IRC logs for #openttd on OFTC at 2024-02-04
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00:51:54 <_glx_> hmm weird when I tested it worked (I even have a screenshot in the PR)
00:59:13 <_glx_> oh my counting is wrong, it was just luck when I tested
01:20:40 <_glx_> (in my tests the running AI was not in the first slots)
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03:27:23 <merni> How cool would it be if the fix was "signals can now be placed on bridges"
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07:17:53 <_zephyris> peter1138[d]: C, no, J, no, K, maybe... But not for the small font!
07:18:12 <_zephyris> No obvious bugs about the small font being 7px of height coded as 6px then?
07:18:46 <_zephyris> I'd be interested what wensimehrp says about appropriate font size for the small text in CJK
07:30:16 <wensimehrp> 8px would be enough to read
07:31:39 <wensimehrp> and, when would {ZWSP} be inplemented? the strange line changes just drives me crazy 😠
07:39:39 <wensimehrp> well I don't meant to blame the devs...
07:46:12 <merni> wensimehrp: It will be implemented when someone has enough interest and time to do it
07:46:59 <Rubidium> the main problem is that {ZWSP} on its own isn't going to solve the issue. With the ICU library (so essentially everything that isn't MacOS or Windows), it already works right. I do not know whether it's right with MacOS, but at least the problem exists with Windows. I'm not sure whether {ZWSP} will solve the issue there, because it might be removed "prematurely" and because of some other trickery
07:47:05 <Rubidium> happening with the Windows implementation
07:49:58 <Rubidium> so, like merni aluded to, we need someone with the interest but also the right environment. Given the person that made the {ZWSP} PR seems to use ICU, that usually implies not using Windows, so solving the problem with Windows' line splitting implementation is going to be impossible without someone else helping
07:58:56 <wensimehrp> I would love to help and test it out, the problem is that I don't even know how to compile a windows application. I've tried multiple times to compile OpenTTD on my computer...
08:28:55 <truebrain> Rubidium: we don't support android, so why accept a PR that adds code for it? (Honest question)
08:40:05 <Rubidium> truebrain: us not actually supporting something, doesn't necessarily mean that we can't help. It's all a bit of a fuzzy line; in this context I think it's better to have the unit tests build on a platform if it's literally just adding a (system) library, than having it fail to build and people just removing it completely
08:41:26 <truebrain> I was thinking, it just increases our maintenance burden for something that won't actually work anyway in a way that is playable 🙂
08:41:58 <peter1138[d]> Does vcpkg support android? 😉
08:42:23 <truebrain> too bad I don't expect the Android fork to get an update soon 😦
08:42:59 <truebrain> peter1138[d]: for some packages, it actually dus, surprisingly
08:43:51 <Wolf01> <OOoO arrangement cannot be classified because it is "cursed"... and today I learned another weird thing XD
08:43:57 <truebrain> anyway, Rubidium, I have nothing really against it, just afraid we end up in another whac-a-mole situation with some platform we don't test again; we have had several 😄 So just checking if we really want to 🙂
08:44:18 <merni> truebrain: it has been getting some updates for 13.x, right?
08:44:36 <truebrain> 13.0-RC2 is last update
08:44:55 <merni> apparently beta version is on 13.4
08:45:38 <truebrain> in that case it might be better to redirect this user to that fork instead?
08:45:47 <truebrain> (again, open question, I really don't know myself)
08:46:23 <merni> as that is where androind related development of openttd happens
08:49:29 <locosage> you can probably ask isosys on the current status of android port
08:50:22 <truebrain> so beta2 today? If not alone for the crash when opening order window? 😄
08:50:48 <truebrain> and the signal crash glx found?
08:53:46 <peter1138[d]> Make your mind up :p
08:53:58 <truebrain> wasn't I doing just that? 🙂
09:00:26 <Rubidium> truebrain: did you check the stack trace of 11978? It is quite likely that it is the order issue, but there might be another similar issue lurking around
09:01:12 <truebrain> so happy how easy it now is to analyze dmp files, even for me 😄 So I had the same thought 🙂 But it was the exact same trace
09:02:44 <truebrain> just to see why there is no vcpkg for `macos-14`
09:03:31 <peter1138[d]> Hmm, on my system the fallback font system can't find a font for Korean. I have Noto Sans CJK installed though.
