly gitea, giving me a 404 not found instead of unauthorised/login page.
13:32:02 <FLHerne> If wasm content interface, could the GRF API then be implemented in WASM instead of random hooks all through the code?
13:33:29 <FLHerne> I wonder how caching would work
13:34:09 <FLHerne> with current grf API it's fairly obvious to statically determine which outputs depend on which inputs
13:34:43 <FLHerne> wasm would seem to make that quite a bit harder, because it's actual procedural code and not a bunch of switches
13:37:51 <andythenorth> One API to rule them all
13:38:10 <JGR> Using wasm doesn't by itself make complexity go away
13:39:15 <andythenorth> Does WASM provide anything beyond “forked Squirrel is very dead?”
13:39:26 <andythenorth> Plus it’s an interesting project…
13:40:08 <JGR> It's not too hard to analyse sprite chains/etc, it probably wouldn't be that difficult to do the same wasm
13:43:23 <FLHerne> JGR: yeah, I was just thinking it would concentrate the weird grf in one place
13:43:44 <JGR> I don't really see that it would
13:44:14 <JGR> In order for a mod to do anything useful it must interact with the rest of the game
13:44:44 <JGR> That interface has a large surface area
13:48:03 <Samu> my AI achilles' hills or whatever
13:49:37 <Samu> takes too much time to search for a suitable location for an airport, delaying execution of everything else, I end with vehicles 12 years awaiting in depot for a replacement
13:49:45 <FLHerne> Quite a bit of the current GRF code complexity is (a) interpreting action chains and (b) pointless legacy weirdness like all the different speed units
13:50:13 <FLHerne> for (a) wasm is at least as complex but some library devs' problem
13:53:58 <FLHerne> from what frosch was saying, I think the proposed wasm API would have a lot less role-specific surface than GRF
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13:54:23 <FLHerne> rather than a hundred callbacks to
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13:57:38 <FLHerne> *to determine what each vehicle looks like, give it an API to query the world state and have one "what sprites would you like to draw now" callback per train
13:58:24 <petern> Interpreting action chains is just an on-load thing, and it's done.
13:58:39 <FLHerne> evaluating action chains, then
14:00:30 <JGR> The GRF bitstream format is wacky and suboptimal, but there is a lot of existing infrastructure to read/write it
14:00:55 <JGR> Varaction2 evaluation is really not much code at all
14:01:24 <JGR> The main problem is again the strange bitstream format, and not enough operators
14:02:41 <JGR> Using wasm seems a big hammer to me
14:03:12 <andythenorth> I think it’s a question of what else could replace squirrel?
14:03:40 <andythenorth> Nobody ever embeds python
14:03:47 <JGR> Realistically squirrel/AI/GS is not that important
14:04:42 <andythenorth> Self-fulfilling prophecy IMHO
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14:05:00 <kamnet> FLHerne: Oh, no doubt there would be some vocal users against that. I would hope that devs would not feel that they're being held hostage and prevented from exploring ideas which would be a positive benefit overall.
14:05:19 <andythenorth> Our script language is a very limited version with bad docs and poor discoverability
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14:05:56 <andythenorth> And we forked it… because that’s what projects do 😛
14:07:55 <dP> GS is limited by design, if you make it useful it'll interfere with newgrfs
14:08:34 <andythenorth> That’s my intent 🦄
14:10:04 <andythenorth> Weird content API is weird 😛
14:10:12 <dP> at that point it's more reasonable to redo it all with wasm
14:10:34 <andythenorth> Horse has left the stable 🙂
14:10:54 <andythenorth> Wonder which grfs and GS will be lost on the way 🙃
14:13:33 <petern> So I was digging steps down to create a mine and hit sculk sensors... scared.
14:17:25 <gebik> petern: /difficulty peaceful 😛
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14:36:18 <petern> Fitting 3 new tyres...
14:36:52 <petern> Although I think the inner tubes are a bit fat now, forgot about them.
14:37:39 <petern> 20x1.75 tubes in 20x1.35 tyres, oops.
14:39:08 <andythenorth> What could go wrong?
14:39:36 <petern> More chance of pinching it I think? Dunno
14:40:28 <andythenorth> Buy the 1.35s then leave them on a shelf
14:40:52 <andythenorth> The 1.75s won’t pinch flat ubtil your 30 miles from home, in the rain
14:41:08 <andythenorth> Character building
14:41:23 <petern> Ooh, 55-95 psi instead of 30-65psi, that's gonna be hard.
14:41:47 <petern> I've got 3 spare tubes, unfortunately all 1.75...
14:41:47 <andythenorth> The speed though
14:42:21 <andythenorth> Ok another beer, or design HEQS 2?
14:43:03 <andythenorth> Will probably finish HEQS 2 just in time for WASM to obsolete it
14:43:35 <petern> Use WASM to inject pixels into the frame buffer.
14:43:49 <andythenorth> What happened to webGL?
14:46:27 <FLHerne> It's happened, everyone uses it
14:46:51 <FLHerne> soon to be obsoleted by WebGPU maybe
14:48:11 <andythenorth> Our 3D rendering will be much faster
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15:09:56 <Samu> this is quite repetitive
15:09:58 <Samu> local rail_infrastructure_count = GSInfrastructure.GetInfrastructurePieceCount(company, GSInfrastructure.INFRASTRUCTURE_RAIL);
15:10:33 <bigyihsuan> is it even possible to compile ottd to wasm?
15:12:22 <LordAro> that's what the preview builds are
15:24:14 <bigyihsuan> ~~ottd in the web browser when~~
15:25:31 <TallTyler> Already exists, but missing some features like actually saving to a useful place (browser storage currently, which is easy to wipe)
15:28:20 <Samu> hey TallTyler i found the cause of river gen stalls
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16:08:42 <andythenorth> Should vehicle info text include railtype (etc)?
16:13:44 <Xarick> too much information, and it's using too much cpu
16:14:57 <andythenorth> Has your script got a sleep in the main loop?
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16:18:40 <glx[d]> well there's a sleep after each command call
16:18:59 <Samu> maybe this information is not that important
16:19:40 <glx[d]> but you don't have to constantly update the league window if there's no change
16:19:52 <Samu> it's the number of stations that have a vehicle heading to it / total number of stations of that type
16:20:06 <Samu> then the %, for each vehicle type, for all 15 companies
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16:20:40 <glx[d]> expensive data it seems
16:21:00 <Samu> it has to create lists, and valuate
16:21:22 <Samu> lists + valuate make it fast, but uses much cpu
16:22:59 <Samu> local vehicle_list = GSVehicleList_Station(station); i suspect this one is costly
16:23:18 <Samu> and i iterate over all stations, 4 times per company
16:23:36 <Samu> i could perhaps make it iterate 1 per company with a bit of boring code
16:24:25 <dP> it would be nice to have RAW_STRING working in GS
16:24:41 <glx[d]> it's supposed to work in the doc 🙂
16:24:43 <dP> it's kinda ridiculous that it's not able to display any string that's not in lang file
16:26:13 <Samu> i repeat that code 4 times in the function, and then the whole function is iterated over all 15 companies
16:35:36 <glx[d]> ah I think I know why RAW_STRING are disabled, if GS messes up its parameters it crashes openttd
16:36:08 <glx[d]> string args handling is not very safe
16:56:16 <dP> yeah, openttd doesn't keep the argument type so can't distinguish string from integer later
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17:47:02 <Samu> i didn't wanna upload the script, it's not finished :(!
17:59:13 <Samu> now it's slighly less spiky, but it's still slow
18:00:33 <LordAro> Samu: uploading a GS to an issue is not the same as publishing it...
18:00:53 <LordAro> your only other option is to cut it down to a minimal example
18:09:07 <glx[d]> but the dumps seems to show it's not related to the GS itself, ai_debug_company is 0
18:12:32 <Samu> show_company = OWNER_DEITY (18 '\x12')
18:13:53 <glx[d]> I just use the info available in dmp (it's not always correct)
18:15:13 <Samu> ah, it's iterating over all companies
18:15:37 <Samu> that's somewhat wrong indeed
18:19:01 <Samu> i think it's initializing the debug window and selecting whatever comes first
18:19:16 <Samu> so it begins with AIs first
18:20:16 <Samu> then i guess the code that was meant to come after, was to point the GS error, which didn't execute, it already crashed openttd
18:20:39 <glx[d]> oh for GS to be valid it has to have an instance, but for AI instance is not required, and I think it's a bug
18:21:04 <glx[d]> checking is_ai is not enough
18:23:07 <glx[d]> company 0 is an AI but IIRC the GS is started before AIs
18:24:06 <Samu> lookg at game_instance.cpp ShowErrorMessage
18:24:20 <Samu> that was when it would switch to GS in the window
18:24:26 <glx[d]> the bug comes from StartScripts()
18:24:42 <Samu> it didn't reach there, it crashed during initialization
18:24:46 <glx[d]> AI companies are not yet started
18:25:06 <glx[d]> but the window assumes they are
18:26:03 <glx[d]> move starting of GS to after starting of AI
18:26:03 <Samu> what if it initialized directly as DEITY?