09:04:43 <Rubidium> might that be "Noto without CJK" though? ;)
09:05:22 <Rubidium> (yeah, I know the sans stands for sans serif, but heh... sans on itself is also a valid word)
09:06:30 <peter1138[d]> However, it does actually use the selected font.Hmm.
09:06:45 <peter1138[d]> [2024-02-04 09:05:47] dbg: [fontcache:0] Font is missing glyphs to display char 0xC9C0 in small font size
09:07:29 <peter1138[d]> Used 933 times 😄
09:08:52 <peter1138[d]> Fallback layouter checking all fonts. I should try master...
09:08:53 <truebrain> 12% of our BaNaNaS activity was from the new beta; so at least people are playing it 🙂
09:11:13 <locosage> is that mostly baseset downloads?
09:11:18 <_zephyris> Super interested to see the survey results
09:11:50 <truebrain> guess the question will be, will the survey size be large enough already for it to be in the report of monday 😛
09:12:32 <truebrain> we do receive a lot more reports at least
09:15:05 <truebrain> ```FINALLY NO MORE LOST SHIPS
09:15:05 <truebrain> it was by far the most annoying thing in the game , if ships become competitive i d be very happy```
09:15:11 <truebrain> I just love reactions on Steam 🙂
09:15:44 <truebrain> `Love to see the updates, but I'm going to miss the lost ships ;-; `
09:16:44 <truebrain> 5500 unique views on the Steam news, which resulted in 350 upvotes, and 21 comments
09:16:58 <truebrain> I did not expect so many people to interact, tbh
09:18:03 <truebrain> more the ratio .. 5500 -> 350 -> 12 .. so about 1 in every 12 player also upvotes .. I expected that to be much worse 🙂
09:18:25 <michi_cc[d]> Reddit: `Thanks so much for your tireless work in keeping this game alive and improving it!` or `Wow the changelist is huge...`
09:20:18 <truebrain> lovely positive 🙂 How nice 🙂
09:20:56 <truebrain> `Not made for everyone, this game is for people who have the time to read tons of wikis and have at least 100 billion neurons, I have 1 neuron, so I don't get this game. Very difficult and time consuming game. `
09:21:05 <truebrain> (is from earlier this year btw)
09:21:30 <truebrain> there are also these: `this is the greatest 50 megabytes on my hard drive` 😛
09:21:34 <peter1138[d]> Well that's no good :/
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09:22:01 <truebrain> Steam reviews always crack me up
09:23:37 <truebrain> `The only actual bad thing about this game is that I can't convince my friends to play it `
09:24:25 <michi_cc[d]> Not really negative, but there's stuff like `Wish you'd backported the features from jgrpp too...` too of course.
09:24:29 <locosage> pr department needs to work harder 🤣
09:24:30 <truebrain> btw Rubidium, given the reply from the Android user, you made the right call there 🙂
09:33:54 <Rubidium> who else wants to chime in? :D
09:43:13 <peter1138[d]> That one doesn't break everything at least.
09:52:27 <peter1138[d]> Next is why the font searcher doesn't work there 🙂
09:53:06 <peter1138[d]> I suspect because the language is not right
09:53:20 <peter1138[d]> Korean textile with English language.
09:54:12 <peter1138[d]> Hmm, no, does not work even with Korean language
09:56:42 <peter1138[d]> Okay. It's because we only allow monospace fonts.
10:00:40 <peter1138[d]> There is no particular reason the text file window needs to be a monospace font, to be honest.
10:01:34 <locosage> doesn't that should newgrf readmes and stuff? can be tables in those
10:03:03 <Rubidium> I wouldn't be against falling back to non-monospace when there is no suitable monospace font
10:06:14 <michi_cc[d]> That's probably the most sensible solution. Try for monospace first, but if there isn't one just use any suitable font.
10:14:40 <truebrain> Why do we have monospace at all?
10:15:10 <peter1138[d]> It was added purely for the text file window.
10:15:23 <truebrain> peter1138[d]: I always assumed people had a reason for this, but I never understood which
10:15:30 <merni> not even the console uses it lmao
10:15:49 <truebrain> It looks ugly, tbh 😛 (monospace)
10:16:05 <merni> truebrain: well yeah somebody could be using space-aligned tables in those
10:16:19 <truebrain> We did away with that years ago
10:16:27 <truebrain> (We as in: the world)
10:16:44 <peter1138[d]> We only recently have partial markdown support.
10:16:46 <truebrain> Even IDEs don't use monospace anymore
10:16:48 <peter1138[d]> If we had markdown tables...
10:17:07 <truebrain> But do we have tables on any of our text windows? 😛
10:17:29 <truebrain> Mine hasn't for years
10:17:33 <merni> truebrain: newgrf readmes could
10:18:08 <_jgr_> For tables like that the GRF is probably better off linking to some HTML page
10:18:09 <peter1138[d]> A toggle between monospace and proportional would be fine too.
10:18:43 <peter1138[d]> Also Zephyris carefully crafted us a monospace font, so it would be a shame to just remove it 🙂
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10:22:00 <andythenorth> _jgr_: we never quite supported that 😛
10:22:13 <andythenorth> arbitrary out-of-game links eh
10:22:45 <peter1138[d]> There's a "Website" button...
10:23:33 <truebrain> We don't allow newsgrfs to make markdown links, as .. security 😛
10:24:30 <andythenorth> I mean...the internet would never attempt to use them as malware distribution
10:24:34 <andythenorth> or adult content
10:24:46 <andythenorth> that doesn't happen at all
10:25:46 <peter1138[d]> That reminds me, I added support for baseset website links, but not sure bananas allows that 🙂
10:41:02 <locosage> PeterNviaGitHub: ugh, I'll get to it after cmclient merge
10:50:02 <peter1138[d]> truebrain: Now we know why TrueBrain gets mad at alignment 😉
11:04:23 <truebrain> A fix before the report 😛
11:44:19 <merni> lol the window is getting wider every time
11:51:26 <xarick> oh right, I need to type restart current now
11:53:20 <Rubidium> merni: that *might* be caused by the same issue that is solved by #11973
11:54:59 <merni> I guess we can see in the next nightly
11:55:24 <merni> cannot repro in either nightly or beta on windows though, and the reporter was not kind enough to include their os
12:10:25 <xarick> How I'm fixing "restart current": I simulate a random but ignore the deviation value
12:11:00 <xarick> this is almost there the way I want
13:47:25 <kuhnovic> Any tips on how to split up a commit in sourcetree? Still getting the hang of git, mercurial guy here 😉
13:48:56 <jfs> the HEAD commit, or one buried in the history?
13:49:36 <jfs> if it's the head, easiest is to do a soft reset to the previous revision, then stage and unstage the needed lines and commit in several steps
13:50:00 <truebrain> I always do `git reset HEAD^`, which basically reverts the last commit
13:50:03 <truebrain> I can add it again from there
13:50:18 <truebrain> well, not revert ... uncommit 😛
13:50:24 <truebrain> the changes will be in your working tree after
13:50:49 <_glx_> yeah reset and select the lines in "github desktop" 🙂
13:55:58 <kuhnovic> Ah right, and then you basically start over again committing parts one by one
13:57:43 <frosch123> kuhnovic: there is also `git add -p`, which allows you to stage single hunks, single lines, or even edit the lines before stating
13:58:22 <kuhnovic> But that's before you commit right? My commit is already done and pushed
13:58:57 <frosch123> yes, it's a more detailed version than staging whole files
14:01:04 <_glx_> you can always uncommit, split in multiple commits and force push
14:08:58 <kuhnovic> That wasn't too bad. I hope I don't have to make too many changes though, that would probably be a pain 😛
14:09:31 <truebrain> interactive rebase is your friend for that
14:13:18 <michi_cc[d]> Well, Code*C*hange 🙂
14:15:26 <kuhnovic> Man there's always something 😛
14:34:00 <xarick> I tried to re-do glx deviation changes, but I'm stumbling...