18:29:22 <glx[d]> it's not the problem, when you open the window it shows the first valid log
18:30:19 <glx[d]> but in this exact situation the loading is not fully finished, and some states are not yet valid
18:31:52 <glx[d]> SelectValidDebugCompany() is not fully correct because it assumes is_ai == an AI is fully started
18:34:27 <Samu> still crash, because GS is dead, and is skipped
18:34:46 <Samu> so it tests AIs again, crashes on initializing it
18:35:47 <Samu> nevermind, i failed to use return
18:37:53 <glx[d]> but as I said reordering in StartScripts() should work
18:38:34 <Samu> what if it was an AI that crashed during load first?
18:38:50 <Samu> let me force an AI crash
18:39:51 <glx[d]> if the first AI crashes on start, the instance exists
18:42:18 <Samu> commented out the if (Game::GetInstance() != nullptr) { } part
18:42:35 <Samu> and created a mistake in one of the AIs, it crashed in the same manner
18:42:55 <Samu> oh wait, i need a different save
18:43:42 <Samu> actually i need to fix the GS first, no new save needed
18:44:48 <Samu> I'm possibly being unhelpful :o
18:47:25 <andythenorth> Is an interactive GS interpreter in game
18:47:41 <andythenorth> Then we could crash it live without saveload faff 😛
19:01:21 <andythenorth> Hmm Web Inspector, but for the game?
19:01:45 <andythenorth> Read/modify any tile, in place?
19:02:04 <andythenorth> “What could go wrong?”
19:08:56 <michi_cc[d]> Map hex editor? 🙂
19:20:51 <andythenorth> Mutable tile props
19:21:04 <supermop_toil> anyone remember that ini editor or something for c&c
19:21:12 <andythenorth> michi_cc[d]: Nah, do it by setting actual bits
19:21:14 <supermop_toil> where you could give the orca grenades etc
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19:38:34 <andythenorth> Ha per-tile bit setting, but you have to write raw WASM to do it
19:38:44 <Samu> could i create a function in openttd to get date of last visit of some station?
19:39:29 <Samu> it would be much less cpu intensive, as the value is already cached
19:39:46 <LordAro> do players get access to such information?
19:40:00 <Samu> probably not, but this is a gs
19:41:32 <Samu> i can think of other ways of achieving the same, but they're all cpu hogs
19:43:01 <Samu> is this piece of statistical data even important
19:52:50 <andythenorth> What if GS could dynamically include c++ functions?
19:53:06 <andythenorth> Monkey patch the game 🙀
19:53:27 <FLHerne> Samu: it sounds more useful than some of the other stuff you wanted to add
19:53:47 <FLHerne> andythenorth: I'm sure that wouldn't make the backwards-compatibility nightmare any more nightmarih
19:56:23 <andythenorth> We break backwards compatibility frequently anyway according to the playerbase 🙃
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20:00:04 <Arastais> andythenorth: Even better: What if GS was 100% C++ 😲 no more squirrel?
20:01:43 <Samu> can i detect which window is open?
20:01:56 <Samu> which of my GSTable windows is open
20:02:13 <dP> Arastais: that's citymania server xD
20:02:29 <Samu> so that I only run the statistics when the windows are open
20:02:40 <Samu> when they're not, the statistics are skipped
20:03:33 <dP> dP: and it's been almost two weeks already of me merging 13.0 into it...
20:03:49 <Arastais> dP: yea but thats not using the actual gs api right, its just a server patch essentially?
20:05:34 <Samu> hmm, are the windows numbered somehow?
20:07:37 <Arastais> dP: does it just parse the C++ files or does it actually compile and run them like a plugin?
20:14:19 <dP> I was considering adding wasm into the mix just so I can write it in rust
20:14:28 <dP> but it's not really worth the effort
20:16:53 <andythenorth> Arastais: Well that would make the coin miner much easier to include
20:19:41 <glx[d]> and of course nightly failed for the same reason
20:20:32 <frosch> every day this week some nightly failed for some other reason 🙂
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20:22:29 <frosch> oh, if one target fails, none are published?
20:22:39 <frosch> i wanted to test the generic linux build
20:28:02 <glx[d]> yes it's all or nothing
20:30:13 <Xarick> too much information on a single window
20:30:54 <frosch> well, i downloaded the artifact from the action
20:30:56 <Xarick> and the rating is still 0
20:31:07 <andythenorth> CI is time-saving automation 🙂
20:31:35 <frosch> "Fontconfig error: Cannot load default config file: No such file: (null)" <- that is new
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20:41:09 <frosch> zlib version did not change between yesterday and today
20:41:14 <frosch> so who knows what changed :p
20:41:20 <frosch> maybe it works tomorrow then
20:46:22 <glx[d]> yesterday it used 20230205.1 image, but today it's 20230214.1
20:46:37 <glx[d]> maybe they removed pkg-config without telling
20:47:48 <glx[d]> oh and eints failed again
20:48:13 <glx[d]> something changed with branch protection
20:48:47 <glx[d]> remote: error: GH006: Protected branch update failed for refs/heads/master.