14:34:49 <xarick> they really need to be done during constructor I'm afraid
14:38:01 <_glx_> no, the old behaviour was inconsistent and just wrong
14:46:24 <xarick> "restart current" keeps the current deviated values. AI::StartNew is called and it deviates these values again 😦 But if the deviation occurs during constructor, they happen upon game start. "restart current" keeps the value, AI::StartNew won't have the code to deviate, the values are kept, replayability is achieved. It's just the random seed that needs better controlling where they happen. It
14:46:24 <xarick> reuses the current game seed, but since deviation isn't called, what I did to solve this situation was to simulate a deviation to keep the random counter going, but not apply the result to the setting. Everything ends up synced.
14:48:14 <_glx_> use "restart newgame" then, it will keep the seed, but use the new_game setting
15:05:04 <xarick> restart newgame can be useful too
15:06:06 <xarick> it's a shortcut for getseed, take note of the seed and newgame the seed
15:08:57 <Eddi|zuHause> i think you can actually write scripts for that kind of repetitive action?
15:11:02 <_glx_> anyway when working with savegames you can't expect the exact same result when using newgame or restart
15:17:36 <Eddi|zuHause> yeah, any code change can potentially have an effect on map generation
15:18:06 <truebrain> _glx_: maybe make it the MOTD, as it seems it requires repeating every N hours 😄
15:21:45 <michi_cc[d]> Doesn't help for a write-only channel 🙂
15:32:48 <xarick> > It's applied during start_ai command (ScriptConfig::Change()) but only if a script name is specified and before applying the provided settings, else it uses the current config for the slot without deviation.
15:32:48 <xarick> Gonna see what I can do about this one.
15:39:00 <xarick> > It's applied when loading a savegame (ScriptConfig::Change()).
15:39:00 <xarick> Yes, kinda... but then it would overwrite with the value from the savegame.
15:42:10 <truebrain> so when will be port OpenTTD to the Apple Vision Pro?
15:49:42 <truebrain> at least people are testing 🙂
15:49:52 <truebrain> but I said it earlier today, and I say it again: maybe we should consider a beta2 🙂
15:50:21 <truebrain> talltyler: for what it is worth, I am still surprised how quickly you managed to cook up an unbunching functionality that actually works; might not be "perfect", but it works 😄
16:00:28 <truebrain> I can offer this; but in no mood today to do another release. But lucky for me, any of you can do that too 🙂
16:04:04 <truebrain> interesting that #11977 isn't in there .. why did it remove that .. let's see 😄
16:08:24 <truebrain> GitHub tells me 6f6f099 is after beta1
16:09:17 <truebrain> I asked 13 commits, it returned ... many more
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16:25:07 <xarick> what if ScriptConfig::Change accepts one more boolean, to decide whether to add random deviation?
16:27:16 <xarick> I kinda like the idea of "startai" not re-deviate if it's looking for the next ai in the config list to start. It felt natural
16:27:51 <xarick> but when passed with "startai scriptname", yeah, I see the problem
16:29:00 <xarick> it's not something I tend to do
16:29:40 <xarick> startai perhaps needs more args
16:46:11 <_glx_> deviation in ScriptConfig::Change had no effect because it was happening before the settings exist
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16:46:54 <_glx_> startai has enough args to pass the scriptname and its settings
16:47:20 <jfs> can't you do that without anything new?
16:47:20 <jfs> instead of actually changing the setting values, you copy the setting values out into a private variable for the script (that can be saved in the savedata) and then do the deviations on that copy.
16:47:20 <jfs> then if a new instance is started, the original config is intact.
16:47:40 <jfs> the disadvantage is of course that you can't read the settings off the settings window
16:48:12 <_glx_> oh it should be possible to read the settings, just need to adapt the wrapper
16:48:36 <jfs> and if you want to detect the player changing a setting you can also store the original, unmodified settings and compare the active settings to that once in a while
16:48:52 <_glx_> we already use GetConfig in these windows
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18:36:27 <DorpsGek> - Update: Translations from eints (by translators)
18:38:51 <xarick> question: what should be the behaviour of reload ai?
18:39:00 <xarick> from the debug window / console command
18:39:05 <xarick> deviate or not deviate
18:40:55 <andythenorth> lol just tried to tab-ffwd my compile
18:44:15 <_zephyris> Could anyone quickly test this as the medium font on a mac and linux system?
18:44:37 <_zephyris> A screenshot of the main menu will tell me everything I need to know..
18:49:32 <_glx_> reload ai (from GUI or console) kills the company, so for me deviation is fine in this case
18:50:21 <_glx_> the "new" AI will have different random decision anyway
18:53:40 <xarick> problem is the value keeps walking
18:54:07 <xarick> could become outside the default range
18:54:27 <xarick> I think, didn't verify yet
19:01:10 <Rubidium> _zephyris: I'm not seeing much difference, except the zero being changed in width
19:11:17 <locosage> hm, why are some settings not appearing in the gamelog?
19:11:33 <locosage> industry density for example
19:11:37 <_zephyris> Excellent, thank you! No change (except the zero width) is exactly what I hoped.
19:14:29 <_zephyris> I think I've got the line height on windows sorted
19:33:47 <michi_cc[d]> Now if somenbody wants to fix up the changelog PR?
19:37:04 <michi_cc[d]> _zephyris: Pretty please make a PR if you want updated TTFs in the game.
19:43:47 <_zephyris> michi_cc[d]: Can do! Want to be certain I've got the line line spacing working on all OSs
20:23:22 <xarick> interesting find about reload
20:24:06 <xarick> let's just say that it's inconsistent, but the other way around
20:24:21 <_glx_> I have an idea for that
20:24:44 <jfs> xarick: do consider keeping the actual setting value at whatever it was before the AI was started, and then store a private variable inside the script with the deviation amount
20:24:58 <_glx_> but it needs to be done carefully, as it will touch saveload
20:25:00 <jfs> so the actual pre-start value is always kept unless the player changes it
20:25:21 <_glx_> yeah that's what I'm thinking about too
20:25:34 <_glx_> will be simpler if I do it myself 🙂
20:26:34 <xarick> random ai get to reload the default value and then deviate, so it's kinda "okay"
20:28:20 <xarick> it won't walk away from the range
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20:50:28 <olivercz1324> hi, check what I found, join fast!
20:51:41 <truebrain> Imagine being dormant for a year just to send a single spam message .. lol
20:52:20 <michi_cc[d]> Well, it's often a hacked account.
20:53:09 <kuhnovic> Or he's just really into hentai
20:53:09 <truebrain> michi_cc[d]: Not at computer, can't help 😦
20:54:56 <peter1138[d]> Not at help, can't computer.
20:57:36 <truebrain> Also out of snacks, a real issue
21:02:48 <truebrain> I have two, but those aren't really snacks
21:10:36 <LordAro> i don't understand what the implications of #11719 are
21:11:07 <LordAro> is it in fact just a codechange, as far as users are concerned?
21:11:39 <LordAro> allow newgrfs to set different town-producing cargoes?
21:30:46 <michi_cc[d]> kuhnovic: Should #11986 be in beta 2?
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21:32:20 <therealsimon> How and where can I contribute?
21:32:27 <therealsimon> Also what is the project made in?
21:34:35 <therealsimon> thank you so much!
21:37:13 <truebrain> At least nobody can claim anymore nobody tests our betas 😄
21:37:45 <truebrain> Nor that we test our new features properly 😛
21:38:12 <_glx_> most were merged the same day no ?
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21:42:07 <truebrain> You talked about this approach a few days ago not?
21:42:36 <_glx_> yeah, and again today 🙂
21:42:53 <truebrain> May I interest you in an unique_ptr? 😄
21:43:17 <truebrain> But yeah, with the other weirdness out of the way, your approach makes sense 🙂
21:43:40 <_glx_> just need to save/restore the local config
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21:46:26 <_glx_> currently the save stores local config and discard game config
21:46:59 <_glx_> but the idea is to save both
21:49:59 <truebrain> Spammers are having a good day today
21:50:00 <michi_cc[d]> Okay, let's just say yes to #11986.
21:50:28 <xarick> close the other, or nvm, I'll do it
21:51:39 <xarick> Superseded is correct spelling?
21:51:49 <kuhnovic> michi_cc[d]: Yes I think that's a good idea. I'm not immune to causing bugs
21:52:15 <LordAro> but it is often spelled incorrectly
21:52:24 <truebrain> kuhnovic: Wait, and now you tell us?!
21:52:44 <michi_cc[d]> LordAro: What do you say to my changelog suggestion?