20:48:47 <glx[d]> remote: error: At least 1 approving review is required by reviewers with write access. 10 of 10 required status checks are expected.
21:07:21 <glx[d]> I can see an update of homebrew from 3.6.20 to 3.6.21 though
21:07:28 <Samu_> what does {CARGO_LIST} do?
21:07:54 <glx[d]> cargo1, cargo2, cargo3,...
21:08:21 <frosch> TrueBrain: generic build worked, it found the certs 🙂
21:08:22 <Samu_> hmm how can i use it in a GS
21:09:08 <TrueBrain> Getting there .. almost secure :p
21:32:53 <LordAro> petern: have you got underpants on your head?
21:34:08 <glx[d]> this question with the "BOT" marker is funny
21:34:42 <petern> No but I do have a trike...
21:37:47 <andythenorth> Goes it throw out 256 action 2 IDs?
21:43:01 <petern> Hmm, where's my retropie SD card...
21:43:27 <Arastais> andythenorth: well, to have C++ source files for GSs and whatnot, (iirc) OpenTTD could
21:43:27 <Arastais> - load plugins/libraries through C linkage
21:43:27 <Arastais> - distribute the source files themselves and have them compiled by a c++ compiler when they are downloaded. (probably the easiest solution but obviously requires everyone to have a C++ compiler)
21:43:27 <Arastais> - just parse it like any other scripting language (jank)
21:48:30 <Samu_> how do these work {CARGO_LONG}, {CARGO_SHORT}
21:48:50 <andythenorth> As long as we can exec arbitrary filesystem code, I’m sure everyone will be happy 😊
21:53:51 <Samu_> so i wanted to display the cargo type, not the amount of cargo type :(
21:54:14 <Samu_> but what comes after gets gibberish
21:54:42 <Arastais> Samu_: what about `{CARGO_NAME}`?
21:55:07 <Samu_> i think that doesn't exist for gs
21:57:53 <frosch> you use CARGO_LIST in scripts
22:00:40 <glx[d]> {RAW_STRING} doesn't work in GS 😉
22:01:51 <glx[d]> I'm looking into parameters type validation at ScriptText level
22:02:19 <frosch> i thought RAW_STRING also works for gs
22:03:02 <glx[d]> because there's no validation so if you pass the wrong parameter you crash openttd
22:03:13 <frosch> there are plenty of GS using it in my content_download folder
22:03:49 <glx[d]> you can use raw string in API calls, but not in GSText
22:04:16 <glx[d]> {RAW_STRING} will be empty
22:07:01 <glx[d]> and I think all parameters will be off by one after each {RAW_STRING}
22:11:45 <glx[d]> string handling in openttd is not the safest, it works fine with our strings because we manage english.txt and the parameters, but stuff coming from GS is totally unsafe, so without proper validation some potential crash are prevented
22:12:24 <glx[d]> raw string args are encoded, but not used
22:13:35 <glx[d]> the quotes are not removed
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22:30:58 <Xarick> the 3rd table is created!
22:31:07 <Xarick> rail infrastructure efficiency
22:32:19 <Xarick> i should be more explicit with the description, it's for trains only
22:33:46 <Samu_> i will make a road, canal and airport too
22:34:29 <andythenorth> Can you print it to excel via admin port also? 🙂
22:34:55 <andythenorth> I have no idea about admin port <-> GS 🙂
22:34:57 <Samu_> if only i knew how to use the admin port
22:37:03 <Samu_> oh, i just send the whole table? lol
22:38:05 <Samu_> i have some arrays in the table
22:38:38 <Samu_> also, it's a table with other tables inside, a mess
22:38:46 <Samu_> ah, that won't be enough i guess
22:38:54 <andythenorth> Slightly over 1KB
22:42:02 <Samu_> unless i split the info
22:52:31 <Samu_> i am trying to send a table that is too large to the admin port :=)
22:53:30 <Samu_> at least it seems the data i'm trying to send is valid, it's a mix of table and array
22:58:55 <Samu_> well, what to do now that i made the data sent, how am i supposed to receive it?
23:06:00 <Samu_> GSAdmin.Send({ league_name = league.name, company = c_id, league_val = GetLeagueVal(league.name, c_id) });
23:06:16 <Samu_> you lucky andythenorth , it fits
23:06:25 <Samu_> but i get no idea how to receive it
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23:24:36 <petern> openttdcoop is dead, long live openttdcoop.
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continue to next day ⏵