21:52:58 <LordAro> it seems better, but i've no idea if it's correct or not
21:53:24 <LordAro> the #11986 line could mention aqueducts directly
21:53:30 <michi_cc[d]> That's basically what peter wrote in the PR introduction, so I hope it is correct 🙂
21:53:49 <LordAro> i'd probably remove the '-' in redefining though
21:54:34 <xarick> I need 11840 fixed by 14.0 release, ploz
21:55:44 <xarick> and 10490, I dunno what to make of it
21:56:02 <michi_cc[d]> Need approval and CI checks on #11988, suggestions/proof-reading/approval on Website, then we can tag and wait for build to merge website, too.
21:56:22 <LordAro> xarick: they look suspiciously like the same bug
21:56:22 <truebrain> If I could fix it I would have 🙂
21:57:14 <michi_cc[d]> truebrain: So what order do you want? The fix list is neither by issue nor by PR number.
21:57:39 <truebrain> They are sorted by issue number, those that have an issue
21:57:56 <truebrain> So first fix NNN, then fix
21:58:23 <xarick> without 11840, my AI is toast 😦
21:59:15 <xarick> 10490 doesn't particularly affect my AI, but it affects some others
21:59:55 <michi_cc[d]> Well, #11982 was in the wrong place then, too. See suggestion in PR comment.
22:00:46 <truebrain> GitHub shows that diff very oddly
22:01:28 <truebrain> Such productivity 🙂
22:02:18 <michi_cc[d]> "Mis-"using suggestions to avoid the hassel of a local checkout 🙂
22:02:32 <LordAro> i've been using the github editor :p
22:02:39 <truebrain> It is smart; I still don't know how to make suggestions 😛
22:03:13 <michi_cc[d]> Step 1: You can only makea suggestions via the "Files changed" page, not the individual commits.
22:03:34 <truebrain> Have you use gitlab at work, and just the difference in UX is incredible .. github is so much easier to use
22:03:57 <truebrain> Ooowwwwhhhh, that icon!
22:04:27 <michi_cc[d]> For multi-line suggestions you have to drag the + icon over the range when making the comment
22:04:44 <xarick> truebrain: can I suggest "restart current" to be the default behaviour for "restart"?
22:05:20 <LordAro> xarick: you can suggest anything you want
22:05:31 <truebrain> Going to try to do suggestions next PR I see 😄
22:05:32 <LordAro> if it has good justification behind it, it has a decent chance of being done
22:05:46 <LordAro> the first part of that sentence is the important part
22:06:48 <xarick> justification is only what it used to do before, mainly for compatibility? something like that
22:07:37 <LordAro> why should it continue to do what it did before?
22:07:44 <LordAro> when what it did before was at least partially broken
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22:09:32 <xarick> it's to make old server scripts remain doing what they used to do with "restart" if they're not aware of the change
22:10:34 <LordAro> the number of server scripts that were using `restart` to reliably(?) reset random AI settings effectively zero
22:10:46 <LordAro> or am i missing something about what the restart change did?
22:13:06 <LordAro> the justification for the change should come first, you shouldn't be trying to find a justification for a change
22:13:15 <LordAro> if that makes sense, i could probably phrase it better
22:14:35 <xarick> there's now 3 ways: "restart current", "restart newgame" and "restart". Previously there was only "restart" which would do "restart current". For those that are not aware of the change, seems fair "restart" would behave as it previously did, which was "restart current".
22:15:16 <LordAro> ok, but why is that a better default?
22:15:23 <LordAro> "it's what it was before" is not good enough
22:15:40 <LordAro> if you're unaware of the changes, you shouldn't be surprised when... there are changes
22:15:59 <xarick> for those guys with .scr files or what not when running their servers, I figured it would made life simpler for them. ^_^
22:16:43 <LordAro> there's plenty of changes that would need reviews of how things are structured
22:17:14 <LordAro> so i ask again, why is it a better default?
22:17:25 <LordAro> i've already told you that "that's what it was before" is not enough
22:18:00 <xarick> there's nothing more I can think of.
22:18:11 <LordAro> in which case, the answer is no
22:19:07 <_glx_> servers using "restart" usually just want the same map
22:20:18 <_glx_> so yeah "restart current" might be a better default
22:20:34 <LordAro> see, that's a justification
22:20:40 <_glx_> though "restart newgame" is also the same seed
22:20:49 <_glx_> and should give the same map
22:21:00 <LordAro> (though i don't know enough about the commands to actually say whether it's good or not)
22:21:22 <truebrain> _glx_: I really hope no server uses restart .. they most likely want reload or newgame 😄
22:21:44 <truebrain> But even if they want restart, they most likely expect newgame, not current 🙂
22:22:04 <_glx_> yeah they just want the same map I think
22:22:28 <_glx_> so as long as the seed is the same
22:22:35 <truebrain> The only case I can think of for current frosch presented, checking a savegame from the start
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22:22:49 <truebrain> It is a rare developer case
22:23:46 <truebrain> In general I think most users already assumed it was newgame btw
22:24:03 <truebrain> The difference is subtle enough 🙂
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22:26:35 <truebrain> Btw _glx_ , somewhat related, I was wondering if we should roll the Random AIs at start of the game already (and just hide who it is till start)?
22:26:46 <truebrain> Can be done after the change you are working on
22:27:02 <truebrain> That way no user action influences the choice anymore
22:27:19 <truebrain> Making them much more deterministic (given a fixed seed)
22:27:34 <truebrain> Or is that fixed with the new seed system?
22:27:58 <_glx_> it's determined by OWNER_NONE randomizer
22:28:11 <truebrain> Which a GS uses, not?
22:28:50 <_glx_> and there's also OWNER_WATER (unused)
22:29:12 <truebrain> Okay, so I retract my suggestion 🙂
22:30:34 <michi_cc[d]> Uhg, CodeQL for a pure doc change... But well, no approval so far anyway.
22:36:04 <truebrain> The slowness of CodeQL is annoying
22:36:45 <michi_cc[d]> Okay, you have CI runtime left to look at the website PR.
22:39:43 <truebrain> Should be in time 🙂
22:39:49 <truebrain> Nice tone for the post btw
22:40:57 <truebrain> Rubidium: 15 and 18, really? 😄
22:42:16 <peter1138[d]> Interesting approach.
22:43:27 <Rubidium> truebrain: yes, that change was intended. How else am I going to get to ridiculous numbers 'quickly' :) It'll go away though, but it's quite drafty at the moment as there's a lot more to actually remove
22:44:53 <truebrain> All these different number systems in the world .. insanity 🙂
22:56:37 <michi_cc[d]> No more tagging on website, right?
22:58:57 <_zephyris> Boo: Font request again. Any mac users able to check these look correct, especially OpenTTD Sans for normal text? Double-checking linux would be good too.
23:00:47 <truebrain> michi_cc[d]: I will publish on GOG tomorrow btw, and publish a release post on Steam tomorrow
23:01:07 <truebrain> (It will publish on Steam automatically)
23:01:47 <_zephyris> Woop, I've fixed the line height issue on Windows with the TTF fonts!
23:07:26 <truebrain> Hopefully this resolves the duplicated issues 🙂
23:13:56 <michi_cc[d]> Workflow `publish_latest_tag` has both a node16 warning and some logs about deprecated packages, BTW.
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23:26:33 <truebrain> michi_cc[d]: Tnx, will check it out "soon" 🙂
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23:37:15 <wensimehrp> _zephyris: Would you consider adding CJK characters in the future? Or they would never be added?
23:38:36 <_zephyris> It's unlikely I'm afraid, there are just too many for me to draw in any reasonable time scale. Currently the fonts have got ~600 characters, unified CJK ideograms has ~21,000.
23:40:06 <_zephyris> _Although_ I might be able to do Korean - partly because I know some Korean and it's alphabetic so can be constructed from a more achievable (~60ish?) sub-characters. But would still be a big job.
23:44:43 <_zephyris> peter1138[d]: Thanks for your patience explaining #10273
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23:46:19 <_zephyris> I'd failed to understand the code correctly
23:46:23 <_zephyris> Anyway, sleep time!
23:48:00 <peter1138[d]> I'm not sure what the difference between tmAscent and otmAscent is, or which is correct to use.
23:48:22 <peter1138[d]> tm = text metric, otm = outline text metric.
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